cuel 25 Posted March 13, 2013 I've used it for one mission and it worked fine. Didn't properly test all functions but I think it's fine. Share this post Link to post Share on other sites
1para{god-father} 105 Posted March 13, 2013 I have no idea really if or how well it works. I don't have any interest or motivation towards A3. So, at the moment, I won't promise anything. Ahhhh I hope you do at some point as your scripts are some of the best i have used ! Anyhow - it all seems to work fine , have run it on a few missions with no issues so far. Share this post Link to post Share on other sites
TraxusIV 1 Posted March 16, 2013 In response to clydefrog, I've also gotten it to work, however, it appears that it may cause some nasty lag, especially when units are spouting speech lines, that can make the game miss trigger pulls. It's odd because it doesn't make the game chug as a whole, just makes it miss clicks. Trax Share this post Link to post Share on other sites
1para{god-father} 105 Posted April 13, 2013 After the last update in A3 i get "taskHint " is no longer supported use "call bis_fnc_showNotification" instead , anyone know how to fix this issue ? Share this post Link to post Share on other sites
zuff 10 Posted April 16, 2013 (edited) If Shuko doesn't mind, I've updated Taskmaster to support Arma 3 notifications: http://pastebin.jonasscholz.de/10304 All I did was change the "SHK_Taskmaster_showHint" function to this: SHK_Taskmaster_showHint = { private ["_p", "_taskCase"]; _p = switch (tolower (_this select 1)) do { case "created": { _taskCase = "TaskCreated"; }; case "assigned": { _taskCase = "TaskAssigned"; }; case "succeeded": { _taskCase = "TaskSucceeded"; }; case "failed": { _taskCase = "TaskFailed"; }; case "canceled": { _taskCase = "TaskCanceled"; }; }; [_taskCase, ["", format ["%1", ((taskDescription (_this select 0)) select 1)]]] call BIS_fnc_showNotification; }; Hope this helps, and thanks again Shuko for making an excellent tasking script. Main problem I'm having now is that the task markers created by taskmaster aren't being deleted. If anyone knows how to fix this please tell, I'll look into it for the meantime. Edited April 16, 2013 by zuff Share this post Link to post Share on other sites
_Ronin_ 1 Posted April 28, 2013 Hey guys. I'm sorry to bother you with more coding but I have run into trouble trying to use the TaskMasterBriefing.sqf. I know I'm in the right area so I'm just going to post the tasks and notes I'm trying to create. [[ ["(group _x == "Chaos 1-1","Chaos 1-1-A","Chaos 1-1-B")","Obj1","Clear Strelka Village","Chaos 1-1 is to clear the village of Strelka of all enemy combatants. Be advised that intelligence reporting indicates UGR will reinforce its combatants if requested. Locate and destroy any weapon caches in the village. If any information of potential intelligence value is discovered, collect it for analysis and processing. Locate any patrol bases IVO the village from which UGR operations may be planned.",WEST,["Chaos 1-1 OBJ1",getpos c1-1obj1,]], ["(group _x == "Chaos 1-1","Chaos 1-1-A","Chaos 1-1-B")","Obj2","Clear Kamenyy Village","Chaos 1-1 is to clear the village of Kamenyy of all enemy combatants. Locate and destroy any weapon caches in the village. If any information of potential intelligence value is discovered, collect it for analysis and processing. Locate any patrol bases IVO the village from which UGR operations may be planned.",true,["Chaos 1-1 OBJ2",getpos c1-1obj2,]], ["(group _x == "Chaos 1-1","Chaos 1-1-A","Chaos 1-1-B")","Obj3","RTB","Chaos 1-1 is to return to base and debrief the operation. They will resupply and stand by for follow-on tasking.",true,["Chaos 1-1 OBJ3",getpos c1-1obj3,]] ],[ ["Mission","On 27Apr20131900GMT, 1st Plt 1st Sqd will conduct a clearing operation of the island of Utes IOT seize control from the UGR, by locating and eliminating it's leadership, and assist in the re-establishment of the Utes government which will end the CAXFX."], ["Situation"," Enemy <br/>The island of Utes is controlled by the local guerrilla group called "Utes Guerrilla Resistance" (UGR). Reporting indicates UGR conducts surveillance operations on BLUFOR training in the area. Reporting also states UGR patrol villages providing law and order to citizens who assist their cause and terrorize those who oppose it. Reporting indicates the UGR has the ability to plan and conduct IED attacks, utilizing PPIEDs and RCIEDs, on BLUFOR. Citizens who strike these IEDs are compensated for their damages in exchange for their silence and cooperation. Reports indicate UGR stores weapons crates in populated areas for use if BLUFOR are encountered in the villages. According to recent reporting, UGR has conducted raids on lightly guarded joint BLUFOR outposts and seized armored & light vehicles, and IDF support and are trained in their use, as well as in tactics. UGR is capable of conducting ambushes on BLUFOR from received contact reports via spotters and patrols. <br/>Most Probable Course of Action (MPCOA) - If attacked, is to Reinforce. UGR's strength lies in their ability to mobilize reinforcements within five (5) minutes of reported contact. <br/>Critical Vulnerability (CV) - UGR has no aerial support. Reinforcements must travel by road to reach the engagement area and are susceptible to interdiction and delay or destruction by BLUFOR assets. <br/>Friendly <br/>Higher - Alpha Company is has completed CAX and are making preparations to execute the CAXFX. <br/>Adjacent - 2nd Sqd & Wpns are acting as QRF aboard Camp Warfighter. <br/>Support - 1st SRIG, callsign "Oracle," conducting R&S operations to locate UGR patrol bases, areas of influence and firm bases."], ]] execvm "shk_taskmaster.sqf"; Can I get a little help or could you just talk me through it so I can understand and do it on my own? Thanks in advance. Let me add that this is for Arma2 Share this post Link to post Share on other sites
cuel 25 Posted August 6, 2013 If Shuko doesn't mind, I've updated Taskmaster to support Arma 3 notifications:http://pastebin.jonasscholz.de/10304 All I did was change the "SHK_Taskmaster_showHint" function to this: SHK_Taskmaster_showHint = { private ["_p", "_taskCase"]; _p = switch (tolower (_this select 1)) do { case "created": { _taskCase = "TaskCreated"; }; case "assigned": { _taskCase = "TaskAssigned"; }; case "succeeded": { _taskCase = "TaskSucceeded"; }; case "failed": { _taskCase = "TaskFailed"; }; case "canceled": { _taskCase = "TaskCanceled"; }; }; [_taskCase, ["", format ["%1", ((taskDescription (_this select 0)) select 1)]]] call BIS_fnc_showNotification; }; Hope this helps, and thanks again Shuko for making an excellent tasking script. Main problem I'm having now is that the task markers created by taskmaster aren't being deleted. If anyone knows how to fix this please tell, I'll look into it for the meantime. Note that it should be using spawn and not call. Had some issues with the notifications not showing up (they were still updated) in MP (worked in editor) Share this post Link to post Share on other sites
shuko 59 Posted August 7, 2013 Let's continue the A3 stuff here: http://forums.bistudio.com/showthread.php?160974-SHK_Taskmaster&p=2461579 Share this post Link to post Share on other sites
magicool 10 Posted November 20, 2013 Hey there, I have a problem with getting tasks broadcasted to other players. I've set up the mission this way; - I have no briefing - the taskmaster.sqf is being executed once on mission start by the server only - after around 60 sec. another script selects a task this task is then added via ["TaskXY","Do this","DO IT"] call SHK_Taskmaster_add; (called by server only, since it says it does broadcast everything to the players) so I waited till the task was set and let a friend join but he didn't see the task so we finished the task anyways but he didn't see the success task hint either when the task ended by using ["TaskXY","succeeded"] call SHK_Taskmaster_upd; (called by server only aswell, since it says it does broadcast everything to the players) and he wasn't able to see the next task, called by ["TaskXYZ","Now do this","DO IT!!"] call SHK_Taskmaster_add; , either what am I doing wrong, I'm the only one seeing the tasks (tested on Server hosted on my PC, not a dedicated Server) Share this post Link to post Share on other sites
shuko 59 Posted November 20, 2013 - the taskmaster.sqf is being executed once on mission start by the server only Script needs to be executed on all machines, even when add/update etc commands can be run on server only. Share this post Link to post Share on other sites
magicool 10 Posted November 20, 2013 ah okay now it works like a charm thank you :) Share this post Link to post Share on other sites
iconoclastdx 5 Posted January 29, 2014 Does Arma or Taskmaster allow more than one simultaneously active task (eg. to give the player a choice between two objectives)? If so, how. SHK_Taskmaster_add automatically unassigns the previous task. Share this post Link to post Share on other sites
levrex 10 Posted June 18, 2014 (edited) I've noticed that the script does not work with factions not included in A2, so i've modified it to be usable with all available factions (i. e. added a function for checking whether a string condition is a faction). SHK_Taskmaster_isFaction = { private ["_cond", "_cfg", "_result"]; _cond = _this; _cfg = configFile >> "cfgFactionClasses"; _result = false; for "_i" from 0 to (count _cfg)-1 do { if (configName (_cfg select _i) == _cond) exitWith { _result = true; }; }; _result; }; SHK_Taskmaster_checkCond = { /* Checks if given unit fulfills the requirement. In: array [unit,Condition] Out: boolean */ private ["_unit","_cond"]; _unit = _this select 0; _cond = _this select 1; if (!isNil "_cond") then { if DEBUG then { diag_log format ["SHK_Taskmaster> typename condition: %1",typename _cond]}; switch (typename _cond) do { case (typename grpNull): { (_unit in (units _cond)) }; case (typename objNull): { _unit == _cond }; case (typename WEST): { (side _unit == _cond) }; case (typename true): { _cond }; case (typename ""): { if (_cond call SHK_Taskmaster_isFaction) then { (faction _unit == _cond) } else { (call compile format ["%1",_cond]) }; }; default { false }; }; } else { false }; }; Edited June 18, 2014 by Levrex Share this post Link to post Share on other sites