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Found 3 results

  1. PROJECT ON HOLD - TO BE RESUMED ONE DAY... TRANSPORT FOR ARMA INTRODUCTION This script bring the following functionality: [READY] Players can call an AI piloted land vehicle TaxiAnywhere and request it to take you to a point on map which YOU CHOOSE BY CLICKING ON MAP. Upon reaching destination AI-controlled-taxi-vehicle will stop and you can disembark. The taxi will then ride away and despawn away from player (for immersion). [READY] Players can call an AI piloted land vehicle FixedDestinationTaxi and request it to take you to ONE OF THE FEW PRE-CHOSEN (by ServerAdmin) points on map. Upon reaching destination AI-controlled-taxi-vehicle will stop and you can disembark. The taxi will then ride away and despawn away from player (for immersion). [WIP] Players can embark an AI piloted land vehicle PublicBus and it will automatically drive on its PRE-CHOSEN BUS ROUTE (by ServerAdmin). When a player wish to disembark, they can request a STOP-VEHICLE via the TfA-GUI & allow them to disembark. The bus will then ride away and carry on looping its route. PAYMENT SYSTEM NOTES Taxi Anywhere Taxis : Initial Booking Fee + 1st Mile Fee + Pay-as-you-Go Fee -- ServerAdmin can customize or disable any of the fees. Fixed Destination Taxis : 'Single Fee' -- Fee is calculated on the fly according to a pricing mechanism. ServerAdmin can customize or disable this fee. Public Buses : 'Single Fee' -- ServerAdmin can customize/disable the fee on any/all BusRoutes. LICENSE GNU GPL v3. You can do whatever you want with this mod as long as you give the same freedom to others on your derivative works. DOWNLOAD 29 Jan 2017 - git repo is gone. direct link to the last package (v.0.6.5b2 from 18th May 2016) http://www.filedropper.com/mgmtfav065build2 18th May 2016 - New version v.0.6.5b2 available! Release package direct link to 7zip archive file: https://gitlab.com/themgm/Transport_for_Arma/blob/master/release_packages/_autogenerated/v.0.6.5.build2/mgmTfA_v.0.6.5.build2.7z Installation Instructions: https://gitlab.com/themgm/Transport_for_Arma/blob/master/documentation/INSTALLATION_INSTRUCTIONS.txt Link to release directory where you can download the three additional files to verify integrity: https://gitlab.com/themgm/Transport_for_Arma/tree/master/release_packages/_autogenerated/v.0.6.5.build2 If you try this script, please let me know what you think :) FEEDBACK / SUGGESTIONS / BUG REPORTS / SUPPORT Please post in this thread. See it in action! Click below to go to post #2 - VIDEOS last edit: 29 Jan 17 - added latest version link & clarified project status.
  2. TRUCKA: AI COAST TRANSPORT This is based in axeman bus routes! RESUME: - A truck that goes from Kamemka to Berezino and then from Berezino to Kamenka. - Junk removed from the coast road. - Truck driver humam behavior. - Horn comunication. - Smart Driver, no abuse from players. - The truck is show on map as a red arrow, for everyone. Example of driver humam behavior: Inside the truck, if you ask too much to the driver stop the truck or ask for stop and don't leave the truck, the driver will ignore next asks from you. If the truck stoped to get a player, and you ask, right after that, for the truck to stop, the driver will not stop. If you take long to embark, the truck will leave you at the street. If there is shot activity on the area, the truck will not stop for players on the street or for players in the truck that ask for stop. HOW TO USE: If you is on the street, go in the direction of the truck and it will know you want to go in, the driver will sign the horn tree times. If you is on the truck, press space bar to ask for the driver to stop, the driver will sign the horn two times. BADIES: infiSTAR remove vehicles custom binds even if you set Remove Custom Binds to false, some work arround is needed. INSTALLATION: 1) Unpack this file inside your mission folder: http://s000.tinyupload.com/index.php?file_id=37025560196997886183 2) Add those lines at the end of your init.sqf: if (isServer) then { [true] execVM "trucka\init_bus.sqf"; }; if (!isDedicated) then { [] execVM "trucka\player_axeBus.sqf"; };3) You also need one custom sound, the horn: Add this code to your description.ext file. If you already have a class CfgSounds, add just the class donnBus_horn to your class CfgSounds: class CfgSounds { class donnBus_horn { name="donnBus_horn"; sound[]={trucka\horn.ogg,1,1}; titles[] = {}; }; }; 4) Remove junk on the coast street: Some code need to be changed on the server file server_functions.sqf: Find that: _position = RoadList call BIS_fnc_selectRandom; _position = _position modelToWorld [0,0,0]; waitUntil{!isNil "BIS_fnc_findSafePos"}; _position = [_position,0,10,5,0,2000,0] call BIS_fnc_findSafePos; And change it to that: //DONN - AX BUS while {true} do { _position = RoadList call BIS_fnc_selectRandom; _position = _position modelToWorld [0,0,0]; waitUntil{!isNil "BIS_fnc_findSafePos"}; _position = [_position,0,10,5,0,2000,0] call BIS_fnc_findSafePos; if ((ATLToASL [_position select 0, _position select 1, 0]) select 2 > 10) exitWith {}; diag_log format ["[DONN JUNK] Position %1 not OK!", ATLToASL [_position select 0, _position select 1, 0]]; }; //DONN - AX BUSThis will avoid spawn of junk (if you have then set to > 0) on the coast.
  3. Hi. I am creating php tool for administrate dayz epoch database. I need help with transports. Questions: I need add locked transport to server via database, and put key from that transport to character toolbelt. So: 1) How i can generate key? 2) How i can put generated key to toolbelt? 3) How i can add transport to object_data locked by that key? I am really need answers. Better if it will be with examples. Thank you P.S. Sorry for my bad english.
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