Hallo Ihr Lieben,
eine Lösungsmöglichkeit (sehr rudimentär....
): ....und ungetestet
Code:
// tasks definieren
_title = localize "str_task1";
_desc = localize "str_task1_desc";
_descshort = localize "str_task1_descshort";
_descdispl = localize "str_task1_descdispl";
_task = player createsimpletask [_title];
_task setsimpletaskdescription [_desc, _descshort, _descdispl];
_task setsimpletaskdestination (getmarkerpos "ziel1m");
task1 = _task;
_title = localize "str_task2";
_desc = localize "str_task2_desc";
_descshort = localize "str_task2_descshort";
_descdispl = localize "str_task2_descdispl";
_task = player createsimpletask [_title];
_task setsimpletaskdescription [_desc, _descshort, _descdispl];
_task setsimpletaskdestination (getmarkerpos "ziel2m");
task2 = _task;
.
.
.
taskn = _task
// taskpool definieren
if (isnil "taskpool") then { taskpool = ["a","b","c","d",...,"n"] };
//tasks auswählen aus taskpool
_tasks = taskpool;
waitUntil { (count _tasks) > 0};
_selecttask = round random ((count _tasks)-1);
_task = (_tasks select _selecttask);
[_task] execVM execvm "randomtask.sqf";
//randomtask.sqf
_task = _this select 0;
switch (_task) do
{
case "a":
{
taskhint [localize "str_tasksetcurrent",[1,1,1,1], "taskcurrent"];player setcurrenttask task1
/*hier lassen sich beliebig viele weitere goodies einbauen (z.b gegner/camps/vehicles/auslöser/marker werden gespawnt, u.v.m */
};
case "b":
{
taskhint [localize "str_tasksetcurrent",[1,1,1,1], "taskcurrent"];player setcurrenttask task2
};
case "c":
{
taskhint [localize "str_tasksetcurrent",[1,1,1,1], "taskcurrent"];player setcurrenttask task3
};
.
.
.
case "n":
{
taskhint [localize "str_tasksetcurrent",[1,1,1,1], "taskcurrent"];player setcurrenttask taskn
};
};
__________________
"Um nirgends eine gähnende Leere zu lassen, wollen wir uns vorstellen, daß aller Orten und zu jeder Zeit etwas Wahrnehmbares vorhanden ist. Um nicht Materie oder Elektrizität zu sagen, will ich für dieses Etwas das Wort Substanz brauchen."
Hermann Minkowski