setWaypointType: Difference between revisions
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|p1= waypoint: [[Array]] - format [[Waypoint]] | |p1= waypoint: [[Array]] - format [[Waypoint]] | ||
|p2= type: [[String]] - | |p2= type: [[String]] - waypoint type. Can be: | ||
{{Columns|4| | {{Columns|4| | ||
* {{hl|"MOVE"}} | * {{hl|"MOVE"}} | ||
Line 41: | Line 41: | ||
* {{hl|"HOLD"}} | * {{hl|"HOLD"}} | ||
* {{hl|"SENTRY"}} | * {{hl|"SENTRY"}} | ||
* {{hl|"GUARD"}} <small>( | * {{hl|"GUARD"}} <small>(used with GUARDED BY trigger or [[createGuardedPoint]])</small> | ||
* {{hl|"TALK"}} | * {{hl|"TALK"}} | ||
* {{hl|"SCRIPTED"}} | * {{hl|"SCRIPTED"}} | ||
Line 48: | Line 48: | ||
* {{hl|"DISMISS"}} | * {{hl|"DISMISS"}} | ||
* {{hl|"LOITER"}} <small>({{arma3}})</small> | * {{hl|"LOITER"}} <small>({{arma3}})</small> | ||
* {{hl|"HOOK"}} <small>( | * {{GVI|arma3|1.34|size= 0.75}} {{hl|"HOOK"}} <small>(slingload object)</small> | ||
* {{hl|"UNHOOK"}} <small>( | * {{GVI|arma3|1.34|size= 0.75}} {{hl|"UNHOOK"}} <small>(slingload drop)</small> | ||
* {{hl|"AND"}} <small>(only for game logics)</small> | * {{hl|"AND"}} <small>(only for game logics)</small> | ||
* {{hl|"OR"}} <small>(only for game logics)</small> | * {{hl|"OR"}} <small>(only for game logics)</small> | ||
Line 61: | Line 61: | ||
}} | }} | ||
{{Note | |||
|user= ArmAtec | |||
|timestamp= 20071123074400 | |||
|text= Using '''MOVE''' on a game logic group will move the logic to the set location just like [[setPos]]. In the editor, only '''AND''' and '''OR''' type of waypoints are available for GAME LOGICS but you can use CYCLE type as well with [[setWaypointType]]. | |||
}} | |||
{{Note | |||
|user= RHfront | |||
|timestamp= 20170506160900 | |||
|text= To use the '''LAND''' function in a waypoint, you must set ''"A3\functions_f\waypoints\fn_wpLand.sqf"'' as the script for that waypoint. | |||
}} | |||
{{Note | |||
|user= Nelis75733126 | |||
|timestamp= 20170530091400 | |||
|text= In '''{{arma3}} v1.70''', 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.<br> | |||
In ''' | |||
And, if you add another waypoint after ( for example ) more than 1 second after adding the LOITER waypoint, | And, if you add another waypoint after ( for example ) more than 1 second after adding the LOITER waypoint, | ||
then the LOITER waypoint will | then the LOITER waypoint will never complete even when its condition has been met.<br> | ||
There are two ways to quit an existing LOITER waypoint that was added more than about 1 second | There are two ways to quit an existing LOITER waypoint that was added more than about 1 second before adding a MOVE waypoint: | ||
* use the | * use the {{Link|setCurrentWaypoint|setCurrentWaypoint}} command | ||
* | * create a waypoint that has the same ID as the LOITER waypoint. | ||
The difference between those two methods is that the latter prevents the LOITER waypoint from executing its statement. | The difference between those two methods is that the latter prevents the LOITER waypoint from executing its statement. | ||
}} | |||
Latest revision as of 15:38, 29 June 2024
Description
Syntax
- Syntax:
- waypoint setWaypointType type
- Parameters:
- waypoint: Array - format Waypoint
- type: String - waypoint type. Can be:
- "MOVE"
- "DESTROY"
- "GETIN"
- "SAD" (Seek And Destroy)
- "JOIN"
- "LEADER"
- "GETOUT"
- "CYCLE"
- "LOAD"
- "UNLOAD"
- "TR UNLOAD"
- "HOLD"
- "SENTRY"
- "GUARD" (used with GUARDED BY trigger or createGuardedPoint)
- "TALK"
- "SCRIPTED"
- "SUPPORT"
- "GETIN NEAREST"
- "DISMISS"
- "LOITER" (Arma 3)
- 1.34 "HOOK" (slingload object)
- 1.34 "UNHOOK" (slingload drop)
- "AND" (only for game logics)
- "OR" (only for game logics)
- Return Value:
- Nothing
Examples
- Example 1:
- _myWaypoint setWaypointType "HOLD";
Additional Information
- See also:
- Waypoints Types waypointType
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on Nov 23, 2007 - 07:44 (UTC)
- Using MOVE on a game logic group will move the logic to the set location just like setPos. In the editor, only AND and OR type of waypoints are available for GAME LOGICS but you can use CYCLE type as well with setWaypointType.
- Posted on May 06, 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 Arma 3 v1.70, 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 never 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 before adding a MOVE waypoint:- use the setCurrentWaypoint command
- create a waypoint that has the same ID as the LOITER waypoint.
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Waypoints