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domove, move, addwaypoint dont work for units spawned with createvehicle
Closed, ResolvedPublic


UPDATE: Solved by using BIS_fnc_spawnGroup insted of createvehicle


Legacy ID
No Bug
Steps To Reproduce

in script write:
offf = createVehicle ["O_officer_F", (position player), [], 0, ""] ;
offf domove (getMarkerPos "here");
offf move (getMarkerPos "here");
way1 = offf addWaypoint [getMarkerPos "here", 0];
way1 setWaypointType "MOVE";
way1 setWaypointBehaviour "aware";
way1 setWaypointCombatMode "yellow";
way1 setWaypointDescription "Helicopter Training.";
way1 setWaypointSpeed "FULL";
way2 setWaypointCompletionRadius 30;

Now activate script , unit will spawn but will not move,but for already existing units domove, move. addwapoint work perfectly.

Event Timeline

RangerRG edited Steps To Reproduce. (Show Details)May 15 2014, 8:11 PM
RangerRG edited Additional Information. (Show Details)
RangerRG set Category to Scripting.
RangerRG set Reproducibility to Always.
RangerRG set Severity to None.
RangerRG set Resolution to No Bug.
RangerRG set Legacy ID to 1551642536.May 7 2016, 6:36 PM
RangerRG added a subscriber: RangerRG.

I just solved problem by using BIS_fnc_spawnGroup. domove works with unit spawned by this func. Example : _mygroup = [getmarkerpos "aispawn", EAST, ["I_Soldier_02_F","I_Soldier_02_F","I_Soldier_02_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; So do not use createvehicle in arma 3 for creating ai, use BIS_fnc_spawnGroup instead.

F2kSel added a subscriber: F2kSel.May 7 2016, 6:36 PM

Your problem is your using the wrong command createvehicle, you should be using createunit.

MadDogX added a subscriber: MadDogX.May 7 2016, 6:36 PM

Mass closing tickets marked as resolved more than 1 month ago.

If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.