setWaypointCompletionRadius: Difference between revisions

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* The way it works now it is complete once unit is inside and does not think it would be reasonable to move any closer.  
* 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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Revision as of 22:44, 16 June 2021

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:
Waypoints

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 setWaypointDescriptionsetWaypointFormationsetWaypointHousePositionsetWaypointPositionsetWaypointScriptsetWaypointSpeedsetWaypointStatementssetWaypointTimeoutsetWaypointTypesetWaypointVisiblewaypointAttachVehiclewaypointAttachedVehiclesetWaypointLoiterRadiuswaypointLoiterRadiusaddWaypointsetWaypointLoiterTypewaypointSpeed

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.