ralian / eai

Enfusion Artifical Intelligence for DayZ and future Bohemia Interactive games.
Apache License 2.0
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Fixed bots #37

Open fiber1985 opened 9 months ago

fiber1985 commented 9 months ago

Hello, I want to place Bots stationary on the dome map if they were guards, I placed a sniper in the air base tower, went to the location and pressed P to get the XYZ location but the bot always spawns on the ground..

Does anyone know how to make it spawn on top of the tower?

griha41 commented 9 months ago

Hello, I want to place Bots stationary on the dome map if they were guards, I placed a sniper in the air base tower, went to the location and pressed P to get the XYZ location but the bot always spawns on the ground..

Does anyone know how to make it spawn on top of the tower?

Problem is in yours coordinates.

I guess those coordinates from Offline mission. Problem is quite simple, take 2 coordinates. near the tower (take a picture) and climb up the tower and take another coordinates. And compare them. Z2 - Z1 = X.XX

If difference between coords are more then 1.0 then you have correct coordinates if less than 1.0 then you have coordinates of ground level.

God sake. Find in workshop DayZ Editor, start it over launcher and create own mission. Place objects then File -> Export -> Init.c (for script/server spawn).

File would be located inside: Your Windows User\Documents\DayZ\Editor\BlahBlahBlah.c There you may grub your coordinates.

SpawnObject("ObjectClassName", "X Z Y", "Angel, Rol, Yaw", Scale);

fiber1985 commented 9 months ago

I've already installed dayz editor and it doesn't work here, it stays on load and doesn't load the game.

I believe the problem is the high points, I changed the location and the bots spawn inside the building and not on top.

fiber1985 commented 9 months ago

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fiber1985 commented 9 months ago

Look what I did, in admin mode, I pressed P to get the location, and removed the last 4 numbers from XYZ, resulting in this:

reference array patrol_7 = {"4802.14 343.83 10293.30", "4798.02 343.83 10298.36"};

1 of the soldiers stayed on top and the other fell inside the building.

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griha41 commented 9 months ago

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Nope, start editor as standalone, I mean without the mission.

When you enter to main menu, select: Select Map -> Enoch (Livonia), Chernarus or etc...

fiber1985 commented 9 months ago

I managed to start the dayz editor, but I don't even know how to use it.

griha41 commented 9 months ago

I managed to start the dayz editor, but I don't even know how to use it. Search for YouTube. There's many stuff to learn with.

fiber1985 commented 9 months ago

Friend, I managed to do this, I went to the tower, placed a barrel exactly where I wanted the bot to be, and it worked... however, 1 of the bots is below the tower, it's as if there was no space for it to stay together with the other, or if the scenario simply didn't suit him...

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fiber1985 commented 9 months ago

I think I discovered, if I teleport close to the spawn location, or spawn nearby, 1 of the bots gets bugged inside the building, but if I spawn 1050km away and walk to the location they spawn correctly, so I think the problem is related when loading the game..

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griha41 commented 9 months ago

I think I discovered, if I teleport close to the spawn location, or spawn nearby, 1 of the bots gets bugged inside the building, but if I spawn 1050km away and walk to the location they spawn correctly, so I think the problem is related when loading the game..

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That's required a live testing nevertheless try to split your AI, I mean (first part is running around) amd the second once do their jobs. That's not good solution for multiple patrols (in global way), but maybe that will solve the problem?

fiber1985 commented 9 months ago

That's required a live testing nevertheless try to split your AI, I mean (first part is running around) amd the second once do their jobs. That's not good solution for multiple patrols (in global way), but maybe that will solve the problem?

And would it be possible to carry out different patrols? It would be good since the mobile patrols wanted to put 5 soldiers, and in the fixed patrols there are only 2 snipers...

griha41 commented 9 months ago

That's required a live testing nevertheless try to split your AI, I mean (first part is running around) amd the second once do their jobs. That's not good solution for multiple patrols (in global way), but maybe that will solve the problem?

And would it be possible to carry out different patrols? It would be good since the mobile patrols wanted to put 5 soldiers, and in the fixed patrols there are only 2 snipers...

In current condition it would be impossible. Because of configuration.

You have only 1 single choice - to spawn new additional patrol. Yeah it's a bad choice for patrol but it could solve your problem in some way.

fiber1985 commented 9 months ago

In current condition it would be impossible. Because of configuration.

You have only 1 single choice - to spawn new additional patrol. Yeah it's a bad choice for patrol but it could solve your problem in some way.

Do you mean using 2 patrols with 2 soldiers following the same route?

griha41 commented 9 months ago

In current condition it would be impossible. Because of configuration.

You have only 1 single choice - to spawn new additional patrol. Yeah it's a bad choice for patrol but it could solve your problem in some way.

Do you mean using 2 patrols with 2 soldiers following the same route?

In my case i don't use any special kind of patrols. But I wish to share the main point - if you had more then 1 "Patrol" Captain - you can make possible variations. Main problem of eAI is that you're hecking with the system against your wishes. (P.S. Yeah I know that all is DZ about, but nevertheless...). Tru to find the possible solution for exactly your wishes, it could be that's covered nearby or headend away from your point for now.

As I can understand,based on yours idea you wish to create a somekinde of standalone AI for exactly those locations where you wished to be had some AI. Find the balance, yeah it's a first problem of any kind of creation but you should try.

And as developer I want to say for you: The best way to solve the anyknind of problem - is find the simplest way to solve it!

fiber1985 commented 9 months ago

So, I want to create an autonomous system of patrols and snipers at specific points... to give the game more intelligence...

Now I came across another problem, the soldiers no longer reload their weapons, they shoot until they run out of ammunition, and even if they have ammunition in their inventory they don't reload... I've already removed the infinite ammunition option, I've already changed the number of magazines and it's no use..

griha41 commented 9 months ago

So, I want to create an autonomous system of patrols and snipers at specific points... to give the game more intelligence...

Now I came across another problem, the soldiers no longer reload their weapons, they shoot until they run out of ammunition, and even if they have ammunition in their inventory they don't reload... I've already removed the infinite ammunition option, I've already changed the number of magazines and it's no use..

You can't use any kind of bolt action weapons for AI. But you can use the Semi-automatic rifles. I don't know but if hamdle on eAI sode OnFireAction - you could make an ammo ejection/unjamming and realoading actions.

fiber1985 commented 9 months ago

You can't use any kind of bolt action weapons for AI. But you can use the Semi-automatic rifles. I don't know but if hamdle on eAI sode OnFireAction - you could make an ammo ejection/unjamming and realoading actions.

They were reloading normally, with or without infinite ammunition, now I leave unit.SetUnlimitedMags(true); or (false) and they still don't recharge.

fiber1985 commented 9 months ago

Friend, I think I discovered the problem, if the bot's loot is locked, it can't log in, it's as if the magazine is locked for it too...

griha41 commented 9 months ago

Friend, I think I discovered the problem, if the bot's loot is locked, it can't log in, it's as if the magazine is locked for it too...

Dud you set in Loadout Locked: "1"?

fiber1985 commented 9 months ago

Dud you set in Loadout Locked: "1"?

Yes and when it is at 1 they don't reload the weapons..

griha41 commented 9 months ago

Dud you set in Loadout Locked: "1"?

Yes and when it is at 1 they don't reload the weapons..

1st set to 0, and check do AI has mags for your weapon. If hadn't - congratulations...

fiber1985 commented 9 months ago

Yes, in 1 they didn't recharge, in 0 they recharge

griha41 commented 9 months ago

Yes, in 1 they didn't recharge, in 0 they recharge

Is it so hard to convert in Boolean datatype to bacase from 0 and 1 to 0 = False and 1 = True?

Just make everything simple and keep value as 0 for that Parameter.

fiber1985 commented 9 months ago

Sorry, I use the translator and sometimes things get confusing,

Here now it worked leaving it at (0) but from what you said if using the key (false) does it work the same?

griha41 commented 9 months ago

Sorry, I use the translator and sometimes things get confusing,

Here now it worked leaving it at (0) but from what you said if using the key (false) does it work the same?

Okay.

In IT there's a data type called "Boolean", in English form it represented as "True" also known (AKA) "Truth" same as numberical value of it 1. And there's a inverted value "False" AKA "Lie" or in munberic values equals 0.

Like is ligh is on? Yes = 1; No = 0

Same tuff is working for confirmation files, if we find value 0 or false, that means logical NO/Disabled, or 1 or true means YES/Enabled.

Nothing new but sometimes not everyone familiar with binaries values and binary arithmetics (that used by PC, phones and etc).

fiber1985 commented 9 months ago

I understand, maybe changing from 1 to (true) might work...

I just discovered another problem, when you put 2 spawns close to each other they kill each other...

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griha41 commented 9 months ago

I understand, maybe changing from 1 to (true) might work...

I just discovered another problem, when you put 2 spawns close to each other they kill each other...

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It's a problem that each one of them is enemy to another group.

About the changes - set it back on Flase and don't touch that value (and everything would be fine with reloading).

fiber1985 commented 9 months ago

Is there any way for them not to attack each other?

griha41 commented 9 months ago

Is there any way for them not to attack each other?

Need to checkout that documentation but i think it has no such option.

In that logic AI has squads. Each Squad Leader has own presets for action (engage anyway or engage if enemy has weapons in his hands), in that case 2 squads would be enemies for eachother.

Maybe if could be easier to move them in one group but would it work as we wish it works or it will reset properties of "snipers" and they're became as part of the patrol? And the worst that I have no answer on that question. Sorry. :-(

fiber1985 commented 9 months ago

Need to checkout that documentation but i think it has no such option.

In that logic AI has squads. Each Squad Leader has own presets for action (engage anyway or engage if enemy has weapons in his hands), in that case 2 squads would be enemies for eachother.

Maybe if could be easier to move them in one group but would it work as we wish it works or it will reset properties of "snipers" and they're became as part of the patrol? And the worst that I have no answer on that question. Sorry. :-(

Maybe in the future they will fix this and let us work better on these issues of specific groups...

griha41 commented 9 months ago

Need to checkout that documentation but i think it has no such option.

In that logic AI has squads. Each Squad Leader has own presets for action (engage anyway or engage if enemy has weapons in his hands), in that case 2 squads would be enemies for eachother.

Maybe if could be easier to move them in one group but would it work as we wish it works or it will reset properties of "snipers" and they're became as part of the patrol? And the worst that I have no answer on that question. Sorry. :-(

Maybe in the future they will fix this and let us work better on these issues of specific groups...

I just don't know...

fiber1985 commented 9 months ago

I noticed that when the bots are born they look at a certain location, and if they are looking to the left, and you come from the right they won't see you, is there a way to fix this?

fiber1985 commented 9 months ago

They are always born looking in this direction...

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griha41 commented 9 months ago

They are always born looking in this direction...

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You can chage it. Need to find the code that should set direction for PlayerBase.

fiber1985 commented 9 months ago

They are always born looking in this direction... image

You can chage it. Need to find the code that should set direction for PlayerBase.

Where is this playerbase? inside the config folder?