setWaypointType: Difference between revisions

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m (fixed link to waypoint types)
m (fixed link to waypoint types)
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* <tt>"OR"</tt> ''(only for game logics)''
* <tt>"OR"</tt> ''(only for game logics)''


More details at [[Waypoints#Waypoint types|Waypoints]]. |Description=
More details at [[Waypoints]]. |Description=
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| [[Mission_Editor:_Waypoints#Select_Type|waypoints description]], [[Waypoint types]], [[waypoints]], [[deleteWaypoint]], [[copyWaypoints]], [[setCurrentWaypoint]], [[setWaypointBehaviour]], [[setWaypointCombatMode]], [[setWaypointCompletionRadius]], [[setWaypointDescription]], [[setWaypointFormation]], [[setWaypointHousePosition]], [[setWaypointPosition]], [[setWaypointScript]], [[setWaypointSpeed]], [[setWaypointStatements]], [[setWaypointTimeout]], [[setWaypointVisible]], [[waypointAttachVehicle]], [[waypointAttachedVehicle]], [[setWaypointLoiterRadius]], [[waypointLoiterRadius]], [[addWaypoint]], [[setWaypointLoiterType]], [[waypointSpeed]], [[createGuardedPoint]] |See also=
| [[Mission_Editor:_Waypoints#Select_Type|waypoints description]], [[Waypoints]], [[waypoints]], [[deleteWaypoint]], [[copyWaypoints]], [[setCurrentWaypoint]], [[setWaypointBehaviour]], [[setWaypointCombatMode]], [[setWaypointCompletionRadius]], [[setWaypointDescription]], [[setWaypointFormation]], [[setWaypointHousePosition]], [[setWaypointPosition]], [[setWaypointScript]], [[setWaypointSpeed]], [[setWaypointStatements]], [[setWaypointTimeout]], [[setWaypointVisible]], [[waypointAttachVehicle]], [[waypointAttachedVehicle]], [[setWaypointLoiterRadius]], [[waypointLoiterRadius]], [[addWaypoint]], [[setWaypointLoiterType]], [[waypointSpeed]], [[createGuardedPoint]] |See also=
}}
}}



Revision as of 15:48, 9 December 2020

-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" (Seek And Destroy)
  • "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)
  • "HOOK" (new in Arma 3) - slingload object
  • "UNHOOK" (new in Arma 3) - drop slingload
  • "AND" (only for game logics)
  • "OR" (only for game logics)
More details at Waypoints.
Groups:
Waypoints

Syntax

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

Examples

Example 1:
_myWaypoint setWaypointType "HOLD";

Additional Information

See also:
waypoints descriptionWaypointswaypointsdeleteWaypointcopyWaypointssetCurrentWaypointsetWaypointBehavioursetWaypointCombatModesetWaypointCompletionRadiussetWaypointDescriptionsetWaypointFormationsetWaypointHousePositionsetWaypointPositionsetWaypointScriptsetWaypointSpeedsetWaypointStatementssetWaypointTimeoutsetWaypointVisiblewaypointAttachVehiclewaypointAttachedVehiclesetWaypointLoiterRadiuswaypointLoiterRadiusaddWaypointsetWaypointLoiterTypewaypointSpeedcreateGuardedPoint

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
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 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 30, 2017 - 09:14 (UTC)
IT07
In Arma 3 v1.70.141838, 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.
There are two ways to quit an existing LOITER waypoint that was added more than about 1 second ago:
  • use the setCurrentWaypoint command
  • add 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.


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