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Found 5 results

  1. this is my map. (More images if you scroll down) https://imgur.com/a/J0juir3 there is a lot of objectives to capture, and the notification bar is going hot.. is there a way to disable the notification when me or an AI capture an objective?
  2. I have been looking for a couple of days and I have not found anything that currently works in the @3Den editor for a demolition objective. What I want to happen: -Player is assigned task "destroy weapon cache" -Player Places charge to destroy objective -Player detonates charge -Task "destroy weapon cache" marked successful/complete - player moves to next objective. What I need: Some sort of module, task, trigger, etc. that can allow me to destroy an ammo box and complete an objective.
  3. So i'm doing this mission where a convoy gets hit my an IED and I want their task (which is move to a town) to cancel when they get hit.
  4. I have been making a mission involving the Nimitz and a squad that is tasked to take a boat to this island (Map is Kerama Islands for those curious) and blow up AA defenses so F18s can do the rest. I have 3 objectives for the 9 man squad (Each member's Variable Name is F1-F9). The objectives are A.) Get in the boat B.) Unload at the shore/Rearm if needed C.) Take down AA I have C.) finished but I am having an issue with A.) For the objective I have set down the "Create Task" module titled "Get in the ship" and its state is "Assigned" with an always visible marker on the boat. Synced to the "Create Task" module I have a Trigger that has a timer for the Objective to be assigned (Like 2 seconds just so the notification pops up). next I have the "Set Task State" module in the state of completed. There is a trigger synced to the "Set Task State" module. The Trigger has Activation set to "Any Player" and Activation Type "Present" the Condition Script box has the following code: allInTheVehicle = false; while {(not allInTheVehicle)} do {allInTheVehicle = true}; {if (!alive f1 && f2 && f3 && f4 && f5 && f6 && f7 && f8 && f9 || vehicle truck1 != myVehicle) then {allInTheVehicle = false;}} forEach playableUnits; globalAllInTheVehicle = true; My friend supplied me with this script but we couldn't figure out why the objective will not render as completed when all playable units take a position within the boat (Driver, Navigator, Gunners, Etc). Any help with this would be grateful since I am still new to scripting.
  5. Hello everyone. I'm having some issues with an objective I'm making. I am using the objective modules. I have set it up so you are going to kill a man. If you kill anybody else than this man, the objective fails. If the objective have failed, you can still kill the VIP and change the state of the objective from "Failed" to "Succeeded". This should not be possible! How can I fix it?
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