#Creating custom Pickup Action
1 messages · Page 1 of 1 (latest)
If I need help, I think it'll be better for me to ask questions in here to not flood the chat
@pseudo hatch Ok so, I truly have no idea on what to put here, if you could guide me, that would be really appreciated x(
For now that's what I've changed
Let me look this.
Thanks
First disregard what I said about slotPick.et. There is no action attached to it.
F :C
Ok I think I got. Let me do a video demo so I have a record of it.
Omg thank you so much ❤️
Arma Reforger Editor | Create a power switch and use a slot trigger to start another action.
Check it out...
still processing video so SD right now. Wait a bit and it will be HD shortly.
Omg you made a whole video out of it xD
Yea, it's just way easier then screen shots, and texting.
Does that work for ya?
Yeah that's exactly what I wanted, thanks a lot ! I'll be able to carry on with the rest of the mission, Aka, building the compound and setting up the defend task, then the other assault tasks !
@pseudo hatch Hey, so, I had a question regarding the video. I'd like to link a task to it, so that when you activate the trigger, it completes it. What type of task should I place down in your opinion ?
Do you mean after you hit the switch? You could do any task at that point. Depends on your scenario, and your thought process of the mission.
Yeah, I've got chained mission so, the task should spawn after the 1st task (which is clearing a radio tower) is completed. Then after hitting the switch, it should finish the "Turn power off" task. Then I just have a logiccounter with an input that evaluate if the power task is finished or not
I've placed a layerTask and put everything regarding the power task under it, but I don't know if that the best option or not
Why not eliminate the logiccounter, and just trigger the next task with a wait and spawn action?
I've pretty much just followed the examples given by bohemia blindly
But yeah, that may be better
I guess that would be in the "OnTaskFinished" thing and just spawn the object then
or OnActivation > Trigger Actions > Wait and Spawn Object
That's weird, kinda doubles up with the OnTaskFinished thing
Has there been any changes on the LayerTaskDestroy after your video btw ? Or we're still using the SlotDestroy with a bottle cap ?
FYI.... In regards to the "ActionManagerComponent" at minute 3:40. You can remove the "Light Description" and you should only have the action to turn off the switch.
For multiple destructions of objects, yes you have to delete the slotdestroy first.