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Task System
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.
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.
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.
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 |
Updated for Dynamic Combat Generator version 3.2.0