shik4ri 10 Posted March 3, 2015 Hey, how can I create a task, which set to successful when a unit (or me) get in a car? greets Share this post Link to post Share on other sites
jaeger420 11 Posted March 3, 2015 Give your task a name, say "carTask". Then, add a GETIN waypoint for the unit (or you) to a vehicle and add this to the ON ACT: carTask setTaskState "Succeeded"; Hope that helps! Share this post Link to post Share on other sites
jshock 513 Posted March 3, 2015 Or in the car's init field: this addEventHandler [ "GetIn", { [_taskNameOrID,"Succeeded"] call BIS_fnc_taskSetState; (_this select 0) removeEventHandler ["GetIn",0]; } ]; Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted March 4, 2015 Or in the car's init field: this addEventHandler [ "GetIn", { [_taskNameOrID,"Succeeded"] call BIS_fnc_taskSetState; (_this select 0) removeEventHandler ["GetIn",0]; } ]; nice! Share this post Link to post Share on other sites
avengerarts 15 Posted April 13, 2017 On 04/03/2015 at 0:26 AM, jshock said: Or in the car's init field: this addEventHandler [ "GetIn", { [_taskNameOrID,"Succeeded"] call BIS_fnc_taskSetState; (_this select 0) removeEventHandler ["GetIn",0]; } ]; Are you sure?? I tried it, it isn't working. Share this post Link to post Share on other sites
avengerarts 15 Posted April 13, 2017 This solved my issue, thanks a lot guys! I'll post it here for the others to know how. 1- Place a unit give it a name. 2- Place an empty car and name it. 3- Place "Create Task Module". 4- Place "Set Task Module". 5- Place a trigger and write in its Condition field: player in car where "player" is the name of that unit you placed and "car" is the name of the car you gave. 6- Sync player to "Create Task Module" then to Set task state then the trigger! as shown below. 2 Share this post Link to post Share on other sites