-
Content Count
43 -
Joined
-
Last visited
-
Medals
Community Reputation
32 ExcellentAbout Kosmo_
-
Rank
Lance Corporal
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
A.R.C.A.I - Adaptive Response Combat Artificial Intelligence Mod
Kosmo_ replied to MON7RCH's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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? -
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.
-
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
-
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.
-
Update 08/12 Fixed issue with profile namespace variables. When first started on fresh player profile the selection for "size" was actually a number, not a string as is expected. Fixed. For some reason BIS_fnc_getFactions was not getting BAF. Added it manually now. Fixed incorrect endings screens. Adjusted victory conditions, is now 2x force and 50% of areas. Fixed time not resetting when flushing map data. Update 09/12 Fixed music sometimes playing double. Changed ending descriptions. Reduced group count from 20,40 and 60 to 15, 30 and 45. Crewmen of unused side are now deleted instead of only their vehicle. Removed strongpoint location types from arrays. Update 10/12 Fixed ambulance, mortar and artillery BIS_fnc_findSafePos default position, was incorrect. Made all side units playable, not only squad leaders Added notification about immediate victory timer Fixed drawing of saved locations, now includes "NameCity" Removed redundant "StrongpointArea" strings
- 2 replies
-
- 1
-
- dynamic
- persistent
-
(and 1 more)
Tagged with:
-
Kosmo_ started following (SP) HIVE Battle Generator
-
Dynamic Composition of formations varies from mission to mission. Various group types including aerial and artillery units. Persistent Conquered areas are saved to next mission. Map control affects formation morale and supply situation. Customizable Fight in a quick skirmish, decisive battle or grand campaign with different factions. Command or be commanded by HIVE AI, with adjustable difficulty. Notes *Scale is 1000m, 2000m or 3000m of area radius with 15, 30 or 45 groups per side. *Faction must have an cfgGroups configuration. *Terrain needs to have location data, terrain can be changed by changing file name. Eg: .Takistan > .Zargabad Installation Place unpacked folder in missions directory. Download https://www.moddb.com/games/arma-2-combined-operations/addons/sp-hive-battle-generators HIVE AI Script https://forums.bohemia.net/forums/topic/290822-hive_ai/
- 2 replies
-
- 1
-
- dynamic
- persistent
-
(and 1 more)
Tagged with:
-
Version 4.3 HIVE.sqf Additional parameter, HIVE_DEBUG2 Looping is now 600s, 300s and 150s 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_empty". 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 * 100 BIS_fnc_findSafePos now defaults to marker position if no valid positions found HIVE_STRATEGIC.sqf Fixed issue with debug markers not updating. HIVE Battle generator: https://forums.bohemia.net/forums/topic/291063-sp-hive-battle-generator/
-
Version 2.1 https://imgur.com/a/SYHHzzO Updated HIVE_SPAWNING.sqf 30% of groups are spawned from random type, so for example infantry formations will have some supporting vehicles Group strength now changeable with rotation of marker. 90 degrees = 75% group strength, 180 = 50% and 270 = 25% Ammunition status can be changed with color of marker. Green = 75% ammo, Yellow = 50% and Red = 25% Morale (skill) can be changed with alpha of marker. 0.75 alpha = 75% skill, 0.5 alpha = 50% and 0.25 alpha = 25% Spawning markers will now have text with information, "UNITS", "AMMO" and "MORALE"
-
Version 4.2 Updated HIVE_SPAWNING.sqf 30% of groups are spawned from random type, so for example infantry formations will have some supporting vehicles Group strength now changeable with rotation of marker. 90 degrees = 75% group strength, 180 = 50% and 270 = 25% Ammunition status can be changed with color of marker. Green = 75% ammo, Yellow = 50% and Red = 25% Morale (skill) can be changed with alpha of marker. 0.75 alpha = 75% skill, 0.5 alpha = 50% and 0.25 alpha = 25% Spawning markers will now have text with information, "UNITS", "AMMO" and "MORALE" Small patch 3/12 Reduced size of "Armored" groups so it makes more sense Made markers alpha to switch to 1 after spawning rotation and alpha no longer need to be exact, == changed to >= and <=
-
As the name implies, special operations are... special (= novel) operations (= neither strategy or tactics) xd. I don't think that will be a consideration for now, however I have observed some very interesting behavior when a helicopter is grouped with infantry. Once the helicopter receives "SAD" waypoint the infantry will dismount at first contact leading to a very cool scene. (your enthusiasm cheers me up continually, thank you too!)
-
Aight so I got an idea: What if much like individual units in a squad make up squad formation, individual groups would form platoon formation. This could be extrapolated, platoons form brigade formations https://imgur.com/a/0HviUzW
-
Version 2 HIVE.sqf Location types now categorized into large/medium/small Additional location types, "Hill" in medium and "StrongpointArea" in small Location types have a separate radius array HIVE_SIZES HIVE_STRATEGIC.sqf Simplified arrays a little Area arrays are reset every strategic cycle New strategic modes, ATTACKING, DEFENDING and MANOEUVRE MANOEUVRE is activated by ratio of captured areas to uncaptured MANOEUVRE causes groups to prioritize uncaptured objectives HIVE_TACTICAL.sqf Split tactical into TAC_WEST.sqf, TAC_EAST.sqf and TAC_GUER.sqf Sped up TAC a little, sleep delays only happen if unit is not in busy array Infantry target building has to be within objective radius Waypoint placement radius depends on the objective size Waypoints that have less distance to objective than radius are now placed from objective's center Transportation is now requested if distance is radius * 2 from waypoint
-
V4.1 Small fixes Sped up TAC a little, sleep delays only happen if unit is not in busy array Transportation is now requested if distance is radius * 2 from waypoint Re-added infantry getting waypoints to nearby building from waypoint Building has to be within objective radius Time to update A3 one once again
-
The changes in version 4 should see some interesting dynamics emerging. In a situation where forces are nearly equal the stance of defence and offence might get triggered my the attacking side taking heavy or important losses, essentially activating forces defending further away (that could be considered reserves). MANOEUVRE should introduce some flanking especially from defender's side. The objectives having varying sizes will make groups spread out and condense depending on terrain which is also interesting (Hills are important because units can see far away and call in artillery, while Strongpoints are essentially chokepoints on important routes). We'll see how these changes play out, even at 4x speed running scenarios can still take 30 minutes. Bongo moth FTW!
-
Version 4 HIVE.sqf Location types now categorized into large/medium/small Additional location types, "Hill" in medium and "StrongpointArea" in small Location types have a separate radius array HIVE_SIZES HIVE_STRATEGIC.sqf Simplified arrays a little Area arrays are reset every strategic cycle New strategic modes, ATTACKING, DEFENDING and MANOEUVRE MANOEUVRE is activated by ratio of captured areas to uncaptured MANOEUVRE causes groups to prioritize uncaptured objectives HIVE_TACTICAL.sqf Split tactical into TAC_WEST.sqf, TAC_EAST.sqf and TAC_GUER.sqf temporarily removed garrison behaviour from infantry Waypoint placement radius depends on the objective size Waypoints that have less distance to objective than radius are now placed from objective's center Transportation is now requested if distance to waypoint is larger than objective radius