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.
Description
Sets the waypoint type of given waypoint.
More details at Waypoints.
Syntax
waypoint setWaypointType type
Parameters:
waypoint: Waypointtype: 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 v1.34
"HOOK"(slingload object) - Arma 3 v1.34
"UNHOOK"(slingload drop) "AND"(only for game logics)"OR"(only for game logics)
Returns: Nothing
Examples
Example 1
_myWaypoint setWaypointType "HOLD";
See also
2D Editor: Waypoints · waypointType
Community notes
To use the LAND function in a waypoint, you must set "A3\functions_f\waypoints\fn_wpLand.sqf" as the script for that waypoint.
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.