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Kupla

Tasks not completing in multiplayer?

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From my briefing template (put it on the beginning of file):

waitUntil { !isNull player };
waitUntil { player == player };

Sorry, but it didn't work... :/

atm got this in the briefing.sqf of my test mission:

waitUntil { !isNull player };
waitUntil { player == player };
taskExample1 = player createSimpleTask ["taskname"];
taskExample1 setSimpleTaskDescription ["taskmessage", "taskname", "taskname"];
if (triggeractivated tasktrig) then {task1 = player createsimpletask ["tasklol"]};
if (WPcompleted) then {task1 settaskstate "SUCCEEDED"};

Edited by Kupla

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Then I dunno. I've used that piece of code in all my scripts to make it JIP compatible (they used it in basf as well), and it always worked.

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Maybe it's because I'm trying to find something that works with "respawn = 4".

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Ohh, I thought you had a problem with jip.

Have you tried it with different types of respawn?

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I haven't but don't really like the other respawn types in my missions. Maybe I'll find a way some day.

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try this:

waitUntil { !isNull player };
waitUntil { player == player };
tskExample1 = player createSimpleTask ["Example1"];
tskExample1 setSimpleTaskDescription ["write in the description", "write in the title", "write in the title again"];
if (Example1) then {
		tskExample1 setTaskState "Succeeded";
	} else {
		tskExample1 setTaskState "Created";
		tskExample1 setSimpleTaskDestination (getMarkerPos "marker1example");
		player setCurrentTask tskExample1;
	};

then within each trigger that completes an objective, enter in :

Example1=true;

then in your init.sqf, enter in:

Example1=false;

and so on for each objective

taken from this post by IndeedPete:

tried and it worked for group spawn, but not sure if it doubles with a second person

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My solution works perfectly well alone, but when there's another player on the server I get double tasks on respawn. Multiplayer screws a lot of scripts up really, which is weird because why would anyone want to play a mission alone with AI only?

But it doesn't matter anymore, I no longer waste my time on creating missions and I just play on some random multiplayer servers every now and then. Too bad, because the editor had so much potential to make this game really awesome.

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