If a soldier is in a "SAFE" behaviour when exiting a vehicle, they will not remove their weapon attached to their back, and shall fail to move. {F16720}
Description
Details
- Legacy ID
- 176345297
- Severity
- Minor
- Resolution
- Fixed
- Reproducibility
- Always
- Category
- AI Issues
- Go to editor
- Place down a vehicle
- Place a passenger in the vehicle under "SAFE" behaviour. Via this setBehaviour "SAFE" or by a waypoint.
- Have the unit unloaded.
Event Timeline
Heres a test script I put together for this issue. I believe it effects any setBehaviour type and not just SAFE. This bug means AI exiting a vehicle never reach unitReady true. Removing the setBehaviour line below fixes the issue
- spawn
{
private ["_group", "_leader1", "_unit", "_vehicle", "_continue", "_boarded", "_disembarked"];
_group = createGroup east;
_leader1 = _group createUnit ["O_Soldier_TL_F", getPos player, [], 0 , "NONE"];
for "_i" from 0 to (3) do
{
_unit = _group createUnit ["O_Soldier_F", getPos player, [], 0 , "NONE"];
};
_group setBehaviour "SAFE";
_vehicle = createVehicle ["O_Ifrit_F", getPos player, [], 0, "NONE"];
_group addVehicle _vehicle;
units _group orderGetIn true;
_continue = false;
while { !_continue } do
{
_boarded = true; { if!(_x in _vehicle) then { _boarded = false; }; } forEach units _group; if(_boarded) then { _continue = true };
};
diag_log "ALL BOARDED";
sleep 2;
_group leaveVehicle _vehicle;
_continue = false;
while { !_continue } do
{
_disembarked = true; { if(_x in _vehicle) then { _disembarked = false; }; } forEach units _group; if(_disembarked) then { _continue = true };
};
diag_log "ALL DISEMBARKED";
{
diag_log format["%1 IS READY: %2", _x, unitReady _x];
} forEach units _group;
};
I believe this was fixed quite a long time ago. Can you, please, confirm?
Thanks a lot! We are sorry for the delayed response
Mass-closing all resolved issues not updated in the last month.
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