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NO_DTF Script

NO_SCR_TaskEventHandler

TaskEventHandler gives you the possibility to easily hook onto every state of the task per script. The TaskEventHandler has to be a child of a Task on which states you want to hook on by script. Hook onto task states by script: Give the instance of the object a name: Choose a script type Code something like that:  

NO_SCR_TaskManager

All Tasks have to be children of the TaskManager. here you can select if you want to show if the tasks that get assigned are assigned by the GameMaster. Be Aware: The Dummy Faction needs to be set to a specific faction that is in the FactionManager but is not playable   Variables Name Real Name Category Description Show GM Message When Assigning Tasks m_bShowGMMessageWhenAssigningTasks TaskManager Show that the GM has assigned the Tasks!  Dummy faction m_Dummyfaction TaskManager Dummy Faction […]

NO_SCR_TaskTrigger

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. Trigger Type Activate Type When Type Trigger   Variables Name Real Name Category Description Trigger Type m_tTriggerType TaskManager What should that trigger do to its parent Task? […]

NO_SCR_TaskNamedObjectTriggerComponent

The task named object trigger does search for a object with a specific name ( You can use  NO_SCR_DTFRenamerComponent for dynmic spawns) and does an action to his parent task on either Dissapear (or die) of this object or on appearing. It always has to be a child of the task on which the action should be done. Trigger Type When Type Trigger     Variables Name Real Name Category Description Trigger Type m_tTriggerType TaskManager What should that trigger do […]

NO_SCR_TaskMarkerComponent

The Task Marker does automatically mark the position of the task assigned at the moment. On the task, itself on can set the variable m_sAdditionalMarkerPosition which would then override the marker position. You can change this variable on the marker on runtime as well.   Variables Name Real Name Category Description Waypoint Height m_fWaypointHeight   The height of the marker above the task when m_sAdditionalMarkerPosition is not set on the Task Color m_Color   Change the color of the 3d […]

NO_SCR_MultiTaskTriggerComponent

The multitask does check his children or the taks in the Task Names list every x second to see if they are complete or failed (when m_allowFailedTasks is set) and then does the action to itself that is chosen by setting the m_tTriggerType. Trigger Type Variables Name Real Name Category Description Trigger Type m_tTriggerType TaskManager What should that trigger do to its parent Task? Seconds In Between Trigger Checks m_iSecondsInBetweenTriggerChecks TaskManager How many seconds between each call should wait? Task […]

NO_SCR_FactionControlTrigger

This inherits from SCR_FactionControlTriggerEntity and can do whatever a factionTrigger can do but you can also select what should happen to its parent task when it’s triggered. It always has to be a child of the task on which the action should be done. Trigger Type     Variables Name Real Name Category Description Trigger Type m_tTriggerType TaskManager What should that trigger do to its parent Task?

NO_SCR_EditorTask

This entity is made to extend the tasks and is used on every task   GameOverTypeSuccess GameOverTypeFail Variables Name Real Name Category Description faction m_faction TaskManager Faction is to ask whitch fraction can activeate the trigger AssignToFactionOnStart m_bAssignToFactionOnStart TaskManager Assign the task to its faction from the beginning AdditionalMarkerPosition m_sAdditionalMarkerPosition TaskManager When set and the a task is assigned as well as the TaskManager has the checkbox set the marker will be on the position of the ObjectName you entered […]

NO_SCR_DTFRenamerComponent

This Component does rename your prefab on init which es helpfull is you have a dynamic spawned Ai or Vehicle or any other prefab that you want to connect to a task finish or what ever. Variables Name Real Name Category Description New Name m_sNewName TaskManager Which name should be set at EOnInit