setWaypointCompletionRadius: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - " \| arma2 \| *([0-9]\.[0-9]{2}) * " to " | arma2 |$1 |game2= arma2oa |version2= 1.50 |game3= tkoh |version3= 1.00 |game4= arma3 |version4= 0.50 ") |
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|p2= radius: [[Number]] | |p2= radius: [[Number]] | ||
| [[Nothing]] | |r1= [[Nothing]] | ||
|x1= <code>[grp, 2] [[setWaypointCompletionRadius]] 30;</code> | |x1= <code>[grp, 2] [[setWaypointCompletionRadius]] 30;</code> |
Revision as of 10:18, 10 June 2021
Description
- Description:
- Description needed
- Groups:
- Waypoints
Syntax
- Syntax:
- Syntax needed
- Parameters:
- waypoint: Array - format Waypoint
- radius: Number
- Return Value:
- Nothing
Examples
- Example 1:
[grp, 2] setWaypointCompletionRadius 30;
Additional Information
- See also:
- waypointsdeleteWaypointcopyWaypointssetCurrentWaypointsetWaypointBehavioursetWaypointCombatMode setWaypointDescriptionsetWaypointFormationsetWaypointHousePositionsetWaypointPositionsetWaypointScriptsetWaypointSpeedsetWaypointStatementssetWaypointTimeoutsetWaypointTypesetWaypointVisiblewaypointAttachVehiclewaypointAttachedVehiclesetWaypointLoiterRadiuswaypointLoiterRadiusaddWaypointsetWaypointLoiterTypewaypointSpeed
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 29 January 2010, 14:12
- Laking
-
- The completion radius is currently important for units moving in the Combat mode.
- With default completion radius = 0 the leader always finishes in the exact location of the waypoint.
- By providing a completion radius you allow him to plan his road to a cover nearby instead.
- This does not necessarily mean the waypoint is complete once they are inside of the circle.
- The way it works now it is complete once unit is inside and does not think it would be reasonable to move any closer.