FredTche 10 Posted March 11, 2013 To start, I'd like to admit that I am an editing noob with no skill at mission making and editing (as you will later see). That being said, here is my problem. I recently created a mission in which a blufor soldier must enter an enemy-controlled village and destroy the Ifrit parked in it. I would like to have 2 tasks; one of them being to find an ordnance box and retrieve explosives from it (maybe to have either a satchel charge or explosive charge in the inventory) and the other to actually destroy the Ifrit. The mission would end once the Ifrit is destroyed (regardless of how, in case the player ingenuously manages to do it without the explosives). I noticed task managing has become easier in Arma 3, but still don't know how to use it. Can anyone help me out? Share this post Link to post Share on other sites
r.flagg 11 Posted March 12, 2013 http://forums.bistudio.com/showthread.php?148179-Tutorial-How-to-use-the-Task-Modules/page2&p=2321529#post2321529 Share this post Link to post Share on other sites
FredTche 10 Posted March 12, 2013 Thanks for the link; it seems to solve the issue of destroying the Ifrit, but what about the other task? How can I make a task that is to get an explosive from the box? Share this post Link to post Share on other sites
zonkovic 2 Posted March 12, 2013 I think the easiest way to do that is to activate a trigger when the explosive is in the player's inventory. Use a trigger with condition: ("Explosivename" in (magazines player)) On activation complete the "get explosives" task. To make things more straight-forward you might want to also set the ordnance box to only have one type of explosive (using its init field), or else the trigger will need to be activated if the player picks up any of the many explosives in the game. Share this post Link to post Share on other sites
FredTche 10 Posted March 13, 2013 I think the easiest way to do that is to activate a trigger when the explosive is in the player's inventory. Use a trigger with condition:("Explosivename" in (magazines player)) On activation complete the "get explosives" task. To make things more straight-forward you might want to also set the ordnance box to only have one type of explosive (using its init field), or else the trigger will need to be activated if the player picks up any of the many explosives in the game. Although I haven't tried it out yet, that seems like an elegant solution, Zonkovic. Thanks for the help! Share this post Link to post Share on other sites
cobra4v320 27 Posted March 13, 2013 (edited) Can be placed into a trigger or your init.sqf. [ player, //assigned to? "Task1", //task name here [ "Grab the explosive charge from the crate.", //description goes here "Grab the explosives", //title goes here "Take Explosive Charge" //gui goes here ], getPos cratename, //where you want the marker, in this case the crate true //current task? ] call BIS_fnc_taskCreate //this is your condition "DemoCharge_Remote_Mag" in magazines player; //this your on activation [ "Task1", "SUCCEEDED", true //task hint ] call BIS_fnc_taskSetState Edited March 13, 2013 by cobra4v320 Share this post Link to post Share on other sites