TAW_Yonose 11 Posted October 3, 2013 How can i get those Mission Failed, like it is on the single missions, any idea? Share this post Link to post Share on other sites
kylania 568 Posted October 3, 2013 BIS_fnc_endMission Share this post Link to post Share on other sites
TAW_Yonose 11 Posted October 3, 2013 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}; Share this post Link to post Share on other sites
Kommiekat 12 Posted October 3, 2013 I'm not a scripting pro but I think in your trigger CONDITION, you just need: ! alive Name_Of_The_Unit Type: End1 Share this post Link to post Share on other sites
TAW_Yonose 11 Posted October 3, 2013 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 Share this post Link to post Share on other sites
Polygon 11 Posted October 3, 2013 http://community.bistudio.com/wiki/BIS_fnc_endMission check the examples! Share this post Link to post Share on other sites
TAW_Yonose 11 Posted October 5, 2013 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; Share this post Link to post Share on other sites
Gekkibi 11 Posted October 5, 2013 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; Share this post Link to post Share on other sites
KevsNoTrev 44 Posted October 5, 2013 (edited) ^^ 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 October 7, 2013 by KevsnoTrev Share this post Link to post Share on other sites
shuko 59 Posted October 5, 2013 Actually, you can name the classes to anything you like. Share this post Link to post Share on other sites