Several changes to the Task System will be made in the upcoming 1.6 Update. The main difference is that the old task system required the use of support entities, which were tedious to set up. Basically, you had:
Task
Task support entity
Task manager component
Task UI manager component
Task executors
Now we only have:
Task
Task System
Task UI manager component
Task executors
This significantly streamlines the process of creating tasks in Workbench, runtime, etc, as you can now simply place the task prefab in the world, and it will appear in-game without needing to be linked. That's because the task system is a game system and is always present, listening for tasks being created and deleted.
The task system also has a better diag system now. The whole system is designed around the fact that every parameter of a task can be changed in runtime. Instead of deleting old tasks and replacing them with new ones, you can change all the parameters and essentially recycle them. The new diag allows for opening a submenu of every single parameter, which makes debugging scenarios way easier. If the Game Master (GM) allows for inputting number and string attributes in the future, then the whole task could also be controlled by the GM this way.
Tasks are now also arguably easier to mod since you can create your own task data class and add new parameters if needed (replication for them still needs to be added manually). One feature added to the new task system that wasn't present in the old one is the ability to nest tasks and to give them incremental progress. Tasks can have child tasks that need to be completed in order to complete the parent task (if set up this way). And tasks can have a progress bar now in case they require the player to repeat a certain action multiple times to finish them, like fetching items in Combat Ops.
For documentation: Task System Usage – Arma Reforger - Bohemia Interactive Community








