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BrashAdam

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Everything posted by BrashAdam

  1. I'm making a mission where on a task completion, a group of OPFOR spawn at a marker and follow a series of waypoints to attack my location. I'm running a .sqf for the spawned group and everything is going fine as far them spawning and moving goes. The problem I'm having is that I want my new task to update when the group are dead. Enemy group = enemy1 I have a new task and a task state module set up with a trigger, the new task module is linked to my player. the task is assigning and display correctly but not updating when enemy1 are all dead. In the trigger condition line I have; {alive _X} count units enemy1 == 0; the trigger is linked to the task state module which is set to succeeded. I've tried the above with a group I have placed on the map and it worked fine, just wondering if there is something different you need to do for a spawned group.
  2. Thanks for your help I'm a total idiot, I had 2 groups named enemy1, one for my first obj and then the group I was spawning, it was looking for an event that had already happened. Changed my spawned group to "wave1" and works perfectly. Noob error but I'm learning Thanks again for your time
  3. sorry I should of elaborated more, upon completion of my first task/obj, I have a trigger that calls for the following script; enemy1 = [getMarkerPos "spawn", EAST, 5] call BIS_fnc_spawnGroup; _wp1 = enemy1 addWaypoint [getMarkerPos "wp1", 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "FULL"; _wp1 setWaypointBehaviour "AWARE"; _wp1 setWaypointFormation "FILE"; _wp2 = enemy1 addWaypoint [getMarkerPos "wp2", 0]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "FULL"; _wp2 setWaypointBehaviour "AWARE"; _wp2 setWaypointFormation "FILE"; _wp3 = enemy1 addWaypoint [getMarkerPos "wp3", 0]; _wp3 setWaypointType "MOVE"; _wp3 setWaypointSpeed "FULL"; _wp3 setWaypointBehaviour "AWARE"; _wp3 setWaypointFormation "DIAMOND"; _wp4 = enemy1 addWaypoint [getMarkerPos "wp4", 0]; _wp4 setWaypointType "SAD"; _wp4 setWaypointSpeed "FULL"; _wp4 setWaypointBehaviour "AWARE"; _wp4 setWaypointFormation "DIAMOND"; this spawns the group in fine and has them navigate the waypoints. I have a task linked to the player, the task activates on completion of the previous task. I have a task state module set to succeeded that is synced to the task and to a trigger In the trigger condition line I have; {alive _X} count units enemy1 == 0; As the trigger is linked to the task I thought it would end the task when enemy1 were all dead. I hope this makes sense Thanks in advance
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