setWaypointType: Difference between revisions

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|descr= Sets the waypoint type of given waypoint.  
|descr= Sets the waypoint type of given waypoint.  


More details at [[Waypoints]].
More details at [[Waypoints]].


| waypoint [[setWaypointType]] type
|s1= waypoint [[setWaypointType]] type


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


|p2= type: [[String]] - Waypoint type. Can be:
|p2= type: [[String]] - waypoint type. Can be:
* <tt>"MOVE"</tt>
{{Columns|4|
* <tt>"DESTROY"</tt>
* {{hl|"MOVE"}}
* <tt>"GETIN"</tt>
* {{hl|"DESTROY"}}
* <tt>"SAD"</tt> ''(Seek And Destroy)''
* {{hl|"GETIN"}}
* <tt>"JOIN"</tt>
* {{hl|"SAD"}} ''(Seek And Destroy)''
* <tt>"LEADER"</tt>
* {{hl|"JOIN"}}
* <tt>"GETOUT"</tt>
* {{hl|"LEADER"}}
* <tt>"CYCLE"</tt>
* {{hl|"GETOUT"}}
* <tt>"LOAD"</tt>
* {{hl|"CYCLE"}}
* <tt>"UNLOAD"</tt>
* {{hl|"LOAD"}}
* <tt>"TR UNLOAD"</tt>
* {{hl|"UNLOAD"}}
* <tt>"HOLD"</tt>
* {{hl|"TR UNLOAD"}}
* <tt>"SENTRY"</tt>
* {{hl|"HOLD"}}
* <tt>"GUARD"</tt> ''(for use with GUARDED BY trigger or [[createGuardedPoint]])''
* {{hl|"SENTRY"}}
* <tt>"TALK"</tt>
* {{hl|"GUARD"}} <small>(for use with GUARDED BY trigger or [[createGuardedPoint]])</small>
* <tt>"SCRIPTED"</tt>
* {{hl|"TALK"}}
* <tt>"SUPPORT"</tt>
* {{hl|"SCRIPTED"}}
* <tt>"GETIN NEAREST"</tt>
* {{hl|"SUPPORT"}}
* <tt>"DISMISS"</tt>
* {{hl|"GETIN NEAREST"}}
* <tt>"LOITER"</tt> ''(new in Arma 3)''
* {{hl|"DISMISS"}}
* <tt>"HOOK"</tt> ''(new in Arma 3)'' - slingload object
* {{hl|"LOITER"}} <small>({{arma3}})</small>
* <tt>"UNHOOK"</tt> ''(new in Arma 3)'' - drop slingload
* {{hl|"HOOK"}} <small>({{arma3}}) - slingload object</small>
* <tt>"AND"</tt> ''(only for game logics)''
* {{hl|"UNHOOK"}} <small>({{arma3}}) - drop slingload</small>
* <tt>"OR"</tt> ''(only for game logics)''
* {{hl|"AND"}} <small>(only for game logics)</small>
* {{hl|"OR"}} <small>(only for game logics)</small>
}}


|r1= [[Nothing]]
|r1= [[Nothing]]


|x1= <code>_myWaypoint [[setWaypointType]] "HOLD";</code>
|x1= <sqf>_myWaypoint setWaypointType "HOLD";</sqf>


|seealso= [[2D Editor: Waypoints#Select Type|Waypoints Types]] [[waypointType]]
|seealso= [[2D Editor: Waypoints#Select Type|Waypoints Types]] [[waypointType]]
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<dl class="command_description">
<dl class="command_description">
<dt></dt>
<dt></dt>
<dd class="notedate">Posted on 07:44, 23 November 2007</dd>
<dd class="notedate">Posted on 07:44, 23 November 2007</dd>
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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]].
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>
<dt><dt>
<dt><dt>
<dd class="notedate">Posted on May 6, 2017 - 16:09 (UTC)</dd>
<dd class="notedate">Posted on 2017-05-06 - 16:09 (UTC)</dd>
<dt class="note">[[User:RHfront|RHfront]]</dt>
<dt class="note">[[User:RHfront|RHfront]]</dt>
<dd class="note">
<dd class="note">
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>
<dt><dt>
<dt><dt>
<dd class="notedate">Posted on May 30, 2017 - 09:14 (UTC)</dd>
<dd class="notedate">Posted on 2017-05-30 - 09:14 (UTC)</dd>
<dt class="note">[[User:IT07|IT07]]</dt>
<dt class="note">[[User:IT07|IT07]]</dt>
<dd class="note">
<dd class="note">
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The difference between those two methods is that the latter prevents the LOITER waypoint from executing its statement.
The difference between those two methods is that the latter prevents the LOITER waypoint from executing its statement.
</dd>
</dd>
</dl>
</dl>

Revision as of 17:35, 8 November 2023

Hover & click on the images for description

Description

Description:
Sets the waypoint type of given waypoint. More details at Waypoints.
Groups:
Waypoints

Syntax

Syntax:
waypoint setWaypointType type
Parameters:
waypoint: Array - format Waypoint
type: String - waypoint 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" (Arma 3)
  • "HOOK" (Arma 3) - slingload object
  • "UNHOOK" (Arma 3) - drop slingload
  • "AND" (only for game logics)
  • "OR" (only for game logics)
Return Value:
Nothing

Examples

Example 1:
_myWaypoint setWaypointType "HOLD";

Additional Information

See also:
Waypoints Types waypointType

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 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 2017-05-06 - 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 2017-05-30 - 09:14 (UTC)
IT07
In Arma 3 v1.70, 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.