fuerst_von_butz 1 Posted August 3, 2013 I have a suitcase object placed in editor with this in it's init: this addAction ["Take documents", "scripts\suitcase.sqf"] The suitcase.sqf: (_this select 0) removeAction (_this select 2); // Remove the action menu entry deleteVehicle (_this select 0); // Remove the suitcase, this is global because deleteVehicle is global suitcaseFound = true; publicVariable "suitcaseFound"; And a trigger with condition: suitcaseFound The trigger is synched to: - a set task state module (succeeded) which is synched with a create task module (the old task) which is synched with the group leader and owner state group of synchronized objects - a create task module (the new task) which is synched with the group leader and owner state group of synchronized objects This setup works in editor and a lan game I created and played alone to test (as the group leader). However we just played the mission on a dedicated server with 8 players and it didn't work. A group member that was in the mission from the beginning and had no respawn/connection issue or whatsoever found the suitcase and did the action. Nothing happened, not for him, not for the group leader (who also didn't respawn until that point) and not for any other group member. Later in the mission a more simple created task (directly synched to a normal blufor present trigger in the game) didn't work either. What's wrong? How do I make tasks that work and are jip compatible? Any help or advice appreciated! Cheers Share this post Link to post Share on other sites
Ghost 40 Posted August 3, 2013 It seems those modules do not support mp fully at this time. might want to consider http://forums.bistudio.com/showthread.php?100731-Taskmaster-2 with the arma 3 edits on the last couple pages. Share this post Link to post Share on other sites
fuerst_von_butz 1 Posted August 4, 2013 Thanks :) A shame that the built-in modules don't work. This may sound dickish but I don't really like using other guy's scripts. I used BTC Revive, great scripting and I appreciate the work the guy does for free but it didn't work correctly and threw errors. Share this post Link to post Share on other sites
KingoftheSandbox 10 Posted August 4, 2013 Task Modules do work for me fine in multiplayer ATM. but i host games, no dedi. very happy about the fact that there´s progress with the modules since i love to work in the editor only without having to switch to dekstop. Share this post Link to post Share on other sites
sergeant rock 3 Posted August 5, 2013 Task Modules work fine in MP, its all in how you implement them. I hate to keep whoring out my mission, but it implements tasks that work properly, in order, and in MP. It seems there has been a lot of questions in their regard lately and I just want to help. Download and DePBO my mission here and good luck! Share this post Link to post Share on other sites
kylania 568 Posted August 5, 2013 Download and DePBO my mission here and good luck! That mission looks pretty awesome, gonna try it tonight, thanks! Share this post Link to post Share on other sites
fuerst_von_butz 1 Posted August 5, 2013 (edited) Task Modules work fine in MP, its all in how you implement them. I hate to keep whoring out my mission, but it implements tasks that work properly, in order, and in MP. It seems there has been a lot of questions in their regard lately and I just want to help. Download and DePBO my mission here and good luck! I will definitely do that! But maybe you can spot what I did wrong in the setup I explain in the first post? Edit: What I saw you did differently: - synch Create Task modules to every player and not just the group leader - gave them names and not just IDs - set owner to "All playable units" instead of "group of synchronized objects" I guess it's the last point that matters. Hopefully I can try it out soon, I'll report back. Edited August 5, 2013 by fuerst_von_butz Share this post Link to post Share on other sites
Valixx 11 Posted August 6, 2013 At the moment i got 11 ( eleven ) tasks in my mission. They're all synced correctly and are working fine. I set the owner to "All playable units" on every task. When i succeed the first task, the second appears, when i succeed the second, the third appears and so on. I got it working after looking for quite long time on the internet to find the right synced things. I could find nothing so i decided to test it out myself and finally got it working. Here's how i did it: 2x Set Task State Module ( Succeeded & Assigned ) 1x Set Task Destination Module ( So that i should show up on the map - Its buggy, sometimes it shows, the other times it won't ) 1x Create Task Module 1x Trigger Let the sync begin: 2x Set Task State -> Create Task Set Task Destination -> Create Task Set Task State ( Succeeded ) -> Trigger Optionally you can sync the trigger now with your group leader or whatever. I didn't because i set everything to "all playable units" but it will only show the first task until completed, then the second and so on. Now, if you want the 2nd task assigned when the first is complete, then sync: The trigger from the first mission to the 2nd task. That's it. Repeat that step for all tasks. Now you got a chain of tasks ready to be played. Well.. for my mission it works..it's just awesome. :P Cheers, Valixx Share this post Link to post Share on other sites
fuerst_von_butz 1 Posted August 6, 2013 Cool mate, did you test that on a dedicated server? And you don't sync the create task modules with the group leader or anyone else? Thanks for your reply! Share this post Link to post Share on other sites
Valixx 11 Posted August 6, 2013 (edited) Well i've uploaded it to my server hoster and it works. I've only tested the two first tasks because the mission itself is not to play alone :P Everything synced as stated above. Nothing more, nothing less. I set it to all playable units so i dont have to sync the group leader. but if you want, you can do it. Edited August 6, 2013 by Valixx forgot something Share this post Link to post Share on other sites
fuerst_von_butz 1 Posted August 7, 2013 Quick question @Valiixx and Sergeant Rock: Did you test your missions on stable or dev? Share this post Link to post Share on other sites