Redphoenix 1539 Posted July 22, 2014 (edited) So, i set up a team deathmatch mission, but I cannot bring the mission to end when there are no respawn tickets left. This is my init.sqf // Random VR Object Placer if (isServer) then { 0 = ["marker", 28, 6] execVM "scripts\Zen_GenerateVRArea.sqf"; [west,4] call BIS_fnc_respawnTickets; [resistance,4] call BIS_fnc_respawnTickets; }; // Teleporter teleportFunction = { private["_trigger","_unit","_position","_pos","_dir"]; //_spawnpunkte = [synchronizedObjects _trigger]; _trigger = _this select 0; _position = synchronizedObjects _trigger; //_position = _spawnpunkte call BIS_fnc_selectRandom; _unit = list _trigger; _dir = getDir (_position select 0); _unit = _unit select 0; _pos = getPosATL (_position select 0); _unit setPosATL _pos; _unit setDir _dir }; if ((!isServer) && (player != player)) then {waitUntil {player == player}; }; enableSaving [false, false]; // Mission Ending missionEnding = while {true} do { { private["_wtickets","_rtickets"]; _wtickets = [west] call BIS_fnc_respawnTickets; _rtickets = [resistance] call BIS_fnc_respawnTickets; if ((_wtickets <= 0) || (_rtickets <=0)) then {"END1" call BIS_fnc_endMission}; foreach allunits; Sleep 0.2; }; Any ideas? Tested nearly everything the whole day... replaced the fnc with simple endMission, but didn't work... Edited July 22, 2014 by RedPhoenix Share this post Link to post Share on other sites