ArmA 3 Alpha Editor Tutorial - Modules - Tasks
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- เผยแพร่เมื่อ 2 เม.ย. 2013
- Today we look at tasks. I thought this was going to be a quick video, but I went into a lot more detail, so you should be better prepared to take what I teach in this tutorial and branch out and apply it to other situations.
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A: I'm a 3rd person gamer. I hate first person. It's unrealistically restricting. A game has to be extremely exceptional to get me to play it if it's First Person Only(i.e. Planetside).
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A: If it's Wasteland or DayZ, it's real people. If it's an ArmA Mission it's AI unless I very specifically state otherwise. The 15th doesn't PvP.
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A: For ArmA 2 - ACE/ACRE are the core. Others include: DFS 3rd Person, Instantviewdistance, SMK Animations Lite, ST_Collision and ST_Evasive, and Blastcore WarFX. For sound: Vanilla mixed with JSRS.
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See www.bistudio.com for more information. - เกม
Even though this was made in 2013... And in Alpha, I still find this one of the easiest tutorials to follow when trying to get up tasks. Thanks bud.
5 years down the road and this video is still helping people. Cheers!
3 years later and still usefull thanks for the vid.
It's 2021 and this video is still useful. Thank you, Jester.
Thanks Jester for the tutorial! I'm currently doing my first mission ever that has tasks and your video was extremely helpful. It's nice to see that a few things have improved since Alpha.
I was looking up the call notification function trying to get this stuff in my missions, then I looked at my subscriptions and here's exactly what I needed. Thanks and good timing!
First off thank you for your service combat or no combat. Second I just bought this game and I was having a very had time setting up my missions and i found your videos and you have saved my life. Keep up the good work
just stumbled upon your channel today, great stuff. The arma editor tutorials are particularly helpful. Many thanks.
Hey Jester, I just wanted to thank you for these useful tutorials, as well as for all your other excellent videos. Keep them coming !
Awesome stuff Jester, It is great that someone is willing to spend their free time making tutorials such as these, a lot of people like myself had no idea where to start with this stuff and you make understanding it easy. Thanks.
Also a bit of info with getting the tasks to show up in game as a marker with metres. With the latest build it seems to work as long as you fill in the Tasks 'Set Destination' name field e.g. Name - Obj1. Without it they didnt seem to work. Or maybe I am just lucky.
Jester- Killer guide man, learned a ton. The "Set Task Destination" bug was driving me nuts so I set up redundant triggers that separately Created, Assigned and Set Destination with different countdown times (0,2,4) and that seems to work in all my tests... kinda hacky but it worked. Thanks again for your hard work.
Thanks for all your Tutorial Vids mate, Finally able to put together some serious missions. Keep up the good work!
I dont know what I should have done without these, thanks mate for making them. :)
SOLUTION FOR THE "SET TASK DESTINATION" PROBLEM!
We have: Player1, Task1.
We have to:
1. Sync "Player1" to "Task1";
2. Create a Module - Category: INTEL; Module: SET TASK STATE; State: ASSIGNED.
3. Sync the Module from step 2 to "Task1";
4. Create a Module - Category: INTEL; Module: SET TASK DESTINATION; State: MODULE POSITION;
5. Sync the Module from step 4 to "Task1";
6. PREVIEW and ENJOY.
You can update the solution or make another video about this. Glad I could help. Great tuts, btw.
So useful, thanks!
Also, just if anyone wanted to know, you can get the tasks assigned to you if you change the state to "Assigned"
Thanks guys, it's a few weeks since I saw the first tut.. I must have missed that part about having a player unit down first, sry for the trouble, you'v been most helpful.
Another excellent tutorial! I'm glad you know what you're doing, 'cause before your vids I had no idea on how to any of this.
Thank you for doing this video series. They have been very helpful.
Thank you so much Jester, Awsome tutorials really have helped me out alot. Trying to make a serious Mission for my friends Lan-Party and i think you have given me all the tools to do so!
I gotta say, your videos are extremely helpful. I just bought this game, and I always to mission editing, especially from flashpoint dragon rising, and this obj setup is easier, but still more confusing (if that makes sense)...Good job, and keep the help coming.
Man your a boss! I watched like ten vids and got nothing done. watched your and solved everything I wanted to know and more! You got my sub for this!
This tutorial could not have come at a better time. I have scoured the BI Studios forum for tutorials on how to create a task after the previous task has been completed. Thank you.
Great tuturials jester.
Use 2 or more triggers to get task-messages to appear in a specific order - goes for dialogue and anything else you want to have happen in order, +/- delay using the timeouts.
Eg. Set a bool in the first one to true (mybool=true), then check for that bool in a second trigger, add a bit of delay - and sync it to the.next task.
That's the script-file free version anyway.
Thanks jester was at this point in my cache mission exactly what I needed thanks mate
Your tutorials are entertaining and helpful :D Keep up the good work!
Thank you for uploading these tutorials mate, really helpful!
Exactly what I needed , Thanks man!
your a great teacher,keep them coming please.your vids are very clean and step by step,i`v learned a lot from you..
thanks DTRAX
Jester814 i just want to say thank you for all the tutorial. doing a grate job.
Jester.. You are my hero, keep em coming man.
you need an "assigned" 'task state' module (linked to the created task) for the 'task destination' module to work. it works every time that way for me
I look forward to the briefings video
Just a thing here, there alot of comments so idk if i missed it but on what task fires first, if you create 2 triggers one first take and one for the new task set new trigger to delay for 5 secs
Thanks
Upon further testing I was able to get subsequent task destinations to show after the first. They need to be linked to the previous task's trigger as well as the new create task.
Thanks for the video man!! I learned alot. now i can finally polish my missions and make some objectives lol
thanks alot jester...you're a gem!
Also again awesome vid man They/you have been an inspiration for me personally.
Yes group the trigger with the group and the trigger options will change. One of the options is for all of the group, and another is for any group member, as well as others.
12:00 It might not be efficient, but you can copy the trigger on the radio tower and place it on itself, then slap an extremely short countdown on it and sync _that_ trigger to the new task.
yes, the "assigned" Task State. using it also gets the Task Destination module to work every time
yeah, it's just like the "succeeded" Task State module. you link it to the Create Task module. you can also link it to a trigger, instead of linking the trigger directly to the Create Task module
And that too. I go over that in my very first tutorial video. You must have a unit set as player to get the empty category always.
3...6 years later ty dude!!!
randomly pick one. If the set destination was picked first and after that the create task the task is create over the destination and thus will be removed. You have to copy your trigger 2 times and set a delay on the 2nd trigger of 1 second. So the task is created first and afterwards the second trigger will set the destination for that task in the correct order.
Hi Jester, been a fan of your work for a long time, finally got into editing and your videos make it so much easier, I have a couple questions though, how do you set a trigger for the deactivation of mines in a certain area also how do you set a trigger to go off only if a certain squad is detected by the enemy in a certain area. Thanks again for the videos.
Thank you again for another amazing tutorial!
Best tutorial. Many thanks!
The module task you create first will appeaers always first, even if its a second or third task. So you have to be sure when you edit your mission. What it works to me is first edit the mission, then stablish the tasks. You´ve to create the module tasks by order. So create first, the first module task sync to the player, then the second one.... In this way you will assure the first will be always the first module task you have created. I hope be clear.
The destination seems to be a bit random, it worked for me the first time but after that it doesn't want to add a waypoint, although its not so bad if you include the co-ordinates in the task as it gives you the purple box anyway and you can just shift-click your own way point near that.
Very helpful tutorial, thank you.
If you make another trigger instead of using the same one to assign the new task, you can set the second trigger to a countdown and you will receive the message for the new task AFTER it says your current task is complete, for anyone who wanted a solution to that problem.
Make sure that ALL units in the group are SYNCHED to the player EVERYTHING is synched to. That works for me every time :)
Hey Jester do you mind editing the description and putting the trigger text in to ie the Init's so we can copy and paste? Thank you.
you have to use multiple triggers. If the second task is created by a trigger and the same trigger is also setting the destination you will have this problem as 1 trigger has 2 actions. The trigger does not know wich one to execute first so it will
Keep everything else synced up the same. Now all tasks will be created before the start of the game, however they will not be assigned to you until you activate the trigger. You will get a "Task Assigned" message as opposed to a "Task Created" message, and all the tasks will appear in the briefing before the mission starts. This is actually how it works in the Showcases too. You will notice if you play through them that all new tasks are "assigned", not "created".
Love your vids man, thanks for all of this. I have a queston, task are just popping up in the preview of the mission in the editor and I dont know why. Any Ideas?
Thank you for this! Is it possible to synch a waypoint - trigger - task state(success), so that when AI or player complete a waypoint like Get In, the task will be completed?
Hey, I think I found a way to make the "Task Completed" and "Task Created" appear in order! Just create two triggers on top of one another where the "Task Completed" trigger is immediate and the "Task Created" trigger has a slight delay!
Well explained, thank you *thumbs up*
Great videos, thanks! How do I make a task to eliminate all enemies in a specified area, or destroy a radio tower or building? I can't figure out how to do it, because I am new at this. I would appreciate any help.
Great video keep them coming.
First one: No idea
Second one: Easy - Sync the trigger to the group leader of the squad and a new set of activation options will appear(you may have to group it instead of sync it. I get the two mixed up a lot).
Do you have any videos on making a deathmatch or something? I'm trying to make a TDM where if a team gets to 20 kills, it wins and the other team loses.
Great video!
One question Jester ! If i want too build a multiplayer Mission with 12 players is this necessery to sync every Task with every Player or only with the teamleader because they are all sync together ? thank you
Really nice video! +1 subscriber!
just a question, how could i code/mode this?
So after collide a trigger, then the current task cancelled, after it will pop up a new task, but a friendly medic runs towards my current position, as well a "pop up" caption/subtitle to specifically describe/giving a task brief look.
It's something like "Unit
+Jester814 Hi Jester. At 3:33 you go over how to make dynamic or clickable links in the task list. Great bit of knowledge that. Would you happen to know how to change the color of the text as well. Ex: The task is Move to Kamino Firing Range. "Kamino Firing Range" is clickable as you have demonstrated, but can we also change it's text color?
I'm trying to use the marker system you're using here. When I do it grid coordinates come up blank in task and no function about it works.
+Jester814 when i try to make the trigger at the end to end the mission it comes up invalid number in expression. WHAT TO DO??? condition = !alive IO1, On act = hint *Mission Complete*.
THE problem is I cant make the trigger it comes up "invalid number in expression"
Helpful as always. :)
Say I wanted an area to be cleared out from enemies as a task with multiple people as a target how would I do that? Or getting in a vehicle are their any trigger for that.
thanks for the video very helpful. but lets say i want to blow up that radio tower as a task is that posible? and how.... a trigger !alive bulding1 ?
So if i have a map with 32 players and 4 tasks I will have to sync all that to everyone? So I will have 128 syncs in total? Arma 2 was less tedious...
Hey, Jester, how to make a continued elimination objectives (such as search and destroy mission) without making only the last person to eliminate to complete the mission?
hi Im getting the same issue than Nucl3arDude. In MP missions doesn´t appears neither the briefing nor the task in other slots/units, but yes in the squad leader (which everything is sync to) I´ve all the units grouped. So what you are saying is that I´ve to sync the units to the leader too??? This issue is very frustrating to me also.
Thank you so much Jester ( I'm new but am now a big fan) but for some reason the task does not update after the first task. I made sure the task was linked to the group leader and that the trigger for the first task activates the second task and I checked the tasks tab on the map but it won't show up. When I execute the second task, it gives me the trigger hint near my ammunition, but gives me the first task's Check Mark update again. very Sorry for the hassle..
the thing is, if there's no player yet, it defaults whatever you're trying to put down as being the "player". but that puts limits what that unit can be (none of the things in "empty" for instance). so what you have to do is switch it to "non playable", and then the unit can be whatever
Hey man love your videos have helped me out many times! One thing I cannot find but you have done a mission involving it before I believe is how to attach an Image to a task, in the video I saw you do you had to not kill but rescue an undercover operative, so along with the task it had a face shot of him, I really want to be Able to do this, can you help me and I'm sure many others out? Thanks in advanced mate
Extremely helpful
You don't say which task is the secondary one. Did you make sure to sync all tasks to the group members or put the group members in a trigger area that the task is synced to?
How do you have it so all tasks are showing instead of being invisible so you can chose which task you want to do?
Ty, so much for these videos they are a hugh help.
Jester, I have just followed the hyperlink marker part of your tutorial and it does not appear to work on mine. Have you tried this recently in any of your mission creation projects?? I was wondering if it is broken in the latest Beta Dev Build. TC
Do I do this if I want the objective to be complete when my team eliminates a opfor fire team?
Do I set the trigger to Opfor, not detected? Or
is there a way to set the trigger to activate only if a specified group is destroyed but without having to type each individual soldiers name?
Hey Jester, I had a question regarding tasks, I followed your exact steps and when I preview the mission through editor everything works perfectly. The problem I have is the tasks sometimes don't update/check off while in multiplayer, I find this to be odd, considering it works perfectly in the editor itself, and I've tried to find a solution but so far no luck :(, any help would be very much appreciated. Thank you for your time and wonderful videos: ).
Great tutorials. Great help. Thanks Jester for your time. I'm watching every single one.
I get a "New Task Created" instead of "New task assigned" after I complete a task and the new one is created. Even when I sinc "Task State>Assigned" with the new task (sinc and not sinced with the trigger that creates the new task).
Someone any ideas why?
I'm having a problem with a mission I'm making. I have 5 tasks on a small island on Sahrini, After my team takes control of the airfield I have a regroup task with a trigger that causes a time skip and some vehicles to spawn as if we have made base there after the invasion. Problem is I can walk over there and cause the time skip at anypoint, I don't want to be able to do that.
aha! i was unaware, thanks again.
If I in group all the players and make them playable for a MP mission do I have to synch each to the brief?
Nevermind, I got it to work. However, I was wondering if there was a way that I could make mortar support unavailable until I complete a specific objective?
This video and all these tutorials are FUCKING AWESOME!!! Thanks!
I'm having trouble having multiple objectives active at a time (ex. Optional tasks) any tips, or could you take a look at my stuff for me?
Is there anyway to get this working in MP? I have it working perfectly in single player LAN or in the tester within the editor, but tasks just don't display or even get assigned to the players whenever I run an MP op. Is this an Alpha thing or was I doing something wrong?
set a trigger I believe to opfor or whoever your enemy is to not present and when they leave the trigger area it should fire
I'm having the exact same issue in multiplayer. I can view the task via the map and the task completes in multiplayer however a new task is not assigned. It all works fine in the editor though which is very weird.
I have a problem. Im making a mission where in one point you clear a beach of hostiles and a task is created telling you to wait for transport. What ahppens is a helly is suposed to come, and drop you a Hunter. i have a Trigger set up on the path the helly takes which sets the task as completed. For some reason it doesnt work. I have it all set up the way you shoved. The helly comes, drops the car but when it passes the trigger nothing happens. Any help? By the way, im using Eden.
It's not going grey and allowing me to click on it, I've done everything you said, but still nothing. I've typed in: Eliminate all hostiles within the military base located at 032058. (It's the Agia Marina Shooting Range). Did I do something wrong? (I named the marker Obj1)
Jester, I was following these instructions but for some reason the secondary task wont show up, but the trigger hint will once it is executed. The second mission I made was to blow up a Ifrit HMG with a mortar at the entrance of Airbase Mike 26. Before that, I have the person go to a small over watch point on a hill where the equipment is located. Please help if you can. THIS IS DRIVING ME INSANE!