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DahToaster

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About DahToaster

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  1. Yeahhhh that's what I was thinking I'd have to resort to. I was instead looking for a way to integrate them back into the modules, as to be honest I just hate doing a ton of scripting nowadays lol. The modules are so much easier for me to deal with. I wanted the randomly chosen .sqf to activate the "create task" module that I placed in eden. Lukio brings up the very valid point, however, that even with how well eden works now that scripting and modules still don't play well. So I may just have to do no randomization or entirely scripted for tasking.
  2. Yeah I don't want the tasks THEMSELVES to be random, just which one is assigned to the group. I do see what you mean with the if count TaskArray >0 being unnecessary most likely.
  3. Sorry if I wasn't being very clear, it was after quite a few hours of staring at my code and trying a few different things to see if I was happy with the result. The randomarray.sqf and init.sqf completely work, my issue is that I'm at a loss for where to go from there. I'm looking for either a solution to do one of the following: A)Have my task1-3 .sqf's assign tasks that are pre-created using the in-eden modules or B)Find a way to entirely bypass the .sqf's and do it entirely in-eden with the modules I hope that clarifies what I'm looking for.
  4. So, I'm at a mental block at the moment and I'm 99% certain it's entirely just me staring at the screen and being at a loss. I have a mission where I want it to be replayable for my group while I work on new stuff. My idea was to have a framework where, upon start of the mission, it would randomly choose one of 3-5 tasks to assign the squad. Now, I'm not sure if I went the hard way about doing this. I've been making missions for a long time, but never really have done randomized stuff like this outside of enemy spawns and such. In the init.sqf, I defined the array of tasks like: Then, in another file called randomArray.sqf (which is activated when you pick up the first piece of intel at the beginning), it has: I suppose my mental block would be, in the .sqf files for each task, what would I need to do to have those activate in-game tasks? For instance, one of the tasks is to destroy an ammo depot I just named "russian_ammo_dump". For further clarification, I used the in-game modules to create each task.
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