Hi Sanchez & THX for your suggestion. Unfortunately if I put your code into init.sqf and set the task to "succeeded" by linking a task state module (set to "succeeded") with a trigger whose
ONACTIVATION result is
Maybe I was still to stupid to understand when & from where to call the code you posted? Was init.sqf wrong?
The task completes immediately upon starting the mission. OFC I did rename the PBO and thus started a fresh ALIVE session for trying your code in order to avoid conflicts with the older ALIVE savegame made with a different "Life Hack/McGyvver/Duct Tape Style" of saving the killing event.
BTW, here I'm going to post this primitive way of checking for the kill - just in case. It's simply utilizing the fact that ALIVE saves always the player's inventory. Heros Survive has a skull that isn't a map prop but an inventory item. So I reflected the RL practice of proving a kill by showing a severed body part of the target to the superior officer/person who set out the bounty and placed a group of triggers which does the following:
1) Place target person & name him "hvt_1"
2) Place a BIS task module and then place a BIS task state module set to "succeeded" & synced it to the task module.
3) Sync the task state module to the 5th Trigger of the following setup:
player addItem "herl_o_Skull";
"herl_o_Skull" in items player;
hvt_1 setdamage 1;
nothing stated; 5th Trigger is synced to a BIS Task State Module that is set to "succeeded"
Tested with local saving & WORKS! after loading the save, playing some more, saving again, quitting game, starting game, loading ALIVE save.
Anyway, THX for your help so far & hopefully you can give me some more directions