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Force Manual

The FM outlines our core skills, policies and guides to ensure every member stands ready for the mission ahead.

FM/BG-778 · v1.00

LAMBS

Code
FM/BG-778
Kind
Guide
Version
v1.00 1yr ago
Views
1,593
Platforms
As its document
Published by
SPC Vyqe 10 Dec 2024
Last material change
v1.00 Added a quick guide/cheat sheet for LAMBS

You are reading v1.00, an earlier version. Read the current version

LAMBS

LAMBS is an AI Enhancement mod in our core modset which helps GMs quickly command large groups of Enemy AI. Note that it should be used instead of standard vanila ARMA movement orders for infantry if possible. The following section details how to use the specific Modules present in the mod and their use cases.

Using LAMBS defensively

  • Task CAMP and Task GARRISON are the most commonly used modules for defensive positions. Both Modules allow for a randomly pathing patrol to be generated.
  • Task CAMP sets your affected group into a relaxed state, perfect for simulating an unaware enemy. AI will use ambient animations such as sitting down or idly standing by.
  • Task GARRISON allows you to quickly spread AI into occupied buildings to simulate a garrison. You can set conditions for them to leave their garrisoned state, with “none” being the most restrictive on the AI, while also making them hold their positions to the bitter end.
  • Task PATROL allows you to set up AI patrols and can be done on a static or dynamic path.

Using LAMBS offensively

  • Task RUSH will send the AI running to the nearest player or BLUFOR unit in an uncoordinated fashion. Best used for insurgent QRFs or as a last-resort assault.
  • Task ASSAULT/RETREAT is used in combination with Dynamic targets. After placing one from the modules panel, you can send the AI to that target to secure the destination. They will approach more tactically than Rush, using cover and formations. This can also be used to simulate OPFOR retreating by using the checkbox, but this has tendencies to make AI stuck in place or on objects.
  • Task CREEP is mainly used to ambush players. AI will sneak as close to BLUFOR as they can before coordinating fire when most likely to kill or when spotted.
  • Task CQB is used to send the AI to clear buildings; however, it doesn't always work as intended. Useful but don’t rely on it.
  • Task HUNT will simulate an OPFOR patrol with the added condition that the AI will work their way towards the players, slowly closing in on them. As part of this, they know exactly where the players are but don’t act like it.