setWaypointCompletionRadius: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<dd class="notedate">Posted on ([^<>]+) " to "<dd class="notedate">Posted on $1</dd> ") |
Lou Montana (talk | contribs) m (Text replacement - "<dt class="note">([^<>]+) " to "<dt class="note">$1</dt> ") |
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<!-- Note Section BEGIN --> | <!-- Note Section BEGIN --> | ||
<dd class="notedate">Posted on 29 January 2010, 14:12</dd> | <dd class="notedate">Posted on 29 January 2010, 14:12</dd> | ||
<dt class="note">[[User:Laking|Laking]] | <dt class="note">[[User:Laking|Laking]]</dt> | ||
<dd class="note"> | <dd class="note"> | ||
* The completion radius is currently important for units moving in the Combat mode. | * The completion radius is currently important for units moving in the Combat mode. |
Revision as of 01:28, 30 January 2021
Description
- Description:
- Description needed
- Groups:
- Waypoints
Syntax
- Syntax:
- Syntax needed
- Parameters:
- waypoint: Array - format Waypoint
- radius: Number
- Return Value:
- Return value needed
Examples
- Example 1:
[grp, 2] setWaypointCompletionRadius 30;
Additional Information
- See also:
- See also needed
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.