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Allow waypoints to activate task modules
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Description

Currently only triggers seem to be able to be used to activate synced modules. I would like to be able to use waypoints to perform the same function, so that a task is completed when a waypoint has been reached.

Details

Legacy ID
3600715953
Severity
None
Resolution
Open
Reproducibility
N/A
Category
Feature Request

Event Timeline

Bigbigcheese edited Additional Information. (Show Details)
Bigbigcheese set Category to Feature Request.
Bigbigcheese set Reproducibility to N/A.
Bigbigcheese set Severity to None.
Bigbigcheese set Resolution to Open.
Bigbigcheese set Legacy ID to 3600715953.May 7 2016, 5:30 PM
Bohemia added a subscriber: AD2001.Nov 23 2013, 3:52 PM
Humay added a subscriber: Humay.May 7 2016, 5:30 PM
Humay added a comment.Nov 23 2013, 4:12 PM

I don't think this change is needed, since there is a easy workaround.

probably knowing the desired script instead of the module, but i still voted up for ease

It could be that it's not supported due to limitations.

What you can do instead is either create a trigger that's as big as the completion radius of the waypoint (or 1 if the completion radius is 0), which then triggers when the player gets to the same position as the waypoint.

Or a better way would be to create a trigger that has a condition of a bool. Then set the bool to true in the waypoint's activation field.

1: http://img706.imageshack.us/img706/3774/eja8.png
2: http://img541.imageshack.us/img541/7418/40mb.png
3: http://img600.imageshack.us/img600/2057/bnix.png

Seems very complicated considering that the modules were supposed to make things simpler.