# Waypoints

<figure><img src="https://lh5.googleusercontent.com/Kd7nkwrMNsYuzajC4LSw8Dx0nljoqeEerrV5gq0VTkKiv09yW3j_STdj8fCUxLsQbUV1WFGNmabMe6KldGjkY1tCfgHjm9OWghAU636KW1zKIc36-gQMGrRkDoYnOTDpQf7lukWnlRdCVc6k1CQzwnI" alt=""><figcaption></figcaption></figure>

<table data-header-hidden><thead><tr><th width="238"></th><th></th></tr></thead><tbody><tr><td><strong>Enable Waypoints</strong></td><td>If enabled, waypoints will be enabled. By default players can place waypoints by interacting with the world map.</td></tr><tr><td><strong>Waypoint Update Rate</strong></td><td>Determines the rate (in seconds) at which waypoints update their distance. Lower values will result in a smoother appearing update but will have a higher performance cost.</td></tr><tr><td><strong>Maximum Waypoints</strong></td><td>Defines the maximum number of player-spawned waypoints available.</td></tr><tr><td><strong>Active Waypoint Color</strong></td><td>Color of the currently active waypoint.</td></tr><tr><td><strong>Inactive Waypoint Color</strong></td><td>Color of inactive waypoints.</td></tr><tr><td><strong>Waypoint Icon</strong></td><td>Determines what texture is used to represent waypoints. This is used by the compass, world and mini maps, as well as the onscreen indicators (if enabled). Note that textures used should have compression settings set to UserInterface2D (RGBA) and texture group set to UI.</td></tr><tr><td><strong>Enable Sticky Waypoints</strong></td><td>If enabled, when the player places a waypoint, Quest Map Pro will attempt to see if there are any landmarks within range of the location and will use a landmark as a waypoint instead of placing one manually.</td></tr><tr><td><strong>Sticky Waypoint Radius</strong></td><td>Defines the radius (in world) around the waypoint location that Quest Map Pro will check for landmarks when doing a sticky waypoint check. Only relevant if Enable Sticky Waypoints is set to true.</td></tr><tr><td><strong>Scale Sticky Waypoint Radius with Zoom</strong></td><td>If enabled, the Sticky Waypoint Radius will scale with the world map zoom, ensuring that the radius feels consistent.</td></tr><tr><td><strong>Remove Waypoint at Arrival</strong></td><td>If enabled, waypoints will be removed when the player gets within a certain distance of them (defined by Discovery Radius).</td></tr><tr><td><strong>Use Onscreen Indicators</strong></td><td>Determines if on screen indicators should be used for waypoints or not.</td></tr><tr><td><strong>Use Onscreen Indicators For All Waypoints</strong></td><td>If set to true, on screen indicators will remain active for inactive waypoints. If set to false, only the active waypoint will have an onscreen indicator.</td></tr></tbody></table>

### Player Ping <a href="#h.h9zaa0dkz83r" id="h.h9zaa0dkz83r"></a>

<table data-header-hidden><thead><tr><th width="240"></th><th></th></tr></thead><tbody><tr><td><strong>Enable Player Pings</strong></td><td>If set to true, player pings will be enabled, allowing players to place waypoints in the world without using the map.</td></tr><tr><td><strong>Max Ping Distance</strong></td><td>Sets the maximum distance at which a waypoint can be placed from the player using the ping system.</td></tr><tr><td><strong>Ping Uses Sticky Waypoints</strong></td><td>Determines if the ping system should use the sticky waypoint system or not.</td></tr></tbody></table>


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