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Commands do not work on AI units in vehicle (such as enableSimulation/hideObject/disableAI)
Closed, ResolvedPublic

Description

If a unit is enablesimulation false && hideobject true and is outside vehicle, they are hidden and do not simulate as expected. The moment they are moved into cargo they are unhidden and begin simulation again. This is true even if you run enablesimulation && hideobject again when units are in vehicle, they simply will not halt simulation or hide (up to and including shooting from vehicle).

Tested commands that do not work on units mounted in vehicles (MH-9 Hummingbird tested in this case):

                _x disableAI "TARGET";
                _x disableAI "AUTOTARGET";
                _x disableAI "MOVE";
                _x disableAI "ANIM";
                _x disableAI "FSM";
                _x enableSimulation false;
                _x allowDamage false;
		_x hideobject true;

Details

Legacy ID
2541751656
Severity
None
Resolution
Fixed
Reproducibility
Always
Category
Scripting
Steps To Reproduce

Place vehicle and some units. Name vehicle a1 and units u1, u2, u3, etc. Run u1 hideObject true; u1 enableSimulation false. Unit is hidden and no longer simulates. Then run u1 moveincargo a1, notice unit is unhidden and simulates. Run Run u1 hideObject true; u1 enableSimulation false since unit is in vehicle and the unit is not hidden and does not halt simulation.

This is true for disableAI commands as well. Mounted units will fire from vehicle (MH-9 Hummingbird in this example) even if disableAI commands are ran on u1.

Additional Information

Interestingly enough, enablesimulation false for driver causes vehicle to not move although animation and unit is not hidden.

Event Timeline

zorrobyte edited Additional Information. (Show Details)
zorrobyte set Category to Scripting.
zorrobyte set Reproducibility to Always.
zorrobyte set Severity to None.
zorrobyte set Resolution to Fixed.
zorrobyte set Legacy ID to 2541751656.May 7 2016, 7:49 PM
zorrobyte edited a custom field.
oukej added a comment.Nov 27 2014, 8:56 AM

This should be fixed in the next dev. branch update.

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