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avibird 1

Is the seek and destroy with the cycle waypoint broken?

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I know if you place down a seek-and-destroy waypoint the unit/group will do a search pattern from the waypoint placement for a few minutes and then it would stay idled. Until a new contact with Enemy units occurred then it's set behavior combat mode will kick in. If you add a cycle waypoint it should theoretically set that unit/group into a continuous loop with the seek and destroy waypoint however this does not occur. The seek and destroy waypoint will end and disappear from the map. If you go into Zeus or MCC interface you will see the waypoints get deleted. If you use a move waypoint and a cycle the waypointe stay on the map and the unit/group would be put into a continuous loop following the waypoints place down on the map.

 

I don't remember the waypoint being like this. Did something change with some game updates. Are there any solutions to have a seek-and-destroy cycle waypoint continuously work on a map?

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40 minutes ago, avibird 1 said:

I don't remember the waypoint being like this. Did something change with some game updates. Are there any solutions to have a seek-and-destroy cycle waypoint continuously work on a map?

I can't test it on my end right now but I have a hunt script with 3 SAD waypoints with CYCLE.

I honestly can't say I've noticed them idling after the third waypoint... Even after the update.

That's a strange one!

 

A workaround might be to use setWaypointStatements to add another SAD waypoint.

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@Maff I would love to see your script. If I use editor placed waypoints SD SD SD cycle it will stop and the waypoints will be deleted from the map for sure. I am trying to have a chopper to search around a POW camp following a escape. 

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I'm away from my PC right now but the hunt script is VERY basic.

 

It went something like...

params ["_grp","_pos","_rad"];

for "_r" from 1 to 3 do
{
	_wp = (group _grp) addWaypoint [_pos, _rad];
	_wp setWaypointType "SAD";
};

	_wp = (group _grp) addWaypoint [_pos, _rad];
	_wp setWaypointType "CYCLE";

... You get the gist.

 

I hope that works.

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@Maff thank you but how do you call the code. Unit init, mission sqf or in a trigger? I usually use editor placed units and place code in the unit init or in a trigger?

 

 

Edited by avibird 1

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Ah, sorry.
I have it loaded in my functions.

 

You could use it in the unit init...

//	Unit / group will search randomly 300 from starting position.

[this, getPosATL this, 300] spawn
{
	params ["_grp","_pos","_rad"];

	for "_r" from 1 to 3 do
	{
		_wp = (group _grp) addWaypoint [_pos, _rad];
		_wp setWaypointType "SAD";
	};

		_wp = (group _grp) addWaypoint [_pos, _rad];
		_wp setWaypointType "CYCLE";
};

 

Let me know if the unit(s) don't cycle... I am dying to know!

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@Maff thank you I am at work as well but can't wait to test myself. Editor placed waypoints SD SD SD cycle will get deleted and stop after a while. 

 

Your code may not work for me because I have a helicopter that is on a trigger to move to the first SD waypoint after a some prison guards get killed. 

 

I hope your code can be called from a move waypoint init ?  The helicopter comes from a airport far away from I'm the POW camp 

 

This my be a dumbass question what do you mean and how do you call and load it in a function? I am a little old school with using the map and placed down units a code on the map. I like to see it on the map and just from SQF. 

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15 minutes ago, avibird 1 said:

Your code may not work for me because I have a helicopter that is on a trigger to move to the first SD waypoint after a some prison guards get killed.

 

I hope your code can be called from a move waypoint init ?  The helicopter comes from a airport far away from I'm the POW camp

 

That's no bother.

You can put the code in a sqf file and execute from a trigger with:

/*
	[NameOfHelicopter, Position of POW camp, Random radius to search]
*/

[helicopter, [1000,1000,0], 300] execVM "searchScript.sqf";

 

21 minutes ago, avibird 1 said:

This my be a dumbass question what do you mean and how do you call and load it in a function? I am a little old school with using the map and placed down units a code on the map. I like to see it on the map and just from SQF. 

Here is a little light reading on functions.

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First your SD SD SD cycle waypoint works the waypoints will repeat the way it should but if you place down the waypoints to the editor they will delete and the cycle will never repeat itself. So the cycle waypoint is broken if you us seek and destroy waypoints through the editor. I wonder if Bohemian knows about this and nobody has really brought this up that it works only with spawn waypoints.

 

Now even though I've been playing this game for a very long time since OFP days I am still very green when it comes to script in an understanding coding with that said I have a few questions if you could answer for me.

 

1. Your spawn waypoints are spawned very close to each other. How would you adjust the waypoint placements distance between each other and pattern with your provided script 

 

2. Now one of my search helicopters I can basically place down in the editor next to the POW camp and have your code working from the strat of the mission I kind of like it since the mission starts off at 4 in the morning in a thunder and rain storm 😊. Like I said I usually use editor placed waypoints and units but beginning to see the advantage of using SQF and snippets the spawn in stuff rather than placement with the editor. How can I find a exact location on a map or the POW camp coordinates to put into the code you provided your example [1000,1000,0], I am not really sure how to find it because I never really spawned units using this method. Your help is greatly appreciate it. 

 

I hope Bohemia will fix the seek and destroy cycle waypoint through the editor.

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Lol  I know some of you guys are laughing it's really that simple I just realized if I place down a unit and going to that unit to edit under object transformation position x y and z is right there all I have to do is just copy those numbers and that is specific location on the map duh 🤪👀😂

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@avibird 1,

Quote

Lol  I know some of you guys are laughing...

Nobody is laughing, dude. We all want you to succeed!

Have fun!

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Well lol I'm laughing at myself. I need to get out of my comfort zone been stuck using editor placed stuff since operation flashpoint I need to really open my options 😎

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2 minutes ago, avibird 1 said:

Well lol I'm laughing at myself. I need to get out of my comfort zone been stuck using editor placed stuff since operation flashpoint I need to really open my options 😎

I can't disagree with that.

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18 minutes ago, avibird 1 said:

First your SD SD SD cycle waypoint works the waypoints will repeat the way it should but if you place down the waypoints to the editor they will delete and the cycle will never repeat itself. So the cycle waypoint is broken if you us seek and destroy waypoints through the editor. I wonder if Bohemian knows about this and nobody has really brought this up that it works only with spawn waypoints.

That's great.

 

I haven't been on ArmA yet so I haven't been able to try and reproduce your issue.

When you are using the SD and CYCLE waypoints in the editor, is the CYCLE waypoint syncronised with the first SD waypoint?

 

 

21 minutes ago, avibird 1 said:

1. Your spawn waypoints are spawned very close to each other. How would you adjust the waypoint placements distance between each other and pattern with your provided script 

 

2. Now one of my search helicopters I can basically place down in the editor next to the POW camp and have your code working from the strat of the mission I kind of like it since the mission starts off at 4 in the morning in a thunder and rain storm 😊. Like I said I usually use editor placed waypoints and units but beginning to see the advantage of using SQF and snippets the spawn in stuff rather than placement with the editor. How can I find a exact location on a map or the POW camp coordinates to put into the code you provided your example [1000,1000,0], I am not really sure how to find it because I never really spawned units using this method. Your help is greatly appreciate it.

 

1. In the example I shared, the waypoints are generated randomly within the radius.

With a little tweaking it is possible to feed the script an array of positions to create the SD waypoints on.

I will need some coffee first!

 

 

2. 3DEN is fantastic and for the most part you can get by without using scripts - Unless you need to do some fancy stuff.

 

To get a position in 3DEN, hover your mouse over the position you want to return (in 2D or 3D, doesn't matter), right click and look for "copy position to clipboard" or something along those lines.

Paste the position into the second argument.

 

 

Let us know how you get on.

 

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Works perfect for the editor placed helicopter with the code inside the unit init box.

 

Can't get the other way to work using the code in a searchScript.sqf. 

I attempted to use it in a trigger to call it as well as a move waypoint that I gave the helicopter the second chopper just moves to the waypoint that has the code or hovers within the trigger but never flies to the Pow camp or has  the 3 seek and destroy waypoint or cycle attached to it?

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3 minutes ago, avibird 1 said:

Works perfect for the editor placed helicopter with the code inside the unit box.

 

Can't get the other way to work using the code in a searchScript.sqf. 

I attempted to use it in a trigger to call it as well as a move waypoint that I gave the helicopter the second chopper just moves to the waypoint that has the code or hovers within the trigger but never flies to the p o w camp or has 3 seek and destroy a waypoint or cycle attached to it?

Spawning the script from the helicopters init works, but [helicopter, [1000,1000,0], 300] execVM "searchScript.sqf"; method does nothing?

 

You do have searchScript.sqf saved inside your mission folder, right?

Firing up ArmA now. I need to test the SD - CYCLE.

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Sorry, I just wanted to make sure.

The thought entered my head and I wanted to get it out of the way.

 

I have tested the SD - CYCLE waypoints in the editor without any scripting and it is looping for me.

There is nothing bugged on my end.

 

Can you share a screenshot of your waypoints in the editor or even better, share your mission so people can determine what the issue is?

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Really! I have tested it for hours. I am using mcc4 Achilles Zeus enhanced cup units train vehicles and maps. I will test it using just vanilla Arma. 

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Yes I will need to save as a  PBO and figure out how to upload it to this thread. Going to bed late here ty for the help and the lesson on coding 😎

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Ok I figured out why seek and destroy cycle waypoints was not working for me.  If you are using a trigger with set waypoint activation and trigger activation type skip waypoint the cycle waypoint will not work it will just complete the waypoints in order and the unit will stop moving with no additional waypoints once the original waypoints conditions are met. 

 

I don't know if this was the attentional  design function of the new waypoint type skip waypoint from bohemian but it really sucks that they don't really give full information on functions in the game.  So I am not crazy lol the waypoint is broken when using it with the skip waypoint trigger 🤪 this was driving me freaking nuts.

 

Now to see if Maff seek and destroy cycle script works with the skip waypoint type trigger or other triggers as well ?

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One of my pet peeves is that some people never update a thread when solution has been found or resolved leaving people who are following or looking to resolve similar issues still left in the dark.

 

Seek and destroy waypoints with cycle works when not using a skip waypoint activation to call in the helicopter as support or reinforcements when a certain condition is met. Ie a particular unit is killed or unit reaches a certain area. 

 

Maff script works great however he had one small typo. The trigger code that calls the chopper  [helicopter, [1000,1000,0], 300] execVM "searchScript.sqf";  was missing _go =  in the front of the code.

_go = [helicopter, [1000,1000,0], 300] execVM "searchScript.sqf"; 

 

But the issues is if I can't use the skip waypoint activation to hold the chopper in place until certain events happen then I can just use editor place seek and destroy and cycle but the helicopters will be active from the start of the mission doing it's seek and destroy cycle waypoints. 

 

Still looking for a solution to be able to use seek and destroy cycle waypoints with the ability to hold the chopper in place until a particular unit is killed and or blufor unit reaches a certain location on the map. 

 

 

 

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@avibird 1,
I see your,

Quote

still looking for a solution to be able to use seek and destroy cycle waypoints with the ability to hold the chopper in place until a particular unit is killed and or blufor unit reaches a certain location on the map. 

and raise you,

Quote

still looking for a solution to be able to use seek and destroy cycle waypoints with the ability to hold the chopper in place until a particular unit is killed and or blufor unit reaches a certain location on the map. 

>.<

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Lol I have no clue what to do with that. >.<

 

What is that ? 

Where to I insert it?

What kind of command is that?

 

Perhaps you're pulling my leg!

 

 

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@avibird 1,

I just don't get the need for SAD waypoints, or even cycle for that matter. I'm positive the same functionality can be achieved by other methods which are both more effective and easier to use.

No, you're pulling my leg!

>.<
is an anime giggle emoji

😛

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