flashartist50 1 Posted November 17, 2018 So, there's not a single source of information on the internet that can help me understand the "FOLLOW" waypoint. As far as I'm concerned, it's absolutely useless. I've tried using it with infantry/vehicles, and it just doesn't do s--t. Does anybody have a single clue as to what I'm suppose to do with it? Here's what I'm doing as a simple example: 1. Create Squad 1, and Squad 2. 2. Create a "MOVE" waypoint 300 meters forward for Squad 1. 3. Create a "FOLLOW" waypoint for Squad 2, and snap it to Squad 1. Result: Squad 1 moves. Squad 2 stands and does absolutely nothing. You can do this with vehicles aswell, and it's the same issue. I'm obviously frustrated. 1 Share this post Link to post Share on other sites
Spatsiba 89 Posted November 17, 2018 I've got it working but it was very buggy. Spawn a hunter and make some move waypoints then a blackhawk and put follow waypoint on hunter. Share this post Link to post Share on other sites
Harzach 2517 Posted November 17, 2018 According to the Biki, the FOLLOW waypoint is similar in function to doFollow/commandFollow, in which case, you would use it to make a unit rejoin its given formation. In your example, just give Squad 2 its own MOVE waypoint - it involves the same amount of work. Many BIS commands/functions are named in misleading ways. Always read the Biki entry. 4 Share this post Link to post Share on other sites
HazJ 1289 Posted November 17, 2018 Just gonna put this here: On 10/25/2018 at 5:52 AM, Grumpy Old Man said: Even nowadays I still stumble upon interesting alternate syntax options. Also don't apply logic/your own conclusions on how a script command should work regarding its name, won't end well (*cough* playerViewChanged *cough* setWeaponReloadingTime). Cheers @Grumpy Old Man 4 Share this post Link to post Share on other sites
pierremgi 4851 Posted November 17, 2018 13 hours ago, Spatsiba said: I've got it working but it was very buggy. Spawn a hunter and make some move waypoints then a blackhawk and put follow waypoint on hunter. Agree. I'd rather making a convoy with the Hunter (leader) and the blackHawk. Just pay attention for not too small separation distance in this case. Already tested. Share this post Link to post Share on other sites
flashartist50 1 Posted November 17, 2018 6 hours ago, Harzach said: According to the Biki, the FOLLOW waypoint is similar in function to doFollow/commandFollow, in which case, you would use it to make a unit rejoin its given formation. In your example, just give Squad 2 its own MOVE waypoint - it involves the same amount of work. Many BIS commands/functions are named in misleading ways. Always read the Biki entry. Well, now I'm just confused. How on earth did this guy do it???? Share this post Link to post Share on other sites
Harzach 2517 Posted November 17, 2018 Not sure. Even the most dead-simple test in the editor (one vehicle set to follow another, in which "vehicle" can mean "man", "car", etc.) does not work. That video is from two years ago, maybe something was "fixed" in the interim. It doesn't look like it works very well in that video, anyway. There was some discussion about convoy-building recently, have a look here: 1 Share this post Link to post Share on other sites
mickeymen 324 Posted July 17, 2020 Hey, 2020 is anyone here? Сan anyone explain how "FOLLOW" works? Everything I try in the editor doesn't work. What is this waypoint for? Share this post Link to post Share on other sites
.kju 3244 Posted July 18, 2020 should be to make subteams rejoin the main group (see https://community.bistudio.com/wiki/enableAttack and https://community.bistudio.com/wiki/setCombatMode) Share this post Link to post Share on other sites
frost995 13 Posted April 25, 2022 Hi, sorry to come so late to the party. The Waypoint works just fine. The most important thing to remember is to change the Waypoint condition from "true" to something different of your choice. Otherwise, the WP il just auto-complete by itself. 1 Share this post Link to post Share on other sites
Grees GH 0 Posted October 6, 2023 I've found a fix but sometimes it doesn't works, set the condition from true to false in the attributes and set the max timer to something crazy like 1000000000 Share this post Link to post Share on other sites