foxtrot1787 10 Posted October 19, 2013 Hi How do i get my tasks to show on the map before a mission starts once the mission has started they are there. im using scripts for the tasks Share this post Link to post Share on other sites
HKFlash 9 Posted October 19, 2013 You mean show up in the during the briefing? I don't use the briefing.sqf file but the initBriefing.hpp so I'm not sure this will work. Use the following code right before the briefing diary entries. "taskOne" call BIS_fnc_missionTasks; Replace the bolded word with the name of your task. Share this post Link to post Share on other sites
IndeedPete 1038 Posted October 19, 2013 Just extecute your briefing.sqf from init.sqf or write your tasks and briefing stuff directly in the init.sqf. Share this post Link to post Share on other sites
foxtrot1787 10 Posted October 19, 2013 Just extecute your briefing.sqf from init.sqf or write your tasks and briefing stuff directly in the init.sqf. put my briefing.sqf in the init.sqf and it does the same. worked in arma 2 Share this post Link to post Share on other sites
Zipper5 74 Posted October 19, 2013 (edited) The system for tasks changed fairly significantly since Arma 2. I'd recommend first checking out the official functions, which you can view in the Functions Viewer present in the Editor under the Tasks category. They're fully multiplayer compatible now. The ones that will probably concern you the most are: BIS_fnc_taskCreate - creates the task. BIS_fnc_taskSetState - sets the task's state. BIS_fnc_taskSetCurrent - sets the task as the current task. There are a whole bunch there with various different functionality. Go nuts. :) But if you'd find yourself more confident using methods outside of scripting, I recommend you check out the Task Modules. You just place them in the Editor and, they too, are multiplayer compatible. You can find them in the Intel category under Modules, which you can find on the left bar of the Editor. Place them just like you would a unit. If you click the Show Info button it'll give you information on how to use them, and the fields that aren't self-explanatory will give you some instructions when you highlight them. Edited October 19, 2013 by Zipper5 Share this post Link to post Share on other sites
Kommiekat 11 Posted October 20, 2013 ^^^^^ I'm going to have to spend some time on this, re-learning things, but so far, I really like the "Old School" way. It was easier to implement. The new way looks messy and is not clear. Cannot find examples of how to use it unless I download someone's mission open it up for study purposes. Share this post Link to post Share on other sites
cobra4v320 27 Posted October 20, 2013 (edited) ^^^^^I'm going to have to spend some time on this, re-learning things, but so far, I really like the "Old School" way. It was easier to implement. The new way looks messy and is not clear. Cannot find examples of how to use it unless I download someone's mission open it up for study purposes. How do you figure its harder? Create a file called missionTasks.sqf case "taskOne": { if (_taskState == "") then { [ player, _taskID, [ "Move to position one and wait for further instructions.", "Move to position.", "MOVE" ], markerPos "positionOneMrk", TRUE ] call BIS_fnc_taskCreate; } else { if (_this == "Current") then {_taskID call BIS_fnc_taskSetCurrent} else {[_taskID, _this] call BIS_fnc_taskSetState}; }; case "taskTwo": { if (_taskState == "") then { [ player, _taskID, [ "Move to position two and wait for further instructions.", "Move to position.", "MOVE" ], markerPos "positionTwoMrk", true ] call BIS_fnc_taskCreate; } else { if (_this == "Current") then {_taskID call BIS_fnc_taskSetCurrent} else {[_taskID, _this] call BIS_fnc_taskSetState}; }; }; Inside your init.sqf start the first task. "taskOne" call BIS_fnc_missionTasks; After you reach the first position, you start the second task: ["taskOne, "SUCCEEDED"] call BIS_fnc_taskSetState; "taskTwo" call BIS_fnc_missionTasks; Edited October 20, 2013 by cobra4v320 Share this post Link to post Share on other sites
Johnson11B2P 3 Posted October 20, 2013 The system for tasks changed fairly significantly since Arma 2. I'd recommend first checking out the official functions, which you can view in the Functions Viewer present in the Editor under the Tasks category. They're fully multiplayer compatible now. The ones that will probably concern you the most are:BIS_fnc_taskCreate - creates the task. BIS_fnc_taskSetState - sets the task's state. BIS_fnc_taskSetCurrent - sets the task as the current task. There are a whole bunch there with various different functionality. Go nuts. :) But if you'd find yourself more confident using methods outside of scripting, I recommend you check out the Task Modules. You just place them in the Editor and, they too, are multiplayer compatible. You can find them in the Intel category under Modules, which you can find on the left bar of the Editor. Place them just like you would a unit. If you click the Show Info button it'll give you information on how to use them, and the fields that aren't self-explanatory will give you some instructions when you highlight them. Are the modules JIP compatible now? Share this post Link to post Share on other sites
foxtrot1787 10 Posted October 20, 2013 Id still prefer the scripts i agree they arent a messy and i know where im at. There is an issue using the script not loading at the start of a mplayer mission showing the tasks before the mission starts but im sure there must be a way. Share this post Link to post Share on other sites