Enfusion Artifical Intelligence for DayZ and future Bohemia Interactive games.

Related tags

Game eai
Overview

Enfusion AI Project (eAI)

This mod adds headless player units under the control of a script on the server. Although the script is very rudimentary now, I hope to produce an AI which is dynamic like similar mods for A3 (and DayZ on the RV engine) which could be used as hostiles, team members, or even things like bodyguards for traders or safe zone enforcers.

The mod is in a prerelease state and has no version info/changelog.

Join the discord community for updates/questions/suggestions:

https://discord.gg/hxY7a4CA7t

Current Features

  • Movement (Move to waypoint)
  • Follow Unit
  • Basic Weapon Handling

In Progress

  • Advanced Weapon Handling
  • Targeting System
  • Ballistics computation

Known Bugs

  • Possible server crash if unit tries to fire a jammed weapon
  • Script crash if reload is triggered during a weapon raise animation
  • Unit can enter an indefinite turn/walk state under certain circumstances

Wishlist Features

  • Group Behavior
  • Vehicle Control
  • Melee Behavior
Comments
  • Players Spawn With Gear Of IA

    Players Spawn With Gear Of IA

    I Have Issue in Our Server, Players Spawns With Gear Of IA :D i dont know what i Miss. this is My Init.c /**

    • init.c
    • DayZ Expansion Mod
    • www.dayzexpansion.com
    • © 2020 DayZ Expansion Mod Team
    • This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
    • To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.

    */ #include "$CurrentDir:\mpmissions\Expansion.ChernarusPlus\expansion\ExpansionObjectSpawnTools.c" #include "$CurrentDir:\mpmissions\Expansion.ChernarusPlus\expansion\missions\MissionConstructor.c"

    void main() { bool loadTraderObjects = false; bool loadTraderNPCs = false;

    string MissionWorldName = "empty";
    GetGame().GetWorldName(MissionWorldName);
    
    if (MissionWorldName != "empty")
    {
    	//! Spawn mission objects and traders
    	FindMissionFiles(MissionWorldName, loadTraderObjects, loadTraderNPCs);
    }
    
    //INIT WEATHER BEFORE ECONOMY INIT------------------------
    Weather weather = g_Game.GetWeather();
    
    weather.MissionWeather(false);	// false = use weather controller from Weather.c
    
    weather.GetOvercast().Set( Math.RandomFloatInclusive(0.02, 0.1), 1, 0);
    weather.GetRain().Set( 0, 1, 0);
    weather.GetFog().Set( 0, 1, 0);
    
    //INIT ECONOMY--------------------------------------
    Hive ce = CreateHive();
    if ( ce )
    	ce.InitOffline();
    
    //DATE RESET AFTER ECONOMY INIT-------------------------
    int year, month, day, hour, minute;
    int reset_month = 8, reset_day = 10;
    GetGame().GetWorld().GetDate(year, month, day, hour, minute);
    
    if ((month == reset_month) && (day < reset_day))
    {
    	GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute);
    }
    else
    {
    	if ((month == reset_month + 1) && (day > reset_day))
    	{
    		GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute);
    	}
    	else
    	{
    		if ((month < reset_month) || (month > reset_month + 1))
    		{
    			GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute);
    		}
    	}
    }
    

    }

    class CustomMission: MissionServer { // ------------------------------------------------------------ // Override OnInit // ------------------------------------------------------------ override void OnInit() { ExpansionMissionModule missionModule; if ( Class.CastTo( missionModule, GetModuleManager().GetModule( ExpansionMissionModule ) ) ) { missionModule.SetMissionConstructor( COMMissionConstructor ); }

    	super.OnInit();
    }
    
    // ------------------------------------------------------------
    // Override CreateCharacter
    // ------------------------------------------------------------
    override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName)
    {
    	Entity playerEnt;
    	playerEnt = GetGame().CreatePlayer( identity, characterName, pos, 0, "NONE" );
    	Class.CastTo( m_player, playerEnt );
    
    	GetGame().SelectPlayer( identity, m_player );
    
    	return m_player;
    }
    
    // ------------------------------------------------------------
    // SetRandomHealth
    // ------------------------------------------------------------
    void SetRandomHealth(EntityAI itemEnt)
    {
    	if ( itemEnt )
    	{
    		float rndHlt = Math.RandomFloat( 0.25, 0.65 );
    		itemEnt.SetHealth01( "", "", rndHlt );
    	}
    }
    
    // ------------------------------------------------------------
    // StartingEquipSetup
    // ------------------------------------------------------------
    override void StartingEquipSetup(PlayerBase player, bool clothesChosen)
    {
    	if ( !GetExpansionSettings().GetSpawn().StartingClothing.EnableCustomClothing )
    	{
    		EntityAI itemClothing;
    		EntityAI itemEnt;
    		ItemBase itemBs;
    		float rand;
    
    		itemClothing = player.FindAttachmentBySlotName( "Body" );
    		if ( itemClothing )
    		{
    			SetRandomHealth( itemClothing );
    			
    			itemEnt = itemClothing.GetInventory().CreateInInventory( "Rag" );
    			if ( Class.CastTo( itemBs, itemEnt ) )
    				itemBs.SetQuantity( 4 );
    
    			SetRandomHealth( itemEnt );
    
    			string chemlightArray[] = { "Chemlight_White", "Chemlight_Yellow", "Chemlight_Green", "Chemlight_Red" };
    			int rndIndex = Math.RandomInt( 0, 4 );
    			itemEnt = itemClothing.GetInventory().CreateInInventory( chemlightArray[rndIndex] );
    			SetRandomHealth( itemEnt );
    
    			rand = Math.RandomFloatInclusive( 0.0, 1.0 );
    			if ( rand < 0.35 )
    				itemEnt = player.GetInventory().CreateInInventory( "Apple" );
    			else if ( rand > 0.65 )
    				itemEnt = player.GetInventory().CreateInInventory( "Pear" );
    			else
    				itemEnt = player.GetInventory().CreateInInventory( "Plum" );
    
    			SetRandomHealth( itemEnt );
    		}
    		
    		itemClothing = player.FindAttachmentBySlotName( "Legs" );
    		if ( itemClothing )
    			SetRandomHealth( itemClothing );
    		
    		itemClothing = player.FindAttachmentBySlotName( "Feet" );
    		if ( itemClothing )
    			SetRandomHealth( itemClothing );
    	}
    }
    

    }

    Mission CreateCustomMission(string path) { return new CustomMission(); }

    opened by Mostabdel 1
  • Patrols despawn instantly

    Patrols despawn instantly

    patrols are instantly deleted as the last AI withing the patrol dies.

    my script.log file: SCRIPT : Spawning patrol at <5739.240234, 6.000000, 2137.399902> SCRIPT : HumanLoadout: $profile:eAI/PoliceLoadout.json exists, loading! SCRIPT : HumanLoadout: $profile:eAI/PoliceLoadout.json exists, loading! SCRIPT : SAVE CHECKSUM:1111958169 SCRIPT : Chernarus::Weather::Fog:: ( 18.8355 ) 0.0325123 SCRIPT : SurvivorM_Quinn:03 STS=-1 event EEKilled, player has died at STS=-1 SCRIPT : EEKilled - processing corpse SCRIPT : SAVE CHECKSUM:1111958169 SCRIPT : SurvivorM_Niki:02 STS=-1 event EEKilled, player has died at STS=-1 SCRIPT : EEKilled - processing corpse SCRIPT : Chernarus::Weather::Rain::ForceEnd:: ( 18.9471 ) 0 -> 0 SCRIPT : Deleted patrol at <5739.240234, 6.000000, 2137.399902>

    opened by Defender0518 1
  • HumanLoadout rename. Handgun support for loadout.

    HumanLoadout rename. Handgun support for loadout.

    The loadout loading has more error checking and also version information. The log will have an error in case the version information is incorrect. The default storage is now profile\eAI\Loadout. I added the dir creation to MissionServer().

    opened by mokdevel 0
  • is there a way to enable all the states/factions ?

    is there a way to enable all the states/factions ?

    Hi is there a way to enable all 3 factions at once and set them acordingly to each patrol ? like patrol_1 is raider bcs they are in theyre "base" and defend that. and patrol_2 guards like around traders and such. If there is a way and im just to stupid to find it, pls let me know.

    opened by HappLord 0
  • Update Dayz  to 1.18 / Expansion 1.6.74 -crash eAI

    Update Dayz to 1.18 / Expansion 1.6.74 -crash eAI

    eAI worked fine before the update 1.18.... Update Dayz 14.06.22 to 1.18 / Expansion 1.6.74 -crash server. SCRIPT (W): @"eAI/Scripts/4_World/eai\entities\weapon_base.c,175": Unsafe down-casting, use 'EntityAI.Cast' for safe down-casting SCRIPT (W): @"eAI/Scripts/4_World/eai\eaiimplementaiming.c,32": No need to use 'Cast' for up-casting SCRIPT (W): @"eAI/Scripts/4_World/eai\entities\eaibase.c,290": Unsafe down-casting, use 'EntityAI.Cast' for safe down-casting SCRIPT (E): @"DayZExpansion/Core/Scripts/4_World/dayzexpansion_core\expansionobjectspawntools.c,425": Unknown type 'eAIGame' SCRIPT (E): @"DayZExpansion/Core/Scripts/4_World/dayzexpansion_core\expansionobjectspawntools.c,425": Unknown type 'eAIGame'

    When excluding start.bat from the mod @eAI, I got this error report: SCRIPT (E): @"$CurrentDir:/mpmissions/dayzOffline.chernarusplus/eAI/AI_init.c,208": Unknown type 'eAIDynamicPatrol' SCRIPT (E): @"$CurrentDir:/mpmissions/dayzOffline.chernarusplus/eAI/AI_init.c,439": Unknown type 'eAIDynamicPatrol' SCRIPT (E): @"$CurrentDir:/mpmissions/dayzOffline.chernarusplus/eAI/AI_init.c,439": Wrong number of template parameters SCRIPT (E): Can't compile mission init script'! $CurrentDir:/mpmissions/dayzOffline.chernarusplus/eAI/AI_init.c(208): Unknown type 'eAIDynamicPatrol' ......need to be corrected and ini.c //#include "$CurrentDir:/mpmissions/dayzOffline.chernarusplus/eAI/AI_init.c" //InitDynamicPatrols();

    -the mod is completely off, the server is UP

    opened by VetalVoit 3
  • AI Does not shoot

    AI Does not shoot

    Sorry I'm using a translator. :( The problem is, the patrol has established that they shoot me on the ground, and they lose me on top of the car. how can this be fixed ?

    opened by Custom41k 0
  • Audio sporadically stops working for gunshots fired from AI

    Audio sporadically stops working for gunshots fired from AI

    on occasion, the audio for the actual gunfire from weapons carried by the AI ceases to work. Impact sounds from their rounds can still be heard, but the sound of the actual gunshot sometimes doesn't. Only way I have found to fix it is to relog.

    opened by Starfury1985 0
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Owner
William Bowers
International man of mystery.
William Bowers
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