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Disembarked units getting stuck

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I've a problem where scripted disembarked units are getting stuck, refusing to move to their next waypoint. I'm using RHS vehicles.

Situation is as follows:

Truck is spawned.

Squad is spawned.

Squad is assigned as cargo.

Squad is put in truck cargo.

Truck is given TR UNLOAD waypoint.

Truck is given waypoint back to original spawn location.

Squad is given GET OUT waypoint.

Squad is given SAD waypoint on player location.

Truck drives to waypoint.

Squad gets out.

Truck drives away.

Squadleader goes to SAD WP, but squadmates are stuck.

This happens with other vehicles as well, such as the btr and bmp. The squadleader always works, but the rest does not? I'm thinking that it's got something to do with cargopositions now being considered turrets for FFV. OR the units are somehow not realizing they've disembarked.

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I've also noticed with the assault boat that if the leader gets out in deep water and the units in the group get out in shallow water they seem to walk around in circles and get stuck while the squad leader continues to move onto the next waypoint.

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Try

_soldier1 doFollow leader (group _soldier1);

or

{_x doFollow leader (group _soldier1)} forEach units (group soldier1);

Put in init of trigger or unloadwp or SAD wp

Edited by Mikey74

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Get rid of the "GET OUT" waypoint for the squad, and it should work.

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Almost two years later, but I got this resolved.

 

Turns out that units that are freshly spawned take a moment to fully initialize/play animations, especially custom content from addons. If you spawn them and force move them immediately into a vehicle, their reload/gesture/heal/ whatever gets interrupted and they become unable to move.

 

By adding a sleep of about 20 after the function call, the units can finish their animations and behave as they should on the waypoints.

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lol I didn't know I already responded to this one. Glad ya got it working. :)

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