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Found 28 results

  1. Hello, everyone! I have seen in different missions that when you open a task a specific location that you need to go to is marked and can be pointed on the map. It is in the description of the task and a square shows its exact location. How do I do that in Eden? Cheers! ­čÖé
  2. IN GAME TASKS ON MARKERS Hi all, Here is a little script to create some tasks while in game, just placing markers on map. EDITED: 23/12/2018 parameters: none There is no parameters. Just place some map markers. The available markers are "OBJECTIVE" "AMBUSH" "DESTROY" "PICK UP" "JOIN" (like actions for units). All others remain standard markers. Channel: As markers come with selectable channel "GLOBAL" "SIDE" "COMMAND" "GROUP" "VEHICLE", the automated task will be displayed for the same channel. So, don't forget a global marker will create a global task, and so on. Task deletion: There are 2 ways for deleting a task: - try to delete the red circle marker below the task marker. Not easy. Usually works when you catch the marker owner name in MP. - go to task description and click on "Delete task" It's an active link. Associated action: At this time, there is no difference between the type of tasks. These tasks are like some 3D markers and are displayed as tasks. But there is no condition for completion. That means, these tasks can be CREATED or ASSIGNED but never COMPLETED or CANCELED. They can be deleted. Extra feature: In task description, you can click on "GO GO GO" link. This will order the concerned units (CHANNEL) to move at the task destination. You can order a task for the side, then order another task for your group. This, you can have two different objectives. But, please, keep on mind AIs will obey to the last order. So, have some players coordination in MP. That's the main reason why the move order is not automatic. You can create all tasks you need as 3D markers, then decide to order or not a movement for units. All comments, ideas are welcome! Run this code on initPlayerLocal.sqf or any script running with interface (player). A condition true trigger works also. Thanks Pierre MGI
  3. Hello, everyone! I have played missions with such tasks. For example: the player can finish a main task, shown above the others, when 2 or more other side/secondary tasks are completed. My simple example: -> Main Task: Survive - Kill The Officer - Destroy Tank When I kill the officer and destroy the enemy tank, I have completed these side/secondary tasks, and with that the main task: Survive, is also completed. Is this some special script that should be used or just placing down any modules in the Eden editor?
  4. Hello, So in my mission, I've had this problem for a while now where the missions icon as well as all the other parts regarding that mission so the trigger, the set task state and the create mission all float roughly 100 meters above the aircraft carrier so the players can land the mission in which they need to land the helicopter on the aircraft carrier. Could the people in this forum please help me with that problem. There are screenshots provided: https://imgur.com/a/3sKuRvp Thanks in advance.
  5. Hi, first sorry, i dont speak english XD... I am looking for a script to do this: Example: Go to a laptop,and with the Addaction, select a task from multiple task, kill oficer,destroy tower,rescue civil, etc, then this task spawn in 15 randoms posible location... you can take more task in the same time, but, if you dont complete kill oficer,, cant select kill oficer again,. ┬┐Is this posible? , i search for this ,but dont find it,, also i dont speak english, and cant search good,, can anone help me pls??? Thanks you very muchs!!
  6. Hello! It's probably a very easy situation but I can't find any help so far. I want to apply the steps below between three locations (LA, LB, LC) Start (anywhere): Task 1- Go LA (On LA) - Success Task 2- Go LB (On LB) - Success Task 3- Go LA (On LA) - Success Task 4- Go LC (On LC) - Success I use trigger (Blufor Present) but I'm having problems. When I sync one trigger and set it to "Repeat", both Task 2 and Task 4 gets activated and when I activate again, Task 2 completes and starts again. When I use two different triggers, Task 4 is enabled when units reach LA for the first time. I need tasks to be activated and completed just like the steps I mentioned above. How can I do that?
  7. I have a hostage mission with the 3DEN Enhanced mod and have "Is Hostage" on 4 hostages that you need to hold "Space" to free the hostage. Im aware that the the trigger has something to do with "Enh_isHostage" but i do not know the code for the task to detect that the hostages have been set free. Anybody know how?
  8. Hello everyone, first time poster here, although I've been lurking and learning from other experienced community members. I have made a single-player mission which I'm pretty happy about the outcome. An icing on the cake would be to add radio chat between 3 entities - Player, Highway (AI) and Tower (AI). The mission is a carrier operation with 6 tasks - Take-off, Intercept Enemy Fighters, Intercept Enemy Helicopters, Destroy Anti-Air, Destroy Artillery, Land. I have created the text I wish to use in the mission but I simply have no clue how to make it appear after a certain thing has happened f.e when I fire an AMRAAM I want my guy to say "Fox Three" and when a missile hits - "Splash One!". Same thing with a BIM-9X but "Fox Two" instead as that is the correct term since it's an IR missile. List of enemy combatants: 4x To-201 Shikra (Bandit1/2/3/4) 1x CH-49 Mohawk (Condor) 1x WY-55 Hellcat (Vulture) 4x ZSU-39 Tigris (AA1/2/3/4) 3x 2S9 Sochor (SPG1/2/3) I tried compiling a description.ext script (note: I don't have actual sound files yet, I'd appreciate it if I can get an idea what Text-to-Speech I can use to make myself audio files and then convert to .ogg): And a radio.sqf script "Sleep 4" is short, it's a placeholder. I hope you can understand my query. Sorry for this really long post, TLDR: I need to have radio chat to be activated after doing a certain thing.
  9. Hello. I am using this script to get all the cities into an array, then make a marker on them. 95% of the time it works, and then rarely it just creates a marker at [0,0,0] and then the script is just useless. Help, please. tasknumber = ["task1","task2","task3", etc ... ]; publicVariable "tasknumber"; publicVariable "current_tasknumber"; publicVariable "current_task"; cities = nearestLocations [getPosATL officer_jeff, ["NameCity"], 25000]; publicVariable "cities"; _city = cities call BIS_fnc_selectRandom; _citypos = locationPosition _city; _citymarker = createMarker ["citymarker", _citypos]; current_taskmarker = _citymarker; current_tasknumber = tasknumber call BIS_fnc_selectRandom; [west,[current_tasknumber],["Clear out the area","Clear out",current_task],[0,0,0],true,2,true,"attack",true] call BIS_fnc_taskCreate; [current_tasknumber,current_task]call BIS_fnc_taskSetDestination; [current_tasknumber]call BIS_fnc_taskSetCurrent; ....spawn enemies etc ...
  10. Hey there, running into some trouble here. So I'm doing this SP mission, and I want the player to do a set of tasks (3 actually) within a certain ammount of time (lets say 5 min. (300 sec.). Just a little briefing about what I'm trying to do: - Dude get's out of the Heli, visits this unit and prety much this units tells him that he has 5 min. to gear up and then get into another heli before this one takes off. So my point here is, if the player isn't inside of that Heli within 5 min. mission ends (failed) and has to restart, however if he is there in time, I want the mission to keep going, so it would just mean that the task was completed and the timer would stop. There must be a very simple way of doing this, currently using task modules and triggers that are sync to the player (trigger owner). Any help would be appreciated!
  11. I'm making a mission where on a task completion, a group of OPFOR spawn at a marker and follow a series of waypoints to attack my location. I'm running a .sqf for the spawned group and everything is going fine as far them spawning and moving goes. The problem I'm having is that I want my new task to update when the group are dead. Enemy group = enemy1 I have a new task and a task state module set up with a trigger, the new task module is linked to my player. the task is assigning and display correctly but not updating when enemy1 are all dead. In the trigger condition line I have; {alive _X} count units enemy1 == 0; the trigger is linked to the task state module which is set to succeeded. I've tried the above with a group I have placed on the map and it worked fine, just wondering if there is something different you need to do for a spawned group.
  12. Hello evveryone. I'm creating a mission where you are tasked to intercept bomber flights before they bomb a specific target. However to keep things reasonable, I only want the next bomber to spawn after the first one is destoryed. Using the variable name bomber2 what would the trigger code look like for making this happen?
  13. Im looking for a script that allow players in a dedicated srv spawn custom tasks with a map click for location. A few years ago I played with a unit that uses a script to generate practice tasks. It was very simple, you interact with an object then choose a task type from a lists and then just click on the map to generate the task. It was very simple: click on the flag, click on the Tasks Options screen, click on map, play!
  14. HI. Im new to arma 3 scripting language. Im trying to do a simple task with triggers. what i need to type in initialization, to set my objective as succed if i heal a teammate(pilot1)? im trying something like if (damage pilot1 < 0.25) then {this}; its my last attempt, and i have many wariations of it, but i failed every time. I would appreciate any help! :)
  15. Well, this issue is rather than usual. To begin with; Task module "Task state" will not work with the next: in Type: Next waypoint on condition: whatever if it's not <this> So the question will be the next, how can i place next condition to make efective a task (and of course for veterans, withdraw "obj... status 'done' " option) Thanks
  16. Well, this issue is rather than usual. To begin with; Task module "Task state" will not work with the next: in Type: Next waypoint on condition: whatever if it's not <this> So the question will be the next, how can i place next condition to make efective a task (and of course for veterans, withdraw "obj... status 'done' " option) Thanks
  17. I want to create a task that is not bugged on a dedicated multiplayer server. Is it enough to place a trigger make it blufor present and put isServer && this in the condition bar, then synching that trigger to task modules? Or do i HAVE to use scripts to create tasks?
  18. If you're designing Arma 3 missions, you might have noticed many new or updated interfaces, like loading screens and debriefings. We're documenting them as they're being added in Mission Presentation page on Community Wiki. Please read the articles, link them when someone asks about their contents (e.g., how to configure loading screens) and expand them in case you find some useful info.
  19. I have been trying to create a mission where a task will be activated if the player picks up a file. However, I have not been able to activate the task. Can anyone give me any ideas?
  20. With the results of my poll in, the server has been configured and launched. It is an Invade and Annex on the Tanoa map, with the mods being RHS: Escalation and Task Force Radio. If you want, you may also load in with ShackTac Interface but that's optional. I hope we get some people on and enjoying everything I have to offer. Feel free to use the TeamSpeak as well. Server: 158.69.118.213:2332 Teamspeak: 8.26.94.64:10019 And if you really feel so inclined, you can join the Arma 3 Unit that I'm starting up. Task Force 121 -> https://units.arma3.com/unit/jsoctf121
  21. Hi. In my mission a trigger completes a task and activates a new one. The problem: In singleplayer and local MP it works... on a dedicated server it does not. But the trigger works. It activates a couple of waypoints and completes a mission...but it does not activate the new task. on activation: {_x in crew heli1} count [unit1,unit2,unit3,unit4,unit5,unit6] > 0 on act: heli2 lock false; heli3 lock false; hint "does not matter" The trigger activates when one of 6 playable units enters the heli1 helicopter. What am i doing wrong? Why does it not create the new task but do everything else on a dedicated server.
  22. Hi. In my mission a trigger completes a task and activates a new one. The problem: In singleplayer and local MP it works... on a dedicated server it does not. But the trigger works. It activates a couple of waypoints and completes a mission...but it does not activate the new task. on activation: {_x in crew heli1} count [unit1,unit2,unit3,unit4,unit5,unit6] > 0 on act: heli2 lock false; heli3 lock false; hint "does not matter" The trigger activates when one of 6 playable units enters the heli1 helicopter. What am i doing wrong? Why does it not create the new task but do everything else on a dedicated server.
  23. Greetings, I am encoutering a very strange problem and I wonder if anyone has a solution. The problem I have is that task manipulation via SQF (task functions) wont work inside triggers. For example, lets say that a trigger on activation does: hint "Activated"; task1 setTaskState "Suceeded"; Upon activating the trigger, the hint will appear but the task wont complete. If I do this via modules and sync it all works. This time, this failed with the setTaskState function, but I remember this happening with other task related functions. Does anyone have a solution to this problem? Cheers, Tansvanio
  24. There is something really bad here about DRT instrument. In the LARGE ROVER, it is supposed you can mount DRT in those 4 front slots, looking forward... but the surprise is, when you move the rover to the metal part for the experiment, the instrument is really far away from ground... OUT OF RANGE. Why the hell allow to mount DRT in those slots? have no sense!!! It should have another slot just in the rover belly at least, due there are no enough slots in the robotic arm for all experiments needed.
  25. Hi, I'm trying to make a mission using the 3D editor based around defending a few camps. I'm trying to make it so a new task pops up after an enemy unit (zombies in this case) enter a 500M trigger, as well as playing an alarm. The trigger works fine and is reusable (cools down, replays etc). However, for the tasks, I'm not sure how to get it to 'disappear' and come back when more enemy units enter the trigger again. For example: I have the task to say what direction the enemy is coming from (It's a large camp, using NWAF on Cherno), so it'll pop up 'Defend South East Barricade'. That comes up fine when the trigger is activated by a hostile. Only thing I'm stuck on is making the task itself repeatable so it pops up again as if it never activated in the first place. I'm not bothered about the task showing up as 'successful', I just want it to pop up on the screen so the player knows where to go. Thanks in advance
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