setWaypointType: Difference between revisions

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In ArmA 3 1.70.141764, the LOITER waypointType will act as a MOVE waypoint if there are any additional waypoints after the LOITER waypoint.
In ArmA 3 1.70.141764, the LOITER waypointType will act as a MOVE waypoint if there are any additional waypoints after the LOITER waypoint.
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<dd class="notedate">Posted on May 29, 2017 - 20:35 (UTC)</dd>
<dt class="note">[[User:IT07|IT07]]</dt>
<dd class="note">
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. The only way to quit an existing LOITER waypoint that was added more than about 1 second ago, you will need to use the setCurrentWaypoint command. NOTE about that: the LOITER waypoint ( like any other ) will execute its statement once the setCurrentWaypoint command is used on a waypoint with a higher index than itself.
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Revision as of 21:35, 29 May 2017

-wrong parameter ("Arma") defined!-1.00
Hover & click on the images for description

Description

Description:
Changes the waypoint type. Type can be:
  • "MOVE"
  • "DESTROY"
  • "GETIN"
  • "SAD"
  • "JOIN"
  • "LEADER"
  • "GETOUT"
  • "CYCLE"
  • "LOAD"
  • "UNLOAD"
  • "TR UNLOAD"
  • "HOLD"
  • "SENTRY"
  • "GUARD" (for use with GUARDED BY trigger or createGuardedPoint)
  • "TALK"
  • "SCRIPTED"
  • "SUPPORT"
  • "GETIN NEAREST"
  • "DISMISS"
  • "LOITER" (new in Arma 3)
  • "AND" (only for game logics)
  • "OR" (only for game logics)
More details at Waypoint types.
Groups:
Uncategorised

Syntax

Syntax:
waypoint setWaypointType type
Parameters:
waypoint: Array - format Waypoint
type: String
Return Value:
Nothing

Examples

Example 1:
[_grp, 2] setWaypointType "HOLD";

Additional Information

See also:
waypoints descriptionWaypoint typeswaypointsdeleteWaypointcopyWaypointssetCurrentWaypointsetWaypointBehavioursetWaypointCombatModesetWaypointCompletionRadiussetWaypointDescriptionsetWaypointFormationsetWaypointHousePositionsetWaypointPositionsetWaypointScriptsetWaypointSpeedsetWaypointStatementssetWaypointTimeoutsetWaypointVisiblewaypointAttachVehiclewaypointAttachedVehiclesetWaypointLoiterRadiuswaypointLoiterRadiusaddWaypointsetWaypointLoiterTypewaypointSpeedcreateGuardedPoint

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 07:44, 23 November 2007
ArmAtec
For waypoint types description look at Using Move With 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 in setWaypointType. _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)
Jacmac
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]

Bottom Section

Posted on December 22, 2015 - 14:38 (UTC)
DrPastah
To spawn a helicopter with troops inside and make them land and unload.
Posted on May 6, 2017 - 16:09 (UTC)
RHfront
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 25, 2017 - 19:03 (UTC)
IT07
In ArmA 3 1.70.141764, the LOITER waypointType will act as a MOVE waypoint if there are any additional waypoints after the LOITER waypoint.
Posted on May 29, 2017 - 20:35 (UTC)
IT07
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. The only way to quit an existing LOITER waypoint that was added more than about 1 second ago, you will need to use the setCurrentWaypoint command. NOTE about that: the LOITER waypoint ( like any other ) will execute its statement once the setCurrentWaypoint command is used on a waypoint with a higher index than itself.