setWaypointType: Difference between revisions

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(format)
(Add waypoint types, fix example, comment cleanup)
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{{Command|= Comments
{{Command|Comments=
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| arma |= Game name
| arma |Game name=


|1.00|= Game version
|1.00|Game version=
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* <tt>"DISMISS"</tt>
* <tt>"DISMISS"</tt>
* <tt>"LOITER"</tt> ''(new in Arma 3)''
* <tt>"LOITER"</tt> ''(new in Arma 3)''
* <tt>"HOOK"</tt> ''(new in Arma 3)'' - slingload object
* <tt>"UNHOOK"</tt> ''(new in Arma 3)'' - drop slingload
* <tt>"AND"</tt> ''(only for game logics)''
* <tt>"AND"</tt> ''(only for game logics)''
* <tt>"OR"</tt> ''(only for game logics)''
* <tt>"OR"</tt> ''(only for game logics)''


More details at [[Waypoint types]]. |= Description
More details at [[Waypoint types]]. |Description=
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| waypoint '''setWaypointType''' type |= Syntax
| waypoint [[setWaypointType]] type |Syntax=


|p1= waypoint: [[Array]] - format [[Waypoint]] |= Parameter 1
|p1= waypoint: [[Array]] - format [[Waypoint]] |Parameter 1=


|p2= type: [[String]] |= Parameter 2
|p2= type: [[String]] |Parameter 2=


| [[Nothing]] |= Return value
| [[Nothing]] |Return value=
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|x1= <code>[_grp, 2] [[setWaypointType]] "HOLD";</code> |= Example 1
|x1= <code>_myWaypoint [[setWaypointType]] "HOLD";</code> |Example 1=
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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]], [[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=
 
}}
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<!-- Note Section BEGIN -->
<!-- Note Section BEGIN -->
<dd class="notedate">Posted on 07:44, 23 November 2007
<dd class="notedate">Posted on 07:44, 23 November 2007
<dt class="note">[[User:User:ArmAtec|ArmAtec]]
<dt class="note">[[User:User:ArmAtec|ArmAtec]]</dt>
<dd class="note">
For '''waypoint types''' description look at
*[[ArmA: Mission_Editor#Select_Type | ArmA: Mission_Editor]]
*[[Mission_Editor_User_Interface_%28OFP%29#Waypoints | OFP: Mission_Editor]]
Using Move With 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 in setWaypointType.
<code>_wp = [[group]] logic1 [[addWaypoint]] [ [[getPos]] [[player]], 1];
[ [[group]] logic1, 1] [[setWPPos]] [[getPos]] [[player]];
[ [[group]] logic1, 1] [[setWaypointType]] "move";</code>
 
<dd class="notedate">Posted on 23:07, 18 October 2013 (CEST)
<dt class="note">'''[[User:JacmacBrian|Jacmac]]'''
<dd class="note">To clear up any confusion regarding the syntax, follow this example where grp01 is the name of a group of AI units:
<code>_wp = grp01 [[addWaypoint]] [[25295,21919,85], 0];
_wp [[setWaypointType]] "MOVE";
_wp1 = grp01 [[addWaypoint]] [[25381,21882,70], 0]; 
_wp1 [[setWaypointType]] "MOVE";
_wp2 = grp01 [[addWaypoint]] [[ 25332,21782,78], 0];
_wp2 [[setWaypointType]] "CYCLE"; //Use the variable (_wp2), not [grp01, 0]</code>
<!-- Note Section END -->
</dl>
 
<h3 style="display:none">Bottom Section</h3>
[[Category:Scripting Commands|SETWAYPOINTTYPE]]
[[Category:Scripting Commands OFP Elite |SETWAYPOINTTYPE]]
[[Category:Scripting Commands ArmA|SETWAYPOINTTYPE]]
[[Category:Command_Group:_Waypoints|SETWAYPOINTTYPE]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
 
<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on December 22, 2015 - 14:38 (UTC)</dd>
<dt class="note">[[User:DrPastah|DrPastah]]</dt>
<dd class="note">
<dd class="note">
[[User:DrPastah#Helicopter Transport Script|To spawn a helicopter with troops inside and make them land and unload.]]
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]].
</dd>
</dd>
</dl>
<!-- DISCONTINUE Notes -->


<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on May 6, 2017 - 16:09 (UTC)</dd>
<dd class="notedate">Posted on May 6, 2017 - 16:09 (UTC)</dd>
<dt class="note">[[User:RHfront|RHfront]]</dt>
<dt class="note">[[User:RHfront|RHfront]]</dt>
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To use the '''LAND''' function in a waypoint, you must set ''"A3\functions_f\waypoints\fn_wpLand.sqf"'' as the script for that waypoint.
To use the '''LAND''' function in a waypoint, you must set ''"A3\functions_f\waypoints\fn_wpLand.sqf"'' as the script for that waypoint.
</dd>
</dd>
</dl>
<!-- DISCONTINUE Notes -->


<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on May 30, 2017 - 09:14 (UTC)</dd>
<dd class="notedate">Posted on May 30, 2017 - 09:14 (UTC)</dd>
<dt class="note">[[User:IT07|IT07]]</dt>
<dt class="note">[[User:IT07|IT07]]</dt>
<dd class="note">
<dd class="note">
In ArmA3 1.70.141838, 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 )
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.<br>
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,
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.
then the LOITER waypoint will NOT complete even when its condition has been met.<br>
There are two ways to quit an existing LOITER waypoint that was added more than about 1 second ago; use the setCurrentWaypoint command OR add a waypoint that has the same ID as the LOITER waypoint.
There are two ways to quit an existing LOITER waypoint that was added more than about 1 second ago:
The difference between those two methods is that the lather prevents the LOITER waypoint from executing its statement.
* 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.
</dd>
</dd>
</dl>
</dl>
<!-- DISCONTINUE Notes -->
<!-- Note Section END -->
 
 
<h3 style="display:none">Bottom Section</h3>
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP Elite |{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Waypoints|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]

Revision as of 12:44, 7 April 2019

-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 Waypoint types.
Groups:
Uncategorised

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 descriptionWaypoint typeswaypointsdeleteWaypointcopyWaypointssetCurrentWaypointsetWaypointBehavioursetWaypointCombatModesetWaypointCompletionRadiussetWaypointDescriptionsetWaypointFormationsetWaypointHousePositionsetWaypointPositionsetWaypointScriptsetWaypointSpeedsetWaypointStatementssetWaypointTimeoutsetWaypointVisiblewaypointAttachVehiclewaypointAttachedVehiclesetWaypointLoiterRadiuswaypointLoiterRadiusaddWaypointsetWaypointLoiterTypewaypointSpeedcreateGuardedPoint

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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