Kosmo_ 15 Posted November 12 HIVE STRATEGIC AI V3.1 Arma 3 version: 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/1D59AmyaK4PlIWtLCcHPiBqv7P_6PTzFG?usp=drive_link 3 Share this post Link to post Share on other sites
dalber24 154 Posted November 13 I was trying it, I liked it a lot, it's very good, thanks for sharing it 1 Share this post Link to post Share on other sites
Kosmo_ 15 Posted November 14 17 hours ago, dalber24 said: I was trying it, I liked it a lot, it's very good, thanks for sharing it 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; }; 1 Share this post Link to post Share on other sites
dalber24 154 Posted November 14 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! 1 Share this post Link to post Share on other sites
dalber24 154 Posted November 15 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 1 Share this post Link to post Share on other sites
Kosmo_ 15 Posted November 15 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 Yes, the AI does use artillery in v2. More specifically "recon" type units call it in with good effect 1 Share this post Link to post Share on other sites
dalber24 154 Posted November 15 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! 1 Share this post Link to post Share on other sites
Kosmo_ 15 Posted Monday at 02:13 PM Did a test of the script with ridiculous amount of 1 unit groups... https://imgur.com/a/gGF0ZPn and it seemed to perform very well ... how??? 1 Share this post Link to post Share on other sites
dalber24 154 Posted Thursday at 06:30 PM Hey I just realized you had updated it... I was waiting for the new version, but since you hadn't said anything, I was waiting for the announcement message... I hadn't looked at the first post... I just saw it... In your last message you had not mentioned the update, you should do it, because it is usually rare when there are several messages, to see the first one. 1 Share this post Link to post Share on other sites
Kosmo_ 15 Posted Thursday at 09:09 PM 2 hours ago, dalber24 said: Hey I just realized you had updated it... I was waiting for the new version, but since you hadn't said anything, I was waiting for the announcement message... I hadn't looked at the first post... I just saw it... In your last message you had not mentioned the update, you should do it, because it is usually rare when there are several messages, to see the first one. Oh yeah I basically rewrote the thing 3 times since first posting xd. But yeah I'll probably take a little bit of a break now since stalker 2 came out. All of the versions are in drive folders, I'll maybe look into making some kind of battle generator type mission utilizing the script in future. 1 Share this post Link to post Share on other sites
dalber24 154 Posted Thursday at 10:50 PM 1 hour ago, Kosmo_ said: Oh yeah I basically rewrote the thing 3 times since first posting xd. But yeah I'll probably take a little bit of a break now since stalker 2 came out. All of the versions are in drive folders, I'll maybe look into making some kind of battle generator type mission utilizing the script in future. Okay, you have a well-deserved break, and a very good excuse, Stalker 2! Good thing it's already been released... I also have to play Metro Awakening which I haven't even installed yet, and now that you mention it I'm going to go for Stalker 2 too. Thanks for the update, and I look forward to your return for your new scripting beauties. Cheers 1 Share this post Link to post Share on other sites
Kosmo_ 15 Posted 9 hours ago Version 3.2 Added transportation handling. Vehicles without gunners, eg. trucks will be assigned to "logistics" category. All vehicles that have more free cargo seats than units in group will be available for transportation missions. Infantry that gets a waypoint that is far away (> 1000m) will be added to cargo array. Transportation missions will be assigned from this cargo pool, depending if they can fit the infantry group in question. Changed forces comparison, now counts individual units and vehicles instead of group types. 1 Share this post Link to post Share on other sites
dalber24 154 Posted 9 hours ago It seems that Metro Awakening will wait a little longer... Edit: @Kosmo_ wait a minute, you're kidding me... you didn't update the files Cheers 1 Share this post Link to post Share on other sites
Kosmo_ 15 Posted 8 hours ago 50 minutes ago, dalber24 said: It seems that Metro Awakening will wait a little longer... Edit: @Kosmo_ wait a minute, you're kidding me... you didn't update the files Cheers I did update the files, however I didn't update the link 🤦♂️ (fixed now) 1 Share this post Link to post Share on other sites
dalber24 154 Posted 5 hours ago 2 hours ago, Kosmo_ said: I did update the files, however I didn't update the link 🤦♂️ (fixed now) Excellent, thank you very much, I didn't want to have to use force... 🤣 🤣 Cheers, have a nice weekend! Share this post Link to post Share on other sites