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Everything posted by Kosmo_
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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
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HIVE AI V3.1 Arma 3 version: 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_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/1D59AmyaK4PlIWtLCcHPiBqv7P_6PTzFG?usp=drive_link
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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.
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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.
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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
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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.
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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.
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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.
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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.
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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
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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
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I did update the files, however I didn't update the link 🤦♂️ (fixed now)
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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.
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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
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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.
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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.
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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???
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Yes, the AI does use artillery in v2. More specifically "recon" type units call it in with good effect
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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; };
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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 -
Mission "Flashpoint" by ThomsonB
Kosmo_ replied to Bernd Geischer's topic in ARMA 2 & OA - USER MISSIONS
Hello, do you have -showScriptErrors in your game launch settings? Very useful for finding errors in scripts. @dalber24 post above and should work. Here is an attachment of the mission I used for testing: https://drive.google.com/drive/folders/1ZueIZ6QB7EfgghwYxMYSJJp0MxPQmIlH?usp=sharing -
Random (I) Tactical Zone, RITZ! Dynamic missions orchestrated by HETMAN artificial leader. You will be leading your assigned squad throughout pitched battles. Comes in two flavors on different maps and factions: Battle Generator - Take role on either side and fight over central point. Campaign mode - Progress throughout the map in multiple part scenario. Units can be recruited with action > "Recruit". If you "Recruit" the commander unit at flag marker, YOU become the commander! Access High Command module with "ctrl + spacebar". ------------------------------------------------------------------------- Installation Place .pbo in missions folder. Requires Combined Operations. No addons required. ------------------------------------------------------------------------- Modifying Battle generator can be played on different map by changing .pbo name e.g SP_RITZ.Zargabad.pbo -> SP_RITZ.Takistan.pbo Campaign mode works on trigger locations in editor. Arrays for units can be changed in UnitSpawning.sqf ------------------------------------------------------------------------- Download: Google drive moddb ------------------------------------------------------------------------ credits: HETMAN ARTIFICIAL COMMANDER by Rydygier BI wiki for information and various script snippets from bi forum posts, thanks a ton everyone! ^^
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dynamic (SP) RITZ - HETMAN Scenarios
Kosmo_ replied to Kosmo_'s topic in ARMA 2 & OA - USER MISSIONS
Thanks for trying out! Yes the warrior is crucial to the BAF with it's 40mm autocannon. I did try to balance the BAF campaign with this in mind, however don't remember if I did so for the battle generator... I'll sneak in an patch for the battle generator once I get back from lecture, also may I as how was the performance?- 7 replies
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dynamic (SP) RITZ - HETMAN Scenarios
Kosmo_ replied to Kosmo_'s topic in ARMA 2 & OA - USER MISSIONS
Yes I have played Rydygier's mission "HETMAN: War Stories" for Arma 3. Creating RITZ missions was a little summer project of mine and a dive into SQF coding and mission making in ARMA. There are missions for multiple maps with multiple factions in two types: "Battle Generator" and "Campaign mode". The missions do not require the game to be modded, they can be played vanilla. Battle generator takes place on a random location on the map with different size and composition of units for either faction. This is very similar to Hetman war stories, except the victory condition when mission ends is different. Victory condition is having the area captured for certain time period. Also there are no settings that can be changed at the start of the mission, unlike from Hetman war stories. The bottom line is that you are, very much like in Hetman war stories, just a cog in the machine and the success or demise of you and your squadmates relies on your resourcefulness. Campaign has some similarities to battle generator except the victory condition is capturing the enemy held area. Also High Command mode is available to player, so player can act in the boots of artificial commander. Campaign mode carries on after capture of the area to the next map section. There is a little bit of story at the briefings of missions and varying scenarios presented as the campaign proceeds. So study what you have, observe the terrain and recruit additional units or take command when needed to succeed to the next phase.- 7 replies
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