Gabriel Morte 0 Posted October 9 In my scenario, after executing various tasks, the player needs to return to the base every time to replenish supplies and rearm, how to create 1 universal, repeatable a task (ModuleTaskCreate_F) that would bring me back every time? Thank you all in advance for your help. Share this post Link to post Share on other sites
Ibragim A 163 Posted October 14 If your goal is to have one task that can be executed, then assigned again, then executed again, and so on... then you just need to put a module for creating a task (ModuleTaskCreate_F), then sync it with two other modules (ModuleTaskSetState_F in one of them choose assign, and in the other complete), and each of these two modules (ModuleTaskSetState_F) sync with a separate trigger. And each time you fulfill the trigger condition, the task will either be assigned or completed. 1 Share this post Link to post Share on other sites
Gabriel Morte 0 Posted October 14 Thanks for the tip, it works, but how do I refresh the task marker/label? The list is selected (box) Share this post Link to post Share on other sites
Ibragim A 163 Posted October 14 1 hour ago, Gabriel Morte said: Thanks for the tip, it works, but how do I refresh the task marker/label? The list is selected (box) I didn't understand you, explain in more detail what exactly you mean. Read this page for more details: Task Framework Arma 3 Share this post Link to post Share on other sites
Gabriel Morte 0 Posted October 14 4 hours ago, Ibragim A said: I didn't understand you, explain in more detail what exactly you mean. Read this page for more details: Task Framework Arma 3 Yes of course, I recorded a video, hope it helps.https://drive.google.com/file/d/1sCaxdoWJKXO2L_6Kkv8KWENWmkc63BOv/view?usp=sharing Share this post Link to post Share on other sites
Ibragim A 163 Posted October 14 You've done everything correctly. If you want to change the task type (icon) during the scenario, you'd better use this function: BIS_fnc_taskSetType TaskID is 1 in your scenario (as in the module). Available icons can be found here. Share this post Link to post Share on other sites
Gabriel Morte 0 Posted October 14 55 minutes ago, Ibragim A said: You've done everything correctly. If you want to change the task type (icon) during the scenario, you'd better use this function: BIS_fnc_taskSetType TaskID is 1 in your scenario (as in the module). Available icons can be found here. I'll try this later, of course, but it seems like we're talking about different things. Step by step: There is 1 cycle from the beginning, the first activation of the task. 1. My character enters the blue arrow trigger for the first time. 1.1. A navigation marker appears on the scene (0:40 sec.), it is located at the position where ModuleTaskCreate_F is located, and has the form (box). 2. My character enters the trigger with a red arrow for the first time, the task is completed. 2.1. The navigation marker disappears when the task is completed (0:46sec.) 3. Cycle 2, task reactivation, 3.1. Navigation marker no longer appears (0:51 sec.) How do I get the navigation marker back on reactivation? Share this post Link to post Share on other sites
Ibragim A 163 Posted October 14 Now I understand what you meant. Try to create the task before assigning it. That is, put another task state change module (and select Create in it), and another trigger that will work a little earlier than the one that assigns the task (use a timer for the assignment in the trigger itself). Share this post Link to post Share on other sites
Gabriel Morte 0 Posted October 15 15 hours ago, Ibragim A said: Now I understand what you meant. Try to create the task before assigning it. That is, put another task state change module (and select Create in it), and another trigger that will work a little earlier than the one that assigns the task (use a timer for the assignment in the trigger itself). It partially worked, after reactivation (Cycle 2), you have to manually assign tasks by opening the map menu. Here:https://drive.google.com/file/d/10_4JQ2qvXuycBeek6YPP29S1Nor2QaOt/view?usp=sharing Share this post Link to post Share on other sites
Ibragim A 163 Posted October 15 Yes, apparently there is such a problem with modules. Therefore, it is better to use the functions I gave a link to above. Here is mission.sqm file (replace it in your test mission): version=54; class EditorData { moveGridStep=1; angleGridStep=0.2617994; scaleGridStep=1; autoGroupingDist=10; toggles=129; mods[]= { "3denEnhanced" }; class ItemIDProvider { nextID=13; }; class Camera { pos[]={4598.5752,15,45.224609}; dir[]={-0.73759341,-0.17364806,0.65253532}; up[]={-0.13005751,0.98480773,0.11505949}; aside[]={0.66260165,-7.4505806e-09,0.74897194}; }; }; binarizationWanted=0; sourceName="IBR_REPEATABLE_TASK"; addons[]= { "A3_Characters_F", "A3_Misc_F_Helpers" }; class AddonsMetaData { class List { items=2; class Item0 { className="A3_Characters_F"; name="Arma 3 Alpha - Characters and Clothing"; author="Bohemia Interactive"; url="https://www.arma3.com"; }; class Item1 { className="A3_Misc_F"; name="Arma 3 - 3D Aids and Helpers"; author="Bohemia Interactive"; url="https://www.arma3.com"; }; }; }; randomSeed=14492356; class ScenarioData { author="Ibragim"; }; class Mission { class Intel { timeOfChanges=1800.0002; startWeather=0; startWind=0.1; startWaves=0.1; forecastWeather=0; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; day=28; hour=13; minute=37; startFogDecay=0.014; forecastFogDecay=0.014; }; class Entities { items=6; class Item0 { dataType="Group"; side="West"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={4613.8101,5.0014391,77.682816}; }; side="West"; flags=7; class Attributes { isPlayer=1; }; id=1; type="B_Competitor_F"; }; }; class Attributes { }; id=0; }; class Item1 { dataType="Trigger"; position[]={4607.7402,5,84.660004}; class Attributes { onActivation="[""1""] call BIS_fnc_deleteTask;" \n "" \n "[" \n " ""1"", " \n " true, " \n " [""Description..."",""Title..."",""""], " \n " arrow_1, " \n " ""AUTOASSIGNED"", " \n " 5, " \n " true, " \n " true, " \n " ""Defend"", " \n " true" \n "] call BIS_fnc_setTask;"; sizeA=5; sizeB=5; sizeC=5; repeatable=1; activationBy="ANYPLAYER"; isRectangle=1; }; id=2; type="EmptyDetectorArea10x10"; }; class Item2 { dataType="Trigger"; position[]={4619.7661,5,84.853996}; class Attributes { onActivation="[""1"",""SUCCEEDED""] call BIS_fnc_taskSetState;"; sizeA=5; sizeB=5; sizeC=5; repeatable=1; activationBy="ANYPLAYER"; isRectangle=1; }; id=4; type="EmptyDetectorArea10x10"; }; class Item3 { dataType="Object"; class PositionInfo { position[]={4613.7393,5.3732605,89.774414}; }; side="Empty"; flags=4; class Attributes { name="arrow_1"; }; id=12; type="Sign_Arrow_Yellow_F"; }; class Item4 { dataType="Object"; class PositionInfo { position[]={4615.7402,5.7502322,80.845215}; }; side="Empty"; flags=4; class Attributes { }; id=6; type="Sign_Arrow_Large_F"; }; class Item5 { dataType="Object"; class PositionInfo { position[]={4611.7935,5.7502322,80.606445}; }; side="Empty"; flags=4; class Attributes { }; id=5; type="Sign_Arrow_Large_Blue_F"; }; }; }; Share this post Link to post Share on other sites
Gabriel Morte 0 Posted October 15 1 hour ago, Ibragim A said: Yes, apparently there is such a problem with modules. Therefore, it is better to use the functions I gave a link to above. Here is mission.sqm file (replace it in your test mission): version=54; class EditorData { moveGridStep=1; angleGridStep=0.2617994; scaleGridStep=1; autoGroupingDist=10; toggles=129; mods[]= { "3denEnhanced" }; class ItemIDProvider { nextID=13; }; class Camera { pos[]={4598.5752,15,45.224609}; dir[]={-0.73759341,-0.17364806,0.65253532}; up[]={-0.13005751,0.98480773,0.11505949}; aside[]={0.66260165,-7.4505806e-09,0.74897194}; }; }; binarizationWanted=0; sourceName="IBR_REPEATABLE_TASK"; addons[]= { "A3_Characters_F", "A3_Misc_F_Helpers" }; class AddonsMetaData { class List { items=2; class Item0 { className="A3_Characters_F"; name="Arma 3 Alpha - Characters and Clothing"; author="Bohemia Interactive"; url="https://www.arma3.com"; }; class Item1 { className="A3_Misc_F"; name="Arma 3 - 3D Aids and Helpers"; author="Bohemia Interactive"; url="https://www.arma3.com"; }; }; }; randomSeed=14492356; class ScenarioData { author="Ibragim"; }; class Mission { class Intel { timeOfChanges=1800.0002; startWeather=0; startWind=0.1; startWaves=0.1; forecastWeather=0; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; day=28; hour=13; minute=37; startFogDecay=0.014; forecastFogDecay=0.014; }; class Entities { items=6; class Item0 { dataType="Group"; side="West"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={4613.8101,5.0014391,77.682816}; }; side="West"; flags=7; class Attributes { isPlayer=1; }; id=1; type="B_Competitor_F"; }; }; class Attributes { }; id=0; }; class Item1 { dataType="Trigger"; position[]={4607.7402,5,84.660004}; class Attributes { onActivation="[""1""] call BIS_fnc_deleteTask;" \n "" \n "[" \n " ""1"", " \n " true, " \n " [""Description..."",""Title..."",""""], " \n " arrow_1, " \n " ""AUTOASSIGNED"", " \n " 5, " \n " true, " \n " true, " \n " ""Defend"", " \n " true" \n "] call BIS_fnc_setTask;"; sizeA=5; sizeB=5; sizeC=5; repeatable=1; activationBy="ANYPLAYER"; isRectangle=1; }; id=2; type="EmptyDetectorArea10x10"; }; class Item2 { dataType="Trigger"; position[]={4619.7661,5,84.853996}; class Attributes { onActivation="[""1"",""SUCCEEDED""] call BIS_fnc_taskSetState;"; sizeA=5; sizeB=5; sizeC=5; repeatable=1; activationBy="ANYPLAYER"; isRectangle=1; }; id=4; type="EmptyDetectorArea10x10"; }; class Item3 { dataType="Object"; class PositionInfo { position[]={4613.7393,5.3732605,89.774414}; }; side="Empty"; flags=4; class Attributes { name="arrow_1"; }; id=12; type="Sign_Arrow_Yellow_F"; }; class Item4 { dataType="Object"; class PositionInfo { position[]={4615.7402,5.7502322,80.845215}; }; side="Empty"; flags=4; class Attributes { }; id=6; type="Sign_Arrow_Large_F"; }; class Item5 { dataType="Object"; class PositionInfo { position[]={4611.7935,5.7502322,80.606445}; }; side="Empty"; flags=4; class Attributes { }; id=5; type="Sign_Arrow_Large_Blue_F"; }; }; }; Thank you very much, the mission.sqm you provided works great, can I use this code as a universal template? 1. ["1"] call BIS_fnc_deleteTask; [ "1", true ["Description..."","Title...",""], arrow_1, "AUTOASSIGNED", 5, true true "Defend", true ] call BIS_fnc_setTask; 2. ["1","SUCCEEDED"] call BIS_fnc_taskSetState; Share this post Link to post Share on other sites
Ibragim A 163 Posted October 15 Of course, you just need to replace the task number, its name and description with what you need. See syntax in BIS_fnc_setTask function. 1 Share this post Link to post Share on other sites