Difference between revisions of "Tasks"

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There are two types of tasks - complex tasks and simple tasks. Simple tasks actually perform actions that affect the player, such as opening a car door, walking forwards etc. Complex tasks trigger off simple tasks in a sequence to perform more complex things, such as walking to a car, opening the door and getting in.
 
There are two types of tasks - complex tasks and simple tasks. Simple tasks actually perform actions that affect the player, such as opening a car door, walking forwards etc. Complex tasks trigger off simple tasks in a sequence to perform more complex things, such as walking to a car, opening the door and getting in.
  
If a complex task is in a slot, you can get what task that complex task is running using [[getPlayerTask]] and an index value of 1. If that itself has a child task, then you can retrieve that using an index value of 2 etc.
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If a complex task is in a slot, you can get what task that complex task is running using [[getPedTask]] and an index value of 1. If that itself has a child task, then you can retrieve that using an index value of 2 etc.
  
 
You can see a complete list of tasks on the [[list of player tasks]] page.
 
You can see a complete list of tasks on the [[list of player tasks]] page.
 
[[Category:Scripting Concepts]]
 
[[Category:Scripting Concepts]]

Latest revision as of 08:31, 19 July 2009

The task system is a system that is built into Grand Theft Auto: San Andreas. It is a large system that manages everything to do with how players and pedestrians behave. Every action a player or pedestrian performs is a task of some type. Each player can have a number of primary and secondary tasks. Primary tasks tend to be the most interesting to us when making scripts. Primary tasks are divided up into 5 slots ordered by priority, while secondary tasks are divided up into 6 slots each with a different purpose. The slots are as follows:

PRIMARY TASKS

  • 0: TASK_PRIORITY_PHYSICAL_RESPONSE
  • 1: TASK_PRIORITY_EVENT_RESPONSE_TEMP
  • 2: TASK_PRIORITY_EVENT_RESPONSE_NONTEMP
  • 3: TASK_PRIORITY_PRIMARY
  • 4: TASK_PRIORITY_DEFAULT

SECONDARY TASKS

  • 0: TASK_SECONDARY_ATTACK
  • 1: TASK_SECONDARY_DUCK
  • 2: TASK_SECONDARY_SAY
  • 3: TASK_SECONDARY_FACIAL_COMPLEX
  • 4: TASK_SECONDARY_PARTIAL_ANIM
  • 5: TASK_SECONDARY_IK

Each slot can contain one task at a time, or be empty.

There are two types of tasks - complex tasks and simple tasks. Simple tasks actually perform actions that affect the player, such as opening a car door, walking forwards etc. Complex tasks trigger off simple tasks in a sequence to perform more complex things, such as walking to a car, opening the door and getting in.

If a complex task is in a slot, you can get what task that complex task is running using getPedTask and an index value of 1. If that itself has a child task, then you can retrieve that using an index value of 2 etc.

You can see a complete list of tasks on the list of player tasks page.