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TR UNLOAD and synchronizeWaypoint breaks with scripted group and waypoint creation
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Description

Joining a helicopter to a script-created group will cause synchronized TR UNLOAD / GETOUT waypoints to never complete. {F22888}

Details

Legacy ID
1557791946
Severity
None
Resolution
Open
Reproducibility
Always
Category
AI Control / Commanding
Steps To Reproduce

In a script being called upon a waypoint activation:

  1. Create a new group
  2. Join the helicopter to the group
  3. Add waypoint of type TR UNLOAD
  4. Use synchronizeWaypoint to attach it to the GETOUT waypoint of its troop cargo

The heli will go to the TR UNLOAD waypoint and hover indefinitely.

Additional Information

This might seem like a convoluted scenario, but I am working on a scenario where escort helis split off and provided area security during the landing. Initially I split the transport helis into a new group, which is where I discovered this bug.

It makes absolutely no sense to me, unless something that synchronizeWaypoint depends on does not get properly set up when groups are created in scripts.

Event Timeline

cameroon edited Steps To Reproduce. (Show Details)Dec 6 2013, 4:50 AM
cameroon edited Additional Information. (Show Details)
cameroon set Category to AI Control / Commanding.
cameroon set Reproducibility to Always.
cameroon set Severity to None.
cameroon set Resolution to Open.
cameroon set Legacy ID to 1557791946.May 7 2016, 5:34 PM
cameroon added a subscriber: cameroon.

Updated to fix a typo

I have discovered a method that _does_ seem to work. I wanted my transport helis to land in two separate places but be part of the same flight in. Storing a reference to an original "editor created" group during unit init and then using that stored group reference later seems allow TR UNLOAD to work. It's convoluted but reinforces my suspicion that createGroup is missing something.

  1. Create transport helicopters in individual groups in the editor
  2. In the transport unit's init block: transportGroupBravo = group transportBravo;{_x moveInCargo} forEach (units (group infantryLeader)); [transportBravo] joinSilent (group transportUnitAlpha);

Then, when you want to break transportBravo off, this seems to work as expected:
[transportBravo] joinGroup transportGroupBravo;
// assign waypoint with TR UNLOAD and use synchronizeWaypoint to their cargo's waypoint