-
Content Count
54 -
Joined
-
Last visited
-
Medals
Everything posted by Kosmo_
-
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
-
Very interesting thoughts! Yeah I recall Hetman having personalities which affect the tactics. I like to approach this script with the intention of bringing complex behavior from "simple" instructions. I am thinking about having an additional third "strategic" mode in addition to defensive and offensive, "maneuver". It would be triggered when there are unoccupied objectives. The thinking is that the "front line" would be shaped this way from which the situations of flanking and encirclement would emerge. The big question is whether it is better to consolidate all defenses in one place leading to a quick result (decisive loss/victory), or is it better to be spread out and thin the enemy with sporadic engagements and artillery fire (loosing ground). I suppose the same question applies to attacking, is it better to have single concentrated push or multiple skirmishes. Right now this is solved by simply the unit moving to the nearest objective, by chance and distance either forces stay concentrated or spread out. Yes and also objectives currently are considered captured even thought there is no-one present there. Obviously an area can be considered held if it is behind actually occupied areas, essentially in "shadow" of front line. Should defensive forces be held in these areas (essentially forming reserves) our should defenses be only on the actually contested objectives? Interesting dynamic, maybe these decisions could be based on terrain somehow...
-
Currently the positioning is either defending or attacking the nearest objective from unit, depending on forces ratio. The waypoints are placed halfway from objective to unit with a radius of 500, eventually overlapping. What do you suppose would be the criteria for flanking or envelopment, in a philosophical sense?
-
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.
-
V 3.6 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", "b_armor" and "b_air". Markers with b_ prefix are for west units while o_ is east and n_ is for resistance. See : https://community.bistudio.com/wiki/Arma_2:_CfgMarkers Group types to spawn correlates with marker type. Possible group types are "Infantry", "Motorized", "Mechanized", "Armor" and "Air". See : https://community.bistudio.com/wiki/Arma_2:_Operation_Arrowhead:_CfgGroups The text field in marker dictates which faction to spawn, for example of you want OA Takistan military, you type in marker text field BIS_TK. 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. There should be an unit of an side in editor for which spawning is done. This unit can be a dummy with Probability of presence 0. Removed cyclical waypoint reset, may the AI pathfinding be merciful. 29/11 small patch for spawning script, makes "variant 1" from cfg groups more likely than others, also fixed spawning of ghost (yes very spooky) groups
-
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.
-
V 3.5 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.
-
No you don't change sides. I think the resistance faction being colored blue in the demo is because they're aligned to be west friendly, but not sure. Here is more info on the high command module https://community.bistudio.com/wiki/High_Command
-
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.
-
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.
-
V 3.4 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.
-
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.
-
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
-
Version 3.3 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. Fixed transportation, infantry groups that stay too long in a vehicle (when strategic cycle is triggered) will now dismount instead of staying in cargo forever. Transportation missions capacity is now counted >= instead of >, eg. if there are 8 cargo seats vehicle will transport squads of max 8 instead of 7. 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 Time to update A3 one too I guess
-
I did update the files, however I didn't update the link 🤦♂️ (fixed now)
-
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.
-
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
-
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.
-
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.
-
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???
-
Yes, the AI does use artillery in v2. More specifically "recon" type units call it in with good effect
-
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; };
-
Mission "Flashpoint" by ThomsonB
Kosmo_ replied to Bernd Geischer's topic in ARMA 2 & OA - USER MISSIONS
I wasn't directly replying to you but rather referencing to the script you posted 😁 I used it in conjunction with my solution