bek 744 Posted May 17, 2016 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. Share this post Link to post Share on other sites
doomnet 23 Posted May 17, 2016 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 Share this post Link to post Share on other sites
davidoss 550 Posted May 17, 2016 You need to define next mission in server.cfg. If you do it will be loaded as next one. Share this post Link to post Share on other sites
gianni001 19 Posted May 17, 2016 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. Share this post Link to post Share on other sites
doomnet 23 Posted May 18, 2016 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 Share this post Link to post Share on other sites
Yoyodef 12 Posted March 21, 2017 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 ? Share this post Link to post Share on other sites