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Mansa

Create a new task after first one is completed?

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So here is what I want. I made my first task and I confirmed it works fine. When the trigger that completes my first task activates I want it to instantly add a new task for the player.

So what I did was that I synchronized the trigger for task 1 completion with a new "Create Task Module". When I tested it in game nothing happened after I completed the first task.

I found this topic about pretty much the same subject but I don't really understand it enough so I still felt the need to make a new topic. I'm very new to ARMA scripting.

http://forums.bistudio.com/showthread.php?90786-Create-new-task-after-completing-previous-task

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What you said is correct: You have to create a trigger, link it with your "task state: complete" for the first task, and with a new "create task" module. then, when the trigger fires, the first task will be completed(or failed or cancelled, whatever you choose), and the second task will be created.

Have you linked the new task with the players properly? remember is not grouping, but sync'ing, and that you have to select the correct synchronization in the "create task": group(but if there is no leader in the game, then the task is not assigned), group leader or objects. I prefer to use the last when creating a MP scenario, and the first one for a SP one.

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What you said is correct: You have to create a trigger, link it with your "task state: complete" for the first task, and with a new "create task" module. then, when the trigger fires, the first task will be completed(or failed or cancelled, whatever you choose), and the second task will be created.

Have you linked the new task with the players properly? remember is not grouping, but sync'ing, and that you have to select the correct synchronization in the "create task": group(but if there is no leader in the game, then the task is not assigned), group leader or objects. I prefer to use the last when creating a MP scenario, and the first one for a SP one.

Ah thank you. I forgot to link the new create task to my player. It worked perfectly fine once I did that.

If I could use the same thread for another question. How do I make the trigger check if the entire enemy squad is dead? !alive enemy1 works fine for one enemy and I believe !alive enemy2 enemy 3 etc would work fine if I named them all 1 by 1 but that takes ages for large squads. Is there some way to check if an entire squad is dead?

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condition: opfor

once

not present

Maybe ??!! not sure

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condition: opfor

once

not present

Maybe ??!! not sure

I know of that one, thing is they don't start in that area where I want to check. So that means I would have to make the check area HUGE and it would ruin my mission. Is there a way to start the check later in my specific when OPFOR first enters it? And if they then leave it/die it will detect them as not present?

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Trigger condition of:

{alive _x} count units mySpecialGroup == 0

In the init of the group leader of the group you're wondering the status about put:

mySpecialGroup = group this;

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