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.
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..
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...
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...
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..
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...
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..
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.
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 =...
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
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..
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.
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..
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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