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Need Help; Move tasks and Intel

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So I am making a scenario right now and I need help to make a move task. I don't understand how to make one, ex: the orange pin that tells you to move there.

I also have another problem with something else, I wanted to able to pick up documents and when you do they tell you something important but right now I don't know how to put text in the intel. Please help.

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The first part you can do with modules.  You'll need 3 Intel modules and a trigger.  Start by placing down a Create Task module anywhere you want (under Systems -> Intel).  Set the settings as shown in the first image here.  We leave Destination as Disabled since we'll use the Set Task Destination module instead.

 

Next we'll place down the Set Task Destination module where you want the move task to go to.  No settings are really needed for that one.

 

Next we'll put down a Trigger covering the area we wanted to move to.  We'll set it to BLUFOR PRESENT assuming the player is BLUFOR.

 

Next we'll put down a Set Task State module anywhere.  We'll change it's setting to Succeeded.

 

Finally we'll right click, Connect and Sync To.. in the following ways:

 

Create Task Synced to Set Task State and Set Task Destination

Trigger Synched to Set Task State.

 

It should now look something like the second image below.  That's it!

 

In game at mission start you'll see the Task activated in the Task List and the yellow marker showing where to go (next image below) and when you get there the trigger will activate the Set Task State module which will change the Task to Succeeded and display the green Success notification and mark the Task completed (last image below).

 

http://imgur.com/a/1ott2

 

For the intel thing there's quite a few ways of doing it.  One quick and dirty way is to place down one of the objects under Props -> Things -> Intel.  Then in it's init field put something like:

 this setVariable ["RscAttributeDiaryRecord_texture","a3\structures_f_epc\Items\Documents\Data\document_secret_01_co.paa", true]; 
 [this,"RscAttributeDiaryRecord",["Top Secret Docs","<br />These Docs outline the enemies defenses.<execute expression=""player setVariable ['foxin_foundDocs', true]; openMap false""><br />Review Documents<br /></execute>",""]] call bis_fnc_setServerVariable; 

When the player picks up the intel item via the Take Intel action on it, their map will open up with an image like the first image below.  When they click the "Review Documents" link the map will close and a variable will set on the player that can be detected by a trigger to complete a task or otherwise advance the mission.

 

Trigger Condition:

player getVariable["foxin_foundDocs", false]

http://imgur.com/a/WrGWr

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Dude, THANK YOU SO MUCH!

I LOVE YOU!!!

no homo :D

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Trigger Condition:

player getVariable["foxin_foundDocs", false]

 

This works excellent for one player, but how would I modify it for any player of GroupXX?  So whoever from my group that picks it up and reviews it, completes the task for everyone?  I think I need to change the "Player" but I'm not sure what to.

 

Thanks!

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Instead of working with a namespace variable you could check if the intelObject is alive:

 

 

!alive intelObject;

 

Once it's picked up, the intelObject is deleted, thus not alive anymore.

 

On trigger activation:

["foxtin_taskMove","SUCCEEDED"] remoteExec ["BIS_fnc_taskSetState",0];

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I have one question(I cannot create new topics), also I'm new to eden editor.

 

I'm doing some tasks, everything is ok except tasks wont shows in order. What I mean is this:
Before successfuly end of first task, text pop up with assigned next one. Sometimes is order ok, but in most cases is not.(around 80% is not)

Example(pop up texts):
1st task created->1st task assigned->2nd task assigned->1st task succeeded-> and so on.

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I have one question(I cannot create new topics), also I'm new to eden editor.

 

I'm doing some tasks, everything is ok except tasks wont shows in order. What I mean is this:

Before successfuly end of first task, text pop up with assigned next one. Sometimes is order ok, but in most cases is not.(around 80% is not)

Example(pop up texts):

1st task created->1st task assigned->2nd task assigned->1st task succeeded-> and so on.

 

Set a delay for the triggers which create the task/change the status.

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Since I'm not allowed to post a new topic I HOPE that someone sees this and helps out.  I have a mission which I've added tasks.  As long as I DON'T sync the task up with the setTaskState module, the task destination shows up for my player's on the map without issue.  as SOON as I sync the setTask module to the setTaskState module (nothing is changing) it doesn't show up on the map anymore.  I have the taskstate module sync'd to the trigger for when OPFOR are not present (all hostiles eliminated).  This works flawlessly on a different mission I created but for some reason it will NOT work on this one.  Has anyone else had this problem before?  I'm at my wits end about this.  The task still shows up in the overview, but it's greyed out for some reason.  the ONLY change again is sync'ing it to the setTaskState module which is needed in order to indicate the task is complete when all of the OPFOR are eliminated.

 

No I'm not remotely proficient at scripting so if you past a wall of script, please make idiot proof instructions with it.

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