From Bohemia Interactive Community
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- Armed Assault
- Changes the waypoint type.
Type can be:
- "SAD" (Seek And Destroy)
- "TR UNLOAD"
- "GUARD" (for use with GUARDED BY trigger or createGuardedPoint)
- "GETIN NEAREST"
- "LOITER" (new in Arma 3)
- "AND" (only for game logics)
- "OR" (only for game logics)
- waypoint setWaypointType type
- waypoint: Array - format Waypoint
- type: String
- Return Value:
- Example 1:
[_grp, 2] setWaypointType "HOLD";
- See also:
- waypoints descriptionWaypoint typeswaypointsdeleteWaypointcopyWaypointssetCurrentWaypointsetWaypointBehavioursetWaypointCombatModesetWaypointCompletionRadiussetWaypointDescriptionsetWaypointFormationsetWaypointHousePositionsetWaypointPositionsetWaypointScriptsetWaypointSpeedsetWaypointStatementssetWaypointTimeoutsetWaypointVisiblewaypointAttachVehiclewaypointAttachedVehiclesetWaypointLoiterRadiuswaypointLoiterRadiusaddWaypointsetWaypointLoiterTypewaypointSpeedcreateGuardedPoint
- Posted on 07:44, 23 November 2007
For waypoint types description look at
_wp = group logic1 addWaypoint [ getPos player, 1]; [ group logic1, 1] setWPPos getPos player; [ group logic1, 1] setWaypointType "move";
- Posted on 23:07, 18 October 2013 (CEST)
- To clear up any confusion regarding the syntax, follow this example where grp01 is the name of a group of AI units:
_wp = grp01 addWaypoint [[25295,21919,85], 0]; _wp setWaypointType "MOVE"; _wp1 = grp01 addWaypoint [[25381,21882,70], 0]; _wp1 setWaypointType "MOVE"; _wp2 = grp01 addWaypoint [[ 25332,21782,78], 0]; _wp2 setWaypointType "CYCLE"; //Use the variable (_wp2), not [grp01, 0]
- Posted on December 22, 2015 - 14:38 (UTC)
- To spawn a helicopter with troops inside and make them land and unload.
- Posted on May 6, 2017 - 16:09 (UTC)
- To use the LAND function in a waypoint, you must set "A3\functions_f\waypoints\fn_wpLand.sqf" as the script for that waypoint.
- Posted on May 30, 2017 - 09:14 (UTC)
- In ArmA3 1.70.141838, if you add a MOVE waypoint very soon after a LOITER waypoint, ( assuming that the index of the MOVE waypoint is HIGHER than the index of the LOITER waypoint ) then the LOITER waypoint will be considered as a MOVE waypoint. And, if you add another waypoint after ( for example ) more than 1 second after adding the LOITER waypoint, then the LOITER waypoint will NOT complete even when its condition has been met. There are two ways to quit an existing LOITER waypoint that was added more than about 1 second ago; use the setCurrentWaypoint command OR add a waypoint that has the same ID as the LOITER waypoint. The difference between those two methods is that the lather prevents the LOITER waypoint from executing its statement.