thetrooper 10 Posted May 20, 2014 Hi all. Got a question relating to mission failed ["LOSER",true,true] call BIS_fnc_EndMission; I've just used this function. That's the happiest mission failed I've seen. I kind of expected the Mission Failed tune to play on this not the mission accomplished one. Class for the correct one is EventTrack02_F_Curator Is there a correct script for the mission failed that should be used? Share this post Link to post Share on other sites
IT07 10 Posted May 21, 2014 are you making that mission in the editor? If so, select the modules mode, double-click on map and select "Scenario Flow" in the top selection menu. And then in the selection menu below it, select "mission failed". Then you can synchronise that module to a trigger for example. If the trigger becomes active, the mission will fail. I hope that helped. Share this post Link to post Share on other sites
thetrooper 10 Posted May 21, 2014 are you making that mission in the editor? If so, select the modules mode, double-click on map and select "Scenario Flow" in the top selection menu. And then in the selection menu below it, select "mission failed". Then you can synchronise that module to a trigger for example. If the trigger becomes active, the mission will fail.I hope that helped. Thanks for the reply. I'm building most of it in SQF files. In my previous example that's the code for mission complete. I'll have a look at the module later. If not I have scripted my own version of it using the sound class and PPeffect to make it do something. I think that's the direction I'm likely to go in now. Share this post Link to post Share on other sites
rakowozz 14 Posted May 21, 2014 Second parameter for the function defines whether you won or lost: ["LOSER",false,true] call BIS_fnc_EndMission; Share this post Link to post Share on other sites