Recent content by axeman

  1. axeman

    [REQUEST] Sarge Ai 2.0

    Bots are working, I've yet to work out if we can access any kind of built in pathing, it's not looking likely at the the moment. Any kind of behaviour will need modding, luckily is something I started working on for Epoch on A3.
  2. axeman

    [OPEN] Street Lights

    It's definitely on my mind :) Currently working out the AI and brushing up on C for SA Epoch.
  3. axeman

    [IDEA] POWER GRIDS (Street Lights)

    My lighting system is built into the Epoch mod. The street lights were a pain as they were disabled in the map. There are also 'performance' issues related to the engine and limitations on the number of light points a player can see. This is probably the latest / tested version: Axeman...
  4. axeman

    dayZ - the Aftermath

    Lol, was googling some of my old code n found the thread, is it still going? Aftermath that is..
  5. axeman

    dayZ - the Aftermath

    Yep, can confirm these are not related. Was a concept that I came up with a while back, am glad someone ran with it.
  6. axeman

    dayZ (arma) AI Controlled Bus Route.

    Your AI driver is on a different side to you. Enemy vehicles don't allow you access..
  7. axeman

    Working House Lighting

    The only way I have found is to increase the brightness of lights at a distance.
  8. axeman

    dayZ Street Lights

    The lights have come a long way since that code, though I have been designing them for Epoch which has street lights on as standard. The house lights on my github (andgregor) are more efficient and should reduce network lag. That street light code is still relevant, probably, I would be more...
  9. axeman

    Airdrop script (WIP) need a bit of help ...

    You need to add an entry to the end of the first line in remoteexec.txt. I would guess that you are using setWaypointStatements on at least one of your waypoints. I would advise using a unique name during your waypoint creation e.g._axeMsgWP = _axeBusGroup addWaypoint [[6586.8374...
  10. axeman

    dayZ Illuminant Tower Lighting (Power Generator Option)

    setBrightness to 0 or deleteVehicle of the lightpoint are the two ways I have used. Have you got your latest code, will take a look..
  11. axeman

    dayZ (arma) AI Controlled Bus Route.

    Not being able to get in the bus is usually due to an AI mission. If the side retaliation is changed then players are no longer friends, so the driver locks the bus.
  12. axeman

    ChooChoo Trains Script

    Assuming you are using this script: http://opendayz.net/threads/choochoo-trains-script.12066/#post-35675 As far as I can see there shouldn't be any issues running it on 1.0.2.5. Do you see anything in your .rpt file. Also might be worth adding some debug code in to see what is happening..
  13. axeman

    dayZ (arma) AI Controlled Bus Route.

    Helis will only land at a nearby (within 500m) helipad when the waypoint is set to disembark. Should be possible to force the vehicle to land or at least hover near the ground. Would need sscripting . Am experimenting with markers instead of waypoints.
  14. axeman

    Sarge and DZAI

    Dzai say not to run with sarge but there are people that have got it working. I think the main issue is making sure that the sides are set so they both work.
  15. axeman

    Sarge and DZAI

    Yes and No..
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