bFe Posted October 9, 2013 Report Share Posted October 9, 2013 So, does anyone of you have this on your server?https://github.com/andgregor/dayZ-AI-Bus-Route Link to comment Share on other sites More sharing options...
0 Sergey Posted October 25, 2013 Report Share Posted October 25, 2013 " if(vehicle _x != _x && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"" && ((vehicle _x getVariable [""Sarge"",0] != 1) && (vehicle _x getVariable [""DZAI"",0] != 1) && (isPlayer _x) && !((typeOf vehicle _x) in ??? it is necessary to continue? ....DZE_safeVehicle)) then {" \n Link to comment Share on other sites More sharing options...
0 Twistit Posted October 25, 2013 Report Share Posted October 25, 2013 yeah i f*cked up with pasting :P " if(vehicle _x != _x && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"" && ((vehicle _x getVariable [""Sarge"",0] != 1) && (vehicle _x getVariable [""DZAI"",0] != 1) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n Link to comment Share on other sites More sharing options...
0 Flens Posted October 25, 2013 Report Share Posted October 25, 2013 "CLEANUP: KILLING A HACKER andy B 1-1-C:1 (andy) REMOTE IN Ikarus_TK_CIV_EP1" keeps killing me and giving this Got the same error (im using sarge ai) i grab the Busroute from here: Link Then i change in init_bus.sqf (line 48) dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_axeBus]; to: PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_axeBus]; All works fine for me, i can join the bus and dont die anymore. Hope it helps Link to comment Share on other sites More sharing options...
0 axeman Posted October 26, 2013 Report Share Posted October 26, 2013 PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_axeBus]; Nice.. Link to comment Share on other sites More sharing options...
0 andygully Posted October 26, 2013 Report Share Posted October 26, 2013 thanks for the help guys its working now Link to comment Share on other sites More sharing options...
0 kheldar125 Posted October 26, 2013 Report Share Posted October 26, 2013 Im trying to run this script on epoch, the bus is exploding *presumably on spawn* in Berenzino. The driver and drivers mate are being ejected from the burning bus and starting to run the route on foot, more and more busses are spawning and more AI are running down the coast. The pile of burning buses is spectacular but not very functional, any idea what could be causing this? Baker 1 Link to comment Share on other sites More sharing options...
0 axeman Posted October 26, 2013 Report Share Posted October 26, 2013 Im trying to run this script on epoch, the bus is exploding *presumably on spawn* in Berenzino. The driver and drivers mate are being ejected from the burning bus and starting to run the route on foot, more and more busses are spawning and more AI are running down the coast. The pile of burning buses is spectacular but not very functional, any idea what could be causing this? Lol very descriptive. Have updated the gihub with a line from Flenz (above) that will help with stopping the bus blowing up as players join it, thanks Flenz. However, I think your problem is that you are running the server side part of the script on the client PCs, which is why there is more than one bus appearing.. if (isServer) then { //Bus Route [true] execVM "busroute\init_bus.sqf"; }; if (!isDedicated) then { //Bus Route [] execVM "busroute\player_axeBus.sqf"; }; Link to comment Share on other sites More sharing options...
0 Darkviper Posted October 26, 2013 Report Share Posted October 26, 2013 Lol very descriptive. Have updated the gihub with a line from Flenz (above) that will help with stopping the bus blowing up as players join it, thanks Flenz. However, I think your problem is that you are running the server side part of the script on the client PCs, which is why there is more than one bus appearing.. if (isServer) then { //Bus Route [true] execVM "busroute\init_bus.sqf"; }; if (!isDedicated) then { //Bus Route [] execVM "busroute\player_axeBus.sqf"; }; mine is doing the same. And i have this if (isServer) then { //Bus Route [true] execVM "plugins\busroute\init_bus.sqf"; }; if (!isDedicated) then { //Bus Route [] execVM "plugins\busroute\player_axeBus.sqf"; }; Link to comment Share on other sites More sharing options...
0 axeman Posted October 27, 2013 Report Share Posted October 27, 2013 Try Flens fix (above). Have updated the github with it. Link to comment Share on other sites More sharing options...
0 Polli Posted October 27, 2013 Report Share Posted October 27, 2013 I have installed the script but I can´t access the bus. I have DZAI on my Epoch 1.0.2.4 server. I´ve done the fix but now the bus wont stop. Here are so many fixes as I don´t know what fix I have to put in. I´ve put in the fix from twistit and the fix after from axeman. Thanks for your help :) Edit: Added more server details. Sorry for that. Link to comment Share on other sites More sharing options...
0 Twistit Posted October 28, 2013 Report Share Posted October 28, 2013 Axemans fix was for sarge ai (correct me if i'm wrong axe) Link to comment Share on other sites More sharing options...
0 axeman Posted October 28, 2013 Report Share Posted October 28, 2013 Thos fixes are to stop the bus being blown up as a hacked in item. The issue with DZAI is it changes the side of the AI to unfriendly so they lock the bus, this should fix that: Also for anyone who wants to run the bus together with DZAI, following fixed the not being able to get on the bus problem: In init_bus.sqf change _axeBusGroup = createGroup RESISTANCE; to _axeBusGroup = createGroup WEST; and comment out //Set Sides // _firstRun = _this select 0; // if(_firstRun)then{ // createCenter RESISTANCE; // RESISTANCE setFriend [WEST,1];//Like Survivors.. // RESISTANCE setFriend [EAST,0];//Don't like banditos ! // WEST setFriend [RESISTANCE,1]; // EAST setFriend [RESISTANCE,0]; // }; Now you can get on the bus and it will less likely try to run you over ^^ Link to comment Share on other sites More sharing options...
0 Polli Posted October 29, 2013 Report Share Posted October 29, 2013 Thos fixes are to stop the bus being blown up as a hacked in item. The issue with DZAI is it changes the side of the AI to unfriendly so they lock the bus, this should fix that: Jepp. That works. I put in your delete Debris and kill Zed´s function but it does not work. The bus is hanging in Balota and driving around between buildings. After 10 min. the bus drives on the airfield and moving forward and backward near the tower. I left the bus after another 10 min. Some players told me that there is a bus on the balota airfield with a running engine. That was 30 min. after I left the airfield. I like this script. It´s a funny "event" for my players. But it´s a little bit buggy in some situations. Good work so far, axeman :) Link to comment Share on other sites More sharing options...
0 bFe Posted October 29, 2013 Author Report Share Posted October 29, 2013 Where do I edit the stuff in the scripts.txt? Im horrible when it comes to Battleye filters :-S Link to comment Share on other sites More sharing options...
0 Baker Posted March 17, 2014 Report Share Posted March 17, 2014 (edited) I will test this but a simpler option may be to do this: [DZE_safeVehicle, _axeBus] call BIS_fnc_arrayPush; in the bus init code.. I am gonna try fixing all rating problems, by calling while {alive player} do { if (rating player < 0) then { player addRating abs(rating player); }; sleep 1; }; As fixrating.sqf in the mission file. will report results did not fix Edited March 17, 2014 by Baker Link to comment Share on other sites More sharing options...
0 redcloud78 Posted March 18, 2014 Report Share Posted March 18, 2014 Hit a snag in panthera they wont cross the bridges also was wondering about something else if you had dzai and sarge and wanted to set either one to be static base guards could you set either to west as well like above Link to comment Share on other sites More sharing options...
0 redcloud78 Posted March 18, 2014 Report Share Posted March 18, 2014 Hit a snag in panthera they wont cross the bridges also was wondering about something else if you had dzai and sarge and wanted to set either one to be static base guards could you set either to west as well like above Seem to be only the taff grove bridge cant ven walk across it without sinking in like deep mud i just deleted that bus stop instead Link to comment Share on other sites More sharing options...
0 Koolkingkarl Posted April 8, 2014 Report Share Posted April 8, 2014 Hi, installed it. Following your instructions. added5 addWaypoint !"\"addWaypoint\"," !"units\add_unit.sqf" !"busroute\bus_driver.sqf" at the bottom of my scripts.txt Arma version 103718 Running Day Z Epoch version 1.0.4.2(a) Using Sarge AI First i get stucked by joining with the "waiting for create character" screen. Try some fixes from here. Like: comment out the side block and set _axeBusGroup = createGroup WEST; also add _axeBus setVariable ["Sarge",1,true]; after the _axeBus = "Ikarus_TK_CIV_EP1" createVehicle _axeBuspawnpos; line. Now i get kicked off by script restriction #2 _this addbackpackCargoGlobal ["DZ_Backpack_EP1",2]; _this setVariable ["permaLoot" 08.04.2014 13:27:24: Player (127.1.1.0:12345) 1fe3f350d6a83e95732d14435bccb47b - #2 "{ _axeBusDriver = driver _x; _axeBusDriver stop true; any ideas? Link to comment Share on other sites More sharing options...
0 axeman Posted April 22, 2014 Report Share Posted April 22, 2014 Look for the kick line in the battleye logs and add an exception in to allow the command. Probably create vehicle or backpack global.. Link to comment Share on other sites More sharing options...
0 Koolkingkarl Posted April 27, 2014 Report Share Posted April 27, 2014 1 "addBackpackCargoGlobal" !"_holder addbackpackcargoGlobal \[_x,\(_objWpnQty select _countr\)\];" 1 HelicopterExplo !"_expl=createVehicle \[\"HelicopterExploSmall\",\(getPosATL _v\),\[\],0,\"CAN_COLLIDE\"\];" 5 "Logic" !"\"Logic\" createVehicleLocal" !"sideLogic" !"BIS_MPF_clientJIPlogic" !"_humanity_logic" 5 "FunctionsManager" 5 BattleFieldClearance these are my first 5 lines in scripts.txt is it correct if i add 1 "addBackpackCargoGlobal" !"_holder addbackpackcargoGlobal \[_x,\(_objWpnQty select _countr\)\];" !"busroute\player_axeBus.sqf" or 1 "addBackpackCargoGlobal" !"_holder addbackpackcargoGlobal \[_x,\(_objWpnQty select _countr\)\];" !"_axeBusDriver = driver _x;" !"_axeBusDriver stop true;" sorry. i did not understand the filtersystem quite as i should to run a server :D Link to comment Share on other sites More sharing options...
0 axeman Posted April 27, 2014 Report Share Posted April 27, 2014 Is a bit hit and miss but normally copying the whole line from scripts.log and escaping any special characters will do it. Is likely to be the addbackpackcargoglobal. What is the line in scripts.log where you get kicked? Link to comment Share on other sites More sharing options...
0 Koolkingkarl Posted April 28, 2014 Report Share Posted April 28, 2014 I think i found it. Have to test it later. but i think its 5 "Logic" !"\"Logic\" createVehicleLocal" !"sideLogic" !"BIS_MPF_clientJIPlogic" !"_humanity_logic" cause in the log 16.04.2014 11:21:20: xxx (xxx.xxx.xxx.xxx) xxxxx - #2 "{ _axeBusDriver = driver _x; _axeBusDriver stop true; axeBusLogic action ["useWeapon",_x,_axeBusDriver,0]; sleep .2; axeBusLogi" need to add !"axeBusLogic" edit: works! Next is new routes and second or third bus. :D Link to comment Share on other sites More sharing options...
0 DaddelGoggi Posted May 21, 2014 Report Share Posted May 21, 2014 Hi, has anyone this script on Napf and can give me the waypoints for the busroute? sorry for my bad english....im german. Lg Jürgen Link to comment Share on other sites More sharing options...
0 KamikazeXeX Posted May 30, 2014 Report Share Posted May 30, 2014 Right so i have this on my test server, the problem is players can enter the bus' driver seat and drive it, is there anyway to fix this, i'm currently running Wicked AI if that could cause the issue? EDIT: I derped, i didn't have the files setup right, it was searching in "addons\busroute\xxxxx.sqf" but i have "custom\busroute\xxxxx.sqf" Link to comment Share on other sites More sharing options...
0 inigomontoyayoukilledmydad Posted August 18, 2014 Report Share Posted August 18, 2014 just installed this on current version DayZ Overpoch Napf and it works great. i have it set as a Vodnik and it roams the west and north coasts (the common spawn coasts of Napf) and its pretty neat. heres a question though. with minor editing could this be turn into a air bus? like if i replace the vehicle with a MV-22 or Chinook and change some other stuff would this conceivably fly to each waypoint and land? or would it just keep flying? id love to have this same type of script but with a air vehicle so that the entire circuit of the "bus route" is faster, that way people in need of transport will get pickup up more often. Link to comment Share on other sites More sharing options...
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bFe
So, does anyone of you have this on your server?
https://github.com/andgregor/dayZ-AI-Bus-Route
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axeman
DZAI is overwriting the setFriend settings. If you aren't friendly with the bus crew they won't let you on.. Am currently working on another AI project, this will also require debris awareness so
axeman
It will show in your .rpt log file as Cleaning Up A Hacker, or something very similar..
kheldar125
Im trying to run this script on epoch, the bus is exploding *presumably on spawn* in Berenzino. The driver and drivers mate are being ejected from the burning bus and starting to run the route on foot
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