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Loiter waypoint is broken - need fix

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The loiter waypoint is broken:

it works if it is the last waypoint, but if we add a trigger "ignore waypoint", the vehicle will just stand there and the loiter waypoint will just become a "wait" waypoint when the vehicle reaches it.
Plus, if the trigger is activated, (hence the "loiter" waypoint is canceled), the next waypoint is broken too.

 

For example:

  - Put a Ghost Hawk
  - Put a loiter WP
  - The Ghost Hawk will reach the WP and will begin to loiter

-----

  - Put a Ghost Hawk
  - Put a loiter WP
  - Put another WP after (like "land")
  - Add a trigger "ignore WP" to the loiter WP
  - The Ghost Hawk will reach the WP and just wait

-----

  - Put a Ghost Hawk
  - Put a loiter WP
  - Put another WP after (like "land")
  - Add a trigger "ignore WP" to the loiter WP
  - The Ghost Hawk will reach the WP and just wait
  - Activate the trigger
  - The Ghost Hawk will go to the other WP and just wait (it will never land)

 

Can this be fixed please?

It is really annyoing.

For example, we cannot make a chopper comes, loiter and provide air cover, then land when the sector is clear.

 

Ticket is here:

https://feedback.bistudio.com/T127586

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It's two different problems:

- loiter is definitely supposed to be the last waypoint, never completed! (but what for, in this case?). You're right. It's broken.

This waypoint is so bad scripted that it's broken with it's own timer completion (timer works but waypoint becomes a simple move)

 

- the waypoint activation by trigger breaks any type of the following waypoint, probably because the unit is still ready. You can test with a "move" one instead of "Loiter". Your helo will never land neither. But it's easy to insert an extra "move" waypoint before the "land" one.

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22 minutes ago, pierremgi said:

- the waypoint activation by trigger breaks any type of the following waypoint, probably because the unit is still ready. You can test with a "move" one instead of "Loiter". Your helo will never land neither. But it's easy to insert an extra "move" waypoint before the "land" one.

 

Hum?

When I put a "hold" WP or "do again" WP and "ignore WP" trigger, then the next WP ("land" for example) is not broken.

Just happens with "loiter".

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Yes, you're right. The "skip waypoint" trigger works. It's the only case to make it work correctly with any waypoint. The setWaypointActivation works weirdly with some other basic condition (like radio alpha instead of skip waypoint). The vehicle moves but the land is broken.

 

Anyway, The "loiter" MUST BE the last waypoint, ever, and there is nothing to do with it, except perhaps, delete it and script something else with better waypoint.

Introduced in Arma 3 and makes group loiter around a position. If group is on foot or inside a ground vehicle, then group will just stand around and the LOITER waypoint will act as a MOVE waypoint. If group is inside a plane or helicopter, they will circle the given position.

Important note: a group inside a helicopter or plane will not circle the position of the LOITER waypoint if another waypoint was added soon after adding the LOITER waypoint. Instead, they [ the group ] will just MOVE to the position [ of the LOITER waypoint ].

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32 minutes ago, pierremgi said:

Introduced in Arma 3 and makes group loiter around a position. If group is on foot or inside a ground vehicle, then group will just stand around and the LOITER waypoint will act as a MOVE waypoint. If group is inside a plane or helicopter, they will circle the given position.

Important note: a group inside a helicopter or plane will not circle the position of the LOITER waypoint if another waypoint was added soon after adding the LOITER waypoint. Instead, they [ the group ] will just MOVE to the position [ of the LOITER waypoint ].

 

Ah...

Really annoying...

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