I can confirm this. Just tested it and it works wonderful.
Many thanks for your patience and nice work!
So, I'm using this way now:
And yet another idea comes in mind...
It's easy to set markers in the mission.sqm for showing where the bus stops.
Don't worry this is a thing I managed already...
No luck with this...I think I give up, maybe someone can solve this miracle someday...
But...I tested the setcaptive command ShootingBlanks posted.
Works fine!
_axeBusUnit enableAI "TARGET";
_axeBusUnit enableAI "AUTOTARGET";
_axeBusUnit enableAI "MOVE";
_axeBusUnit enableAI...
Sure, I'm always critical with scripts.
The problem is that I don't understand all of the code, so I wouldn't had recognized that the while {true} do { part had wrong brackets. I tried it now with the changes you posted, also changed the calls for the marker to _markerpos, but unfortunately it...
Sure, but unfortunately I haven't that much time due to work and other server stuff to learn more about scripting.
Even when I would learn a bit about this stuff I would never be able to write a script on my own.
Also, all that code and brackets are really confusing and annoying sometimes...
Well, first of all the bus is indestructable!
I'm not sure how to assign a name for the bus.
Should it look like this?
thebus = "Ikarus_TK_CIV_EP1";
The bus script itself includes these code lines already:
_axeBusUnit = objNull;
.
.
_axeBus = "Ikarus_TK_CIV_EP1" createVehicle...
Well, nice, thx for your answers.
From the logical I understand how it would work, but as I pointed out I'm no scripter and really don't know how to set up these little lines of code...
From the RC script I dragged this code:
RC_addMarker = {
_unit = _this select 0;
_index = _this select...
There was the question in this thread how to add a marker to the moving bus, so anyone can check where it is actually.
This would be a really cool feature, but unfortunately I'm not a scripter at all to achieve this.
Maybe someone can have a look at the Radio Communication Script...
Hello,
I'm running an EPOCH Server with Sarge AI.
In the following my questions I have.
Matter 1:
I created some custom missions, like bandits in a castle and placed a tent there with reward stuff to gain after killing the bandits.
By now I have to restock this reward stuff manually via...
Hello,
I added over months new buildings to my Epoch Chernarus Map and used the variable setvectorup [0,0,1]; to set buildings even on uneven ground. This worked fine untill the last patch 1.0.4.2b.
All stuff I placed in the past is still even to the ground in my script!
New stuff I add with...
Hello,
I have an Epoch Server with Sarge AI 1.5.2 .
AI vehicles spawning without problems near roads.
But I didn't find out yet why they don't spawn on Skalisty Island (Cherno) or on any other hill I tried.
Thx,
Stolle
Yes, it did work, but you held your life when you died, respawning right beside your corpse and doubled your gear also when you died other way.
So what I did, and in the end this way works for me, is this:
I threw out all changes from the dayz.st link again and only left the the parameters in...
Well, I knew that dayz page and got stuck on there somewhere. I think this time I found my way. Couldn't test it yet, but should be fine. Thanks for assistance. ;)
Well, I really like that update and succeeded to add many new stuff to my Epoch Chernarus Map.
I have 2 questions about it:
1.) When I place a building to an uneven underground the building always align itself, so it's slanted in the end, which doesn't looks nice when you enter the building...
I appreciate that you wanna help on this, but we are only talking about it and in the end I'm only confused about what you said.
First you told me that you can only get the AI messages working.
In your last post you said you have the player kill messages working.
And anyway when you run one of...
Well, I also wrote in my first post that I already tried that out.
I thought you would paste a copy of your init.sqf or a description how you got it to work?
Why this messages are important for me?
Cause I'm running a NO PVP server and it's overall a nice feature which I really like...
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