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Can I use one Task Marker and move it around like I do with triggers and WP? I'm able to create a Task Marker in position but I can't make it move to the next position. It would be much easier to just move the uncompleted task around (in my usage case) than it would be to complete/create new each time it moves. I don't want there to be a hundred completed tasks by the end of the scenario.

This is how I create the Marker,

[true,["task1"],["Approach Vector","Approach","Plane"],objNull,1,3,true] call BIS_fnc_taskCreate;
["task1","ASSIGNED"] call BIS_fnc_taskSetState;
["task1",[approachAP1,true]] call BIS_fnc_taskSetDestination;
task1 call BIS_fnc_taskSetCurrent;

running the same script again with a new destination doesn't work.

How do I move an active Task around?

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["task1",[approachAP1,true]] call BIS_fnc_taskSetDestination;

 

So move the approachAP1.

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@pierremgi,

Thanks, yeah. That puts the marker in the initial position but then,

["task1",[approachAP2,true]] call BIS_fnc_taskSetDestination;



note (AP2), will not update to the new position.

What I'm trying to figure out is if Task Markers even use this type of functionality- moving around- or if I need to create new each time.

Edited by wogz187
I think 5 in-engine markers will solve this better than scripting the marker to move

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How about destroying a Task? Completing a task will mark it in the Journal. Can a task ID be released/destroyed and re-used?

The position of the marker is technically moving successfully, once. It moves from objNULL to approachAP_x, but not to approachAP_x2.

I'm going to try to move it back to objNULL after successfully reaching approachAP_x

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Yup.

There was a different problem preventing the marker position from updating.
 

["task1",[x_marker,true]] call BIS_fnc_taskSetDestination;

Works as expected.
 

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You can also delete your task by:

["task1"] call BIS_fnc_deleteTask;

and

you can just use a position [x,y,z] like getpos thisObject or getMarkerPos thisMarker . The [object,true] variant is just useless,imho. I explain: object needs to be known by player (coded like this) but position object is an array, no matter of the knowledge of the object. Furthermore, for marker [marker,true] has no sense.

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Quote

 

You can also delete your task by:

["task1"] call BIS_fnc_deleteTask;

 

@pierremgi,
Good to know.  I missed that when researching this page.
thanks, bro!

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