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gunner can also drive
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Description

Gunners can now be drivers too. Enter a wheeled vehicle as a gunner and you can give the driver commands. It doesn't even matter if they are a civilian. {F24374}

Details

Legacy ID
758464811
Severity
None
Resolution
Open
Reproducibility
Always
Category
AI Aiming / Shooting

Event Timeline

Kazanzakis edited Additional Information. (Show Details)
Kazanzakis set Category to AI Aiming / Shooting.
Kazanzakis set Reproducibility to Always.
Kazanzakis set Severity to None.
Kazanzakis set Resolution to Open.
Kazanzakis set Legacy ID to 758464811.May 7 2016, 7:01 PM

Confirmed, even if the driver is in another group and has waypoints to drive to when player gets in as gunner the player has to guide the vehicle.
Waypoints are ignored and driver won't move without gunner commanding him.

This wasn't the behaviour in A2, as long as you were not in the same group you could just be a gunner while AI driver drove you around.

oukej added a comment.Jul 18 2014, 6:02 PM

Hey! Thanks for the report.

Players will assume the "commanding" role in a vehicle where there has been only AI (unless he or she is already a subordinate). Afaik Arma 2 had the same behavior and I don't recall any recent change that could have affected this behavior. But I can be wrong - can you confirm please when did you observe a change for the first time?

Waypoints should not be ignored as long as the player does not give any directional move orders.

To check who's in command you can use https://community.bistudio.com/wiki/effectiveCommander

Thank you!

Hi, Oukej - ok - we noticed this the first time a couple of days ago on Dev branch but it is the same on Stable. Essentially, if you enter the Offroad vehicle as the gunner, you assume command and can give direction which override AI's waypoints. It does not matter if the player is subordinate. For instance, the AI driver can be a Colonel and you can be a Private - but you are in command. Also, it doesn't matter if the player is in another group. In fact, the AI driver can be a civilian and you can still give them directions. The trouble is, we can't create a cutscene/mission where the player is in the gunner position and is made to follow a predetermined route. Here's some community comments, etc.: http://forums.bistudio.com/showthread.php?180630-Stop-Player-Being-Able-to-Give-Commands-to-Driver!

Thanks for the response, Oukej - know you're mega busy! It really, really is appreciated. If you need a repro or anything, give us a shout.

As well, you can order OPFOR if they're the driver and you're the BLUFOR gunner! I tried that workaround! :P

Bohemia added a subscriber: Bohemia.May 7 2016, 7:01 PM

Could do with a command maybe? To disable the gunner as commander? There should be a way to stop the player interfering with AI movement.

Lol... a Blufor gunner can tell an Opfor driver where to drive? Cool!

Some have said that this is a 'feature' - which is ok, nothing wrong with the gunner being able to issue commands - however, I think there needs to be a way to either disable this 'feature' or allow for the gunner to be subordinate to the driver somehow - either by being outside the group or by being outranked. That way, the player can be a gunner and travel on a predetermined path, rather than be able to take detours which the mission maker has not anticipated. I feel it would really open up some brilliant opportunities - as well as immersive cutscenes! Plus, yeah, it's sort of crazy being able to boss a CSAT driver about- fun as it may be! :)

Maybe something like 'disableCommand true'? Then again, I think perhaps it'd just be best and easier for non-group members / subordinates to not be able to command the AI driver?

There should at least be a command have the driver to return to the previous Waypoints as once you take over your stuck being in command.

There is also a difference between a preplaced crewed vehicle and one that you are placed in.

If your placed in the vehicle you have to issue orders all the time even the driver had waypoints to follow before getting in.
This also happens if there is a commander in as well.

Basically if your moved into a vehicle with AI you will be commander.

Does that mean if you're already in a vehicle and AI join you, that you're not in command? That might be the workaround I could use?

If you join after the other units are in they only move to the next waypoint then you have to start issuing orders.

If your already in you still have to issue commands.

You can have use the waypoint to setpos you out of the vehicle for 0.3 of a second and then pop you back in that gives AI commander enough time to issue the next order.

It's not really any sort of fix.

F2kSel added a comment.Dec 4 2015, 2:44 AM

This is still an issue.

As soon a a unit not grouped to the driver enters the gunner seat the driver will stop at the first waypoint and then wait for orders.

The player could be a civilian but he still is given command as soon as he's placed in the gunner position.

In A2/OA you have to take command by pressing a direction key at least and also be part of the drivers group.

How can the gunner be expected to command a vehicle while trying to take out enemy units and looking backwards.

Mission supplied.

TutSi added a subscriber: TutSi.May 7 2016, 7:01 PM
TutSi added a comment.Dec 4 2015, 11:32 AM

I remember this behavior in arma 2.
Its beacuse gunner in offroad is like commander place. AI obey orders from commander place no matter if they are in your group or not.
Dont see need to change that.

F2kSel added a comment.Dec 4 2015, 1:48 PM

The difference between A2/OA and A3 is that you have to press the direction keys to take command if your not in the drivers group.

In A3 you are forced to take command as the vehicle will just stop at the next waypoint.

I just checked in A2/OA and there is a difference.

There can be quite a delay when the player moves into the gunner seat but eventually it does follow the waypoints in A2/OA

oukej says "Waypoints should not be ignored as long as the player does not give any directional move orders."

But waypoints are being ignored so it's clearly a bug.