drpastah 10 Posted February 19, 2015 How do I set my mission to an outro? I notice in the editor there's an outro win and lose. I have cinematic ready via the camera scripting commands but again I cannot set my mission to an outro. Is there a scripting command that sets your mission to an outro where you placed all the units? Also when I'm switching to an outro, how does it work in multiplayer? Do I have to have to copy paste the playable units? Another question I have is how can I set my camera cinematic sqs script to be executed on all the clients? Share this post Link to post Share on other sites
R3vo 2652 Posted February 19, 2015 [...]Another question I have is how can I set my camera cinematic sqs script to be executed on all the clients? [[[],"cinematic.sqf"],"BIS_fnc_execVM",true,false,true] call BIS_fnc_MP; Share this post Link to post Share on other sites
drpastah 10 Posted February 19, 2015 Thanks, do you know how I can set the mission to an outro? Share this post Link to post Share on other sites
R3vo 2652 Posted February 19, 2015 No, I don't. I've never used that. I'm actually curious myself. Share this post Link to post Share on other sites
Heeeere's johnny! 51 Posted February 19, 2015 You can spawn your cinematic.sqf and afterwards call BIS_fnc_endMission. You can customize the ending by making respective entries in the Debriefing part of your Description.ext. Share this post Link to post Share on other sites
drpastah 10 Posted February 19, 2015 (edited) So you cannot go to the outro where you placed units in the editor? Because that just ends the mission and shows a debriefing GUI, it doesn't take you to an outro. Edited February 19, 2015 by DrPastah Share this post Link to post Share on other sites
Heeeere's johnny! 51 Posted February 19, 2015 So you cannot go to the outro where you placed units in the editor? Uhm... I'm not sure what you mean or if we're talking about the same thing. By "outro", I understand a smooth way of ending a mission by playing some animation, fade or other screen effect and then the mission is over. So in that term, I don't know what you mean by "go to the outro where you placed units in the editor". Do you mean by "outro" a location on the map? Like an exit or something? Share this post Link to post Share on other sites
drpastah 10 Posted February 19, 2015 [[[],"cinematic.sqf"],"BIS_fnc_execVM",true,false,true] call BIS_fnc_MP; Also is there a way I can use that for sqs scripts? ---------- Post added at 12:25 ---------- Previous post was at 12:24 ---------- Uhm... I'm not sure what you mean or if we're talking about the same thing.By "outro"' date=' I understand a smooth way of ending a mission by playing some animation, fade or other screen effect and then the mission is over. So in that term, I don't know what you mean by "[i']go to the outro where you placed units in the editor[/i]". Do you mean by "outro" a location on the map? Like an exit or something? As shown where I'm hovering with my cursor. http://i.imgur.com/FaD4Ymw.png (747 kB) Share this post Link to post Share on other sites
R3vo 2652 Posted February 19, 2015 (edited) Also is there a way I can use that for sqs scripts?---------- Post added at 12:25 ---------- Previous post was at 12:24 ---------- As shown where I'm hovering with my cursor. http://i.imgur.com/FaD4Ymw.png (747 kB) It should work the same way with sqs. Just try it. Uhm... I'm not sure what you mean or if we're talking about the same thing.By "outro", I understand a smooth way of ending a mission by playing some animation, fade or other screen effect and then the mission is over. So in that term, I don't know what you mean by "go to the outro where you placed units in the editor". Do you mean by "outro" a location on the map? Like an exit or something? He is talking about a cinematic ending scene, and how to create one together with the outro button in the editor. Unfortunately there is no "How-To" build into the 2d editor. Edited February 19, 2015 by R3vo Share this post Link to post Share on other sites
ceeeb 147 Posted February 19, 2015 https://community.bistudio.com/wiki/Mission_Editor#Mission_Modes The intro and outro sections of a mission are completely separate from the mission section (think of each mission as a 3 part campaign, with two possible outros). You can not set your "mission to an outro", the closest thing you could do is use merge, copy/paste or edit the sqm file. I do not know how intro/outro sections perform in multiplayer, presumably it works. The intro/outro mission structure dates back to the early OFP days, when the the script language was more limited than it is now. It's possible to create the same result as the intro/outro sections using pure script. Script is really more flexible and dynamic, as all objects retain their state and position, whereas using the outro section everything starts again. Share this post Link to post Share on other sites
ohmion 10 Posted June 11, 2015 It works. Thanks you! Share this post Link to post Share on other sites