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Found 2 results

  1. I recently discovered (from another thread I cant find) that separating the controls on the RMB will allow "reveal target" and assign target to work. I now have "Reveal Target" set to MouseButton#5 rather than on "Hold RMB", which seems to work much better. But it does not seem to work as well if I am zoomed with my RMB at the same time. Anyone else find this? Assigning targets: This is fubar as far as I can see. When I am a squad leader and want to assign a target: 1. I press the required F key to select a soldier. 2. I then hold Space and move the on-screen circle over the intended target 3. I then click MouseButton#5(Reveal Target) to assign. This works about 60% of the time, some times it just does nothing, I'll try it 5 more times and then it works... anyone else have this random behaviour? I really hope they clean up the Control system for OA. Some times I just look at the control screen for a good laugh and say, "What where the thinking?". Its no wonder it's hard to attract new players. Did you know we have 8 controls to make you move forward faster? Is that really necessary? 1. Fast Forward 2. Evasive Forward 3. Turbo 4. Vehicle Turbo 5. Fast Forward (Again!) 6. Car Fast Forward 7. Seagull Fast Forward 8. Command Fast Forward All these commands could be under 1 control called Fast Forward. You are never in a car and a seagull at the same time! You are never on foot and commanding a tank at the same time! etc. This is just one example, there are other conflicts and redundant, confusing controls duplicated or misleadingly named. I must point out though, there are things I like about the control system, like the way you can create conflicts and the game wont stop you from using them. This means you can stack multiple commands on one button if you like. I also really like all the modifiers you can use, like Hold and x2 taps etc. But we really need this cleaned up a bit in my opinion.
  2. Features: - The script is server driven; all task additions and updates are called on server side. All changes are broadcasted to players in one array variable. This enables more work to be done only on server, since most of AI-related things happen there anyway. This way the number of triggers placed goes down, as they are unnecessary for clients (players). Number of publicvariabled variables goes down also. - Only one eventhandler is created instead of one per task. - As tasks are kept in an array, no global variable is created for each task. - No "call compile format" type of coding. - Variables used to check for task states and statuses are replaced with functions, cutting down number of global variables. - Usage simplified; briefings are easier to create, some parameters are made optional. Creating a briefing in init.sqf [[ ["Task1","Task1Title","Task1Desc"], ["Task2","Task2Title","Task2Desc",true,["markerTask2",getpos obj2]] ],[ ["Note1","Hello West",WEST], ["Note2","Hello East",EAST], ["Credits","Made by: Shuko of LDD Kyllikki<br />www.kyllikki.fi"] ]] execvm "shk_taskmaster.sqf"; Task Data ["TaskName","Title","Description",Condition,[Marker],"State",Destination] Required parameters: TaskName string Name used to refer to the task Title string Task name shown in the in/game task list Description string Task description, the actual text body Optional parameters: Condition boolean/side/faction/unit/group/string Units the task is added to. Default is everyone Marker array Marker related to the task. It will be created only for the units who have the task. Marker will be hidden after task is completed. Can be an array of marker arrays, if you want to create multiple markers. Name string Name of the marker to create. Position string Position of the marker. Type string Marker type. Optional, default is "selector_selectedMission". Color string Marker color. Optional, default is red. State string Task state of the newly created task. Default is "created". Destination object/position/marker Place to create task destination (game's built-in waypoint/marker). If an object is given, setSimpleTaskTarget command is used, attaching the destination to it. Condition (limiting the units to who the tasks and notes are created) Examples: [...,WEST] All playable units on BLUFOR (WEST) [...,"USMC"] Faction USMC [...,grpMarine1] Units that belong to group named grpMarine1 [...,myDude] Unit named myDude Then there is the IF syntax, so you can create a condition anyway you want, where _x is the unit (=player). Examples: "((group _x == grpScouts) OR (_x == pilot1))" Members of grpScouts and unit named pilot1 "(typeof _x == ""CDF_Soldier_Sniper"")" All CDF snipers TaskState The task state of the newly created task. Valid states are succeeded, failed, canceled and assigned. Default is assigned. Note Data [NoteTitle,NoteText,Condition] Required parameters: NoteTitle string Text shown in the list NoteText string The actual note text body Optional parameters: Condition boolean/side/faction/unit/group/string Units the note is added to. Default is everyone. Updating tasks Task states are updated by calling a function. Possible states are: succeeded/failed/assigned/canceled. Example: ["Task1","succeeded"] call SHK_Taskmaster_upd; It's possible to set state of one task and set another as assigned using an optional 3rd parameter. Example: ["Task1","succeeded","Task2"] call SHK_Taskmaster_upd; This will make task state of task Task1 to succeeded and the state of the task Task2 as current. Another optional 3rd parameter can be used to add a new task after updating another task. Example: ["Task1","succeeded",["Task2","Title","Desc"]] call SHK_Taskmaster_upd; This will make task Task1 as succeeded and create a new task Task2. Same set of parameters is used for the creation as in init.sqf or SHK_Taskmaster_add. Creating tasks during a mission Tasks can be added after briefing with the add function. Same set of parameters is used as in creating a briefing. The new task is set as current task automatically. Example: ["Task2","Extraction","Get to teh choppa!"] call SHK_Taskmaster_add; Functions SHK_Taskmaster_isCompleted This function can be used to check if a task is completed. Task is considered completed with states succeeded, failed and canceled. Function returns a boolean (true/false) value. Example: "Task1" call SHK_Taskmaster_isCompleted SHK_Taskmaster_getAssigned Returns list of tasks which have "assigned" as their state. Example: call SHK_Taskmaster_getAssigned Example result: ["Task1","Task4"] SHK_Taskmaster_getState Returns the task state (succeeded/failed/canceled/assigned/created). Example: "Task1" call SHK_Taskmaster_getState SHK_Taskmaster_hasState Checks if a task's state matches the given state. Function returns a boolean value. Example: ["Task1","succeeded"] call SHK_Taskmaster_hasState SHK_Taskmaster_hasTask Checks if a task with the given name has been created. Returns boolean. Example: "Task1" call SHK_Taskmaster_hasTask SHK_Taskmaster_addNote (client side only) Creates a briefing note. This can only be used on client side, and it's not boardcasted for other players. Parameters: ["Title","TextBody",Condition], Condition is optional. Example: ["Enemy forces","Oh noes, there will be enemy soldiers in the area of operation."] call SHK_Taskmaster_addNote Files shk_taskmaster.sqf Example mission I'm sure there are something to fix, add and change. Don't be afraid to ask for instructions, give feedback or report bugs.
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