azz_er 10 Posted May 4, 2013 (edited) Nvm fixed it. Edited May 4, 2013 by azz_er Share this post Link to post Share on other sites
HazJ 1289 Posted May 11, 2013 Is this script JIP compatible? When I reconnect to my 'Test Server' all of the tasks don't show up... Dirty Haz Share this post Link to post Share on other sites
Alwarren 2767 Posted May 11, 2013 Is this script JIP compatible? When I reconnect to my 'Test Server' all of the tasks don't show up... Some people will disagree when I say this, but yes it is JIP compatible. However, it does not work with respawn, i.e. if you are using anyhting that respawns dead players or AI, then this script won't work. It is primarily meant to be used for non-respawn missions. Share this post Link to post Share on other sites
HazJ 1289 Posted May 12, 2013 Okay, questions... 1) How do I make the script JIP compatible without respawn? 2) Do you have any plans on making the script JIP and respawn compatible? Dirty Haz Share this post Link to post Share on other sites
fortun 14 Posted May 12, 2013 Then this will not work with BTC Revive? Share this post Link to post Share on other sites
Alwarren 2767 Posted May 12, 2013 Okay, questions...1) How do I make the script JIP compatible without respawn? The script is JIP compatible. If you are not seeing any tasks, then there is a different problem. Your filter might be too specific, check that first. 2) Do you have any plans on making the script JIP and respawn compatible? I can't speak for Varanon, but for the time being, it is JIP compatible but will not be respawn compatible. ---------- Post added at 16:10 ---------- Previous post was at 16:08 ---------- Then this will not work with BTC Revive? To be honest, I don't know. As long as the unit is alive when the tasks are given out (i.e. at the beginning of the mission) it should keep those, but I have never used respawn other than side/group, and never used any revive script. You'd have to try it for yourself. Share this post Link to post Share on other sites
aeroson 8 Posted June 14, 2013 (edited) @Varanon It has been over a month now and you still haven't added disabledAi=1; support. Would you mind in the meantime releasing my version that does support it ? So you don't have to answer same question again and again. Edited June 14, 2013 by aeroson Share this post Link to post Share on other sites
Varanon 892 Posted June 17, 2013 @Varanon It has been over a month now and you still haven't added disabledAi=1; support. Would you mind in the meantime releasing my version that does support it ? So you don't have to answer same question again and again. If you put it up on a website somewhere and tell me the link, I'll update the first post with a link to it. However, I will specifically say that this is a version I won't support. Thanks Share this post Link to post Share on other sites
fortun 14 Posted June 29, 2013 Was trying it out Multiplayer. For me it worked fine (Server), but for my friend, he got this error when a task should start http://fuskbugg.se/file/QehxXD/2013-06-30_00002.jpg Any idea? It seems to happen to all tasks that starts with a trigger for him, but not for them that i have in a script file in mission folder. For just this task, the code i have in Trigger field is this "["task3", "succeeded"] call FHQ_TT_setTaskState; [ west, ["task2", "Search the houses for ammobox or items that Jalle have hidden somewhere", "Search the houses", "", getmarkerpos Markernum, "assigned" ] ] call FHQ_TT_addTasks;" Share this post Link to post Share on other sites
Varanon 892 Posted June 30, 2013 The error basically means that the task objective or position does not exist. In your case, it's the getMarkerPos. Are you sure you quoted the example correctly ? getMarkerPos needs a string, the name of the marker. You did not put "makernum" in quotes, so I assume it's a global variable ? If it's a variable, are you sure it exists on the client as well (i.e. has been made public via oublicVariable "Markernum") ? I would guess you missed that part, and that is why it works on your machine (the variable is present) but not on remote machnes (the variable is undefined). Share this post Link to post Share on other sites
fortun 14 Posted June 30, 2013 The error basically means that the task objective or position does not exist. In your case, it's the getMarkerPos. Are you sure you quoted the example correctly ? getMarkerPos needs a string, the name of the marker. You did not put "makernum" in quotes, so I assume it's a global variable ? If it's a variable, are you sure it exists on the client as well (i.e. has been made public via oublicVariable "Markernum") ? I would guess you missed that part, and that is why it works on your machine (the variable is present) but not on remote machnes (the variable is undefined). Hmm i think your right. The markernull thing, is because i don't want the location to show up where to go exactly, and that i want them to find it for them self, so they can't follow any marker. When i put markernull in quotes "markernull" then it will show a position in the sea. But i don't want any position to be shown up, how can i do then? Share this post Link to post Share on other sites
fortun 14 Posted July 1, 2013 Please, is a sitting duck until someone helps here. In short, How do i get the Markerposition to not be displayed so you can't see really where to go? The one "Objective 258m". Share this post Link to post Share on other sites
Varanon 892 Posted July 1, 2013 Please, is a sitting duck until someone helps here.In short, How do i get the Markerposition to not be displayed so you can't see really where to go? The one "Objective 258m". If markernull is a variable, you need to do publicVariable "markernull"; Note also that map markers that appear as a small, dotted circle are invisible during the mission, so players will not see them Share this post Link to post Share on other sites
fortun 14 Posted July 1, 2013 If markernull is a variable, you need to do publicVariable "markernull"; Note also that map markers that appear as a small, dotted circle are invisible during the mission, so players will not see them Thanks for still helping me! The thing i meant is http://i440.photobucket.com/albums/qq126/kiory/2013-03-09_00001_zps552ad369.jpg the waypoint marker saying "Find first aid kit 16m" to the left. I don't want to get the waypoint marker in the mission, thats why i thought that "getmarkerpos markernull" would do that waypoint thing invisible. I don't want the players to be able to know where they should go exactly. I tried this Original (Thinking that "markernull" did so the waypoint thing does not show up since im not good at scripting, but still testing things i see in forums) "["task3", "succeeded"] call FHQ_TT_setTaskState; [ west, ["task2", "Search the houses for ammobox or items that Jalle have hidden somewhere", "Search the houses", "", [b]getmarkerpos Markernum[/b], "assigned" ] ] call FHQ_TT_addTasks;" Tested but then the task wont worke "["task3", "succeeded"] call FHQ_TT_setTaskState; [ west, ["task2", "Search the houses for ammobox or items that Jalle have hidden somewhere", "Search the houses", "", [b]"Leaving this area empty so they don't get the waypoint, just having the quotes"[/b], "assigned" ] ] call FHQ_TT_addTasks;" So the thing is, i don't want to have players see the waypoint where to go, so i guess the "getmarkerpos" probably isn't even the right command for that, but i got to try some things on my own hehe Share this post Link to post Share on other sites
Varanon 892 Posted July 1, 2013 the waypoint marker saying "Find first aid kit 16m" to the left. I don't want to get the waypoint marker in the mission, thats why i thought that "getmarkerpos markernull" would do that waypoint thing invisible. I don't want the players to be able to know where they should go exactly. Ah, I think I understand. You want a task, but it should not point anywhere on the map. In that case, just leave out the parameter completely: [ west, ["task2", "Search the houses for ammobox or items that Jalle have hidden somewhere", "Search the houses", "", "assigned" ] ] call FHQ_TT_addTasks;" Like this. The thing is, the fifth parameter can be either a string, an object, or an actual position. If it's an object, the task is tied to the object's position (if the object moves, the task marker moves along). If the parameter is a position, the task marker is on the position. Otherwise, it's assumed that you didn't want the task marker to show up, and it's expecting a string, indicating the task state. Hope that helps. Share this post Link to post Share on other sites
fortun 14 Posted July 2, 2013 Thanks, now were on the right track i think ;) It seems to work fine alone atleast, will test it tomorrow with my friend and see so its working. Many many thanks! Share this post Link to post Share on other sites
froggyluv 2136 Posted July 2, 2013 Hi, first off thanks for great script Having a problem with getting trigger to recognize that 3 different tasks have been completed by using the call FHQ_TT_areTasksCompleted For instance, I have 3 optional objectives namely: Find a Passport; Find a Hardrive; Find a Cellphone all defined in the init as taskpassport, taskhardrive, taskcelly respectively. So if in Condition box (or script) I have: ["taskpassport","taskhardrive","taskcelly","succeeded"] call FHQ_TT_areTasksCompleted -it will not fire. On the other hand if I use ["taskpassport","succeeded"] call FHQ_TT_isTaskCompleted and ["taskcelly","succeeded"] call FHQ_TT_isTaskCompleted and ["taskhardrive","succeeded"] call FHQ_TT_isTaskCompleted So basically naming them all individually using istaskcompleted rather than multiple taskes using, aretaskscompleted seems to work....:confused: Also wondering how I could have various ending depending on if only a portion of those tasks being completed ie..END#1 if Task 1 & Task 3 completed while END#2 if Task 2 and Task 4 completed etc.. Note: I have no idea why there is that space above in "succeed ed" :p Share this post Link to post Share on other sites
Varanon 892 Posted July 2, 2013 ["taskpassport","taskhardrive","taskcelly","succeeded"] call FHQ_TT_areTasksCompleted -it will not fire. Because it would check if there is a task called "succeeded" which didn't succeed ;) Try ["taskpassport","taskhardrive","taskcelly"] call FHQ_TT_areTasksCompleted or ["taskpassport","taskhardrive","taskcelly"] call FHQ_TT_areTasksSuccessful Let me know if that works. Share this post Link to post Share on other sites
froggyluv 2136 Posted July 2, 2013 Aye - that does work :o Share this post Link to post Share on other sites
clydefrog 3 Posted July 4, 2013 I'm trying to use this in a mission running on a dedicated server, but there is no task list or notification at the start. Here's the code from my init.sqf: call compile preProcessFileLineNumbers "fhqtt.sqf"; [ /* These entries are only visible for the units in of side West */ West, ["Mission - Blufor", "Blufors mission is to head back to the woods to locate the missing crate, load it into a vehicle (crate is loaded by an action on the crate) and return to their camp with it."] ] call FHQ_TT_addBriefing; [ /* These entries are only visible for the units in of side east */ east, ["Mission - Opfor", "Opfors mission is to locate the crate and place an explosive charge on it to deny the enemy (charge is placed by an action on the crate)."] ] call FHQ_TT_addBriefing; [ west, ["taskCapture", "Retrieve the package and transport it back to the Blufor camp", "Retrieve the box", "MOVE", getmarkerpos "objective"] ] call FHQ_TT_addTasks; [ east, ["taskDestroy", "Locate the Blufors missing cargo and deny them of it by destroying the box", "Destroy the box", "MOVE", getMarkerPos "objective"] ] call FHQ_TT_addTasks; and here'a the code in the trigger at the start to make the assigned notification happen ["taskCapture","assigned"] call FHQ_TT_setTaskState; Any ideas why this wouldn't be working? It works fine in the editor but not the server. ---------- Post added at 18:24 ---------- Previous post was at 17:09 ---------- Nevermind problem solved, it was because of this piece of code waitUntil { !isNull player }; for something else before the tasktracker code, removed that and now it's fine Share this post Link to post Share on other sites
Varanon 892 Posted July 4, 2013 Strange, I have tried the script on dedicated servers and I can confirm that it works. So no, no idea why it doesn't work. Can you provide me with the mission or a stripped down version so I can have a look ? Share this post Link to post Share on other sites
clydefrog 3 Posted July 4, 2013 Check quick reply on my post, I've found out what caused the problem and it's fixed. Cheers. Share this post Link to post Share on other sites
Phal 1 Posted July 25, 2013 Hi Varanon, Since last patch I'm getting errors when I'm using code like: ["task1", "assigned"] call FHQ_TT_setTaskState; The error reads: 'KRON_TRGFlag=|#|KRON_Trig_EAST_AZ1'Error undefined variable in expression: kron_trig_east_az1 Just FYI (but you probably know anyway) 'AZ1' is my marker name. Something's happened in this patch which is flagging this error. My missions were script-error free before current stable patch. Any ideas? Share this post Link to post Share on other sites
holo89 10 Posted July 25, 2013 Hi Varanon,Since last patch I'm getting errors when I'm using code like: ["task1", "assigned"] call FHQ_TT_setTaskState; The error reads: Just FYI (but you probably know anyway) 'AZ1' is my marker name. Something's happened in this patch which is flagging this error. My missions were script-error free before current stable patch. Any ideas? check this thread, it's talking about it http://forums.bistudio.com/showthread.php?159911-So-what-makes-a-variable-undefined-amp-how-to-define-it Share this post Link to post Share on other sites