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Pherry

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About Pherry

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  1. Pherry

    =BTC= Revive

    I'm sorry if this sounds stupid but I checked all my script files in the BTC folder and ctrl+f'ed "life" with no results in any of them. Should I add it or am I just using a too old version of the script or something? If I have to add it, to which file? Thanks.
  2. Pherry

    =BTC= Revive

    Great wee tool. Enjoying it a lot, but from what I've read in the thread I still can't disable respawns right? Anyway thanks for the useful script.
  3. I found the problem here, I didn't notice because it was so messy in the trigger field, but basically I assigned the task to be called task2 instead of tsktask2 which is what the destination was set for and all that. Sorry for wasting your time guys.
  4. Hi, I've given up entirely on task modules after pouring endless hours into trying to use them and now I'm trying to make tasks for my mission the old fashioned way. I got the first bit set up already. Now, for my mission what I wanted was the team to start in a helicopter with a task to go to an LZ, then get shot down after a while at which point the task is cancelled and replaced. From what I've learned searching about the web in threads like this I'm supposed to do all of this in the briefing.sqf. Now the first task and it's cancellation is in the briefing.sqf, but after that I wasn't able to add task number 2 without having it visible at the start of the mission, so I added it to a trigger instead, which worked - sort of. What I have in the trigger: saveGame; tskTask1 setTaskState "Canceled"; task2=player CreateSimpleTask ["Regroup at the LZ"]; tskTask2 setSimpleTaskDescription ["With the helicopter unusable, try to make it to the LZ by other means.", "placeholder", "placeholder"]; tskTask2 setSimpleTaskDestination (getMarkerPos "task2marker"); player setCurrentTask tskTask2; The problem that presents itself with this is 1. the task will not become active, 2. the task marker does not work 3. the trigger I placed for task completion will not work either. Completion trigger: tskTask2 setTaskState "Succeeded"; Briefing.sqf tskTask1 = player createSimpleTask ["Get to the <marker name='task1marker'>LZ</marker>"]; tskTask1 setSimpleTaskDescription ["Meet up with friendlies at the <marker name='task1marker'>LZ</marker>", "placeholder", "placeholder"]; tskTask1 setSimpleTaskDestination (getMarkerPos "task1marker"); player setCurrentTask tskTask1; tskTask2 setSimpleTaskDestination (getMarkerPos "task1marker"); Will any tasks I add that I don't want visible at the start of the mission have to be added through triggers? Will these commands even work in triggers? Doesn't really look like they will, but I found some thread somewhere telling someone to add a task through a trigger so I got the impression it would work. I've been trying what I thought would maybe take a few hours for a stupid amount of time over the last three days and I would really appreciate it if anyone could give me some insight as to what I'm doing wrong here, I've searched a lot of places already but everything I've tried has more or less given me the same result or worse.
  5. I've been sat here for 2,5 hours trying to figure this out now and nothing seems to work. I start my mission with a task that has a marker, it all works. I set the task to cancelled which also works, then I assign a new task. The new task works, but it's not set as the current task like the first one which isn't a huge deal, but even when I set it as current task through the map menu the destination marker will not work. It's all set up the same as the first task so I'm having a hard time understanding the problem. I have a Create Task synchronized to the player and then it is synchronized to Set Task State assigned and also to Set Task Destination which is synchronized to where I want the marker to be. I've tried all sorts of combos and I've made sure there's a description and name for all the task modules as I saw that might be an issue.
  6. So I got my tasks to work and all that, waypoints work everything is all nice and stuff, but the mission I'm making currently starts with everyone in a heli with a task to go to an LZ. However the heli is destroyed and the task is cancelled, all that is sorted - but how do I create a new task that is visible only after I cancel the first one? Like is there something I can put in the condition field of the second task for this? edit: Realized now to chain them to the same trigger.
  7. Hello! I've been experimenting with trying to get my mission working properly and I've been having some setbacks. So the mission starts with the player in a helicopter in the air, I have a task set to go to to an LZ with a waypoint and I got all that stuff working. The twist is I also added a trigger that after a certain delay will setHit 9 on the engine of the helicopter. The idea is that you will have to crash land, at which point the previous task should be cancelled. The problem I'm having is that I don't know how to get the task to cancel at the right time as the setHit has a random timer on it. What I tried to do earlier was adding a public variable to the setHit trigger for something like "enginedamage" and then having another trigger with condition set to enginedamage = true; but the trigger wouldn't work. I've been thinking about other ways of doing this, like maybe tracking if the INST is broken since I've yet to manage to crash land without breaking it(don't know how though) but any other ideas of how to go about this are welcome. A small sidequestion also; is it possible for me to set a mission destination that isn't on a unit or vehicle, doesn't seem I can use markers with them since I can't synchronize markers with tasks. I hope someone can shed some light on this and I appreciate any advice.
  8. Now I've not tried this but I'm pretty sure you can put it in a trigger or gamelogic. For a trigger just change "this" to "true" to make it fire at the start of the mission.
  9. I didn't see this posted anywhere and I was searching the web/experimenting for a good two hours trying to figure it out since I don't have much mission editing experience. Solution was entirely based on this post so I don't really take any credit for coming up with this. Now here's how you do it! Create a marker, I used the same as in the thread mentioned above; "chem1". Now create a trigger, I changed the activation from "this" to "true" to make it trigger as soon as I start the mission. In the Activation field of the trigger type in this: _light = "Chemlight_green" createVehicle getMarkerPos "chem1"; This will also work with Chemlight_red, Chemlight_yellow and Chemlight_blue. Probably also with smoke grenades and stuff.
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