Wiki 1558 Posted February 12, 2012 hi guys. i'm making a mission with switchable units, and i'd like to know how i can make the briefing to be seen by every playable units? for the moment, only the one I control at the beginning can see it. when i swith to another unit, it doesn't appear any longer. so, what should i do to make he switchable unit see the briefing? thanks Share this post Link to post Share on other sites
kylania 568 Posted February 12, 2012 You don't. Either don't care about briefings or don't use switchableUnits. Or both. But what you're asking for is impossible to get right. Search will bear witness to the pain of trying it. Share this post Link to post Share on other sites
bboy 11 Posted February 12, 2012 task1 = []; { _t = _x createSimpleTask ["task1"]; _t setSimpleTaskDescription ["TextBody","TaskName","HUD"]; _t setsimpletaskdestination (getmarkerpos "marker"); _t settaskstate "assigned"; _x setcurrenttask _t; task1 set [count task1, _t]; } foreach switchableunits; newTask = []; { _t = _x createSimpleTask ["TaskName"]; _t setSimpleTaskDescription ["TextBody", "TaskName","HUD"]; _t setsimpletaskdestination (getmarkerpos "marker"); _t settaskstate "assigned"; _x setcurrenttask _t; newTask set [count newTask, _t]; } foreach switchableunits; {_x settaskstate "succeeded"} foreach task1 { _x settaskstate "succeeded"; } foreach task1; { _t = _x; _t settaskstate "assigned"; { if (_t in simpletasks _x) then { _x setcurrenttask _t; }; } foreach switchableunits; } foreach task2; Share this post Link to post Share on other sites
Wiki 1558 Posted February 12, 2012 thanks bboy. i'll try it asap. i'll let you know if i managed to het it work Share this post Link to post Share on other sites
Wiki 1558 Posted February 13, 2012 (edited) I used it, and it works for switchable units. however, when I use "selectplayer" command, my new player does not have the briefing. do you know what I should do have it work with the new selected player? thanks Edited February 13, 2012 by Wiki Share this post Link to post Share on other sites
sander 14 Posted February 13, 2012 After getting thoroughly fed up with the briefing generation and the quirks of various methods to generate them, I have started to use a crude, but reliable method: * Name each individual playable unit. * Create separately named tasks for each individual unit. Known features of this method are rpt log messages whenever one or more playable units have been disabled in the MP setup menu. On the other hand the briefing is there for all the units regardless of circumstances, SP, MP JIP, respawn, switch, saving and reloading etc. The advantage of having the briefing and tasks under all circumstances outweighs in my opinion the disadvantage of having rpt log lines generated under specific circumstances. Regards, Sander Share this post Link to post Share on other sites
shuko 59 Posted February 13, 2012 And you can't exclude the non-existing units by using isnil check? Share this post Link to post Share on other sites
sander 14 Posted February 13, 2012 Try running full scale testing for all possible SP and MP situations, especially the fun combinations of events that can take place. Elegance can be shown its proper place as the simple method provides 100% reliability, KISS FTW. Tasks and briefings must be there at all times, not just in 95% of the situations. Regards, Sander Share this post Link to post Share on other sites
Wiki 1558 Posted February 14, 2012 I've found how to do it: the unit selected via "selectplayer" needs to be set as "playable". that way, it will see the briefing too. thanks you guys Wiki Share this post Link to post Share on other sites
corro 10 Posted April 26, 2013 (edited) wiki how did you do it reading this has me a bit lost ?? scrap that^^^ found a way of doing it. Edited April 26, 2013 by corro Share this post Link to post Share on other sites