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kdk11

arma MP mission ending not working.

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I have put a ending for my mission if anyone kills a civilian yet only I can see it. What have I done wrong with it?

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Have you synchronized it correctly? Sync it with every player.

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what do i put in the on act part of the trigger?

nevermind. I will test it and let you know. thanks.

Edited by KDK11

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how do u call the end ?

endMission is local thing.. and u have to execute that on each client..

try this:

[[_end, true, 2], "BIS_fnc_endMission", true, true] spawn BIS_fnc_MP;

change or define _end...

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I have endMission "End1" in the trigger and thr trigger syncd to all playable players. would that work?

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I have endMission "End1" in the trigger and thr trigger syncd to all playable players. would that work?

im not an "editor guy".. :o ....i have no idea...

but that code... thats like magic... execute that on one machine and game ends for all... :)

and u can also define your own end... http://community.bistudio.com/wiki/Debriefing

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I have endMission "End1" in the trigger and thr trigger syncd to all playable players. would that work?

Not for the new stuff. You need to use the function for the fancy endings.

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Not for the new stuff. You need to use the function for the fancy endings.

How do i do that?

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View the mission I made for you? :) It has it. Or the one from this post shows both a fail and win ending.

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I copied your ending, but it doesnt show for the other players.

class CfgDebriefing
{  
       class End1
       {
               title = "Mission failed";
               subtitle = "><";
               description = "><";
               backgroundPicture = "oppt2.paa";
               picture = "";
               pictureColor[] = {};
       };
};

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endMission "End1" in the trigger and thr trigger syncd to all playable players

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That's old school, put this in the trigger instead:

0 = [["end1", true, true], "BIS_fnc_endMission", true, true] spawn BIS_fnc_MP;

Edited by kylania

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no... just have a normal no special type trigger with whatever condition you're winning the game with and have that in it's OnAct.

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I get type script, expect nothing.

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Doh, sorry, copied that from my script not in game. In game you need a script handler, just add 0 = to the beginning. I edited the post above to reflect that.

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You are a star. someone give this man a medal ^^

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KDK

Always remember: the mentor of my mentor is my mentor.

And yes im at work and i just wrote this from my mobile phone. What a pain in the arse it is to type with touchpads.

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KDK

Always remember: the mentor of my mentor is my mentor.

And yes im at work and i just wrote this from my mobile phone. What a pain in the arse it is to type with touchpads.

haha :) I chose to use the in editor modules instead of FSM because I got stuck 2 minutes after you went offline :o

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haha :) I chose to use the in editor modules instead of FSM because I got stuck 2 minutes after you went offline :o

Its cool, as long as you dont have many tasks and they dont branch and unbranch.

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Its cool, as long as you dont have many tasks and they dont branch and unbranch.

I have been taking a break tonight from my mission. So I guess tomorrow I will find out how far I can with the mission just using the modules.

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That's old school, put this in the trigger instead:

0 = [["end1", true, true], "BIS_fnc_endMission", true, true] spawn BIS_fnc_MP;

For some reason it still does not show for other players :S I thought it did but it does not. I dont understand why it wont show for them when it shows for me.

---------- Post added at 23:12 ---------- Previous post was at 22:46 ----------

do you think syncing the trigger witth all players would do the job/.

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no no no no no... :rolleyes:

look.. u re doing it bad and the editor makes it even worse..

use triggers for "area based activation"

Edited by LoonyWarrior

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["end1", true, 2]

Aww, that 2 there means a boring fade to black instead of the awesome ArmA3 fuzzy TV camera awesome deal! Set that 2 to true! :)

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