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Waypoint

The waypoint a team of this type starts at and recruits around.

Specification
Applies to
TeamType
File
ai.ini or map file
Section
[<ObjectType ID>]
Value
string
When omitted
none

The value is a letter label rather than a number. A is waypoint 0 and Z is 25; two letters continue from AA at 26, so AB is 27 and BA is 52. A value that does not begin with a letter — a bare waypoint number, for instance — leaves the team with no origin at all.

ai.ini or map file
[MyRaidTeam] ; example TeamType
Name=Raid team
House=Nod
TaskForce=MyRaidForce ; defined under [TaskForces]
Script=MyRaidScript ; defined under [ScriptTypes]
Waypoint=A

The label is turned into a number once, as the section is read, and the cell behind it is looked up fresh every time it is wanted. A label the scenario never placed gives back no cell, and every consumer tests for that, so an unplaced waypoint behaves exactly as no waypoint does.

Five things read the origin, and the first of them does nothing with it. A team of this type takes it as its center point at the moment it is created, and gives it up again on its first logic pass, where the center is recomputed from the team’s members whether or not there are any yet; nothing measures against the waypoint’s cell in between. The other four matter. Recruitment ranks candidates by their distance from it rather than from the team. A ground member on the Retreat mission heads for the cell calculated on its house’s Edge from the origin, where without one that cell would be calculated from its own position; an aircraft takes the same mission but handles it with a routine of its own that does nothing, so the origin never reaches it. An air transport carrying a team member picks its landing zone there. And a reinforcement group enters the map at it, unless the Reinforcement (team) at waypoint action names one of its own.