foxtin 15 Posted July 14, 2016 So i have made a bunch of tasks but here is the thing, they all show up on the map. I want them to show up one after the other. Thanks in advance. Share this post Link to post Share on other sites
kylania 568 Posted July 14, 2016 Don't make them until you want them or set them to not always visible. You can use https://community.bistudio.com/wiki/BIS_fnc_taskCreate to create a task on the fly. Share this post Link to post Share on other sites
foxtin 15 Posted July 14, 2016 Don't make them until you want them or set them to not always visible. You can use https://community.bistudio.com/wiki/BIS_fnc_taskCreate to create a task on the fly. I am a bit of a newbie as you can tell but they are set to not always visible, and what do you mean by don't make them until you want them? Share this post Link to post Share on other sites
kylania 568 Posted July 14, 2016 You'd place your initial task module on the map. But not the others. The others you'd create on the fly via scripts, specifically the one I linked. What tasks are you creating? Share this post Link to post Share on other sites
csk222 23 Posted July 14, 2016 Link the trigger of your first task to the create task module of your next task and the second task wont be visible until the first task is complete. 2 Share this post Link to post Share on other sites
kylania 568 Posted July 14, 2016 Link the trigger ,,, task wont be visible until the first task is complete. Doh, totally forgot you could do that. Great tip! Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted July 14, 2016 // function tag_fnc_updateTaskVis = { if (isDedicated) exitWith {}; { if (!(_x isEqualTo (currentTask player))) then { if (taskAlwaysVisible _x) then { _x setSimpleTaskAlwaysVisible FALSE; }; } else { if (!(taskAlwaysVisible _x)) then { _x setSimpleTaskAlwaysVisible TRUE; }; }; } count (simpleTasks player); }; // usage [] call tag_fnc_updateTaskVis; Share this post Link to post Share on other sites
Jaki 762 Posted November 4, 2016 A bit off topic here. I got a mission where I got primary 4 objectives and after assigning to the forth objective I want that task (4th one) to cancel itself and to create two new tasks that were not visible in the briefing menu at the beginning. I know that was available before but for some reason I can't make it to work anymore. 1 Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted November 4, 2016 A bit off topic here. I got a mission where I got primary 4 objectives and after assigning to the forth objective I want that task (4th one) to cancel itself and to create two new tasks that were not visible in the briefing menu at the beginning. I know that was available before but for some reason I can't make it to work anymore. Are you doing this with scripts or with triggers? Cheers 1 Share this post Link to post Share on other sites
Jaki 762 Posted November 4, 2016 Are you doing this with scripts or with triggers? Cheers Im using triggers at this point but I could work with scripts as well Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted November 5, 2016 How far did you get? You could use currentTask to check in a trigger if the 4th task is the current task of the player, then cancel the 4th task and assign the other two tasks. Trying to make multiple forking tasks with triggers basically made me move to scripting in general. You could utilize one of many task functions that are already in the game. Cheers Share this post Link to post Share on other sites