papa6 10 Posted September 18, 2016 I'm creating a small campaign to span different islands perhaps. I setup a survivor under enemies and named him "target" then I set a trigger with the following accordingly: !Alive target endmission "end1" now.. in the triggers attributes I set it up as Opfor "end #1" I ran the mission accordingly and killed the general "target" and nothing happened. I've searched around the internet and can't find anything about figuring out the syntaxes of ending a mission successfully by killing the general. any help on the proper way to create an end mission based upon killing a lead target? -papa6 Share this post Link to post Share on other sites
bigpoppablunts 53 Posted September 19, 2016 Why dont you just set the trigger owner to the "target"? Place a trigger covering the area you want. Make it big in case he runs away. Place your target AI. Right click trigger and select "Set trigger owner", drag line to the target AI. Set trigger to - Type: End#1 - Activation: Owner only - Activation Type: Not Present. Share this post Link to post Share on other sites
papa6 10 Posted September 19, 2016 Why dont you just set the trigger owner to the "target"? Place a trigger covering the area you want. Make it big in case he runs away. Place your target AI. Right click trigger and select "Set trigger owner", drag line to the target AI. Set trigger to - Type: End#1 - Activation: Owner only - Activation Type: Not Present. I appreciate first off, your reply. I'm new to scripting so please forgive my child like ignorance. I'll give it a shot Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted September 19, 2016 Alternatively without triggers: deadgeneral = [this] spawn { if !(isServer) exitWith {false}; params ["_general"]; waituntil {!alive _general}; endmission "end1" }; Copy this into the target units init field. Cheers Share this post Link to post Share on other sites
papa6 10 Posted September 20, 2016 Alternatively without triggers: deadgeneral = [this] spawn { if !(isServer) exitWith {false}; params ["_general"]; waituntil {!alive _general}; endmission "end1" }; Copy this into the target units init field. Cheers thank you grumpy old man. I'll hook it up 1 Share this post Link to post Share on other sites
papa6 10 Posted September 22, 2016 Alternatively without triggers: deadgeneral = [this] spawn { if !(isServer) exitWith {false}; params ["_general"]; waituntil {!alive _general}; endmission "end1" }; Copy this into the target units init field. Cheers I'm in the midst of creating a SP/MP campaign and my next issue is, is there a resource to adding the screen to show the objectives of the mission? Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted September 22, 2016 Tasks are what you're probably asking for. They're good for a quick guidance on where to do what. Alternatively you can use the diary entries for a different approach or to provide further details. You can also create your own dialog with the GUI Editor or ctrlCreate, might be a bit over the top though. Cheers Share this post Link to post Share on other sites
papa6 10 Posted September 22, 2016 Tasks are what you're probably asking for. They're good for a quick guidance on where to do what. Alternatively you can use the diary entries for a different approach or to provide further details. You can also create your own dialog with the GUI Editor or ctrlCreate, might be a bit over the top though. Cheers Thanks. check back every so often. This is a campaign in progress Share this post Link to post Share on other sites