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AIs walk hundreds of meters away after a "Get out" waypoint
Closed, ResolvedPublic


After a "Get out" waypoint, instead of stopping on the get out waypoint, the AIs will walk off in a seemingly random direction for 100+ meters before stopping. {F24895} {F24896}


Legacy ID
AI Issues
Steps To Reproduce
  1. Spawn a rabbit and set its control to player.
  2. Make a BLUFOR group with a hunter+driver and 3 riflemen (in cargo).
  3. Give them a "Get out" waypoint 500 meters away.
  4. Preview, hit escape and click on "Camera" and watch them.
  5. Once they reach the waypoint, they will get out, then run away.
Additional Information

After additional testing, it turns out that it also happens when the player is part of the group, and the AI leader will actually order the group to move 200 meters away after a "Get out" waypoint.

The problem is also not consistent. Sometimes they will just get out, other times they'll run off hundreds of meters.

And it's definetly due to the "Get out" waypoint, 'cause if you put a "Move" waypoint right at the "Get out" waypoint, they'll wander off, then come back to the move waypoint.

Pure AI group:
Player as sub-unit:

Event Timeline

MulleDK19 edited Steps To Reproduce. (Show Details)Oct 4 2014, 4:36 AM
MulleDK19 edited Additional Information. (Show Details)
MulleDK19 set Category to AI Issues.
MulleDK19 set Reproducibility to Sometimes.
MulleDK19 set Severity to None.
MulleDK19 set Resolution to Fixed.
MulleDK19 set Legacy ID to 1324816451.May 7 2016, 7:33 PM
MulleDK19 edited a custom field.

Workaround: Do not init units with moveInCargo. Have units GetIn as their first waypoint then GetOut will work correctly.

oukej added a comment.Jan 5 2015, 1:51 PM

Thank you for the report. It seems to be affected also by the location (I wasn't able to reproduce it on the airport). Can you pls confirm?

I also had trouble reproducing the issue at the airport but I managed to reproduce it there too. I uploaded the mission file over as mission-airport. I found that I had to move the GETOUT waypoint over a road to get the bug to show up.

Another thing I found was that if you setCurrentWaypoint to the GETOUT waypoint on the leader while he is running off then he will stop running off and run back to the GETOUT waypoint correctly. Something I noticed different at the airport is that it seems the leader will run back to his spawn spot (waypoint 0) even though his currentWaypoint is set to completed but he acts like his currentWaypoint is 0. Like I said setting his currentWaypoint gets him back to working order.

oukej added a comment.Jan 9 2015, 10:09 AM

The leader was fleeing (probably got scared of snakes outside of the safety of his wagon ;).

Should be fixed in the next dev. build.

Thanks a lot!

Dscha added a subscriber: Dscha.May 7 2016, 7:33 PM
Dscha added a comment.Jul 29 2015, 2:45 AM

Problem Still/again.


  • spawn

_Car = "C_SUV_01_F" createVehicle (position player);
_group = createGroup civilian;
"I_soldier_F" createUnit[ position player, _group, "", 0,"PRIVATE"];
_unit = leader _group;
_Unit moveInCargo _Car; //Or any other "get out of the Vehicle" command
sleep 10;
moveOut _Unit;


_unit -> running away

*EDIT: Works fine in SinglePlayer/Editor - MP = nope. Running like Forest Gump

@Dscha I found that it really depends on the location and the map. Would you tell me the position of your player and the map you are using?

Tested on:

  • near Pyrgos (northern Entry)
  • Kavala (East, near the hospital)
  • also in the middle of nowhere.


  • East of Roenne
  • Inside Roenne
  • in the middle of nowhere

Works in Editor + Multiplayer -> New.
Dedicated -> Nope, running away OR getting back in the Car again (why??)...



Okay... Today it's working... on a Dedicated. Same procedure/position as yesterday, but this time, the move to the Waypoint oO