Jump to content
Sign in to follow this  
WurschtBanane

New Mission does not start unless all players leave!

Recommended Posts

This is what my server.cfg looks like, i censored some things:

 

//
//
// GLOBAL SETTINGS
hostname = "hostname"; // The name of the server that shall be displayed in the public server list
password = ""; // Password for joining, eg connecting to the server
passwordAdmin = "passwordAdmin"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'
//reportingIP = "arma3pc.master.gamespy.com";
logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called
 
// WELCOME MESSAGE ("message of the day")
// It can be several lines, separated by comma
// Empty messages "" will not be displayed at all but are only for increasing the interval
motd[] = {
"",
"Server hosted by nitrado.net", 
""
};
motdInterval = 10; // Time interval (in seconds) between each message
 
 
 
// JOINING RULES
maxPlayers = 6; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID  is playing.
verifySignatures = 1; // Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on
equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.
 
 
 
// VOTING
voteMissionPlayers = 1;   // Tells the server how many people must connect so that it displays the mission selection screen.
voteThreshold = 2;                          // 33% or more players need to vote for something, for example an admin or a new map, to become effective
allowedVoteCmds[] = {};                     // disables voting
 
 
// INGAME SETTINGS
disableVoN = 0; // If set to 1, Voice over Net will not be available
vonCodecQuality = 10; // Quality from 1 to 10
persistent=1;
 
regularcheck="";
 
// MISSIONS CYCLE
class Missions
{
class CLASS1
{
template = Missionname1;
cadetMode = 1;
};
class CLASS2 
{
template = Missionname2;
cadetMode = 1;
};
};
 
My problem is that when mission Number 1 is over the second one does not start when a player instantly clicks OK after the debriefing, because then the old mission starts again, but it does not even restart, it just keeps going. This really pisses me off because the Mission end trigger that ends the mission after 10 mins can only be activated once...
Can anyone help me with this? In KOTH there are always different kinds of missions that switch without players having to leave or wait...

Share this post


Link to post
Share on other sites

you have to end the mission serverside...

How? I have connected a trigger that will activate when any player joins the game to an end game module. The trigger is delayed by 600. Do i put isServer into the condition or something like that?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×