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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 | 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''' | '''PRIMARY TASKS''' |
Revision as of 21:47, 28 July 2007
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 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.
You can see a complete list of tasks on the list of player tasks page.