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TAW_Yonose

Mission Failed

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How can i get those Mission Failed, like it is on the single missions, any idea?

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i feel so stupid... how will it be in the init.sqf ?

Init.sqf:

If (Player == Name_Of_The_Unit) is dead Then {BIS_fnc_endMission};

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I'm not a scripting pro but I think in your trigger CONDITION, you just need:

! alive Name_Of_The_Unit

Type: End1

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i did try that, but it dident get the same effect as it did in the singleplayer :(

Singleplayer it gave smooth ending

Type: End1 gave instant ending

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i cant get this fade effect, and it says mission completed.. what should i do?

Condition

!alive sniper1

On Act.

"end1 = false is fadeType = 10" call BIS_fnc_endMission;

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From BIKI:

Syntax:

[endName,isVictory,fadeType] spawn BIS_fnc_endMission;

Parameters:

endName: String - end type, as used in endMission command (default: "end1")

isVictory: Boolean - true to successful end, false for failed end (default: true)

fadeType: Boolean or Number - true for signature closing shot. When number, simple fade to black of given duration is used.

nul = ["end1", false, true] spawn BIS_fnc_endMission;

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^^ ninja'd

["End1",false,3] call BIS_fnc_endMission;

As the wiki says, the first part is the end type, from 1 to 6 (from memory)

as Kylania stated below they can be called whatever you like, just remember to set up the actual debriefing info in your description.ext

class CfgDebriefing
{  
   class End1
   {
       title = "Mission Completed";
       subtitle = "";
       description = "You successfully rescued our forces and neutralized the spotters, despite being forced to retreat.";
       pictureBackground = "";
       picture = "b_inf";
       pictureColor[] = {0.0,0.3,0.6,1};
   };
};

Edited by KevsnoTrev

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Actually, you can name the classes to anything you like.

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