Arma 3
Zombies and Demons
Invisible zombies occupying vehicles all of a sudden...
So there's a bit of a problem at the moment. With the last mod update and the last arma update, when vehicles are damaged, zombies are appearing invisible in the driver's seat. So for instance, if I were to sit in a car and a zombie attacks it, once I get out there will be an invisible zombie ai in the driver's seat. I'm unable to unassign the unit from the vehicle.

I tested this with a bike spawned in as well:
_veh = nearestobjects[player, ["Exile_Bike_MountainBike"],50];
diag_log format["_veh: %1",_veh];
{
_vehicle = _x;
diag_log format["_vehicle: %1",_vehicle];
{unassignvehicle _x;
diag_log format["_x: %1",_x];
}foreach crew _vehicle;

} forEach _veh;
systemchat format["%1",crew (_veh select 0)];

I get:

21:11:58 "_veh: []"
21:12:39 "_veh: [c13f3b00# 1783355: dbo_civ_new_bike.p3d]"
21:12:39 "_vehicle: c13f3b00# 1783355: dbo_civ_new_bike.p3d"
21:12:39 "_x: c12d8f40# 1783501: c_poloshirt.p3d REMOTE"

It always ends up with the c_poloshirt.p3d in the driver's seat. The unassign vehicle doesn't actually kick them out either.

I attempted to change the spawning code for the mod spawning them to try and prevent this behavior, but that's not working either. Currently just doing this to spawn them in isn't preventing the problem:
_unit = _group createUnit [_zClass, _position, [], 0,"FORM"];
[_unit] joinSilent _group;
_unit allowFleeing 0;
_unit disableAI 'FSM';
_unit enableAI 'ANIM';
_unit disableConversation true;
_unit addMPEventHandler ['MPKilled', "_this spawn ZMPKilled;"];
_unit allowGetIn false;
unassignvehicle _unit;

Even better yet, you can't actually do anything with the AI occupying the driver's seat, here's a little more of my attempts to manipulate that AI:
21:52:15 "_veh = nearestobjects[player, ["Land"],50];
diag_log format["_veh: %1",_veh];
{
if !(_x iskindof "CAManbase") then{
_vehicle = _x;
diag_log format["_vehicle: %1",_vehicle];
{unassignvehicle _x;
deletevehicle _x;
diag_log format["_x: %1",_x];
diag_log format["name _x: %1", name _x];
diag_log format["alive _x: %1", alive _x];
diag_log format["type _x: %1", typeof _x];
}foreach crew _vehicle;
};
} forEach _veh;
systemchat format["%1",crew (_veh select 0)];"

21:52:15 "Kobayashi(76561198015614387) | AdminConsole"
21:52:17 "_veh: [R Alpha 1-3:1 (Kobayashi),c9c66c20# 1782445: c_poor.p3d REMOTE,c9c63810# 1782412: coveralls.p3d REMOTE,c9c65220# 1782426: c_orestes.p3d REMOTE,c8622650# 1782464: c_journalist.p3d REMOTE,c8624060# 1782504: c_citizen5.p3d REMOTE,c649c930# 1782408: hatchback_01_f.p3d,O Alpha 1-1:9 REMOTE]"
21:52:17 "_vehicle: c649c930# 1782408: hatchback_01_f.p3d"
21:52:17 "_x: c8625a60# 1782486: c_poloshirt.p3d REMOTE"
21:52:17 WARNING: Function 'name' - c8625a60# 1782486: c_poloshirt.p3d REMOTE has no unit
21:52:17 - network id 2:2360
21:52:17 - person
21:52:17 "name _x: Error: No unit"
21:52:17 "alive _x: true"
21:52:17 "type _x: C_man_1"

I'm sort of at a loss on how to get this fixed right now.
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Showing 1-9 of 9 comments
Sanchez  [developer] 12 Jun, 2016 @ 4:36am 
Have you tried it with only z&d running? So no other mods like exile, cba or whatever..just z n d.
Ryan  [developer] 12 Jun, 2016 @ 8:35pm 
Yes this is a problem I now know about. It was our attempt to prevent zombies from repeatedly hitting empty vehicles that were recently occupied by their targets. We would spawn a civilian into the driver seat if "count crew == 0" and hide his body and delete him too. This did work to stop them attacking empty vehicles (well, 95% of the time), but it seems he isn't always deleting. I've only noticed this in multiplayer, but I haven't tried in SP yet... I will get it fixed for the next update.
aCt10N_jACks0N 13 Jun, 2016 @ 10:06am 
Great! Lol took me forever but I figured out what was going on after I unpacked the pbo. Maybe track the vehicles instead or assign a variable to units?

Thanks for your work on this mod, it's pretty awesome :)
Mitton 15 Jun, 2016 @ 2:54am 
Hi. Great job identifying this problem. We've been scratching our heads. Is there an eta for the fix, or any workaround to prevent this in the meantime? Thanks
Ryan  [developer] 15 Jun, 2016 @ 6:15pm 
Hi, don't think there's a work around sorry. I'll probably update it soon as it's a very annoying bug, maybe 10-12 hours from now if possible!
Mitton 15 Jun, 2016 @ 11:47pm 
That's excellent news, thank you :)
FalleN3 16 Jun, 2016 @ 12:09am 
Great news, there are countless people sitting on the edge of their seat awaiting this update. Good job Ryan and thank you!
.Erde 5 Apr, 2023 @ 12:32pm 
bug still exsists after 7 years :/
donnBR 21 Aug, 2023 @ 9:51pm 
This invisible civ can die inside the vehicle?
Because dead units can't be deleted inside a vehicle with the function deleteVehicle, this lead to all sort of bugs, you need to use deleteVehicleCrew (https://community.bistudio.com/wiki/deleteVehicleCrew).
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Showing 1-9 of 9 comments
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