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HIVE STRATEGIC AI V3.1

Usage

Initialize with execVM "HIVE.sqf", settings are adjusted there.
Requires "HIVE_AO" marker present. Marker size "b" is radius of included locations.
Requires "Functions module".

Overview

HIVE.sqf

  • Initializes and loops scripts.
  • HIVE_ACTIVE can be used to pause looping.
  • HIVE_WEST/EAST/GUER can be used to pause side control.
  • HIVE_DEBUG enables drawing markers, displays messages about forces comparison and defend toggle.
  • HIVE_GROUP_BLACKLIST can be used to blacklist groups.
  • HIVE_LOCATIONS location types to be included in "HIVE_AO".

 

HIVE_LOCATIONS.sqf

  • sets HIVE_AREAS array from locations.
  • Creates debug markers.

 

HIVE_UNITS.sqf.

  • Sorts groups intro arrays based on their vehicles.
  • Creates arty modules.
  • Places "support" waypoint for support units.
  • Sets support groups custom MARTA icons.

 

HIVE_STRATEGIC.sqf

  • Gets location area status based on unit count.
  • Updates debug markers.
  • Forces comparison based on group type.
  • Activates defensive mode based on forces comparison.
  • Sets objective arrays.

 

HIVE_TACTICAL.sqf

  • Adds "busy" units to array.
  • Sets waypoint to objective, if group is not busy.
  • Vehicles and infantry seperation, infantry has preference for buildings.
  • Artillery and air units get their missions from known enemies array.

 

Demo and files

https://drive.google.com/drive/folders/1DD58PybfrmDPzlvu-Ur6RECTl51lCBUk?usp=drive_link

Edited by Kosmo_
version 3.1
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I was trying it, I liked it a lot, it's very good, thanks for sharing it :rthumb:

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17 hours ago, dalber24 said:

I was trying it, I liked it a lot, it's very good, thanks for sharing it :rthumb:

Thanks for trying! I am currently cooking another version of this, here's a little sneak peek

/// ARTILLERY

{
_group = createGroup sideLogic;
_battery = _group createUnit ["BIS_ARTY_LOGIC",[0,0,0], [], 0, ""];
_battery synchronizeObjectsAdd [vehicle leader _x];
vehicle leader _x synchronizeObjectsAdd [_battery];

if (side _x == WEST			) then {_x setVariable ["MARTA_customicon", ["b_art"]] };
if (side _x == EAST			) then {_x setVariable ["MARTA_customicon", ["o_art"]] };
if (side _x == RESISTANCE	) then {_x setVariable ["MARTA_customicon", ["n_art"]] };
}forEach HIVE_ART;

/// _handle = [HIVE_ART select 0, TARGET, "HE",  2] call HIVE_FIREMISSION;
HIVE_FIREMISSION = {	
	_battery = (synchronizedObjects (vehicle leader (_this select 0)) select 0);
	_target = getPosATL (_this select 1);
	_type = _this select 2;
	_rounds = _this select 3;
	[_battery, _target, ["IMMEDIATE", _type, 0, _rounds]] call BIS_ARTY_F_ExecuteTemplateMission;
};

 

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6 hours ago, Kosmo_ said:

Thanks for trying! I am currently cooking another version of this, here's a little sneak peek


Hey I liked that! :slayer::rthumb:

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Hey @Kosmo_, I have a question, can the AI use artillery too or is it just for the player?
It's not that it's super important... but, it wouldn't be bad if the AI could also blow your ass off.

Cheers :rthumb:

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53 minutes ago, dalber24 said:

Hey @Kosmo_, I have a question, can the AI use artillery too or is it just for the player?
It's not that it's super important... but, it wouldn't be bad if the AI could also blow your ass off.

Cheers :rthumb:

Yes, the AI does use artillery in v2. More specifically "recon" type units call it in with good effect

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3 hours ago, Kosmo_ said:

Yes, the AI does use artillery in v2. More specifically "recon" type units call it in with good effect


Nice! Thx!   ySDpRRr.jpeg

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