tinter 184 Posted August 24, 2013 If I use the create task module and put in 'tsk1' in the Task ID field, it seems that it doesn't actually get tsk1 as it's ID. So using taskstate tsk1 doesn't actually do anything. This is a problem since I'm making a mission which has random tasks and I need to detect when the tasks have been completed. I would just use a trigger with the condition "!(taskstate tsk1 == "Created") && !(taskstate tsk2 == "Created")", but since they don't have any ID I can't do it that way. Share this post Link to post Share on other sites
kylania 567 Posted August 24, 2013 (edited) taskState (["tsk1", player] call BIS_fnc_taskReal) Ideally if you're doing dynamic tasks you'll skip the modules entirely and use the new functions. Edited August 24, 2013 by kylania Share this post Link to post Share on other sites
tinter 184 Posted August 24, 2013 Haven't heard of them before. I'm still fairly new to creating mission and I just opted for the modules since it's easier for me to keep track of it all when it's something visual. I'll use this then. Thanks for saving the day Kylania. Share this post Link to post Share on other sites
kylania 567 Posted August 24, 2013 Also use this script Larrow wrote to remove tasks as well to keep things clean. :) Share this post Link to post Share on other sites