Shumthang 10 Posted April 18, 2013 So I've been trying to search and I haven't had any successful results but I'm trying to create a "side mission" through triggers in my mission. For instance on the back end id have a blown up chopper with supply boxes and 2-3 enemies guarding it. When and if Blu For enters a trigger, something would pop up saying "A chopper has crashed go and grab supplies." Also is there a way to have this random to where every time you play the mission you may or may not have that pop up. If anyone knows, thank you in advance for the help! Share this post Link to post Share on other sites
thelastnoc 10 Posted April 19, 2013 (edited) Put this in the Trigger: objective_1 = player createSimpleTask ["[b]New Mission Title[/b]"]; objective_1 setSimpleTaskDescription ["[b]The New Mission Text.[/b]", "[b]New MIssion Title[/b]", "[b]Mission type..(destroy, execute, infiltrate...)[/b]"]; objective_1 setSimpleTaskDestination (getMarkerPos "obj_1"); ["TaskAssigned",["[b]New Mission Title[/b]"]] call bis_fnc_showNotification; player setCurrentTask objective_1 Put a Marker with a name, like obj_1, near the chopper and this should work. You also need this: http://community.bistudio.com/wiki/Notification Put this code in the description.ext class CfgNotifications { class Default { title = ""; // Tile displayed as text on black background. Filled by arguments. iconPicture = ""; // Small icon displayed in left part. Colored by "color", filled by arguments. iconText = ""; // Short text displayed over the icon. Colored by "color", filled by arguments. description = ""; // Brief description displayed as structured text. Colored by "color", filled by arguments. color[] = {1,1,1,1}; // Icon and text color duration = 5; // How many seconds will the notification be displayed priority = 0; // Priority; higher number = more important; tasks in queue are selected by priority difficulty[] = {}; // Required difficulty settings. All listed difficulties has to be enabled }; // Examples class TaskAssigned { title = "TASK Assigned"; iconPicture = "\A3\ui_f\data\map\mapcontrol\taskiconcreated_ca.paa"; description = "%1"; priority = 7; duration = 5; }; class TaskSucceeded { title = "TASK Succeeded"; iconPicture = "\A3\ui_f\data\map\mapcontrol\taskicondone_ca.paa"; description = "%1"; priority = 7; duration = 5; }; class TaskFailed { title = "TASK Failed"; iconPicture = "\A3\ui_f\data\map\mapcontrol\taskiconfailed_ca.paa"; description = "%1"; priority = 7; }; class TaskCanceled { title = "TASK Canceled"; iconPicture = "\A3\ui_f\data\map\mapcontrol\taskiconcanceled_ca.paa"; description = "%1"; priority = 7; }; }; Edited April 19, 2013 by thelastnoc Share this post Link to post Share on other sites
neokika 62 Posted April 19, 2013 If you use the new Task functions you do not need to define notifications. Functions Viewer > Tasks. [ player, "MyTask", [ "Description", "Title", "WAYPOINT" ], getMarkerPos "SomeMarker", true ] call BIS_fnc_taskCreate; Share this post Link to post Share on other sites