deleteWaypoint: Difference between revisions
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[VictorFarbau] | [VictorFarbau] | ||
Another (foolproof) method to avoid the problem of non deleteable waypoints is to introduce another group (createGroup) and join all units of the present group. The new group will have no assigned waypoints | Another (more foolproof) method to avoid the problem of non-deleteable waypoints is to introduce another group (createGroup) and join all units of the present group. The new group will have no assigned waypoints so you can start setting new WPs from there. | ||
Example: | Example: |
Revision as of 02:24, 15 November 2008
Description
- Description:
- Removes the waypoint.
- Groups:
- Uncategorised
Syntax
Examples
- Example 1:
deleteWaypoint [_grp, 2]
Additional Information
- See also:
- addWaypoint
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
-
In order to change the behavior of a unit currently following a string of waypoints, it is not enough to use deleteWaypoint. The path of the unit is calculated by the waypoints present at start, and the unit will continue according to the original waypoints even if you delete them by using this command.
To acchieve the wanted effect, you should rather use setWPPos to the units current position (thereby stopping the unit), and (after a small delay) use deleteWaypoint to remove the waypoints.
[VictorFarbau]
Another (more foolproof) method to avoid the problem of non-deleteable waypoints is to introduce another group (createGroup) and join all units of the present group. The new group will have no assigned waypoints so you can start setting new WPs from there.
Example: Old group is "_combatgroup", new group is "_combatgroup2"
================================================
_combatGroup2 = creategroup EAST; {[_x] joinSilent _combatGroup2} foreach (units _combatgroup);