Kosmo_ 22 Posted November 21 HIVE AI A3 V.1 continuation of : Overview HIVE is an strategic AI self commanding script. Map locations are objectives. Groups are automatically sorted into types and receive waypoints to objectives. Units such as artillery, aerial and supports are also handled. Forces ratio consideration, defensive stance when outnumbered. Infantry can garrison and be transported when needed. Usage Initialize with execVM "HIVE.sqf". Requires "HIVE_AO" marker present. Marker size "b" is radius of included locations. In HIVE.sqf are following configurations: HIVE_ACTIVE - Pause/unpause looping. HIVE_WEST/EAST/GUER - Can suspend side control. HIVE_DEBUG - Debug markers and messages. HIVE_GROUP_BLACKLIST - Remove groups from HIVE control. HIVE_NAMES - Location types to be used as objectives. Demo and files https://drive.google.com/drive/folders/1bDqVV98rXw48YPWLymcOp4PtG-hBkfnO?usp=drive_link 2 Share this post Link to post Share on other sites
Kosmo_ 22 Posted November 22 Note about artillery as of V1, doArtilleryFire gets the type of ammunition to use from first magazine with getArtilleryAmmo. With removeMagazinesTurret and addMagazineTurret this ammotype can be changed. Once they run out of HE, which is usually the first magazine type in units, they use the next ammunition type. Share this post Link to post Share on other sites
froggyluv 2136 Posted November 23 So is this like a Meta-AI? Determining groups and planting waypoints like a HAL? Is it meant to be played with tactical AI mods aor does it conflict? I couldnt really find a clean overview anywhere 1 Share this post Link to post Share on other sites
Kosmo_ 22 Posted November 23 5 hours ago, froggyluv said: So is this like a Meta-AI? Determining groups and planting waypoints like a HAL? Is it meant to be played with tactical AI mods aor does it conflict? I couldnt really find a clean overview anywhere Very good questions, thank you for asking 1. I do not know what Meta-AI is 2. Yes has similarities to HETMAN Artificial Leader 3. HIVE works on waypoints, so any modifications or additional scripts that deal with waypoints will probably only see limited functionality 4. Sorry for lack of clear overview, I am still working on this and figuring out the scope of it 1 Share this post Link to post Share on other sites
Kosmo_ 22 Posted November 24 Version 1.1 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. Added "danger close" check for artillery. Artillery will not fire at targets which have friendly units close ( <200m). Changed known enemies array, now accounts individual units instead of groups. Closest know enemies are now checked from waypoint, not squad leader position. Slowed down script looping a little, is now 120s, 240s and 360s. Infantry when side is in defensive mode will seek a building nearby (<250m) waypoint. If building is found they will receive a "HOLD" waypoint on it Share this post Link to post Share on other sites
honger 116 Posted November 24 Could you elaborate more on what your mod does exactly? Is it meant for AI vs AI fights or can I incorporate it into a player vs AI scenario? I am a big fan of Zeus Wargame and having a more "conscious" AI on the enemy side actively responding to how the player moves his forces would be greatly appreciated. From what I gather, AI will first occupy the zones they have to defend and then move towards zones taken by the enemy side. Does it support three-side warfare, as in BLUFOR vs OPFOR vs INDFOR? 1 Share this post Link to post Share on other sites
Kosmo_ 22 Posted November 24 42 minutes ago, honger said: Could you elaborate more on what your mod does exactly? Is it meant for AI vs AI fights or can I incorporate it into a player vs AI scenario? I am a big fan of Zeus Wargame and having a more "conscious" AI on the enemy side actively responding to how the player moves his forces would be greatly appreciated. From what I gather, AI will first occupy the zones they have to defend and then move towards zones taken by the enemy side. Does it support three-side warfare, as in BLUFOR vs OPFOR vs INDFOR? Once again good round of questions! 1. Not specifically a mod, but an script that is included in mission file. 2. Yes it can be incorporated into PVE or PVP, in HIVE.sqf the following controls are available (can also be changed during the game). HIVE_WEST/EAST/GUER - Can suspend side control. eg. suspend control on player side. HIVE_GROUP_BLACKLIST - Remove groups from HIVE control. eg. you can add player groups here. 3. The priority of objectives depends on the defensive stance (dictated by forces comparison). Meaning when not in defensive stance the priority of a side is unoccupied areas -> enemy areas -> all areas, while defensive side(s) won't engage enemy areas unless they have none of their own. 4. Yes three sided warfare should work, however since forces comparison compares both enemy sides there is a possibility of an defensive stalemate. 1 Share this post Link to post Share on other sites
Komodo-1 11 Posted Monday at 11:09 AM nice one, will try it out any chance of this being made into a mod? ty 1 Share this post Link to post Share on other sites
Komodo-1 11 Posted Monday at 11:16 AM is it compatible with all faction mods like CUP/RHS/cDLCs etc? 1 Share this post Link to post Share on other sites
Kosmo_ 22 Posted Monday at 12:22 PM 1 hour ago, Komodo-1 said: is it compatible with all faction mods like CUP/RHS/cDLCs etc? Hello, thank you for taking interest. Yes any faction should work, unit classification is based on CfgVehicles (eg. if unit has "artilleryscanner" in its cfg it is considered artillery). As for making this into a "mod", I do not have such plans currently (what would the benefits even be?). V1.2 Transports unit categorization changed, (no gunner, group > 2 units and seats > 1) Single seater planes/helos should be correctly categorized into air units now. Fixed typo in forces comparison, specifically _airwest was incorrectly _airswest. Removed cyclical (strategic) reset of busy array, should prevent transport waypoint never completing. Attempt at stuck prevention, every tactical cycle the radius of current wp is exponentiated. In tactical separated INF into their own section. Share this post Link to post Share on other sites
Komodo-1 11 Posted Monday at 01:33 PM with a mod/module you can set the options using it ingame and maybe support custom factions if that's possible using synching 1 Share this post Link to post Share on other sites
Kosmo_ 22 Posted Monday at 02:22 PM 54 minutes ago, Komodo-1 said: with a mod/module you can set the options using it ingame and maybe support custom factions if that's possible using synching Thank you for the suggestion. The options variables in HIVE.sqf can already be set in-game, for example: Trigger -> Radio Alpha -> On activation HIVE_WEST = false; Custom factions are already supported, do let me know if there are discrepancies in any units. Share this post Link to post Share on other sites
Kosmo_ 22 Posted Tuesday at 04:07 PM V 1.3 Vehicle and armored units have their normal waypoints at "Limited" speed, making infantry keep up a little better. Made settings variables execute unscheduled, can now be changed by init fields in units etc at game start. Added transport to artillery exclusion list. Added HIVE_SUPERBUSY array. Every strategic cycle (groups in HIVE_SUPERBUSY) waypoints get placed on unit position. This should prevent transports from getting stuck. HIVE_TACTICAL now excludes units in HIVE_GROUP_BLACKLIST, exclusion should happen faster this way. Changed formation array to 6 with wedge being most likely. Added check for vehicle commander in HIVE_BUSY array, also excludes blacklisted units. 1 Share this post Link to post Share on other sites
honger 116 Posted Wednesday at 03:44 PM (edited) On 11/24/2024 at 7:30 PM, Kosmo_ said: Once again good round of questions! 1. Not specifically a mod, but an script that is included in mission file. 2. Yes it can be incorporated into PVE or PVP, in HIVE.sqf the following controls are available (can also be changed during the game). HIVE_WEST/EAST/GUER - Can suspend side control. eg. suspend control on player side. HIVE_GROUP_BLACKLIST - Remove groups from HIVE control. eg. you can add player groups here. 3. The priority of objectives depends on the defensive stance (dictated by forces comparison). Meaning when not in defensive stance the priority of a side is unoccupied areas -> enemy areas -> all areas, while defensive side(s) won't engage enemy areas unless they have none of their own. 4. Yes three sided warfare should work, however since forces comparison compares both enemy sides there is a possibility of an defensive stalemate. Thanks. I'll give it a try and see if I can report or suggest something because so far this looks like a great alternative for HAL NR6. Btw, could you upload the files to some host other than GDrive? I keep getting a "could not download the file" error no matter which one I try to download, not sure if it's something about permissions or just Google being wonky. Anything else should work. I'd be grateful. Never mind, it works now. Just some fucky-wucky on Google's side I guess. Edited Wednesday at 10:01 PM by honger 1 Share this post Link to post Share on other sites
Kosmo_ 22 Posted yesterday at 07:51 PM V 1.4 New HIVE_SPAWNING.sqf Groups can be spawned with editor placed markers. Marker name has to be from HIVE_1 to HIVE_15. Markers are "b_inf", "b_motor_inf", "b_mech_inf" and "b_armor". Markers with b_ prefix are for west units while o_ is east and n_ is for resistance. See : https://community.bistudio.com/wiki/Arma_3:_CfgMarkers Group types to spawn correlates with marker type. Possible group types are "Infantry", "Motorized", "Mechanized" and "Armor". See : https://community.bistudio.com/wiki/Arma_3:_CfgGroups The text field in marker dictates which faction to spawn, for example of you want NATO military, you type in marker text field BLU_F. See previous link. Marker size "a" is how many groups should be spawned, multiplied by 10. For 7 groups you would set marker size "a" to 0.7. Marker size "b" is how large spawn radius should be, multiplied by 500. So if you want groups to spawn in a radius of 1000m, you set marker size "b" to 2. If you disable HIVE_ICONS in HIVE.sqf these markers will be removed after spawning. Removed cyclical waypoint reset, may the AI pathfinding be merciful. Share this post Link to post Share on other sites