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[BUG] Zeus Cycle Waypoints on Copied Units
Feedback, NormalPublic


In Zeus when a unit is placed normally their cycle waypoints work as you'd expect, but if you copy that unit and paste them, the pasted unit's cycle waypoints will bug out and send them off to [0,0,0]. Very annoying when trying to make patrols quickly.


Operating System
Windows 10 x64
Zeus - General
Steps To Reproduce
  1. Open Zeus
  2. Place a unit and give them a cycle waypoint (ALT + RMB)
  3. Notice their waypoints work correctly
  4. Copy the unit and paste down a new one
  5. Give them a cycle waypoint
  6. Notice the first waypoint gets completed then they are given a move and cycle waypoint at [0,0,0]
Additional Information

Video example of the bug:

Event Timeline

ZachSmith updated the task description. (Show Details)
ZachSmith changed Severity from None to Minor.
ZachSmith changed Reproducibility from N/A to Always.

I've found a way to fix the issue with SQF. When the group for the unit is created the waypoint [group, 0] needs to be updated to the unit's position.

//taken from my own fnc_createMan
private _grp = createGroup [_side, true];
[_grp,0] setWaypointPosition [_pos, 0];
private _unit = _grp createUnit [_unitType, _pos, [], 0, "CAN_COLLIDE"];

Giving them a cycle waypoint like this has the same effect as giving a waypoint to normally spawned units through Zeus.

Should be noted, this issue still exists with Zeus, I've only implemented a fix to my function.

BIS_fnc_KK removed BIS_fnc_KK as the assignee of this task.Jan 1 2023, 12:12 PM
BIS_fnc_KK changed the task status from New to Feedback.
BIS_fnc_KK added a subscriber: BIS_fnc_KK.
dedmen set Ref Ticket to AIII-55459.Mar 20 2023, 12:00 PM