How to Create a Kill or Destroy Task & End your mission Completed!
Вставка
- Опубліковано 29 гру 2024
- In this tutorial i will show you how to create kill or destroy tasks and
end your mission completed.
Music used in the video:
ArmA 3 Apex Theme
Subterranean_Howl by Silent Partner
To the top by Silent Partner
Codes & Scripts Playlist
• Arma 3 Codes & Scripts
Arma 3 Tutorials Playlist
• Arma 3 Tutorials
Arma 3 Code Snippets Playlist
• Arma 3 Code Snippets
A tip for you guys whom are setting up multiple tasks like this.
If you have an issue where when you have a task meant to show up on the map, and the task dont show,
be sure to check the task id, if the task id is the same as another task that has the same id, then thats the reason.
So for example say you placed 2 tasks, task 1 has an id of id6, and the new task you placed has the same
id which is also id6, when you go to mp lan to test the mission and to see all the tasks on the map and in
the task list if one of them dont show, then just change the task id to another number, it dont matter to
what just it cant be the same number already being used.
Dude, the only good serious tutorial on UA-cam lol, some people are doing a video of 1 hour bullshit some are using 20 mods and this guy do it in 15minutes simpel and good
Thanks buddy, tutorials should be serious based on the subject, simple and to the point.
Hey Gunter, I don't know what I would have done without all your helpful threads and vids on the forums. Thanks for your dedication to make Arma's mechanics a bit easier to understand. I hope you're doing well and continue to help us not so experienced players to enjoy one of the most powerful tools to create any given scenario our imagination can set up.
Hey man, your very welcome, love the game and community.
Absolutely, the editor is where its at i will continue i'm not going anywhere, keep an eye out for a new video
every Sunday. If you ever have any questions about anything Arma just ask i'll reply when i can. Cheers!
simple and quick exactly how a guide should be, good work
Thank you, means alot to me thats how i like to do it without the fluff, and intros and such, glad it helped!
Thanks Gunter! Users can save the task setup as a custom composition for later reference, too.
Welcome, yup!
hello i know its 3 years after this video was released but does the !Alive also works for the vehicles?
Hi, yes works for anything that can be killed or destroyed.
this is quality thanks man
Welcome, much appreciated!
thank you
Hey,Thanks for the video but how can i create a trigger to destroy all enemy units in a town.What should i write after !alive ?
If you wish to test mission end it fast in EDEN, where condition is to kill everyone except you, bring main menu, paste this into Debug console (execute field):
{_x setDamage 1} foreach (allUnits - [player]);
then press "local exec", then "continue".
@@Gunter_Severloh Well,I want to end mission when all enemy units is destroyed.How can i set trigger? Thank you!!! :)
@@yoloskiin900 In the video i show you how, you can give every unit or vehicle a name and add it to the trigger.
Or do like i did in my ISIL Foothold mission where you have to clear an area basically you use an area trigger, lets say you have 8 areas you want to clear.
So in a trigger in the condition box i put
c1unitsdead && c2unitsdead && c3unitsdead && c4unitsdead && c5unitsdead && c6unitsdead && c7unitsdead && c8unitsdead && (not (alive aa)) && (not (alive At1)) && (not (alive iscache)) && (not (alive iscom)) && (not (alive ftruck1)) && (not (alive ftruck2)) && (not (alive ftank)) && (not (alive launchers)) && (not (alive radio))
this ---> c1unitsdead is a trigger named c1units and encompasses an area, once that are is cleared i have a message a hint that pops up letting me know how that its cleared.
this ----> (not (alive aa)) is an anti air truck named aa, when its destroyed same as the area.
so in the activation box put [ ] call bis_fnc_endmission;
thats how i do it, if you need a working example of this take a look at my mission here
steamcommunity.com/sharedfiles/filedetails/?id=1733288691
download it open it, it requires Kunduz Afghanistan.
@@Gunter_Severloh This helped me so much.Thank you for your understanding,helpful personality and answer.Now i can make my own destroy missions. :)
This tutorial helps a lot
Welcome, glad it has helped!
When I press "OK" on the trigger that ends the mission it states "Condition: Invalid number in expression". Everything I typed is the same as yours except I only have one objective so I only put !Alive of && once
All you need for one objective is !Alive of;
of being the name of your unit.
If you have && after that and nothing else you'll get your error because the code isn't finished, the && is
only used if your adding more objectives or names. So in this case && isn't needed so you just
close the code with a semi colon ---> ;
Try that and it should work, hope that helps.
Sorry for the late reply i was sleeping :D
How would you do a kill or capture?
I already know how to make an ai surrender after so many of his buds are dead using triggers but not sure how to do what I just asked for.
Would it be
!Alive hvt (hvt name)
"Or" (Statement)
Like you have it---> !Alive hvt
@@Gunter_Severloh Okay, let me word it differently. I understand I can make the hvt surrender or I can make him a target using !Alive hvt. But how do you make it so you have a choice and still have the same mission outcome. Do you put both the surrender code and alive code in and use an "or" statement to give the player a choice.
@@SkepticleOrc That should work i would think, will it be tied to a task?
Hello friend I am new subscriber, thanks for the contributions, do you have any video of how to configure the defense of an air base? (for example)
Hi your welcome and thank you.
Sorry no i do not have an videos on that, what are you looking to do in terms of defense?
@@Gunter_Severloh I want to set up a defense area with a trigger to defend an air base, but I don't know how to organize everything and I don't know if I have to place a short code, thank you very much for the reply friend.
@@cesar2719 Welcome, ok so you can place a trigger that encompasses the base if you want
but then there must be something to shoot at any incoming air if thats the idea, or did you want
have a trigger where when the enemy enters the air space that you get a hint to pop on the screen, and or an alarm to go off?
Dont really need to code anything, you could just place some anti air statics around the base, that would be the best way to defend it imo, and have an antiair infantry squad patrolling around too.
What i would suggest is asking on BI forums in this section here
forums.bohemia.net/forums/forum/154-arma-3-mission-editing-scripting/
theres a number of regulars like myself that could help you more in depth in terms of scripting and code then myself.
@@Gunter_Severloh Thank you very much for this information friend, it will be useful for me, Cheers!
Gunter can you not just write
!alive of && !alive MG && !alive RM
in one trigger to finish the task when all is dead.
and you sync that one trigger to the Succeed task module and that one is synced to the other creat task module for all the targets.
Im sure you can do it that way, theres many ways to do it, the video just shows one way to do it.
@@Gunter_Severloh Thanks for the reply
@@play3r436 Welcome.
I miss the old task notifications
I dont recall offhand what they even looked like its been so long.
@@Gunter_Severloh now they are lame and orange plus silent they used to be like a green window with a sound effect.
@@MrMudslap I wonder if you change that in options for custom colors if it would effect task dialogues too.
But as you should know there is nothing in this game you cant change, you could create a mod to change all that.
@@Gunter_Severloh maybe, I'm no modder but I think it was changed in one of the add-ons, maybe rules of war? Not sure
@@MrMudslap Possibly, being a sandbox game though theres nothing you cant change, though it will take a little research and possibly learning something, and maybe asking questions to figure it out, depends on the subject.
Being in this since the beginning i'm still learning new things its crazy how much there is in the game if you really dig in and out of the game.
how would one go about this if you have 20+ enemies/objectives
Depends on their locations, if they are together, if they are infantry, armored, air, vehicle, and what are the objectives. If say there was a squad of infantry, like in the tutorial you can use an area trigger in relation to a task, so when all are dead in the trigger, it fires off the task.
Alot of ways to do objectives and enemies. If you want a good example how you could do it i have a mission i built i spent about 2 yrs on that has 18 tasks and alot of infantry, and misc types of objectives
steamcommunity.com/sharedfiles/filedetails/?id=1730884712 theres 5 versions of the mission, one them requires no mods other then the map its on, you could open the mission in the editor and take a look at how i did it, although there are alot of scripts and code i used for some things, but the tasks and how i set them up are there on the map.
@@Gunter_Severloh damn even with a 2 year old video it only took you 3 min to respond. Tysm, I’ll look into it.
doesnt work
Obviously does as i demonstrated it in the video, but be specific as to "what" doesn't work,
whats not working, the tasks, the mission not ending complete?
I can link you the mission that was created in the video and you can get a hands on look
on how it was done, and then compare what i did with what you did.