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Waypoints are vital to give your mission movement. Having units move about the map will make a mission
more realistic and allow you to organise attacks and so on.
To laydown a way point you simply select the group you want to set a waypoint for, press F4 (waypoints)
and double click on the place where you want your group to go. Fill in any requirements (see below) and
click ok. Doing this again will add another waypoint. Click on another group if you want to start new
waypoints for other groups.
At the very basic level, units will follow the waypoints and kill bad guys when spotted. You may
want to do a bit more than this. There are several options that you can specify to make your AI units
First thing we see on the waypoint dialogue is the type drop down box. This allows us to set the task
for the group apon reaching the waypoint. Most of these you'll never use, here is a run down of what
- Move - Move onto next waypoint
- Destroy - Destroy whatever the waypoint is ontop of
- Get In - Orders units to get into their assigned vehicles (you need to use scripting to assign first)
- Seek and Destroy - Search for enemy units and eliminate
- Join - Join with another group (see next for the group to join)
- Join and Lead - Join with another group, and take control
- Get out - Disembark vehicle (ideal for making helicopters land and turn off)
- Cycle - Loop closest waypoint (has to be really close to other waypoint)
- Load - For vehicles to load units
- Unload - For vehicles to unload units
- Transport Unload - For vehicles to unload transported units
- Hold - Hold position at waypoint
- Sentry - Stand guard of area
- Guard - Guard whatever object the waypoint is over
- Talk - Make a unit act as if he were talking
- Scripted - Activates script if one is specified
- Support - Wait for calls for support (fuel, ammo, etc) and respond
Waypoint order allows you to insert a waypoint at an earlier stage. A waypoint will be inserted before
the currently selected one. So if you select 0, it will be put at the beginning.
Description is used for when the leader is human. Instead of having simply MOVE or such, with the yellow
waypoint box. The description will be displayed. You can make your missions more user-friendly.
Combat Mode specifies how units should proceed to waypoint. Options are:
- Never Fire - Will never fire
- Hold Fire - Hold fire until needed
- Hold Fire, Engage at will - Unit will engage enemy units
- Open Fire - Unit will search for targets to engage
- Open Fire, Engage at will - Unit will seperate from group to engage
Formation is the formation the units will hold. Select column for tanks to use roads
- Column - Single file
- Staggerd Col. - Two by two (second just behind first)
- Wedge - Standard arrow head shape
- Echelon R - Diagonally out to the right
- Echelon L - Diagonally out to the left
- Vee - Inverted Wedge
- Line - Straight line, shoulder to shoulder
Speed defines at how fast a unit moves from point to point. The faster the more obvious and noisey
- Limited - Infantry will creep along slowly not making much noise, and won't be spotted as easily.
Walking gives a quicker ability to aim accurately; equivilant to a player pressing F. Vehicles will move
slowly, or a player using Q to drive.
- Normal - Infantry will jog along, and vehicles will move at standard speed. Same as using W.
- Full - Infantry will sprint, and vehicles will go full speed. Same as pressing E. Helicopters have
trouble stopping without pulling up at when going full speed, and will often lose height due to thrust being
at rear and not below.
Behaviour will dictate how a unit responds and acts on way to the waypoint.
- Careless - Unit will ignore everything, you can even shoot it and it won't react
- Safe - Unit will walk with weapon holstered. Vehicles will move with lights on at night
and turned out if they can. Ground vehicles keep to roads.
- Aware - Units will move about normally with weapons drawn. Vehicles will move about with
lights on, but turned in. Ground vehicles keep to roads.
- Combat - Units will hit the dirt when they can, and keep behind cover. Lights are out on
all vehicles and anything goes. Ground vehicles will take the shortest route.
- Stealth - Stays down low, and crawls to places, keeping to cover.
Placement radius allows the waypoint to be within a random area of that diametre. Useful to make groups
go to a random part of a town.
Timeout will pause the activation of any scripts or code in the activation field (and continuation of next
waypoint) for a set number of seconds. Min Max Med aren't entirely clear, but I believe they allow for
random times between a certain the min and max constraints.
Condition allows you to specify what makes any code in the activation field run. The default of "true"
means it will execute all times. If you have a boolean variable you can enter this into the condition
field and it will not activate unless this variable is true.
On Activation will run any code when the waypoint is reached. Such as: "1" objStatus "DONE" will complete
the first objective when you reach the waypoint. You can seperate commands with a semi-colon ';'.
The visibility boxes will determine if the waypoints appear in the briefing on the map.
Script executes a filename if the waypoint type is set to 'scripted'. You can also start a script by
putting  exec "script.sqs" into the activation field.
The Effects button will allow you to add things like pre-defined camera effects, popup text and music
to the game when the waypoint is reached. This is handy if you want a bit of music to play, or large
lettering no the screen to appear with something. I will leave this for you to experiment with as it's
not all that great. If you want to do anything specific you almost always have to write a script for it.
You can synchronise waypoints with other waypoints and triggers
A synchronised waypoint will not allow units to continue until the linked object is also been activated.
You can use this for waiting for an event with a trigger (such as a town being captured) or link with
other waypoints for different groups, so units can wait for reinforcements etc.
To create a synchronised link press F5 and drag a line between the waypoint and whatever you want to link