Somoo 14 Posted February 21, 2016 Mission 1 So I am trying to make a mission that involves killing a virtual character. Here is my setup when testing it out simply in the VR map Made two characters Blufor named joe Opfor player, is not named -Using the module system created a task for all opfor units, variable name is "task1_v" and task ID name is "task1_ID" in the single module -Made a trigger that the condition "!alive joe" and in activation "task1_ID setTaskState "Succeeded" Cannot get the to complete the task after joe has been killed by anything, player of otherwise Mission 2 Player needs to steam intelligence documents... "unt_player1" is the actual player... forgot to add Module Create Task, Variable name "task1_v" and task id "task1_ID" Module Assign Task syncronized to "task1_v" Module Set Task State Syncornized to "task1_v" Trigger1 is syncronized to Module Set Task State. The condition in that trigger are "Intel_File2_F" in (items unt_player1 + assigneditems unt_player1) and the activation is "task1_ID setTaskState "Succeeded" Why is none of these task being completed when the action happens, where in my coding is the errors? Sidenote... If I wanted to make the player steal a laptop I would use this code and call it on the laptops intialization ingame.. laptop ingame has the name laptop1 addaction ["Pick up Laptop",collect.sqf] and this would go into the sqf file... "Player SwitchMove "AinvPercMstpSrasWrflDnon_Putdown_AÂmovPÂercMstpSrasWrflDnon"; delete laptop1; sleep 0.5;" Edit: I think I just figured out the first mission, used " nul = [] execVM "test.sqf"; " in the activation field of the trigger when joe died. In the the script "task1_ID setTaskState "succeeded" when the script was called. Is their a list of functions that can be filtered that only work in a SQF script? I know of but their is no filter currently? https://community.bistudio.com/wiki/Category:Scripting_Commands Share this post Link to post Share on other sites
davidoss 550 Posted February 21, 2016 fnc_create_task = { /* function for create tasks by DaVidoSS parameters are: [ task position, ==> position array task id, ==> short STRING side, ==> task side (WEST, EAST or INDEPENDENT) "task description", ==> STRING "task title", ==> short STRING "3d ingame sign" ==> short STRING ] or if you want use radio sounds [ task position, task id, side, "task description", "task title", "3d ingame sign", HQunit, ==> unit OBJECT "cfgRadio_class" ==> STRING ] Usage: [getpos trigger1, "tsk1", WEST, "Kill all enemy, have no mercy", "Kill enemy", "Enemy", papabear, "secureobj"] call fnc_create_task; */ params ["_task_pos", "_taskID", "_side", "_description", "_title", "_ingameMrkr", ["_radioHQ", nil], ["_radio_class", nil], "_task"]; _task = [_side,_taskID,[_description, _title, _ingameMrkr], _task_pos, true] call BIS_fnc_taskCreate; _task = [_taskID, "CREATED",true] spawn BIS_fnc_taskSetState; if ((count _this) > 6) then { [[_radioHQ,_radio_class],"sideRadio",_side,false,false] call BIS_fnc_MP; }; diag_log format ["*********** : Task %1 objective created at %2. ***********", _title, _task_pos]; }; fnc_result_task = { /* function for results the tasks by DaVidoSS parameters are: [ task id, ==> short STRING result ==> STRING ("CREATED", "ASSIGNED", "SUCCEEDED", "FAILED" or "CANCELED") ] or if you want use radio sounds [ task id, result, side, ==> task side (WEST, EAST or INDEPENDENT) HQunit, ==> unit OBJECT "cfgRadio_class" ==> STRING ] Usage: ["tsk1", "SUCCEEDED", WEST, papabear, "goodjob"] call fnc_result_task; Use _task = [_taskID, _side] call BIS_fnc_deleteTask after result task if romoving needed. */ params ["_taskID", "_result", ["_side", nil], ["_radioHQ", nil], ["_radio_class", nil], "_task"]; _task = [_taskID, _result, true] spawn BIS_fnc_taskSetState; if ((count _this) > 2) then { [[_radioHQ, _radio_class],"sideRadio",_side,false,false] call BIS_fnc_MP; }; diag_log format ["*********** : %1 task %2. ***********", _result, _taskID]; }; Share this post Link to post Share on other sites