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Maurdekye

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About Maurdekye

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  1. Maurdekye

    Tasks not working properly

    I've figured it out; if the synced trigger's type is "skip waypoint", then it bugs and immediately activates the module.
  2. I'm trying to use the task modules in the 3D editor, but they don't seem to work properly. Even when syncing a set task module to a trigger, it activates immediately without the trigger activating. As well, none of the "Task Assigned" or "Task Completed" popups appear properly.
  3. Yes, I have. Same issue. I was really hoping to make some missions as well. Guess I'll have to settle for waypoints in the meantime.
  4. I'm trying to set up tasks on my mission, and I've synced a Set Task State module to a Create Task one and a trigger. However, the Set Task State module activates immediately before the mission starts, even though the trigger doesn't.
  5. I'll make a different post about it.
  6. I started using the task modules and am slowly replacing all my old waypoints with them. But the popup when they are created/assigned doesn't appear like it used to. Is there an option I forgot to toggle? Edit: Also, the Set Task State modules seem to be activating immediately even when synced to a trigger.
  7. Ah, okay. Originally they had a whole bunch of different preset tasks available, like MOVE and DEFEND, but they must have removed those for consistency when making the 3D editor. I guess I passed right over them when surveying the new layout. Thanks!
  8. I originally did make missions with tasks in the 2D editor, but it seems they were removed from the list of objects in the 3D editor. I took that as I was meant to be using waypoints instead, so that's what I started doing. Is that not the recommended way of doing it?
  9. I feel like something that ties into the existing waypoint system would be nicer. I don't really want to restructure my entire mission layout just for the popups.
  10. Before in the 2d editor, you had a lot more freedom as to how you could set up objectives. Now with the new waypoint objective system in the 3D editor, there seems to be a lot of functionality missing. One of those functions is that when a new objective waypoint is completed, it doesn't show up in the center of the screen with a little bwoop noise like it did before, making it difficult to see when an objective is completed. Is it still possible to do this, and how? If there's a scripting command that makes the messages appear, then that's okay, but if there's a universal setting to do it automatically for all assigned and completed waypoints then that's even better.
  11. Oh, it's only available in the dev branch? No wonder.
  12. The inArea command doesn't seem to work; it keeps giving me a strange error about forgetting a semicolon when I try to use it. Here's an example line in a logic entity; bluscore = southking |#|inArea contention; It gives me an error pointing to that character in the code, saying i'm missing a semicolon. What's going on?
  13. Looking at the page for BIS_fnc_Intrigger, it seems there's an in-engine version that should work better for my needs, inArea. Thanks.
  14. I've got a script that runs once a second on loop and examines all units each time, and one calculation it ought to apply is to check whether or not they're within the area of a trigger on the map. From what I can tell the only way to get a list of units within the trigger is by using the thisList var inside the trigger's activation, but that only fires once. I was hoping it might be possible to either access this list or query for inclusion in the list from outside the trigger's activation.
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