setWaypointType: Difference between revisions

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|p1= waypoint: [[Array]] - format [[Waypoint]]
|p1= waypoint: [[Array]] - format [[Waypoint]]


|p2= type: [[String]] - Waypoint type. Can be:
|p2= type: [[String]] - waypoint type. Can be:
{{Columns|4|
{{Columns|4|
* {{hl|"MOVE"}}
* {{hl|"MOVE"}}
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* {{hl|"HOLD"}}
* {{hl|"HOLD"}}
* {{hl|"SENTRY"}}
* {{hl|"SENTRY"}}
* {{hl|"GUARD"}} <small>(for use with GUARDED BY trigger or [[createGuardedPoint]])</small>
* {{hl|"GUARD"}} <small>(used with GUARDED BY trigger or [[createGuardedPoint]])</small>
* {{hl|"TALK"}}
* {{hl|"TALK"}}
* {{hl|"SCRIPTED"}}
* {{hl|"SCRIPTED"}}
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* {{hl|"DISMISS"}}
* {{hl|"DISMISS"}}
* {{hl|"LOITER"}} <small>({{arma3}})</small>
* {{hl|"LOITER"}} <small>({{arma3}})</small>
* {{hl|"HOOK"}} <small>({{arma3}}) - slingload object</small>
* {{GVI|arma3|1.34|size= 0.75}} {{hl|"HOOK"}} <small>(slingload object)</small>
* {{hl|"UNHOOK"}} <small>({{arma3}}) - drop slingload</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>
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}}
}}


<dl class="command_description">
{{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]].
}}


<dt></dt>
{{Note
<dd class="notedate">Posted on 07:44, 23 November 2007</dd>
|user= RHfront
<dt class="note">[[User:User:ArmAtec|ArmAtec]]</dt>
|timestamp= 20170506160900
<dd class="note">
|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.
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]].
}}
</dd>


<dt><dt>
{{Note
<dd class="notedate">Posted on 2017-05-06 - 16:09 (UTC)</dd>
|user= Nelis75733126
<dt class="note">[[User:RHfront|RHfront]]</dt>
|timestamp= 20170530091400
<dd class="note">
|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>
To use the '''LAND''' function in a waypoint, you must set ''"A3\functions_f\waypoints\fn_wpLand.sqf"'' as the script for that waypoint.
</dd>
 
<dt><dt>
<dd class="notedate">Posted on 2017-05-30 - 09:14 (UTC)</dd>
<dt class="note">[[User:IT07|IT07]]</dt>
<dd class="note">
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.<br>
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 NOT complete even when its condition has been met.<br>
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 ago:
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
* use the {{Link|setCurrentWaypoint|setCurrentWaypoint}} command
* add a waypoint that has the same ID as the LOITER waypoint.
* 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.
</dd>
}}
 
</dl>

Latest revision as of 15:38, 29 June 2024

Hover & click on the images for description

Description

Description:
Sets the waypoint type of given waypoint. More details at Waypoints.
Groups:
Waypoints

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)
  • Arma 3 logo black.png1.34 "HOOK" (slingload object)
  • Arma 3 logo black.png1.34 "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
ArmAtec - c
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.
RHfront - c
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.
Nelis75733126 - c
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.
The difference between those two methods is that the latter prevents the LOITER waypoint from executing its statement.