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Found 3 results

  1. Hello all I'm looking to add some challenge to a mission by having certain conditions that if breached will result in mission failure. First of all, I have a trigger that will fail the mission if the player's RTO dies. However, I also want the mission to fail if a total of three of the player's squad are killed. Additionally, I have some civilians on the map and would like the mission to fail if two are killed. Any help on achieving this would be greatly appreciated! Thanks.
  2. I want to start a mission straight into the virtual arsenal. I'm creating a story-based mission and I want the player to create his/her character before it all begins. I don't want the player to look at a box and select the aresenal. I want them to spawn into the arsenal, one time only. I also want to: pause the scripted events at the mission start while the player is in the arsenal. give the player objectives and waypoints. display text on screen and dialogue from NPCs. speak to NPCs, conversation wheels, which trigger events such as spawning, objectives and waypoints. delete unwated NPCs and objects. Its been a few years since I worked with ArmA. Could somebody point me in the right direction?
  3. Engima's Simple Tasks v1.17 by Engima Description: Engima's Simple Tasks is a script that manages mission objectives (tasks) in a mission. The idéa behind this task system is to simplify task management in multiplayer missions. With this script you do not need to think about locality and call contexts. All tasks are always synchronized for all players on the network, which is often suitable for a COOP mission. Download: Download Link at Armaholic. Also released as CPack Engima.SimpleTasks for the TypeSqf Editor. Installation: 1. Copy folder "Engima" and file "MissionTasks.sqf" to root of your mission folder. 2. Create the file "init.sqf" in your mission folder (if you don't already have it). Add the following line to the top of the init.sqf: call compile preprocessFileLineNumbers "Engima\SimpleTasks\Init.sqf"; 3. Customize the list of mission's initial tasks in the file "MissionTasks.sqf". Usage: Edit the file "MissionTasks.sqf" in the mission's root folder to set up initial mission tasks. Information about how to do this you can find in file "Engima\SimpleTasks\Documentation.sqf" that is included in the package. There are a bunch of functions that can read and manipulate your tasks. You can get and set task state, description, destination and target, as well as creating new tasks and deleting existing tasks. Here are some examples. To set task state on an existing task: ["ExampleTask", "SUCCEEDED."] call ENGTASKS_SetTaskState; To create a new task: ["NewTask", "This is new task."] call ENGTASKS_CreateTask; To set description on an existing task: ["NewTask", ["Short description.", "A very long description"]] call ENGTASKS_SetTaskDescription; All functions can be called from any context, and task list / task state is updated on all machines in the network, including JIP. For a complete reference, see file "Engima\SimpleTasks\Documentation.sqf". How to update from older version: Manually: 1. Remove the folder Engima\SimpleTasks and replace it with the corresponding folder in the download package (do not replace file MissionTasks.sqf in root folder.) TypeSqf Editor: 1. Open the CPack console and run command "update Engima.SimpleTasks". Change log: v.1.17 - Fixed: Task destination and task target didn't work. v.1.16 - Fixed bug that caused script error if none of the initial tasks had state ASSIGNED. v1.15 - Task set to status ASSIGNED is now automatically selected as "current task". v1.10 - Tasks can now have long descriptions. - New function: ENGTASKS_GetTaskFullDescription. v1.0 - New function: DeleteTask. - New set functions: SetTaskDescription, SetTaskDestination, SetTaskTarget. - New get functions: GetTaskDescription, GetTaskState, GetTaskDestination, GetTaskTarget. - Added parameter "showNotification" on all setter functions. - Fixed: Didn't work when team switching. v0.8 - First version Requirements: Tested in Arma 3.
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