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Everything posted by Kosmo_
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HIVE_AI A3 V2.5 continuation of : https://forums.bohemia.net/forums/topic/290822-hive_ai/ 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. Files and manual https://drive.google.com/drive/folders/1bDqVV98rXw48YPWLymcOp4PtG-hBkfnO?usp=drive_link Battle Generator https://forums.bohemia.net/forums/topic/291108-sp-hive-battle-generator-a3/
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Hi. No it is not a typo, formation which are not "infantry" type will have groups mostly consisting of their formation type groups. So "Motorized" formation will have 50% motorized groups, 25% random group type and 25% infantry groups.
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Do you mean the battle generator? Can you post more details into it's dedicated thread
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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
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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
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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.
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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:
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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.
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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
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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.
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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!
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Battle generator for A3 released:
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What is % and how to use it?
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HIVE_AI V4 Arma 3 version: https://forums.bohemia.net/forums/topic/290922-hive-ai-a3/ 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. Requires "Functions" module. 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_ICONS - Icons for spawning. HIVE_GROUP_BLACKLIST - Remove groups from HIVE control. HIVE_LARGE/MEDIUM/SMALL - Location types to be used as objectives. HIVE_SIZE - Location sizes Files https://drive.google.com/drive/folders/1D59AmyaK4PlIWtLCcHPiBqv7P_6PTzFG?usp=drive_link Battle generator https://forums.bohemia.net/forums/topic/291063-sp-hive-battle-generator/
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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. 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
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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
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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/
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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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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 Update 11/12 HIVE_SPAWNING name of marker 2 is marker + _2 Markers text is now removed on game start Victory timer now triggered when one side remains Renamed victory timer to conquest timer Removed redefining guer faction in side select Added motorized_mtp to motorized formations Define guer faction if undefined
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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/
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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"
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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 <=
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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!)
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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