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Task System

Nicholas edited this page Mar 27, 2017 · 2 revisions

Overview

DCG's task system consists of two categories. Primary tasks (P) are involved scenarios that require a group of players to successfully coordinate; while secondary tasks (S) are smaller endeavors that can be accomplished by a single player.

These categories allow the task system to accommodate a range of player counts. The system also adjust the number of AI units per task based on the current player count.

The requirements of a task may be affected by the mods enabled on a server. For example, ACE3 changes several ARMA features such as the repair system, so please take your mod settings into account.

Admin Actions

A server admin can cancel a task at any time through the action menu (or self interaction menu if ACE3 is enabled). A new task will spawn shortly after cancelation.

Approval Influence

Completing or failing a task influences the region's approval value if dcg_approval is enabled; this affects how players interact with civilians in the area.

Task Types

Type Icon Description Success State Fail State
Attack Attack a location occupied by enemies All enemies are eliminated or surrender N/A
Defend Defend a location All enemies are eliminated or countdown timer expires All players in the immediate area are eliminated
Destroy Destroy an emplacement or object Emplacement/object is destroyed Countdown timer expires (if applicable)
Eliminate Eliminate a target unit Target is eliminated N/A
Deliver Deliver supplies to a marked location Supplies are safely delivered to location Supplies are destroyed before reaching location
Rescue Rescue target and safely transport to a marked location (requires ACE3 for unit handling) Target is safely transported to location Target is killed before reaching location
Repair
Repair damaged vehicle
In vanilla ARMA, requires a specialist and a toolkit
If ACE3 is enabled, requirements are dependent on server settings
Vehicle is safely repaired Vehicle is destroyed
Find Find a location, unit or object Player finds the target (and interacts with target if applicable) N/A
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