setWaypointType: Difference between revisions

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{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| arma |= Game name
|game1= arma1
|version1= 1.00


|1.00|= Game version
|game2= arma2
____________________________________________________________________________________________
|version2= 1.00


| Changes the waypoint type. Type can be:
|game3= arma2oa
|version3= 1.50


"MOVE", "DESTROY", "GETIN", "SAD", "JOIN", "LEADER", "GETOUT", "CYCLE", "LOAD", "UNLOAD", "TR UNLOAD", "HOLD", "SENTRY", "GUARD", "TALK", "SCRIPTED", "SUPPORT", "GETIN NEAREST", "AND" or "OR". |= Description
|game4= tkoh
____________________________________________________________________________________________
|version4= 1.00


| waypoint '''setWaypointType''' type |= Syntax
|game5= arma3
|version5= 0.50


|p1= waypoint: [[Array]] |= Parameter 1
|gr1= Waypoints


|p2= type: [[String]] |= Parameter 2
|descr= Sets the waypoint type of given waypoint.


| [[Nothing]] |= Return value
More details at [[Waypoints]].
____________________________________________________________________________________________
 
|x1= <pre>[grp, 2] setWaypointType "HOLD"</pre> |= Example 1
____________________________________________________________________________________________


| [[addWaypoint]], [[deleteWaypoint]] |= See also
|s1= waypoint [[setWaypointType]] type


|p1= waypoint: [[Array]] - format [[Waypoint]]
|p2= type: [[String]] - waypoint type. Can be:
{{Columns|4|
* {{hl|"MOVE"}}
* {{hl|"DESTROY"}}
* {{hl|"GETIN"}}
* {{hl|"SAD"}} ''(Seek And Destroy)''
* {{hl|"JOIN"}}
* {{hl|"LEADER"}}
* {{hl|"GETOUT"}}
* {{hl|"CYCLE"}}
* {{hl|"LOAD"}}
* {{hl|"UNLOAD"}}
* {{hl|"TR UNLOAD"}}
* {{hl|"HOLD"}}
* {{hl|"SENTRY"}}
* {{hl|"GUARD"}} <small>(used with GUARDED BY trigger or [[createGuardedPoint]])</small>
* {{hl|"TALK"}}
* {{hl|"SCRIPTED"}}
* {{hl|"SUPPORT"}}
* {{hl|"GETIN NEAREST"}}
* {{hl|"DISMISS"}}
* {{hl|"LOITER"}} <small>({{arma3}})</small>
* {{GVI|arma3|1.34|size= 0.75}} {{hl|"HOOK"}} <small>(slingload object)</small>
* {{GVI|arma3|1.34|size= 0.75}} {{hl|"UNHOOK"}} <small>(slingload drop)</small>
* {{hl|"AND"}} <small>(only for game logics)</small>
* {{hl|"OR"}} <small>(only for game logics)</small>
}}
}}


<h3 style="display:none">Notes</h3>
|r1= [[Nothing]]
<dl class="command_description">
<!-- Note Section BEGIN -->


'''Select Type''' - there are several types of waypoint.
|x1= <sqf>_myWaypoint setWaypointType "HOLD";</sqf>
A note on MOVE (and most other WPs, if not all) WP: If you put the WP on certain buildings (on the map: lighter boxes and select churches) there will be a new box that states what position that unit goes to inside the building. it will be under the "Behaviour" box on the "Insert/Edit Waypoint" menu. It is listed as "Position In House" with a drop box next to it. Most positions are next to windows. But use common sense. A tank can't roll upstairs and hide just inside a window, and a UH-60 can't even begin to squeeze through the front door. So it is for personnel-based units.
 
|seealso= [[2D Editor: Waypoints#Select Type|Waypoints Types]] [[waypointType]]
}}


*Move - unit or group will move to this point.
{{Note
*Destroy - unit or group will move to this point and destroy whatever the waypoint is placed upon. Do not expect units to obey this waypoint if they are incapable of destroying the target (rifleman vs. tank). The waypoint will not be complete until the target is destroyed or if the unit refuses the order.
|user= ArmAtec
*Get in - if placed over a vehicle with extra room, the unit will attempt to board it. If synchronized with a vehicle’s waypoint, the vehicle will stop and wait to be boarded.
|timestamp= 20071123074400
*Seek & Destroy - unit or group will move to this point and begin searching for enemies.
|text= 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]].
*Join - When synched with another unit’s waypoint, this individual will become part of that unit's group.
}}
*Join & Lead - Same as above, but the individual becomes that group’s leader.
*Get out - unit or group controlling vehicle will disembark.
*Cycle - very useful waypoint; orders the unit to consider the nearest waypoint its next waypoint, creating a waypoint loop. Good for patrols.
*Load - vehicle will wait for units to board in cargo.
*Unload - vehicle will wait for units in cargo to leave vehicle.
*Transport Unload - vehicle will wait for units which began in vehicle to leave cargo.
*Hold - unit or group will stay at this position. Only a 'switch' trigger or scripting can move the group from this point.
*Sentry - The unit will hold position until any member spots an enemy. At that point, the unit will proceed to their next waypoint. If the unit is not set to hold fire, they may engage the enemy on the way.
*Guard - if a 'Guarded By' trigger is located nearby the group will move to and protect it. Additional information on the use of this waypoint can be found [[Waypoint:Guard | here]].
*Talk - Used in combination with the “effects” button on the bottom of the waypoints screen. If you set the sounds:voice section to a voice, the unit leader will say the given phrase. This waypoint is not a destination, and goes to the next waypoint when the phrase is completely spoken.
*Scripted - executes the script that is in the “script” box on the bottom of the waypoints screen. You can not use individual script commands, you must refer to an external script file. This waypoint is not a destination, and it is considered complete when the external script reaches its EXIT command.
*Support - A very useful waypoint; any unit given this waypoint will remain here until another unit calls for support. At this time, the waiting unit will proceed to the location where support was called for. Only medics, ambulances, fuel and ammo supply vehicles can use this waypoint. You can tell medics to board vehicles prior to this WP, and they will drive to the support call.


<!-- Note Section END -->
{{Note
</dl>
|user= RHfront
|timestamp= 20170506160900
|text= To use the '''LAND''' function in a waypoint, you must set ''"A3\functions_f\waypoints\fn_wpLand.sqf"'' as the script for that waypoint.
}}


<h3 style="display:none">Bottom Section</h3>
{{Note
[[Category:Scripting Commands|SETWAYPOINTTYPE]]
|user= Nelis.75733126
[[Category:Scripting Commands OFP Elite |SETWAYPOINTTYPE]]
|timestamp= 20170530091400
[[Category:Scripting Commands ArmA|SETWAYPOINTTYPE]]
|text= In '''{{arma3}} 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.<br>
[[Category:Command_Group:_Waypoints|SETWAYPOINTTYPE]]
And, if you add another waypoint after ( for example ) more than 1 second after adding the LOITER waypoint,
then the LOITER waypoint will never 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 before adding a MOVE waypoint:
* use the {{Link|https://community.bistudio.com/wiki/setCurrentWaypoint|setCurrentWaypoint}} command
* create 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.
}}

Latest revision as of 21:07, 16 April 2024

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" (used with GUARDED BY trigger or createGuardedPoint)
  • "TALK"
  • "SCRIPTED"
  • "SUPPORT"
  • "GETIN NEAREST"
  • "DISMISS"
  • "LOITER" (Arma 3)
  • Arma 3 logo black.png1.34 "HOOK" (slingload object)
  • Arma 3 logo black.png1.34 "UNHOOK" (slingload drop)
  • "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
ArmAtec - c
Posted on Nov 23, 2007 - 07:44 (UTC)
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.
RHfront - c
Posted on May 06, 2017 - 16:09 (UTC)
To use the LAND function in a waypoint, you must set "A3\functions_f\waypoints\fn_wpLand.sqf" as the script for that waypoint.
Nelis.75733126 - c
Posted on May 30, 2017 - 09:14 (UTC)
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 never 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 before adding a MOVE waypoint:
  • use the setCurrentWaypoint command
  • create 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.