2nd ranger 282 Posted March 8, 2013 Yes, you must give him a name and reference that name in the trigger. Like Zipper5 used truck1 and I used iranian in that image. Share this post Link to post Share on other sites
HSTaran 1 Posted March 8, 2013 (edited) well, i did exactly that, and it don' t work. Look what i have : http://img15.hostingpics.net/pics/499690arma32013030814421570.jpg And if i set to current task and kill the targer : http://www.hostingpics.net/viewer.php?id=508089arma32013030814435928.jpg It don' t care:( The task seems not assigned to the target. When you create modules, they are otomaticly grouped with each others. What must you do with that ? Edited March 8, 2013 by HSTaran Share this post Link to post Share on other sites
2nd ranger 282 Posted March 8, 2013 Ungroup them. It doesn't matter but it will make it more clear. You must not have synced them properly as was described. Use the synchronization tool [F5] to join everything like it is in my image. Share this post Link to post Share on other sites
HSTaran 1 Posted March 8, 2013 I really don' t see where i may have been mistaken http://img15.hostingpics.net/pics/203169arma32013030815092201.jpg Share this post Link to post Share on other sites
r.flagg 11 Posted March 8, 2013 Ok, this is way cool. I love having it built-in editor style. Thank you Zipper. I have it *mostly working for a enemy unit, and a radio tower that was already in the map as a static object. Still working out some of the details. Is there a way to rearrange their order in my tasks list - after they have been created? Like if after creating mission I decide that i want to change around which task comes first or second? (without redoing the whole process of course) Share this post Link to post Share on other sites
2nd ranger 282 Posted March 8, 2013 I really don' t see where i may have been mistaken Can you show your trigger in a screenshot? Share this post Link to post Share on other sites
Bladesfist 1 Posted March 8, 2013 I am also having issues with this. I get a task but no destination waypoint and the task is not active when I press preview. Share this post Link to post Share on other sites
2nd ranger 282 Posted March 8, 2013 Got the answer, I think. It seems it is required to enter something in the Task ID field. I had that in already but I tried taking it out and the marker and state didn't work anymore. Just enter something like Task_01, if you don't already. Share this post Link to post Share on other sites
Bladesfist 1 Posted March 8, 2013 Got the answer, I think. It seems it is required to enter something in the Task ID field. I had that in already but I tried taking it out and the marker and state didn't work anymore. Just enter something like Task_01, if you don't already. Thanks, that did it. Share this post Link to post Share on other sites
HSTaran 1 Posted March 8, 2013 Can you show your trigger in a screenshot? of course ( i used same name than you ) : http://img15.hostingpics.net/pics/698316arma32013030817262881.jpg Share this post Link to post Share on other sites
2nd ranger 282 Posted March 8, 2013 Did you try what I said about the Task ID field? Share this post Link to post Share on other sites
HSTaran 1 Posted March 8, 2013 (edited) It works this time ( with Task ID ). Thanks you so much !! My question is how to create a "EndMission" task ? An other thing, when i start the mission, it asked me to start with the second task : http://zupimages.net/up/2/677572741.jpg Edited March 8, 2013 by HSTaran Share this post Link to post Share on other sites
Wakey 1 Posted March 8, 2013 So... I mostly understand how all of this work. I can make objectives, link them to markers, complete mission when all the objectives are done and bla bla bla. But how would I go about grouping the objectives like in the SCUBA showcase? I'd like to have primary and secondary objective groups. Share this post Link to post Share on other sites
Zortor 1 Posted March 8, 2013 Thank you for your work, it works perfectly for my mission, also for MP Share this post Link to post Share on other sites
2nd ranger 282 Posted March 8, 2013 how would I go about grouping the objectives like in the SCUBA showcase? I'd like to have primary and secondary objective groups. Using the normal task commands you can set 'parent' tasks that have sub-tasks. Not sure if that's possible with the modules. Share this post Link to post Share on other sites
CombatComm 10 Posted March 8, 2013 (edited) This is great! Thanks Zipper5 for the implementation as I hate messing with code. However, everything works EXCEPT for visible floating marker in game. I have the settaskdestination module synced to createtask and object, is that sufficient? Edited March 8, 2013 by CombatComm Share this post Link to post Share on other sites
rogue trdr 10 Posted March 8, 2013 Wow all it took was adding something in the task ID Share this post Link to post Share on other sites
kiory 404 Posted March 8, 2013 I'm having exactly the same issue as CombatComm, I have tasks set up, they can be completed etc, but there is no marker or indication as a destination, nor is the task being activated, I've tried everything suggested in this thread so far, Task ID etc, but nothing is working. Share this post Link to post Share on other sites
rogue trdr 10 Posted March 9, 2013 I've got the task to placed object working but I just cant work out how to use the nearestobject function to be able to define it in the task. Share this post Link to post Share on other sites
CombatComm 10 Posted March 9, 2013 Yah, what I would like is the in world floating marker with distance to objective if possible. Share this post Link to post Share on other sites
marker 1 Posted March 9, 2013 Guys, the only way I could get The task destination working was to use module position... I think I also created a marker, and set the same marker name in create task and the destination module as well.. Share this post Link to post Share on other sites
CombatComm 10 Posted March 9, 2013 (edited) Ok. Here is how it works. Officially for anyone that comes through here wanting to know as far as getting the markers seen in game. You must sync a task destination to create task. Ensure everything is synced to objects and not groups. Than place a task description module and in the marker box, type in what you want to show up in game as text over your marker. At this point if you go in game you would not see anything untill you opened the map/tasks/and set one of them as a current task. In order to see the floating marker the minute you get in game you have to ise the setstate module to assigned. Preatty awesome. Just wish you could have to objectives assigned at the time time. Edited March 9, 2013 by CombatComm Share this post Link to post Share on other sites
Wakey 1 Posted March 9, 2013 Using the normal task commands you can set 'parent' tasks that have sub-tasks. Not sure if that's possible with the modules. I can't find any parent field in any of the modules. I tried making a quick sample: http://i50.tinypic.com/1zl6g07.jpg (186 kB) Didn't do anything but give me a single objective that didn't complete. I'm sure I'm missing something obvious... But this honestly makes me scratch my head. Share this post Link to post Share on other sites
kiory 404 Posted March 9, 2013 (edited) I have come to the conclusion that this feature is currently bugged, as it doesn't work 100% of the time. Here's what I'm having trouble with. http://i440.photobucket.com/albums/qq126/kiory/2013-03-09_00003_zps960bb4d0.jpg I have a CreateTask (Named Task_FA) synced up to the player and trigger which activates the task, it's set to "syncronize objects only", the reason for this is that I only want the task assigned when the player walks through the trigger, then I have a Set Task Description (Named Desc_FA) synced to the Create Task, with marker as Mk_FA, marker in Create Task is Find First Aid. Set Task State (Named State_AssignFA) is also synced to the Create Task, the trigger and the player, as this seems to be the only way to actually get it working, then I have a Set Task Destination (Named MK_FA) synced to the Create Task and and the trigger. It works, but only sometimes, and not at all in MP. Working first time. http://i440.photobucket.com/albums/qq126/kiory/2013-03-09_00001_zps552ad369.jpg Exit, save work, preview again. http://i440.photobucket.com/albums/qq126/kiory/2013-03-09_00002_zps14683d5e.jpg This is the closest I've got it to working, is anyone else running into this issue, or have ran into this issue but solved it? :EDIT: Screw it, I've taken it upon myself to script the tasks in, it's much less painful and I've had zero issues so far, I think it would be better if people used that method until they have worked out all the kinks with the task modules Edited March 9, 2013 by Kiory Share this post Link to post Share on other sites
TacoTuesday 1 Posted March 9, 2013 Detecting an ammo crate's destruction would be just as easy. Detecting if an object placed in the Stratis map itself is destroyed is bit more complicated, but still possible. If, for example, you wanted to make the object to destroy the radio tower on the northern part of Agia Marina, you'd want to do something like this: Define the tower itself using the nearestObject command, e.g. ZP5_tower = [3063.95,6187.42,0] nearestObject "Land_TTowerBig_1_F". I don't understand how this works. Can someone give me a complete idiot's guide to doing something like this? Share this post Link to post Share on other sites