Comments (16)
Please, post here in english with google translate, as any kind of communication will be easier for us and double translation may lead to big misunderstandings.
from a3-antistasi.
Can someone confirm this issue is closed? Im currently developing other things and I cannot make a proper test.
from a3-antistasi.
i confirm, issue is solved
from a3-antistasi.
ok, no problem) but i dont know - will you can understand google translate
from a3-antistasi.
google undesrtands you :)
from a3-antistasi.
Hi!
Despite we made a huge effort to fix this, while we rely on BIS functions, they are still not working well.
An attempt of building our own task functions has been done, but we had no luck because in that momento we couldnt be able to use some UI functionalities.
We have two options:
Flood BIS posting this problem. Which I did with no success.
Create our own task modules, with less nice icons but definetly JIP compatible.
from a3-antistasi.
There's another option however. We can look into the source code of their functions. We can find the reason of this broken behaviour and submit it to them. If they still don't care we can simply use the modified version of their function with our fix.
from a3-antistasi.
I tried but It relies on defines And stuff beyond muy knowledge. This means make a work of the kind Jeroen did with Arsenal.
from a3-antistasi.
#define, #include and other preprocessor commands are your friends, don't be afraid of them. I can explain what they do and how to use them if you like.
But in their Task module they don't use them a lot. Go to Arma 3\Addons\functions_f.pbo\Tasks , that's the whole folder with their BIS_fnc_task functions.
I'm trying to analyze where it fails on JIP. Most likely, I think, it simply fails to set task's state. We find why it does so and gain a totally functional Task module, JIP-compatible and with all the features we like. We will just need to rename the functions :) (if BIS still ignores this).
Correction: When you create a task with createSimpleTask its default state is "Created". But in our issue the state of the task with JIP is "Failed" which is weird. It looks like the function does set the task state but sets it wrong for some reason.
from a3-antistasi.
If you do so, you will have a place in history of the humankind
from a3-antistasi.
I wasn't able to find any errors in their code, but you can try this to solve the issue:
Typically you create tasks for missions. Every mission script has a loop which performs some check once in a few seconds. You can put a call to BIS_fnc_taskSetState into this loop, with "show hint' parameter set to "false"(we don't want people to see the notification pop-up). It should force all the clients to update the task state.
If it doesn't work here's a more dirty way, but more optimized: use the underlying simple task commands to force the task state on clients:
AS_fnc_setTaskState = {
params ["_taskVar", "_taskState"];
private _task = player getVariable _taskVar;
if (isNil "_task") exitWith {}; // This player doesn't have this task
_task settaskstate _taskState;
};
And call it like this:
["task0" call bis_fnc_taskVar, "Assigned"] remoteExec ["AS_fnc_setTaskState", 0, false]; //"task0" must be replaced with the string ID you passed to BIS_FNC_taskCreate
from a3-antistasi.
Uhm uhm uhm,
What about this.
We create a server sided array which will contain tasks and task states.
Everytime we create or modify or remove a task we update this array and publicVariable it. It will be like:
currentTasksBuenos = [["AS","Assigned"],["CON","FAILED"];
Now we know at least those tasks exist in JiP players and the problem is just the state, in initPlayerLocal we can reconfirm it's in the client, find it in the array and use simple commands and not BIS functions to change the state with the right state.
I don't know if it will update the icon etc. but at least the player will know what he can or cannot do.
This won't work for "contact reps" but it's secondary.
from a3-antistasi.
I'd try the first approach for a few mission types to see how it works. Just need to populate the loops of scripts with a single line.
If it does then your way is more optimal because it won't broadcast these messages ones in a few seconds. What you've described it almost how they have implemented it, but they execute code by using the JIP flag of remoteExecCall.
from a3-antistasi.
Solved?
from a3-antistasi.
Need to test again, i joined asked a mission, logout completly, login and the mission was there... but i'm not sure it's a valid test
from a3-antistasi.
YES! Thanks everyone specially Sparker which pointed in a very simple but effective solution.
from a3-antistasi.
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from a3-antistasi.