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#1 Posted at 2012-08-10 10:28        
     
First of all I've just joined this forum so this will be my first post.

I've searched high and low but I just cant get my head around this. Basically when I load up this mission (I know about the shift+preview) the tasks load up fine for the player unit I'm controlling, but when I switch to a different unit the tasks don't show up!

Mt init.sqf

execVM "briefing.sqf";

My briefing.sqf

//TASK1 PT1 EXPLOSIVES//

tsk1 = player createSimpleTask ["Destroy Weapon Caches"];

tsk1 setSimpleTaskDescription ["Locate and Destroy Explosives Caches", "Destroy Weapon Caches", "Cache"];

tsk1 setSimpleTaskDestination (getMarkerPos "CacheMark1-2");

tsk1 setTaskState "CREATED";

//TASK1 PT2//

tsk2 = player createSimpleTask ["Destroy Weapon Caches"];

tsk2 setSimpleTaskDescription ["Locate and Destroy Explosives Caches", "Destroy Weapon Caches", "Cache"];

tsk2 setSimpleTaskDestination (getMarkerPos "CacheMark3");

tsk2 setTaskState "CREATED";

//TASK1 PT3//

tsk3 = player createSimpleTask ["Destroy Weapon Caches"];

tsk3 setSimpleTaskDescription ["Locate and Destroy Explosives Caches", "Destroy Weapon Caches", "Cache"];

tsk3 setSimpleTaskDestination (getMarkerPos "CacheMark4");

tsk3 setTaskState "CREATED";

//TASK1 PT4//

tsk4 = player createSimpleTask ["Destroy Weapon Caches"];

tsk4 setSimpleTaskDescription ["Locate and Destroy Explosives Caches", "Destroy Weapon Caches", "Cache"];

tsk4 setSimpleTaskDestination (getMarkerPos "CacheMark5");

tsk4 setTaskState "CREATED";

//TASK 2 INFORMANT//

tsk5 = player createSimpleTask ["Contact Informant"];

tsk5 setsimpleTaskDescription ["We have an Informant on the Island who says that he has some information that might aid in our

effort to remove the ChKzd. Find him and escort him back to base", "Contact Informant", "Informant"];

tsk5 setSimpleTaskDestination (getMarkerPos "ManMark");

tsk5 setTaskState "CREATED";

player setCurrentTask tsk1;


and the neworders.sqf

//TASK 3 Mass GRAVES//

tsk6 = player createsimpletask ["Investigate Grave Site"];

tsk6 setsimpletaskdescription ["The intel provided by the Informant you brought back has told us that the grave sight should be located south of the base in the hills somewhere. Send your team to investigate if this information is solid.", "Investigate Grave Site", "Graves"];

tsk6 setsimpletaskdestination (getmarkerpos "GraveMark");

tsk6 settaskstate "CREATED";


I'm only really setting this up for a LAN network, (but I might need it to work online with some friends for further testing/playing I just can't wrap my head around it. Is there a simple solution to this?

Thanks.


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#2 Posted at 2012-08-10 11:25        
     
The easiest way to accomplish this is to name all playable units in the editor and then create the tasks seperately for each named unit. For example when using two playable units named aPlayer1 and aPlayer2 one would expand it like this:

//TASK1 PT1 EXPLOSIVES//
tsk1a = aPlayer1 createSimpleTask ["Destroy Weapon Caches"];
tsk1a setSimpleTaskDescription ["Locate and Destroy Explosives Caches", "Destroy Weapon Caches", "Cache"];
tsk1a setSimpleTaskDestination (getMarkerPos "CacheMark1-2");
tsk1a setTaskState "CREATED";

//TASK1 PT2//

tsk2a = aPlayer1 createSimpleTask ["Destroy Weapon Caches"];
tsk2a setSimpleTaskDescription ["Locate and Destroy Explosives Caches", "Destroy Weapon Caches", "Cache"];
tsk2a setSimpleTaskDestination (getMarkerPos "CacheMark3");
tsk2a setTaskState "CREATED";

//TASK1 PT3//

tsk3a = aPlayer1 createSimpleTask ["Destroy Weapon Caches"];
tsk3a setSimpleTaskDescription ["Locate and Destroy Explosives Caches", "Destroy Weapon Caches", "Cache"];
tsk3a setSimpleTaskDestination (getMarkerPos "CacheMark4");
tsk3a setTaskState "CREATED";

//TASK1 PT4//

tsk4a = aPlayer1 createSimpleTask ["Destroy Weapon Caches"];
tsk4a setSimpleTaskDescription ["Locate and Destroy Explosives Caches", "Destroy Weapon Caches", "Cache"];
tsk4a setSimpleTaskDestination (getMarkerPos "CacheMark5");
tsk4a setTaskState "CREATED";

//TASK 2 INFORMANT//

tsk5a = aPlayer1 createSimpleTask ["Contact Informant"];
tsk5a setsimpleTaskDescription ["We have an Informant on the Island who says that he has some information that might aid in our effort to remove the ChKzd. Find him and escort him back to base", "Contact Informant", "Informant"];
tsk5a setSimpleTaskDestination (getMarkerPos "ManMark");
tsk5a setTaskState "CREATED";

//TASK1 PT1 EXPLOSIVES//

tsk1b = aPlayer2 createSimpleTask ["Destroy Weapon Caches"];
tsk1b setSimpleTaskDescription ["Locate and Destroy Explosives Caches", "Destroy Weapon Caches", "Cache"];
tsk1b setSimpleTaskDestination (getMarkerPos "CacheMark1-2");
tsk1b setTaskState "CREATED";

//TASK1 PT2//

tsk2b = aPlayer2 createSimpleTask ["Destroy Weapon Caches"];
tsk2b setSimpleTaskDescription ["Locate and Destroy Explosives Caches", "Destroy Weapon Caches", "Cache"];
tsk2b setSimpleTaskDestination (getMarkerPos "CacheMark3");
tsk2b setTaskState "CREATED";

//TASK1 PT3//

tsk3b = aPlayer2 createSimpleTask ["Destroy Weapon Caches"];
tsk3b setSimpleTaskDescription ["Locate and Destroy Explosives Caches", "Destroy Weapon Caches", "Cache"];
tsk3b setSimpleTaskDestination (getMarkerPos "CacheMark4");
tsk3b setTaskState "CREATED";

//TASK1 PT4//

tsk4b = aPlayer2 createSimpleTask ["Destroy Weapon Caches"];
tsk4b setSimpleTaskDescription ["Locate and Destroy Explosives Caches", "Destroy Weapon Caches", "Cache"];
tsk4b setSimpleTaskDestination (getMarkerPos "CacheMark5");
tsk4b setTaskState "CREATED";

//TASK 2 INFORMANT//

tsk5b = aPlayer2 createSimpleTask ["Contact Informant"];
tsk5b setsimpleTaskDescription ["We have an Informant on the Island who says that he has some information that might aid in our effort to remove the ChKzd. Find him and escort him back to base", "Contact Informant", "Informant"];
tsk5b setSimpleTaskDestination (getMarkerPos "ManMark");
tsk5b setTaskState "CREATED";

aPlayer1 setCurrentTask tsk1a; aPlayer2 setCurrentTask tsk1b;

This has repercussions for any tasks fulfilled, they must be addressed indivually (eg tsk1a settaskstate "SUCCEEDED"; tsk1b settaskstate "SUCCEEDED";).

Regards,

Sander


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#3 Posted at 2012-08-10 11:39        
     
Thank you so much! That was quick. I haven't implemented it yet but it all seems like it should make sense. I'll let you know how it turns out!

Added 2 hours 11 minutes later:

Okay well I was going to try this at a LAN but then one of my friends got this message

deleted.caweapons_BAF

or something like that, any solutions?


//edit//

It's okay I've figured out what was wrong. When my friend bought A2 and OA he used one of my backups to load the steam files. What we didn;t know was the backup he used also had BAF and PMC so it was have conniptions about it. We resolved the problem by making him purchase BAF and PMC. He was reluctant at first but I showed him the AA12 which soon changed his mind.

This post was edited by Stuntzombie (2012-08-23 19:51, ago)