callihn 10 Posted June 8, 2010 Every time I get in the back of the bus it vanishes leaving behind the AI driver, is there a way to stop that? I haven't had any luck with searching for an answer. Thanks Share this post Link to post Share on other sites
Big Dawg KS 6 Posted June 8, 2010 :confused: What are you doing to it to make it vanish? Sounds more like a serious bug than a mission editing question. Are you using any mods? Share this post Link to post Share on other sites
callihn 10 Posted June 8, 2010 (edited) :confused:What are you doing to it to make it vanish? Sounds more like a serious bug than a mission editing question. Are you using any mods? All I'm doing is jumping in the back, I have seen this both just adding an AI driven bus or when added using the civilian module, I can jump in the front if if I kill the driver but when I jump in the back it vanishes, the driver does not however. I've tried this in the Panthera domination mission and CL:R with the same results. Edited June 8, 2010 by callihn Share this post Link to post Share on other sites
VictorFarbau 0 Posted June 8, 2010 Lol - that would be a funny bug :) Is this reproducible in the editor, callihn? If not then it is indeed related to some script or code not apparent to you. VictorFarbau Share this post Link to post Share on other sites
f2k sel 164 Posted June 8, 2010 I couldn't repeat your problem, I am using latest betas though. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted June 8, 2010 Yea dude, try making sure you're running nothing but vanilla ArmA 2, no mods or addons, and try it in a blank scenario in the editor. If it still happens, then report it on the CIT, as at that point it's gotta be a bug with BIS content. I really doubt that's the case though. I've used the bus plenty of times and never experienced this. Share this post Link to post Share on other sites
callihn 10 Posted June 8, 2010 (edited) Think I found it, the vehicles are restricted in each of those missions in the scripting. :o Well, maybe not, I'm pretty sure it's in the script, but I haven't found it yet, the script uses a masterarray which I've added it too but it's not enough. Anyway, guess I'll have to keep digging. Thanks for the replys. Final edit: It was in commonloop.sdf, I replaced: if(vehicle player != player and !(vehicle player in INV_VehicleArray) and !(vehicle player in INV_ServerVclArray))then{deletevehicle (vehicle player)}; With: if(vehicle player != player and !(vehicle player in INV_VehicleArray) and !(vehicle player in INV_ServerVclArray) and (typeof newvehicle != "Ikarus"))then{deletevehicle (vehicle player)}; Would be nice if I could make that check for an AI driver, but I don't even know if that's possible. Edited June 8, 2010 by callihn Share this post Link to post Share on other sites