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NEURO AI Taxi Module Reference
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted (other roots: Server/, Common/, Client/). Arma 2 OA 1.64.
NEURO is Benny's server-side "AI taxi" / vehicle-sharing system: it is meant to find unassigned AI infantry, locate nearby empty/compatible vehicles heading toward the squad's waypoint, and assign the foot AI as driver/gunner/commander/cargo so they ride instead of walk (header at Server/Module/NEURO/NEURO.sqf:1-5). The file defines nine compiled global functions (all prefixed NEURO_BE_) and is loaded once at boot.
Critical finding — the dispatch loop is DORMANT in this build. The module is compiled and its config hook is set, but the three dispatch entry points (NEURO_BE_AssignToVehicle, NEURO_BE_UpdateTeamDestination, NEURO_BE_HandleArrivalCargo) have no runtime callers anywhere. A repo-wide grep for NEURO_BE_ across Server/ Common/ Client/ returns hits only inside NEURO.sqf itself (the helpers call each other). Nothing in the codebase ever invokes the entry points, so no AI is ever auto-assigned by NEURO at runtime. The system is effectively inert scaffolding. Despite this, many live systems still defensively set the WFBE_Taxi_Prohib opt-out flag (see the dedicated table below).
NEURO is compiled once during server init, then its boarding-eligibility condition is installed into the mission namespace.
| Step | What happens | path:line |
|---|---|---|
| Compile module |
[] Call Compile preprocessFile "Server\Module\NEURO\NEURO.sqf" — defines all nine NEURO_BE_* functions |
Server/Init/Init_Server.sqf:136-137 |
| Set condition hook |
missionNamespace setVariable["NEURO_TAXI_CONDITION", "isNil {_x getVariable 'WFBE_Taxi_Prohib'} && local _x"] — _x is the candidate vehicle |
Server/Init/Init_Server.sqf:144-145 |
The hook string is Call Compiled per-vehicle inside NEURO_BE_GetSuitableVehicles, so _x is bound to the vehicle being tested. The default condition admits a vehicle only when it is local to the server and not flagged WFBE_Taxi_Prohib (Server/Module/NEURO/NEURO.sqf:67). The header comment shows the documented example without the && local _x clause (Server/Module/NEURO/NEURO.sqf:4); the installed value adds it.
All functions live in Server/Module/NEURO/NEURO.sqf. Argument is passed via _this (no leading [] unless noted).
| Function | Signature (_this) |
What it does | path:line |
|---|---|---|---|
NEURO_BE_ClearVehiclePositions |
vehicle | Unassigns any assigned cargo unit, and the assigned driver/gunner/commander, if that unit is dead or more than 900 m from the vehicle. Housekeeping run before emptiness is measured. | NEURO.sqf:7-15 |
NEURO_BE_GetVehicleEmptiness |
vehicle | Calls ClearVehiclePositions first, then returns [_driver,_gunner,_commander,_cargo,_isFull,_isEmpty]: open driver/gunner/commander slots (0 if filled or already assigned), free cargo seats (abs of cargo emptyPositions minus already-assigned cargo, NEURO.sqf:35), _isFull (all four zero), _isEmpty (no driver/gunner/commander assigned). |
NEURO.sqf:17-41 |
NEURO_BE_GetNonAssignedUnits |
array of units | Returns the subset whose assignedVehicle is null — i.e. units not already taxiing. |
NEURO.sqf:43-52 |
NEURO_BE_GetSuitableVehicles |
[nearArray, side] |
Filters a candidate vehicle array: keeps vehicles that canMove, have fuel > 0.2, are civilian or the requesting _side, whose driver/assigned-driver (if any) is local and same-side, and that pass the NEURO_TAXI_CONDITION hook (Call Compiled per vehicle). |
NEURO.sqf:54-76 |
NEURO_BE_GetGroupWPDestination |
group | Returns the current waypoint position waypointPosition [_this, currentWaypoint _this], or [0,0,0] if the group is null or has no waypoints. Used to compare squad vs. driver destinations. |
NEURO.sqf:78-89 |
NEURO_BE_GetVehicleZOffset |
vehicle | Returns the vehicle's altitude — (getPos _this) select 2. Used to decide paradrop vs. ground unload. |
NEURO.sqf:91-93 |
NEURO_BE_HandleArrivalCargo |
unit | On the unit's vehicle: if altitude > 25 m and not over water, eject each living, local cargo unit (unassign, orderGetIn false, action ["EJECT"], sleep 1.2); if over water, unconditionally unassign (no alive/local guard, no eject); at ≤25 m, unload on the ground (unassign, orderGetIn false, sleep 0.4). The paradrop/dismount handler. DORMANT — no caller.
|
NEURO.sqf:95-123 |
NEURO_BE_UpdateTeamDestination |
group | For each unit with an assigned vehicle: force out (_forceOut) if the vehicle has no driver/assigned-driver or is a player vehicle, or if the driver's group waypoint is >600 m from the squad's waypoint. Force-out units are unassigned and ordered out. Keeps taxis aligned with squad intent. DORMANT — no caller.
|
NEURO.sqf:125-151 |
NEURO_BE_AssignToVehicle |
[group, position] |
Main dispatch. Gets non-assigned units of the group; if none, exit. Finds vehicles of class Motorcycle/Car/Tank/Helicopter within _range = 500 m of _position, filtered by GetSuitableVehicles. For each non-full, non-player vehicle, fills driver→gunner→commander (only if empty or its effectiveCommander is already in the group), then cargo (units within 500 m, only if the existing driver heads within 600 m of the squad's destination). Assigned units are finally orderGetIn true. DORMANT — no caller.
|
NEURO.sqf:153-239 |
Notable hard-coded values inside the dispatch function:
| Detail | Value | path:line |
|---|---|---|
| Vehicle search radius | _range = 500 |
NEURO.sqf:157 |
| Candidate vehicle classes |
["Motorcycle","Car","Tank","Helicopter"] via nearEntities
|
NEURO.sqf:163 |
| Cargo board distance gate | unit must be < 500 m from vehicle |
NEURO.sqf:222 |
| Driver-destination alignment gate | driver's WP within 600 m of squad WP (else skip cargo) |
NEURO.sqf:214 |
| Crew-fill precondition | vehicle _isEmpty OR its effectiveCommander already in the group |
NEURO.sqf:181 |
| Skips player vehicles |
isPlayer(_vehicle) → never assigned |
NEURO.sqf:176,179 |
This vehicle-level boolean is the NEURO blacklist: set it true and NEURO_TAXI_CONDITION rejects the vehicle (Server/Init/Init_Server.sqf:145). Because so many systems set it, it is the clearest evidence that NEURO was once wired live — these sites still defensively exclude structural/special/town/built vehicles even though the dispatch loop no longer runs. Every confirmed setter:
| Setter site | Vehicle flagged | path:line |
|---|---|---|
| Built unit (hosted server only) | newly built _vehicle, if (isHostedServer)
|
Client/Functions/Client_BuildUnit.sqf:322 |
| Town unit creation | each spawned town _x (server side) |
Common/Functions/Common_CreateTownUnits.sqf:91 |
| HQ construction site (MHQ) | the deployed _MHQ
|
Server/Construction/Construction_HQSite.sqf:80 |
| MHQ repair | repaired _MHQ
|
Server/Functions/Server_MHQRepair.sqf:33 |
| HandleSpecial — TOWN_AI_HC_CLEANUP | each delegated town _vehicle
|
Server/Functions/Server_HandleSpecial.sqf:114 |
| Init — side HQ creation | each side's _hq MHQ |
Server/Init/Init_Server.sqf:391 |
| Init — vehicle setup (×2) | _vehicle |
Server/Init/Init_Server.sqf:498, Server/Init/Init_Server.sqf:512
|
| Init — vehicle setup | _vehicle |
Server/Init/Init_Server.sqf:529 |
Note: the flag is only ever set, never read by gameplay outside the NEURO condition string. With NEURO dormant, these setVariable calls have no live effect — but they are harmless and document intent, so do not strip them as dead code without sign-off.
To bring NEURO live you would need a server-side loop that periodically calls NEURO_BE_AssignToVehicle per AI group (passing [group, leaderPos]), plus NEURO_BE_UpdateTeamDestination to re-evaluate alignment and NEURO_BE_HandleArrivalCargo per cargo unit on arrival. The helpers are self-contained and side-effecting (assignAsDriver/assignAsCargo/orderGetIn), so any caller must run where the vehicles and units are local — the default hook already enforces local _x on the vehicle (Server/Init/Init_Server.sqf:145). Verify locality and headless-client ownership before enabling; the module predates the current HC delegation model.
- Modules-Atlas — the one-paragraph NEURO entry and the full per-module gate/owner index this page expands on
- AI-Runtime-HC-Loop-Map — the AI loops that actually run at runtime (contrast with dormant NEURO)
- Headless-Delegation-And-Failover-Playbook — locality/HC ownership rules any NEURO reactivation must respect
- Server-Init-Bind-Cleanup — the Init_Server boot sequence that compiles NEURO and sets the condition hook
-
Town-AI-Group-Composition-Catalog — the town units that get
WFBE_Taxi_Prohibset on spawn
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