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Kosmo_

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Everything posted by Kosmo_

  1. HIVE AI A3 V2 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
  2. Kosmo_

    HIVE AI A3

    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"
  3. HIVE AI V4 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_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 Demo and files https://drive.google.com/drive/folders/1D59AmyaK4PlIWtLCcHPiBqv7P_6PTzFG?usp=drive_link
  4. Kosmo_

    HIVE_AI

    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 <=
  5. Kosmo_

    HIVE_AI

    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!)
  6. Kosmo_

    HIVE_AI

    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
  7. Kosmo_

    HIVE AI A3

    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
  8. Kosmo_

    HIVE_AI

    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
  9. Kosmo_

    HIVE_AI

    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!
  10. Kosmo_

    HIVE_AI

    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
  11. Kosmo_

    HIVE_AI

    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...
  12. Kosmo_

    HIVE_AI

    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?
  13. Kosmo_

    HIVE AI A3

    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.
  14. Kosmo_

    HIVE_AI

    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
  15. Kosmo_

    HIVE AI A3

    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.
  16. Kosmo_

    HIVE_AI

    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.
  17. Kosmo_

    HIVE_AI

    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
  18. Kosmo_

    HIVE AI A3

    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.
  19. Kosmo_

    HIVE AI A3

    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.
  20. Kosmo_

    HIVE_AI

    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.
  21. Kosmo_

    HIVE AI A3

    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.
  22. Kosmo_

    HIVE AI A3

    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
  23. Kosmo_

    HIVE_AI

    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
  24. Kosmo_

    HIVE_AI

    I did update the files, however I didn't update the link 🤦‍♂️ (fixed now)
  25. Kosmo_

    HIVE_AI

    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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