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You can help BI Community Wiki by expanding it. The behaviour seems to be very inconsistent, and the AI pilots seem almost completely incapable of picking up the cargo or dropping it off (They have a tendency to circle around a few times before dropping the object they are carrying). In Arma 3, this waypoint lets AI helicopters drop off vehicles that their helicopter has already sling loaded.
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A dismissed waypoint is complete if the group comes into contact with any enemy units. Note that the dismissed waypoint does not inherently alter behaviour mode, nor make units disembark, land aircraft, or turn vehicle engines off. Given enough time, some of the group may wander kilometers from the waypoint. The group will automatically split itself into small teams of one to four units, who will move to random locations, sit down, etc. The group will move to the waypoint, and then be dismissed. This waypoint type can be used to simulate casual off-duty behaviour. The exact object the group will attack is not easily predicted, and if the group itself is near the spatial Destroy waypoint when it becomes active, the group may even choose to attack, but not necessarily destroy, one of its own members. However, sometimes the group may start to attack the object, then instantly move to the next waypoint without destroying anything. If there is any object near the spatial waypoint, the group may treat that object as a normal destroy target. If the waypoint is far away from any mission editor placed objects, the waypoint will generally be instantly considered complete without the group moving towards the waypoint's location. If the waypoint is placed spatially, the waypoint's behaviour is less predictable. If the group is unable to destroy the attached object they will move within range of being able to identify the object, then wait until it is destroyed (even if the target is not destroyable!). The group will attempt to destroy whatever object the waypoint is placed upon, irrespective of the target object's side. This waypoint type works best when it is attached to an object. Either a switch trigger or script can be used to "break" a group out of a cycle loop. A cycle type waypoint can be used to make the group move in an infinite loop, a great and easy way to create a patrol.
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Note that the automatically created first waypoint (the leader's initial position as seen in the map editor) is considered as a Move type waypoint and can be used by the cycle waypoint. This waypoint type will change the group's active waypoint to the nearest waypoint other than the group's previous waypoint. In Arma 3, waypoints are categorized into default waypoints, most of which have existed since the start of the franchise, and Advanced Waypoints, which are new for Arma 3. A waypoint's type will define what the group is to do when the waypoint becomes active.
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