deleteWaypoint

From Bohemia Interactive Community
Jump to: navigation, search
Introduced with Armed Assault version 1.00
  Arguments of this scripting command don't have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network

Click on the images for descriptions

Introduced in

Game:
Armed Assault
Version:
1.00

Description

Description:
Removes the specified waypoint.

Syntax

Syntax:
deleteWaypoint [group, index]
Parameters:
[group, index]: Array
group: Group
index: Number
Return Value:
Nothing

Examples

Example 1:
deleteWaypoint [_grp, 2]

Additional Information

Multiplayer:
-
See also:
waypointscopyWaypointssetCurrentWaypointsetWaypointBehavioursetWaypointCombatModesetWaypointCompletionRadiussetWaypointDescriptionsetWaypointFormationsetWaypointHousePositionsetWaypointPositionsetWaypointScriptsetWaypointSpeedsetWaypointStatementssetWaypointTimeoutsetWaypointTypesetWaypointVisiblewaypointAttachVehiclewaypointAttachedVehiclesetWaypointLoiterRadiuswaypointLoiterRadiusaddWaypointsetWaypointLoiterTypewaypointSpeed

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

Posted on 1 Feb, 2008 - 07:48
Saintolaf
In order to change the behavior of a unit currently following a string of waypoints, it is not enough to use deleteWaypoint. The path of the unit is calculated by the waypoints present at start, and the unit will continue according to the original waypoints even if you delete them by using this command. To achieve the wanted effect, you should rather use setWPPos to the units current position (thereby stopping the unit), and (after a small delay) use deleteWaypoint to remove the waypoints.
Posted on 15 Nov, 2008 - 13:37
VictorFarbau
Another (more foolproof) method to avoid the problem of non-deleteable waypoints is to introduce another group (createGroup) and join all units of the present group. A new group will start without any preset waypoints so you can start setting new WPs all over again. Old group is "_combatGroup", new group is "_combatGroup2" _combatGroup2 = createGroup EAST; {[_x] joinSilent _combatGroup2} forEach (units _combatGroup); _combatGroup2 addWaypoint [ getPos player, 25];
Posted on January 04, 2011
kju
When you want to remove all waypoints, do NOT iterate over waypoints _group while trying to delete them (an array is by reference!). Instead use an approach like this: while {(count (waypoints _group)) > 0} do { deleteWaypoint ((waypoints _group) select 0); };

Bottom Section