createSimpleTask: Difference between revisions
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[objNull, ObjNull, A_SIMPLE_TASK, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; | [objNull, ObjNull, A_SIMPLE_TASK, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; | ||
...or write your own dialog, hintbox or what not. | ...or write your own dialog, hintbox or what not. | ||
Edited by B00tsy, thanks to Ruebe | |||
<h3 style='display:none'>Bottom Section</h3> | <h3 style='display:none'>Bottom Section</h3> |
Revision as of 13:51, 3 August 2010
Description
- Description:
- Creates a new Task
- Groups:
- Uncategorised
Syntax
- Syntax:
- Task = Object createSimpleTask Array
- Parameters:
- Object: Unit to add this new task
- Array: ["TaskName"] or ["TaskName", taskParent]
- Return Value:
- Task - the new task
Examples
- Example 1:
currentTask = player createSimpleTask ["NewTask"];
- Example 2:
childTask = player createSimpleTask ["ChildTask", currentTask];
Additional Information
- See also:
- removeSimpleTasksetSimpleTaskDescriptionsetSimpleTaskDestinationsetTaskStatesetTaskResulttaskState
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Notes
- Posted on July 15, 2009 - 07:00 (CEST)
- Lou Montana
-
- Creating child will position the new task just under the parent task.
- Creating another "normal" (parent) task will create a new line above the others. Think of it if you want ordered objectives.
- Succeeding parent task will automatically succeed childs, whatever their taskState was set to. (I.E. If a task is set as a child to another, it will be completed when its parent is complete.. no matter if the child task really was or not).
Full step by step code from beginning to end:
Now to simpleTasks
First, it's really not _that_ hard. So if you struggle with this, watch out for scripting or plain programming errors such as unnamed or misspelled variables.
Step 1: create a new simpleTask Code: A_SIMPLE_TASK = player createSimpleTask [(localize "STR_aSimpleTask")]; You may create a task at any given point in time. You just need to be aware of the fact, that you've created the task for a single unit (the player). So if you make use of teamSwitch, respawn or similiar, you need to think about how to manage this, so all of these units will have up to date tasks assigned to them. Second, it's a good practice to use a stringtable, even if you do not plan (yet) to offer translations.
Step 2: task destination Code: A_SIMPLE_TASK setSimpleTaskDestination _destination; variable/pointer-to-your-task setSimpleTaskDestination some-position. That's it.
Step 3: task description Code: A_SIMPLE_TASK setSimpleTaskDescription[
(localize "STR_aSimpleTaskLongText"), (localize "STR_aSimpleTask"), (localize "STR_aSimpleTaskWaypointLabel")
]; Again, no magic involved here. You take your task, the command setSimpleTaskDescription an pass an array with three strings in it. The first string is the long description text, the second is the name/title of the task and the last one will show up on-screen on the waypoint in cadet mode.
Step 4: set and update task states Code: A_SIMPLE_TASK setTaskState "CREATED"; And that's it. Here a minimal working example: Code: A_SIMPLE_TASK = player createSimpleTask ["simple task title"]; A_SIMPLE_TASK setSimpleTaskDestination (position player); A_SIMPLE_TASK setSimpleTaskDescription[
"simple task long description", "simple task title", "simple task waypoint label"
]; A_SIMPLE_TASK setTaskState "CREATED"; And then later in the mission: Code: A_SIMPLE_TASK setTaskState "SUCCEEDED"; If you want to keep the player in the loop about the status of tasks, you may always do this: Code: [objNull, ObjNull, A_SIMPLE_TASK, "SUCCEEDED"] execVM "CA\Modules\MP\data\scriptCommands\taskHint.sqf"; ...or write your own dialog, hintbox or what not.
Edited by B00tsy, thanks to Ruebe