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MP - Restart mission at debriefing?

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Hi,

 

Having problems with getting the next mission in the rotation to properly start once the debriefing begins. Once that happens and you get the screen with  "Your team won" retry/abort (where abort returns you to the lobby), players can return to the ended mission's lobby by hitting disconnect. The next mission only begins once all players have "disconnected". This is really bad. So how can you force the next mission to correctly begin? This seems like such a basic functionality and yet I can't see any default function that does this.

 

Thanks for any pointers.

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Hi you need to use in description.ext class debriefing

 

example:

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};
	};
};

and to call the end mission you need to use this call to properly end mission on all clients :

"end1" call BIS_fnc_endMissionServer;

but i need to know what you are using as task to complete

 

take a look here also:

https://community.bistudio.com/wiki/Debriefing




			
		

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You need to define next mission in server.cfg. If you do it will be loaded as next one.

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Hi i worked on this mission with bek. Mission is using secotr controll. The mission successfully ends when the opposing teams tickets reach zero. The issue is the next mission in rotation ONLY starts when all players disconnect to the lobby. If one player does not disconnect to the lobby the next mission does not start.... do note the server.cfg mission rotation is working, its the above mentioned problem we cannot seem to get around

End1 call bis_fnc_endmissionserver gives us the same result. All plauers must disconnect from the debfrief screen for the next mission to begin

Server.cfg persitence is 0

Surely

Arma does not wait for all plauers ti disconnect from the ended mission? What are we doing wrong.

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Ok i dont know if you are using tickets module in your mission or scripts 

but this is what i use to end the mission on all players and launch the other mission i have in my mission loops.

 

use this in init.sqf

0 = [] spawn {private ["_independentTickets", "_westTickets"];
while {true} do {
    sleep 10;

    _independentTickets = [independent] call BIS_fnc_respawnTickets;
    _westTickets = [west] call BIS_fnc_respawnTickets;
    
    if (_independentTickets == 0) exitWith {
        if (side player == independent) then {
            "AAF TEAM LOSE" call BIS_fnc_endMissionServer;
        } else {
            "FIA TEAM WIN" call BIS_fnc_endMissionServer;
        }
    };
    if (_westTickets == 0) exitWith {
        if (side player == west) then {
            "AAF TEAM WIN" call BIS_fnc_endMissionServer;
        } else {
            "FIA TEAM LOSE" call BIS_fnc_endMissionServer;
        }
    };
};
};

this is working good and end the mission for everyone and starts other mission

adjust the above code for your needs or try to use call BIS_fnc_endMissionServer instead of call BIS_fnc_endMission

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Hi,

 

Same problem here.

 

I'm playing on Linux server, the mission is a sector control with BIS module on map sector, side and ticket module.

When one team goes out of ticket the mission end, everybody got a correct message of ending (winning or loosing depending on which team you're), then everybody is sent out to the lobby but the mission don't restart and if you click on OK you get back on the map as it is.

 

Server side I launch it with -autoinit parameter, with persistent =1; in config.cfg and my mission rotation is setup like this :

class Missions
{
	class Mission_1
	{
		template = "tdm_tactical_fun_kavala_hopital.altis"; // omit the .pbo suffix
		difficulty = "custom"; // difficulty: recruit, regular, veteran or custom (see CfgDifficulties in the main game config)
	};	
};

I follow the method above except for the debriefing because I use SideScore rather than end1 or loser

 

In my init.sqf I got this :

0 = [] spawn {private ["_eastTickets", "_westTickets"];
while {true} do {
    sleep 7;

    _eastTickets = [east] call BIS_fnc_respawnTickets;
    _westTickets = [west] call BIS_fnc_respawnTickets;
    
    if (_eastTickets == 0) exitWith {
            "SideScore" call BIS_fnc_endMissionServer;
    };
    if (_westTickets == 0) exitWith {
            "SideScore" call BIS_fnc_endMissionServer;
    };
};

What am I doing wrong ?

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