---
name: "moveInGunner"
type: command
status: ok
groups: ["Unit Control"]
arma3_since: "0.50"
locality: {"argument": "local", "effect": "global", "server_exec": false}
source: https://community.bistudio.com/wiki/moveInGunner
revid: 378020
updated: 2026-01-22T17:04:27Z
---

# moveInGunner

*Command · Unit Control · Arma 3 v0.50 · introduced in Operation Flashpoint v1.00*

Locality: arguments **local** · effect **global**

## Description

Move the unit into vehicle gunner position (immediate, no animation).

> [!NOTE]
> See AI Group Vehicle Management for more information.

> [!IMPORTANT]
> If the unit is already in a vehicle, nothing will happen.
> You should use [moveOut](../commands/moveOut.md) to move the unit out of his vehicle before trying to move him into a new (or same) vehicle.

## Syntax

```sqf
unitName moveInGunner vehicle
```

**Parameters:**

- `unitName`: [Object](../topics/Object.md)
- `vehicle`: [Object](../topics/Object.md)

**Returns:** [Nothing](../topics/Nothing.md)

## Examples

### Example 1

```sqf
soldierOne moveInGunner tankOne;
```

## See also

[moveInAny](../commands/moveInAny.md) · [moveInCargo](../commands/moveInCargo.md) · [moveInCommander](../commands/moveInCommander.md) · [moveInDriver](../commands/moveInDriver.md) · [moveInTurret](../commands/moveInTurret.md) · [assignAsCargo](../commands/assignAsCargo.md) · [assignAsCommander](../commands/assignAsCommander.md) · [assignAsDriver](../commands/assignAsDriver.md) · [assignAsGunner](../commands/assignAsGunner.md)

## Community notes

**Ceeeb** — 2007-02-02

In **OFP v1.96**, the moveIn commands will not trigger an associated getIn event.
To ensure the getIn event is fired, use the "getIn Gunner" action command.

<sub>Source: [BI Community Wiki — moveInGunner](https://community.bistudio.com/wiki/moveInGunner) (revision 378020).</sub>
