JR Nova 24 Posted August 2, 2019 Hello I was wondering if it is possible to have one task with multiple objectives? Like for example- if the objective is to destroy 3 ammo caches, the task would be "Destroy Ammo Caches 0/3" then update each time a cache got destroyed, instead of having to create a parent task "Destroy Ammo Caches" and "Cache 1", "Cache 2", "Cache 3" children tasks. Thanks for any help. Share this post Link to post Share on other sites
wogz187 1085 Posted August 2, 2019 @JR Nova, Something like this perhaps, 1) Make a trigger for each one of your ammo caches with a condition like, "!alive ammoOBJ" and on Activation, "cacheCOUNT=cacheCOUNT+1;". 2) Also in the on Activation field of each trigger put "numCACHE= []execVM "taskDestination.sqf"; 3) Create init.sqf and paste, cacheCOUNT=0; execVM "taskDestination.sqf";// or exec this in a trigger at the needful time Use a script like: taskDestination.sqf Call { if (cacheCOUNT==0) exitWith { [true,["task1"],["Destroy 3 Ammo Caches","Destroy","ammo"],objNull,1,3,true] call BIS_fnc_taskCreate; ["task1","ASSIGNED"] call BIS_fnc_taskSetState; }; if (cacheCOUNT==1) exitWith { [ "task_1" ] call BIS_fnc_deleteTask; [true,["task1"],["Cache 1/3","Destroy","ammo"],objNull,1,3,true] call BIS_fnc_taskCreate; ["task1","ASSIGNED"] call BIS_fnc_taskSetState; }; if (cacheCOUNT==2) exitWith { [ "task_1" ] call BIS_fnc_deleteTask; [true,["task1"],["Cache 2/3","Destroy","ammo"],objNull,1,3,true] call BIS_fnc_taskCreate; ["task1","ASSIGNED"] call BIS_fnc_taskSetState; }; if (cacheCOUNT==3) exitWith { [ "task_1" ] call BIS_fnc_deleteTask; [true,["task1"],["Cache 3/3","Destroy","ammo"],objNull,1,3,true] call BIS_fnc_taskCreate; ["task1","ASSIGNED"] call BIS_fnc_taskSetState; sleep 5; [ "task_1" ] call BIS_fnc_deleteTask; [true,["task1"],["Destroy 3 Ammo Caches","Destroy","ammo"],objNull,1,3,true] call BIS_fnc_taskCreate; ["task1","COMPLETED"] call BIS_fnc_taskSetState; }; }; I don't have time to test right at the moment but I'll get back to you if it doesn't work. This keeps the tasks hidden from the player, which I think is what you want, not to be marked in the 3D worldspace. 4 1 Share this post Link to post Share on other sites