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UNITAF members taking orders before an operation
Force Manual

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

FM/BG-778 · v1.02

LAMBS

Code
FM/BG-778
Kind
Guide
Version
v1.02 1yr ago
Views
1,590
Platforms
As its document
Published by
LtCol James 15 Sep 2025
Last material change
v1.00 Added a quick guide/cheat sheet for LAMBS

You are reading v1.02, 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 Vanilla 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.

Task / ModuleDescription / Use Case
Task CAMPSets the affected group into a relaxed state, ideal for simulating an unaware enemy. AI will use ambient animations such as sitting or idling. Good for defensive positions with low alert.
Task GARRISONQuickly spreads AI into occupied buildings to simulate a garrison. You can set conditions for them to leave; “none” is the most restrictive, making them hold position until death. Useful for creating static defenses.
Task PATROLSets up AI patrols on a static or dynamic path. Ideal for creating roaming security forces or routine patrols.
Task RUSHSends AI running directly to the nearest player/BLUFOR unit in an uncoordinated fashion. Best for insurgent QRFs or last-resort charges.
Task ASSAULT / RETREATUsed with Dynamic Targets. AI will move to secure the target location tactically, using cover and formations. Can simulate retreating (checkbox option), but retreat mode can sometimes cause AI to get stuck.
Task CREEPUsed for ambushes. AI sneaks as close to BLUFOR as possible before opening fire at the most lethal moment or when spotted.
Task CQBOrders AI to clear buildings. Can be unreliable, so use with caution — better for flavour than guaranteed results.
Task HUNTSimulates an OPFOR patrol that gradually works its way toward the players. AI knows player positions but acts as if they are searching, slowly tightening the net.