Cryptdik 5 Posted September 14, 2020 I'm trying to write a basic script to create a task, spawn certain units and then set the task state to completed when said units are killed. In this case, I have the script being called from an objective board object in the mission to spawn boats (starting with just one for now) in a random part in the ocean for the player to hunt down in an A-10. It's calling the script fine because the hint is visible, but I haven't figured out the actual task creation and unit spawning part. Here's what I've got: hint "task1"; _randomPosMapNoLand = [nil, ["ground"]] call BIS_fnc_randomPos; _task1 = ["Assault Boats", {[west, ["Task1"], ["Eliminate the assault boats", "Eliminate boats", _randomPosMapNoLand], _randomPosMapNoLand, 1, 1, true] call BIS_fnc_taskCreate;}] _boat1 = [getMarkerPos "_randomPosMapNoLand", 180, "O_T_Boat_Armed_01_hmg_F", east] call BIS_fnc_spawnVehicle; waitUntil{!(alive _boat1)}; ["Task1", "SUCCEEDED",true] spawn BIS_fnc_taskSetState; Any tips on getting this working are super appreciated! Share this post Link to post Share on other sites
wogz187 1086 Posted September 15, 2020 To make a unit a destructible task, Spoiler paste this in init.sqf or Attributes Init dialog, you_fnc_destroyThis= { params ["_target"]; ["task1",[_target,true]] call BIS_fnc_taskSetDestination; ["task1","ASSIGNED"] call BIS_fnc_taskSetState; waitUntil {sleep 1; !alive _target}; systemChat "Objective Destroyed"; ["task1",[objNull,false]] call BIS_fnc_taskSetDestination; }; [true,["task1"],["Mission Objective","Mission","Target"],objNULL,1,3,false] call BIS_fnc_taskCreate; ["task1","assigned"] call BIS_fnc_taskSetState; to create the target vehicle from script include this function with the above, you_fnc_spawnVeh= { params [["_pos", getpos player], ["_type", "O_T_Boat_Armed_01_hmg_F"], ["_area", 1000]]; private _veh = _type createVehicle _pos; createVehicleCrew _veh; private _grp=group _veh; [_grp, _pos, _area] call BIS_fnc_taskPatrol; [_veh] spawn you_fnc_destroyThis; }; so just establish your random position, like you did, and call, [your_random_pos, "O_T_Boat_Armed_01_hmg_F", 1000] call you_fnc_spawnVeh; of course the functions can be called again and with different parameters. Have fun! Share this post Link to post Share on other sites