#Advance and secure yeah it's basically
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ok so you are using base tasks within the game and customizing? The defend task completes once things are ...defended?
Finish Conditions - Conditions that will be checked upon trying to finish a task
Custom conditions that finish a task but are limited to custom scripting it seems?
no im not using finishing conditions, I'm using OnTaskFinish actions, which can be found there in the object properties of the LayerTask or the Slot for the task
Let's say you have two missions. Alpha and Bravo. You want to start your scenario with Alpha active, and you want to trigger Bravo as soon as Alpha is finished.
In this case Alpha would be set to "OnInIt" on the Activation Type section. (or, "Same as parent" if your parent layer/area is set to OnInIt) This means this task will start as soon as the scenario starts.
Now, the Bravo task will have to set to "On Trigger Activation" on the Activation Type because you want it to be activated by triggering it. Let's say Bravo task layer is called that. "Bravo"
What you have to do is go back to your Alpha layer task and go to the On Task Finished section. You're going to hit the plus sign to add an action. You want to add a "SpawnObjects" action. On "Name of object to spawn" you want to type down the name of the Layer Task you want to spawn on task finished. In this case your task is called "Bravo" so that's what you'll type there
Thanks for your time here. I did get that far and my stuff is setup pretty much as you recommend.
My issue is getting a task to finish. You mentioned 'ontaskfinish' and 'taskfinished' but how do I get the task to actually finish?
Do the tasks all need separate triggers to simply tell the game those tasks are finished?
so, trying to get a task to complete when an item is picked up. I could use a moveto task but then the player could technically move there and not pick up the integral item for the rest of the mission.