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BrashAdam

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Posts posted by BrashAdam


  1. 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

     

     


  2. 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.

     

     

     

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