The TaskEventHandler has to be a child of a Task on which states you want to hook on by script. TaskEventHandler → NO_SCR_TaskEventHandler
Intro There are two types of group prefabs: /Groups/DynamicFaction/.. /Groups/ They have one big difference from the Dynamic Faction ones there is this field populated: And on the other ones is the prefab field populated: How to use the Prefabs: You can always ignore the SpawnManager with the checkbox: “IgnoreSpawnManagerAndUSePrefabs” If there is no SpawnManager at all it will fallback to using the prefabs only Pro: You can always spawn the same faction doesn’t matter which it set on […]
The Task Trigger can be used for many things and any state of the task. There are many ways to state a task to a state you want with different stuff that happens in that trigger. It always has to be a child of the task on which the action should be done. TaskTrigger→ NO_SCR_TaskTrigger
This trigger has to be a child of the task it should trigger and can Trigger a destroy, die or disappear of a named object. NameObjectTaskTrigger → NO_SCR_TaskNamedObjectTriggerComponent
This trigger is made to trigger when the player has reached a position for example. So for a move task as an example. MoveAreaTrigger → NO_SCR_TaskTrigger
This trigger has to be a child of the task it should trigger and can Trigger everything that NO_SCR_FactionControlTrigger can trigger. AreaFactionControlTrigger → NO_SCR_FactionControlTrigger
This trigger has to be a child of the task it should trigger and can Trigger a destroy, die or disappear of a named object. DestroyAiOrVehicleTrigger → NO_SCR_TaskNamedObjectTriggerComponent
All Tasks have to be children of the TaskManager TaskManager → No_SCR_TaskManager
A single task just is a normal task that it register it self on to the TaskManager on Init. SingleTask → NO_SCR_EditorTask
The multi-task can be used in a multi-way either. It will get finished depending on what state his children’s tasks have. Normally it only checks if all children’s tasks are being completed but that can be extended to also allow failed tasks with the m_allowFailedTasks in the NO_SCR_MultiTaskTriggerComponent . If all are complete you can choose if you want to fail or complete the multi-task which could also be a child of a multi-task. MultiTask → NO_SCR_EditorTask / NO_SCR_MultiTaskTriggerComponent