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thetrooper

Mission failed?

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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?

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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.

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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.

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Second parameter for the function defines whether you won or lost:

["LOSER",false,true] call BIS_fnc_EndMission;  

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