Fox, the best way is to check scripts. log for the part of code causing the booting. Or change the 5, at the start of the line,to a 1 so it logs instead of kicking. The scripts need reloading after a change which can be done with a server restart or via rcon.
Beeping horn, this is a mixture of the horn beeping, testing lights flashing and trying to get the bus to stop for a survivor.
This bit of code is under testing and am not sure how it will work on a busy live server as it currently creates a gameLogic for each survivor just to beep the horn...
Nice. Am glad someone had picked this up. I have the horn beeping at nearby survivors triggered from a gameLogic, is currently created client side, haven't tested it serverside though i did previously get some beeping from the server but it was a bug and went off only with no driver in the bus...
Been playing with this script:
The key difference with this is that the script I am working on finds the track from the server and decides the next one to use. Damn setVelocity command has driven me to pulling my hair out though, can find and choose the next bit of track, getting the train...
As usual on the cutting edge sarge. Sounds like a great idea, am researching HC now. . Can think of a few applications for this, is It purely a client or does it run like a server ? Am wondering if multiple clients could be used to connect to more than one other server using the same installation. .
Manbus.sqf goes in units and driverkilled.sqf isnt required, crewkilled.sqf handle that. Have you got the latest zip downloaded. Am not at pc to check it.
If the bus is negotiating is way round another obstacle it will run you down otherwise it stops is my experience. wait the 480 timeout to see if it creates a new driver and mate. Ate you seeing ai retaliation ?
Do you know what was going on with the script at the time ? Had the driver been shot and replaced or anything else. Am a little concerned about the pause as, for the first time, I have seen the Ai act weird.
The bus has always been fine, I just get on normally. Could it be lag ? What map are...
Another Update:
Sorted the AI retaliation killing the driver by making them in the same group. Used lockDriver, it actually stops players getting into the drivers seat even when in the bus, thanks for that NeverUsedID, I didn't even know the command existed.
AI units should delete themselves...
There is also a setting for the chance that a building will light up. Also sets the chance if it will flicker off so not all buildings will light. Also this will only light up buildings with windows that illuminate unless custom buildings are added to one of the arrays.
Will update the tutorial crewKilled.sqf should be in the busroute folder. Bus locking and retaliation / repopulating of bus are quite experimental and unfinished. I kind of added it on at the end without a lot of testing.
Am probably trying too hard to make it look realistic rather than being...
The HUMMV was originally added for the AI to drive in, they managed to get stuck though. I have added a timer to wait to re-populate the bus and also to kill off the AI retaliation after 480 seconds. If you want to increase the time it needs to be done in both files.. Have done a little testing...
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