HKFlash 9 Posted April 9, 2013 Hi, I've searched alot but I could not find the answer. I'm in the process of building a mission which contains a total of 4 tasks. However I want them to be created in order, to prevent the player from skipping tasks. How do I do this? I've tried the waitUntil command but it's not working as intended. Beware that I'm using Functions: [ player, "tskobj_1", ["Inside the corresponding <marker name='crates'>crates</marker> you will find all you need for your mission.", "Gear up for combat", "Gear"], position a, true ] call BIS_fnc_taskCreate; [] spawn { waitUntil {"tskobj_1" setTaskState "succeeded"}; [ player, "tskobj_2", ["Join your fireteam and take command.", "Join your fireteam", "Join"], position b, true ] call BIS_fnc_taskCreate; }; Another problem is related to the link between a task and a marker. Despite having markers named "a" and "b" when I select a Task it does create a waypoint to the marker. Bug or bad coding? Share this post Link to post Share on other sites
cobra4v320 27 Posted April 9, 2013 (edited) Create a .sqf file named missionTasks.sqf case "tskobj_1": { if (_taskState == "") then { [ player, _taskID, [ "Inside the corresponding <marker name='crates'>crates</marker> you will find all you need for your mission.", "Gear up for combat", "GEAR" ], markerPos "crates", true // true to set task as current upon creation ] call BIS_fnc_taskCreate; }; }; case "tskobj_2": { if (_taskState == "") then { [ player, _taskID, [ "Join your fireteam and take command.", "Join your fireteam", "JOIN" ], markerPos "B" ] call BIS_fnc_taskCreate; }; }; Create a .sqf file named initBriefing.hpp - inside this folder is also where your briefing would go. "tskobj_1" call BIS_fnc_missionTasks; Create your init.sqf file #include "initBriefing.hpp" After your first objective has been completed you would call the next mission with: ["tskobj_2", "Current"] call BIS_fnc_taskSetState; Edited April 9, 2013 by cobra4v320 Share this post Link to post Share on other sites