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Kosmo_

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About Kosmo_

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  1. Kosmo_

    HIVE_AI A3

    Do you mean the battle generator? Can you post more details into it's dedicated thread
  2. Kosmo_

    HIVE_AI A3

    Manual page 6: ● HIVE_LARGE = ["NameCityCapital", "NameCity"]; ○ The location types to to have 750 area radius. ● HIVE_MEDIUM = ["NameLocal", "Hill"]; ○ The location types to to have 500 area radius. ● HIVE_SMALL = ["NameVillage"]; ○ The location types to to have 250 area radius. If there aren't the previous location markers then yes it won't work. More information on locations: https://community.bistudio.com/wiki/Location
  3. Kosmo_

    HIVE_AI A3

    Hello, are there location markers in the AO? They should have circle markers drawn around them. If you posted the mission file I could take a better look. Edit: Think I found the culprit, in manual it says the area radius is HIVE_AO size "b" even though it is supposed to say size "a". Updated the manual
  4. Kosmo_

    HIVE_AI A3

    Hey would there be interest for some kind of tutorial/manual on setting up this script and using the spawning markers? Edit: Making it anyways xd Edit2: Added manual to the google drive folder.
  5. Kosmo_

    [SP] HIVE Battle Generator A3

    Now this is an interesting topic! Is it better to concentrate forces on single objective or to attack multiple objectives simultaneously? What kind of unit beats what unit? What about terrain, what if objective is far away? When to attack, when to defend and when to move? There is an strategic layer (HIVE_STRATEGIC.sqf), different unit types have various values. The overall strength of a side is determined from comparison of these values. A man is 1 point, vehicle is 5, tank is 10 etc. Now since sides take losses this ratio can change quite quickly due to combat. The objectives, which are taken from map location data can be under one sides control, again comparing the strength of the units present there. Defending side which has less overall value won't get new waypoints to enemy held areas while attacking side exclusively seeks them. Some locations can be uncontested and comparing amount of these areas to held areas will trigger third strategy type, maneuver. Maneuvering side will receive waypoints to these areas. Even though it is quite simple some interesting dynamics can emerge, such as defending side retreating (letting artillery do its work) or flanking the advancing formation meanwhile attacking side concentrates forces to gain advantage. Also of note is that waypoints don't directly go to objective but rather to the middle of current position and objective, forming a somewhat sensible front line. As for the battle generator, the spawning script (HIVE_SPAWNING.sqf) has balancing in the form of reducing armored group sizes and giving infantry some supporting vehicles because the outcome of 10 tank groups of 4 tanks each against some dudes with handful of launchers should be pretty obvious.
  6. Kosmo_

    HIVE_AI A3

    Version 2.4 HIVE_SPAWNING.sqf: Updated getter for group class types Added more variety to formations Decreased of spawning artillery in armored formations Custom formations now select completly randomly from group types and group names Fixed Motorized_MTP formations not spawning. HIVE marker 2 inherets name from marker. Future update notes will be in the battle generator workshop change notes, will upload new files every now and then if changes come
  7. Kosmo_

    [SP] HIVE Battle Generator A3

    HWS is legendary, I am quite honored by your compliment. The game has an inbuilt score system at the end of mission displaying a score and kills/losses. These are not quite awards but rather statistics, however this score could be used to pass down to namespace variable. Maybe with higher overall score player would "move up" the ranks from grunt, to squad leader and finally commander. Interesting idea! Yes scripting HIVE has been quite an rewarding adventure, which wouldn't have been possible at all without community resources such as posts on this forum and BI wiki. There really isn't much of "brain" or HQ in the script but the resulting behavior is still quite dynamic and convincing which is pretty cool I think.
  8. Kosmo_

    [SP] HIVE Battle Generator A3

    Hello, this is a mission file. If you're wondering how to use the HIVE AI script re-post this question to the AI script thread. However, if question relates to the mission (this thread) here's how to play it: 1. Subscribe to it in steam workshop 2. Launch the game 3. From the top left, navigate "singleplayer" -> "scenarios" 3. Under "steam subscribed content" select "HIVE Battle Generator ALTIS", "ALTIS" being a map you have installed 4. Press PLAY 5. You are now in game, you will be prompted to use scroll menu 6. Select game settings with the action menu, controlled by your mouse wheel 7. Enjoy the mission!
  9. Kosmo_

    HIVE_AI A3

    Battle generator for A3 released:
  10. Dynamic: Fight in a quick skirmish, decisive battle or grand campaign. Composition of formations varies from mission to mission. Persistent: Conquered areas are saved to next mission. Map control affects formation morale and supply situation. Customizable: Play with vanilla, mod or DLC factions. Command or be commanded by HIVE AI, with adjustable difficulty. Notes: Scale is 1000m, 1500m or 2000m of area radius with 6 (+3), 10 (+5) or 14 (+7) groups per side. Faction must have an cfgGroups configuration. Steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3381596698 HIVE AI Script:
  11. What is % and how to use it?
  12. fascinating, what are the reward conditions for the tables? Kills/survival time/damage? Do you store and use position data, wouldn't that be map specific?
  13. Kosmo_

    HIVE_AI A3

    Version 2.2 HIVE.sqf Additional parameter, HIVE_DEBUG2. Looping is now 600s, 300s and 150s. Removed StrongPointArea from locations array. HIVE_SPAWNING.sqf Removed opacity parameter, alpha of marker doesn't matter anymore. Morale and supply has 3 states now: High, Medium and Low. Supply is now "colorGreen", "ColorYellow" and "ColorRed". Morale is now: 0 degrees, 120 degrees and 240 degrees. Exceptions list for certain factions. New marker type, "b_unknown". Can be used for factions which have unconventional cfgGroups structure. Balancing done for different group types, infantry formations should have some chance against armored formations. Reduced spawning radius to marker size * 200. BIS_fnc_findSafePos now defaults to marker position if no valid positions found. HIVE_STRATEGIC.sqf Fixed issue with debug markers not updating. HIVE_TAC Made waypoint position default to target position if no suitable position at midpoint was found. Update 11/12 HIVE_UNITS.sqf Assigns driver as group leader, if not player HIVE_SPAWNING.sqf Sets marker 2 name to marker 2 + _2
  14. Kosmo_

    HIVE_AI

    Version 4.4 HIVE.sqf Removed StrongPointArea from locations array HIVE_TAC Made waypoint position default to target position if no suitable position at midpoint was found HIVE_SPAWNING.sqf Adjusted spawning radius to marker size * 150 Changed group type units values And maybe something else I already forgot about
  15. Kosmo_

    HIVE_AI A3

    Hey, I just released a HIVE battle generator for A2. I am looking for testers for A3 HIVE battle generator. Please dm me if interested.
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