setWaypointCompletionRadius: Difference between revisions
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Fred Gandt (talk | contribs) m (<code> tidy + "see also") |
(see also & note formating) |
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____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| [[ | | [[waypoints]], [[deleteWaypoint]], [[copyWaypoints]], [[setCurrentWaypoint]], [[setWaypointBehaviour]], [[setWaypointCombatMode]] [[setWaypointDescription]], [[setWaypointFormation]], [[setWaypointHousePosition]], [[setWaypointPosition]], [[setWaypointScript]], [[setWaypointSpeed]], [[setWaypointStatements]], [[setWaypointTimeout]], [[setWaypointType]], [[setWaypointVisible]], [[waypointAttachVehicle]], [[waypointAttachedVehicle]], [[setWaypointLoiterRadius]], [[waypointLoiterRadius]], [[addWaypoint]], [[setWaypointLoiterType]] |= SEEALSO | ||
[[setWaypointBehaviour]], [[setWaypointCombatMode]] | |||
| |= MPBEHAVIOUR | | |= MPBEHAVIOUR | ||
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<dl class='command_description'> | <dl class='command_description'> | ||
<!-- Note Section BEGIN --> | <!-- Note Section BEGIN --> | ||
<dd class="notedate">Posted on 29 January 2010, 14:12 | |||
The completion radius is currently important for units moving in the Combat mode. | <dt class="note">[[User:Laking|Laking]] | ||
With default completion radius =0 the leader always finishes in the exact location of the waypoint. | <dd class="note"> | ||
By providing a completion radius you allow him to plan his road to a cover nearby instead. | * 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. | |||
This does not necessarily mean the waypoint is complete once they are inside of the circle. | * By providing a completion radius you allow him to plan his road to a cover nearby instead. | ||
The way it works now it is complete once unit is inside and does not think it would be reasonable to move any closer. | * 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. | |||
<!-- Note Section END --> | <!-- Note Section END --> | ||
</dl> | </dl> |
Revision as of 13:49, 8 May 2014
Description
- Description:
- The completion radius allows units to call the waypoint completed once they are inside of the given circle.
- Groups:
- Uncategorised
Syntax
- Syntax:
- waypoint setWaypointCompletionRadius radius
- Parameters:
- waypoint: Array - format Waypoint
- radius: Number
- Return Value:
- Nothing
Examples
- Example 1:
[grp, 2] setWaypointCompletionRadius 30;
Additional Information
- See also:
- waypointsdeleteWaypointcopyWaypointssetCurrentWaypointsetWaypointBehavioursetWaypointCombatMode setWaypointDescriptionsetWaypointFormationsetWaypointHousePositionsetWaypointPositionsetWaypointScriptsetWaypointSpeedsetWaypointStatementssetWaypointTimeoutsetWaypointTypesetWaypointVisiblewaypointAttachVehiclewaypointAttachedVehiclesetWaypointLoiterRadiuswaypointLoiterRadiusaddWaypointsetWaypointLoiterType
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
Notes
- 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.