setWaypointCompletionRadius: Difference between revisions

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| [[addWaypoint]], [[waypointCompletionRadius]],  
| [[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]], [[setWaypointDescription]], [[setWaypointFormation]], [[setWaypointHousePosition]], [[setWaypointLoiterRadius]], [[setWaypointLoiterType]], [[setWaypointName]], [[setWaypointPosition]], [[setWaypointScript]], [[setWaypointSpeed]], [[setWaypointStatements]], [[setWaypointTimeout]], [[setWaypointType]], [[setWaypointVisible]] |= SEEALSO  


|  |= 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. <br>
<dt class="note">[[User:Laking|Laking]]
With default completion radius =0 the leader always finishes in the exact location of the waypoint. <br>
<dd class="note">
By providing a completion radius you allow him to plan his road to a cover nearby instead.<br>
* The completion radius is currently important for units moving in the Combat mode.  
<br>
* 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. <br>
* 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 14:49, 8 May 2014

Hover & click on the images for description

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.

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