Task Framework Tutorial – Arma 3

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{{Feature | Informative | For '''{{arma2}}'''<nowiki/>'s Task Tutorial, see [[Arma 2: Task Tutorial]].}}
{{Feature|informative|For '''{{arma2}}'''<nowiki/>'s Task Tutorial, see [[Arma 2: Task Tutorial]].}}




== How to use a task ==
== How to Use a Task ==


=== Create a task ===
=== Create a Task ===


<sqf>
<sqf>
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--> It should be kept short for network economy.}}
--> It should be kept short for network economy.}}


=== Assign a task ===
=== Assign a Task ===


<sqf>"taskID" call BIS_fnc_taskSetCurrent;</sqf>
<sqf>"taskID" call BIS_fnc_taskSetCurrent;</sqf>
{{Feature | Informative | This step is optional here as we used [[true]] as the fifth argument of  the [[BIS_fnc_taskCreate]] call, making it the current task.}}
{{Feature|informative|This step is optional here as we used [[true]] as the fifth argument of  the [[BIS_fnc_taskCreate]] call, making it the current task.}}


=== Set a task's type ===
=== Set a Task's Type ===


<sqf>["taskID", "attack"] call BIS_fnc_taskSetType;</sqf>
<sqf>["taskID", "attack"] call BIS_fnc_taskSetType;</sqf>
{{Feature | Informative | This could have been set in the task creation call as the eighth argument. See [[BIS_fnc_taskCreate]]'s ''type'' parameter.}}
{{Feature|informative|This could have been set in the task creation call as the eighth argument. See [[BIS_fnc_taskCreate]]'s ''type'' parameter.}}


=== Set a task's visibility ===
=== Set a Task's Visibility ===


<sqf>["taskID", true] call BIS_fnc_taskSetAlwaysVisible;</sqf>
<sqf>["taskID", true] call BIS_fnc_taskSetAlwaysVisible;</sqf>


=== Update a task's description ===
=== Update a Task's Description ===


<sqf>
<sqf>
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</sqf>
</sqf>


=== Update a task's waypoint position ===
=== Update a Task's Waypoint Position ===


<sqf>["taskID", [theOfficer, true]] call BIS_fnc_taskSetDestination;</sqf>
<sqf>["taskID", [theOfficer, true]] call BIS_fnc_taskSetDestination;</sqf>


=== Update a task's status ===
=== Update a Task's Status ===


<sqf>["taskID", "SUCCEEDED"] call BIS_fnc_taskSetState;</sqf>
<sqf>["taskID", "SUCCEEDED"] call BIS_fnc_taskSetState;</sqf>


=== Delete a task ===
=== Delete a Task ===


<sqf>["taskID"] call BIS_fnc_deleteTask;</sqf>
<sqf>["taskID"] call BIS_fnc_deleteTask;</sqf>




== How to read a task's information ==
== How to Read a Task's Information ==


=== Find if a task exists ===
=== Find if a task Exists ===


<sqf>["taskID"] call BIS_fnc_taskExists;</sqf>
<sqf>["taskID"] call BIS_fnc_taskExists;</sqf>


=== Find if a task is completed ===
=== Find if a Task is Completed ===


<sqf>"taskID" call BIS_fnc_taskCompleted;</sqf>
<sqf>"taskID" call BIS_fnc_taskCompleted;</sqf>
{{Feature | Informative | "Completed" means that the task is either "SUCCEEDED", "FAILED" or "CANCELED".}}
{{Feature | Informative | "Completed" means that the task is either "SUCCEEDED", "FAILED" or "CANCELED".}}


==== Check if multiple tasks are all completed ====
==== Check if Multiple Tasks Are All Completed ====


<sqf>["taskID_0", "taskID_1", "taskID_2"] findIf {!(_x call BIS_fnc_taskCompleted)} == -1</sqf>
<sqf>["taskID_0", "taskID_1", "taskID_2"] findIf {!(_x call BIS_fnc_taskCompleted)} == -1</sqf>


=== Get a task's status ===
=== Get a Task's Status ===


<sqf>"taskID" call BIS_fnc_taskState;</sqf>
<sqf>"taskID" call BIS_fnc_taskState;</sqf>


=== Get a task's type ===
=== Get a Task's Type ===


<sqf>"taskID" call BIS_fnc_taskType;</sqf>
<sqf>"taskID" call BIS_fnc_taskType;</sqf>


=== Get a task's visibility ===
=== Get a Task's Visibility ===


<sqf>"taskID" call BIS_fnc_taskAlwaysVisible;</sqf>
<sqf>"taskID" call BIS_fnc_taskAlwaysVisible;</sqf>


=== Get a task's description ===
=== Get a Task's Description ===


<sqf>"taskID" call BIS_fnc_taskDescription;</sqf>
<sqf>"taskID" call BIS_fnc_taskDescription;</sqf>


=== Get a task's destination ===
=== Get a Task's Destination ===


<sqf>"taskID" call BIS_fnc_taskDestination;</sqf>
<sqf>"taskID" call BIS_fnc_taskDestination;</sqf>


=== Get a unit's tasks ===
=== Get a Unit's Tasks ===


<sqf>player call BIS_fnc_tasksUnit;</sqf>
<sqf>player call BIS_fnc_tasksUnit;</sqf>
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{{Feature | Informative | All these details can be found in the [[Description.ext#Tasks|Description.ext's Tasks chapter]].}}
{{Feature | Informative | All these details can be found in the [[Description.ext#Tasks|Description.ext's Tasks chapter]].}}


=== Define a task in mission config ===
=== Define a Task in Mission Config ===


You can define a task in [[Description.ext#CfgTaskDescriptions|Description.ext's CfgTaskDescriptions]]:
You can define a task in [[Description.ext#CfgTaskDescriptions|Description.ext's CfgTaskDescriptions]]:
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class myTask1
class myTask1
{
{
title = "myTaskTitle";
title = "my task title";
description = "myTaskDescription";
description = "my task description";
marker = "myTaskDestinationMarker";
marker = "my task destination marker";
};
};
class myTask2
class myTask2
{
{
title = $STR_myTask2Title;
title = "STR_myTask2Title"; // note the lack of $ sign here!
description = $STR_myTask2Description;
description = "STR_myTask2Description"; // without $, it translates for each client
marker = $STR_myTask2Marker;
marker = "STR_myTask2Marker"; // with $ everyone sees the server's language
};
};
};
};
</syntaxhighlight>
</syntaxhighlight>


 
=== Define a new Task Type ===
=== Define a new task type ===


<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
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</syntaxhighlight>
</syntaxhighlight>


 
=== Define Task Display Behaviour ===
=== Define task display behaviour ===


<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
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== See also ==
== See Also ==


* [[Arma 3: Task Framework]]
* [[Arma 3: Task Framework]]

Revision as of 22:42, 13 March 2023

Basics

Tasks are a group's objectives. Arma 3 introduced the Arma 3: Task Framework to work with tasks with ease.
The Task Framework functions have a global effect.


For Arma 2's Task Tutorial, see Arma 2: Task Tutorial.


How to Use a Task

Create a Task

private _title = "Get the documents"; private _description = "Enter the house to find the documents. Hurry, as the enemy is on its way."; private _waypoint = "House"; private _myTask = [groupOfPlayers, "taskID", [_description, _title, _waypoint], objDocuments, true] call BIS_fnc_taskCreate;

The "taskID" argument is the task's ID used for later references. This string gets defined here on creation and must be unique for each task. It should be kept short for network economy.

Assign a Task

This step is optional here as we used true as the fifth argument of the BIS_fnc_taskCreate call, making it the current task.

Set a Task's Type

["taskID", "attack"] call BIS_fnc_taskSetType;

This could have been set in the task creation call as the eighth argument. See BIS_fnc_taskCreate's type parameter.

Set a Task's Visibility

Update a Task's Description

_description = _description + "<br/><br/>UPDATE: an officer stole the documents; we got the GPS tracking, follow your HUD."; ["taskID", [_description, _title, _waypoint]] call BIS_fnc_taskSetDescription;

Update a Task's Waypoint Position

["taskID", [theOfficer, true]] call BIS_fnc_taskSetDestination;

Update a Task's Status

["taskID", "SUCCEEDED"] call BIS_fnc_taskSetState;

Delete a Task


How to Read a Task's Information

Find if a task Exists

Find if a Task is Completed

"Completed" means that the task is either "SUCCEEDED", "FAILED" or "CANCELED".

Check if Multiple Tasks Are All Completed

["taskID_0", "taskID_1", "taskID_2"] findIf {!(_x call BIS_fnc_taskCompleted)} == -1

Get a Task's Status

Get a Task's Type

Get a Task's Visibility

Get a Task's Description

Get a Task's Destination

Get a Unit's Tasks


Advanced

All these details can be found in the Description.ext's Tasks chapter.

Define a Task in Mission Config

You can define a task in Description.ext's CfgTaskDescriptions:

class CfgTaskDescriptions
{
	class myTask1
	{
		title		= "my task title";
		description	= "my task description";
		marker		= "my task destination marker";
	};
	class myTask2
	{
		title		= "STR_myTask2Title";			// note the lack of $ sign here!
		description	= "STR_myTask2Description";		// without $, it translates for each client
		marker		= "STR_myTask2Marker";			// with $ everyone sees the server's language
	};
};

Define a new Task Type

class CfgTaskTypes
{
	class Attack
	{
		icon	= "\A3\UI_F_MP_Mark\Data\Tasks\Types\Attack_ca.paa";
		icon3D	= "\A3\UI_F_MP_Mark\Data\Tasks\Types3D\Attack_ca.paa";
	};
	class Defend
	{
		icon	= "\A3\UI_F_MP_Mark\Data\Tasks\Types\Defend_ca.paa";
		icon3D	= "\A3\UI_F_MP_Mark\Data\Tasks\Types3D\Defend_ca.paa";
	};
};

Define Task Display Behaviour

class CfgTaskEnhancements
{
	enable       = 1; // 0: disable new task features (default), 1: enable new task features & add new task markers and task widgets into the map
	3d           = 1; // 0: do not use new 3D markers (default), 1: replace task waypoints with new 3D markers
	3dDrawDist   = 0; // 3d marker draw distance (default: 2000)
	share        = 1; // 0: do not count assigned players (default), 1: count how many players have the task assigned
	propagate    = 1; // 0: do not propagate (default), 1: propagate shared tasks to subordinates
};


See Also