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    dayZ (arma) AI Controlled Bus Route.

    The only addition to the AI drivers is the line to stop at the waypointsaxBusWP setWaypointTimeout [10, 15, 20];//thanks orcthrasher :) they did stop a lot before, he will eventually drive over a zombie but it is slow. Not sure how to handle this, will have a think about it.
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    dayZ (arma) AI Controlled Bus Route.

    hmm, can you tell if the retaliation are killing bus drivers,causing a respawn of another 5 ai retaliation soldiers and a new bus crew, who get killed etc..
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    dayZ (arma) AI Controlled Bus Route.

    cheers, updated 1st post.. Also just notice retaliation was commented out, just updated..
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    dayZ (arma) AI Controlled Bus Route.

    UPDATE: Uploaded latest changes to zip in first post Have handled drivers mate error, though for the life of me, I can't get him to get in the drivers seat. If a player gets in and out he dives in. Haven't tried switching the engine off, that is next. New code to re-populate the bus if driver...
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    dayZ (arma) AI Controlled Bus Route.

    I haven't tested it alongside Sarge's AI, should work with it though.
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    dayZ (arma) AI Controlled Bus Route.

    Seems like the driver was killed. The armed response are sent on a seek and destroy so just kill anything in the vicinity, I couldn't get them to target a particular player. I would have thought a server restart would restart the whole thing. A soft restart (mission restart) may keep the AI and...
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    dayZ (arma) AI Controlled Bus Route.

    Not as far as I am aware, you can lock vehicles but it stops people getting in. The wheelmouse option would need disabling..
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    dayZ (arma) AI Controlled Bus Route.

    Thanks, I am working on a second bus / replacement if the existing bus somehow gets destroyed.. Bascially all that would be needed is an eventhandler on the bus that restarts the whole process if the bus is killed..
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    dayZ (arma) AI Controlled Bus Route.

    I like your thinking, is a distinct possibility, might have to setup a crash :)
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    dayZ (arma) AI Controlled Bus Route.

    I really like the idea it was just wiping people out though. Naturally I am going to put a light on it :)
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    dayZ (arma) AI Controlled Bus Route.

    Ta, I have been playing with that train script as I was having no end of trouble with it on my server. Have got the track detection working so the train finds the track rather than having a map. Only issue I am having though is at points, the train can't decide which way to go and takes an...
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    dayZ (arma) AI Controlled Bus Route.

    Just updated download.. Still working on drivers mate error..
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    dayZ (arma) AI Controlled Bus Route.

    Not yet they aren't.. Am looking at the error after the bus driver is killed, I wasn't getting this before, the drivers mate should take over the role of driver..
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    dayZ (arma) AI Controlled Bus Route.

    When the driver, or mate, is killed there should be some retaliation, where 4 crack soldiers come and clear the area. Targetting the killer is difficult so they are set to seek and destroy, is quite effective and gives the bus attackers a small chance at escaping.
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    dayZ (arma) AI Controlled Bus Route.

    Have just noticed another file that is designed to repopulate the bus and is called from monitorBus.sqf at line #63. Add manBus.sqf to your units directory: private["_unitpos","_driverKilled","_xpos","_ypos","_buspos"]; busUnit = objNull; axBus = _this select 0; axBusGroup =...
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    dayZ (arma) AI Controlled Bus Route.

    Bus pausing at bus stops: Add this after line #24axBusWP setWaypointTimeout [10, 15, 20];//thanks orcthrasher :) in bus_driver.sqf (that line got lost in a backup somewhere). Is explained here: setWaypointTimeout
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    dayZ (arma) AI Controlled Bus Route.

    Can ignore that, is an experimental eventhandler to try and disband the unit after killing the bus driver's murderer.. I did have it working at some point, can't remember why i took it back out.. I think is also part of the means to repopulate the bus after driver and mate get killed..
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    dayZ (arma) AI Controlled Bus Route.

    Not intentional, there was a method to my madness at the time and just haven't tidied up yet. Have released this as a work in progress under request from the other bus thread. It works but does require more work / tweaking.
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    dayZ (arma) AI Controlled Bus Route.

    Thanks, I haven't tested it with Sarge's AI mod, I would look at which sides they are on, I suspect they will be the same side so 'probably' shouldn't attack each other..
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    dayZ (arma) AI Controlled Bus Route.

    For the first error I would comment out lines #23-#33 if ((count _survivors) > 0)then{ { if(_x distance axBus >10)then{ axBusDriver action ["useWeapon",axBus,axBusDriver,0]; axBusDriver action ["useWeapon",axBus,axBusDriver,1]...
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