lysan 17 Posted May 22, 2017 I'm just getting into the Eden editor, and I'm checking out a lot of YT videos and learning a lot. My issue is that i got a problem I can't solve. problem 1. task need to be created when trigger "x" is completed (i got that one solved) task state changed to success IF AI helicopter manage to "UNLOAD TRANSPORT"; IF NOT "FAILED" Note: there are 3 AI controlled Helicopters that need to unload troops, the player need to protect them until they unloaded the troops. problem 2. player need to get option to (side mission) repair HELICOPTER "WHEN" helicopter damage is >20% sorry guys, I know it's probably easy but for me me brain is cooking!! Posted this in a wrong forum before, sorry MODS. Share this post Link to post Share on other sites
Mokka 29 Posted May 22, 2017 (edited) Okay, there are a few possible approaches to this. Determining, which one would be the most feasible and efficient, is the more detailed scenario. Personally, I would take the approach of attaching an event handler to the helicopters that handles the getOut progress: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#GetOut With some imagination and the information provided within the BIKI, you should be able to get together a neat little script that solves problem 1 for you. In regards to your second problem: Once again, event handlers are your friend: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Dammaged Just attach a global "completeDamage" variable to each and every of the helicopters, and add the corresponding amount of damage dealt to it, respectively for every helo. You should then set up a check routine, that gets the total amount of damage dealt and launches a script that handles the described tasking and task completion, if the amount of damage is larger than 20%. (See R3vo's answer down below...) Hope this could help a bit, if not: let us know! Edited May 22, 2017 by Mokka R3vo was better :D Share this post Link to post Share on other sites
R3vo 2652 Posted May 22, 2017 Quote problem 2. player need to get option to (side mission) repair HELICOPTER "WHEN" helicopter damage is >20% Create a trigger with the condition: damage (vehicle player) > 0.2 and sync the trigger to a create task module. From there it's the same as with any other task. Quote task state changed to success IF AI helicopter manage to "UNLOAD TRANSPORT"; IF NOT "FAILED" That's not easy to answer, it depends on what can cause the UNLOAD TRANSPORT task to fail. For example that could be if the helicopter got damaged, or some of the units died and so on and so forth. 1 Share this post Link to post Share on other sites
Mokka 29 Posted May 22, 2017 Oh yes, the nice little modules for this. I never use them myself, but that's a much faster and better approach, R3vo Share this post Link to post Share on other sites
R3vo 2652 Posted May 22, 2017 2 minutes ago, Mokka said: Oh yes, the nice little modules for this. I never use them myself, but that's a much faster and better approach, R3vo It really depends. If you want to build a very dynamic mission, functions and EHs are the way to go, for everything else the modules are fine. 1 Share this post Link to post Share on other sites
Mokka 29 Posted May 22, 2017 Yep, exactly. And in this case my approach is far too complicated and overkill :D (And may not even have worked ;_; ) Share this post Link to post Share on other sites
R0adki11 3945 Posted May 22, 2017 1 hour ago, lysan said: -snip- I edited your title as "need some help, please]", is quite a useless title. 1 Share this post Link to post Share on other sites
lysan 17 Posted May 22, 2017 1 hour ago, R3vo said: Create a trigger with the condition: damage (vehicle player) > 0.2 and sync the trigger to a create task module. From there it's the same as with any other task. That's not easy to answer, it depends on what can cause the UNLOAD TRANSPORT task to fail. For example that could be if the helicopter got damaged, or some of the units died and so on and so forth. If the helicopter was not able to unload at all, if someone died, i don't consider that as a failure, the helicopter must just unload transport and it's all good. however thank you very much for the hint, I will check it out right now. Quote kay, there are a few possible approaches to this. Determining, which one would be the most feasible and efficient, is the more detailed scenario. Personally, I would take the approach of attaching an event handler to the helicopters that handles the getOut progress: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#GetOut With some imagination and the information provided within the BIKI, you should be able to get together a neat little script that solves problem 1 for you. In regards to your second problem: Once again, event handlers are your friend: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Dammaged Just attach a global "completeDamage" variable to each and every of the helicopters, and add the corresponding amount of damage dealt to it, respectively for every helo. You should then set up a check routine, that gets the total amount of damage dealt and launches a script that handles the described tasking and task completion, if the amount of damage is larger than 20%. (See R3vo's answer down below...) Hope this could help a bit, if not: let us know! thanks, I will asap dive in and start read about it. Share this post Link to post Share on other sites
lysan 17 Posted May 22, 2017 57 minutes ago, R0adki11 said: I edited your title as "need some help, please]", is quite a useless title. thanks, I was desperate :) and sorry for the confusing title. Share this post Link to post Share on other sites
R0adki11 3945 Posted May 22, 2017 5 hours ago, lysan said: thanks, I was desperate :) and sorry for the confusing title. Even if desperate, you should have had time to put an appropriate title Share this post Link to post Share on other sites