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Luft08

Task not completing

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I created a simple mission  using the Weferlingen map in the Global Mobilization mod where the players are suppose to go to a bridge that has been picked randomly and destroy it.

The bridge information is contained in an array:



eastGermanBridges = [ // [[Position, object ID], [Position, object ID],...]
	[[10577.8,17680.2,0], 164227],
	[[10889.8,17545.4,0],165458],
	[[12102.7,17199.6,0],165582],
	[[13399.5,15948,0],164235],
	[[14312.1,15123,0],164249],
	[[13630.1,12722.1,0],164261],
	[[14927.9,15361.6,0],166646],
	[[14943.2,15220.9,0],166647],
	[[15658.5,14663.3,0],235425],
	[[15663.2,14166.2,0],238196],
	[[16256.9,12515.4,0],270828],
	[[17365.1,11464.7,0],275208],
	[[18684.4,11083.3,0],276575],
	[[14927.8,15360.4,0],166646],
	[[16192.9,15358,0],235165],
	[[18230.3,15977.5,0],266019],
	[[19959.8,4850.35,0], 1464670],
	[[18082.2,5211.08,0], 1470836],
	[[16399.4,6661.06,0], 1461107],
	[[16143.3,6951.2,0], 1460362],
	[[16004.2,7406.74,0], 174988], // Railroad bridge
	[[15553.2,8796.89,0], 293086],
	[[14255.2,11924.2,0], 280667],
	[[13137.8,8403.86,0], 1484167],
	[[12917.6,8265.83,0], 1487696],
	[[12582.7,7924.79,0], 1495446],
	[[12364.4,7602.17,0], 174563], // Railroad bridge
	[[13666.6,4606.77,0], 1507185],
	[[13870.7,4370.2,0], 1509436],
	[[15269.4,2432.02,0], 1517183],
	[[16340.1,178.734,0], 1518517]
];

I choose the bridge with the following code:


if(!isServer) exitWith {};

private _bridgeArray = selectRandom eastGermanBridges;
private _bridgePosition = _bridgeArray select 0;
bridge = nearestObject _bridgePosition;

I have the following code calls a function to check if the bridge has been destroyed:

["itemAdd", ["bridgeDestroyedID", { [] call bridgeDestroyedCheck; }, 1]] call BIS_fnc_loop;

If the bridge has been destroyed it sets the task to succeeded and creates a new task to return to base to complete the mission:


if(!isServer) exitWith {};

if(!alive bridge) then {
	["itemRemove", "bridgeDestroyedID"] call BIS_fnc_loop;
	["destroyBridgeTask","SUCCEEDED"] call BIS_fnc_taskSetState;
	[true, ["returnTask"], ["Bridge destroyed! Good work, now report to the officer.", "Report to Officer", "returnMarker"],officer_1, "ASSIGNED", 1, true, "navigate", true] call BIS_fnc_taskCreate;	
	["itemAdd", ["checkForWinID", { [] call checkForWin; }, 1]] call BIS_fnc_loop;
};

When testing it I bring up a debug console and type: bridge setDamage 1; 
The bridge is destroyed and the task completes. However, if I sneak out to the bridge and plant explosive charges and blow the bridge up that way the task is not completed even though the bridge is destroyed.

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1 hour ago, Luft08 said:

if(!alive bridge) then {

Try checking

if (damage bridge > 0.X) then {

Where X is damage you should check from bridge after using explosives (with damage bridge).

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Thanks, I though about that but I just made another test. I went to the bridge to get a snapshot of it blowing up. I set the damage to 1 and the task completed but the actual bridge was untouched!

 

I'm thinking I need to do something with the bridge IDs.  I collected this data a long time ago but forgot what I was going to do with the ID.

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20 minutes ago, Luft08 said:

Thanks, I though about that but I just made another test. I went to the bridge to get a snapshot of it blowing up. I set the damage to 1 and the task completed but the actual bridge was untouched!

 

I'm thinking I need to do something with the bridge IDs.  I collected this data a long time ago but forgot what I was going to do with the ID.

oops... I just read that object IDs are unreliable and could change at each map update.  Well, this should simplify my bridge array but now I'm really stuck.  Can't I set a variable to the value returned by nearestObject? Does nearestObject return a copy or a reference?

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nearestObject

You should try this syntax:

_bridge = nearestObject [position, "house"] or nearestObject [position, "building"]

try in debug console typeOf (nearestObject [position, "building"])

Don't forget to define position

 

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2 hours ago, pierremgi said:

nearestObject

You should try this syntax:

_bridge = nearestObject [position, "house"] or nearestObject [position, "building"]

try in debug console typeOf (nearestObject [position, "building"])

Don't forget to define position

 

Thanks pierremgi, I just woke up out of a sound sleep when what I believe to be the answer popped into my head. Much like what you suggest!

 

I think what is happening is the nearest object at my positions are things UNDER the bridge. Maybe what I should do it get a list of road segments within a radius of my position and iterate through them looking for a road type of bridge. Hopefully the road segment IS the bridge and can be destroyed.

 

I want to thank you and everyone in the Arma community that makes working on these projects so enjoyable.  It would take so much longer without your support.  Thanks!

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1 hour ago, Luft08 said:

Thanks pierremgi, I just woke up out of a sound sleep when what I believe to be the answer popped into my head. Much like what you suggest!

 

I think what is happening is the nearest object at my positions are things UNDER the bridge. Maybe what I should do it get a list of road segments within a radius of my position and iterate through them looking for a road type of bridge. Hopefully the road segment IS the bridge and can be destroyed.

 

I want to thank you and everyone in the Arma community that makes working on these projects so enjoyable.  It would take so much longer without your support.  Thanks!

It Worked.

I changed my bridge array to remove all of the object IDs and railroad bridges that are indestructable. No sense it keeping them.

eastGermanBridges = [
	[10577.8,17680.2],[10889.8,17545.4],[12102.7,17199.6],[13399.5,15948],[14312.1,15123],
	[13630.1,12722.1],[14927.9,15361.6],[14943.2,15220.9],[15658.5,14663.3],[15663.2,14166.2],
	[16256.9,12515.4],[17365.1,11464.7],[18684.4,11083.3],[14927.8,15360.4],[16192.9,15358],
	[18230.3,15977.5],[19959.8,4850.35],[18082.2,5211.08],[16399.4,6661.06],[16143.3,6951.2],
	[15553.2,8796.89],[14255.2,11924.2],[13137.8,8403.86],[12917.6,8265.83],[12582.7,7924.79],
	[13666.6,4606.77],[13870.7,4370.2],[15269.4,2432.02],[16340.1,178.734]
];

Then I use the following code to set the bridge variable:

if(!isServer) exitWith {};

private _bridgePos = selectRandom eastGermanBridges;

// Get a list of road segments within 10 meters of the position in the bridge array.
private _roadSegArray = _bridgePos nearRoads 10;

// Iterate though the list looking for a road type of bridge.
{ // forEach _roadSegArray
	private _roadInfo = getRoadInfo _x;
	if(_roadInfo select 8) then {
		bridge = _x;
	};
} forEach _roadSegArray;

 

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Look at this:

 

For detecting bridges, for example:

getModelInfo (roadAt ASLToAGL getPosASL player); // ["bridgesea_01_f.p3d","a3\structures_f_exp\infrastructure\bridges\bridgesea_01_f.p3d",true]

 

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