tobmic 10 Posted February 28, 2010 Got a question how to do this. I´m doing a mission where a Task is to capture a town and destroy an ammo depot and then task is complete Trigger Opfor not present Condition: east countSide thislist <= 2 and !alive munition_2 and !alive ammo_1 and !alive ammo_2 On activation "Marker4" setMarkerColor "ColorGreen"; "depot" setMarkerColor "ColorRed"; "depot" setMarkerText "Destroyed Ammo Depot"; [resistance,"HQ"] sideChat "We controll Tulga now and destroyed their ammunition Depot !!!"; task3done=true; task3 setTaskState "Succeeded"; nul = [objNull, ObjNull, task3, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\Taskhint.sqf" Now when the task is completed how can i make the task reset when Opfor controls the Area again ? Share this post Link to post Share on other sites
shuko 59 Posted February 28, 2010 Set its state back to something else than succeeded? :P Share this post Link to post Share on other sites
maronkoman 10 Posted July 4, 2010 Will this way of task triggering work in MP as well as SP? Can anyone tell me what the difference in SP and MP are in terms of triggering tasks and syncronizing the tasks with all of the players on a MP server? In MP you have to activate the triggers globally instead of locally (right?), but in terms of script commands, whats the difference? Trying to get my MP mission to work for all clients instead of only the host! Share this post Link to post Share on other sites
Muzzleflash 111 Posted July 4, 2010 You have to make sure every client sees the same values for the variables. east countSide thislist <= 2 is most likely the same for everyone. munition_2 and ammo_1 depending on how and where you set them can be different per client. One way is to only set them on the server and then publicVariable their status. Share this post Link to post Share on other sites