Play3r 143 Posted September 22, 2019 i have this script that i want to use for Civilian and Blufor. Spoiler if (isServer) then { FNH_civilians_killed = 0; addMissionEventHandler ["EntityKilled", { _killed = _this select 0; if (side group _killed == civilian) then { FNH_civilians_killed = FNH_civilians_killed + 1; if (FNH_civilians_killed > 0) then { _handle = [] spawn {["HQ", "You just KILLED a civilian, You are releaved from duty !!"] spawn BIS_fnc_showSubtitle}; Sleep 10; "end1" call BIS_fnc_endMission ; //or any other ending }; }; }]; }; But i have just found out that if a OpFor killes a civillian it ends the mission also, i just want to have it end the mission if BluFor (player) killes a civilian. if i want the mission to end if i kill a Blufor soldier what do i have to change in this script Spoiler if (isServer) then { FNH_blufor_killed = 0; addMissionEventHandler ["EntityKilled", { _killed = _this select 0; if (side group _killed == west) then { FNH_blufor_killed = FNH_blufor_killed + 1; if (FNH_blufor_killed > 0) then { _handle = [] spawn {["HQ", "You just KILLED one of your own. Get ready to stand in front of a judge !!"] spawn BIS_fnc_showSubtitle}; Sleep 10; "end1" call BIS_fnc_endMission ; //or any other ending }; }; }]; }; this script ends the mission if any blufor dies, how do i make it so only the mission ends if it is the BluFor (player) that killls a BluFor Regards Play3r Share this post Link to post Share on other sites
gokitty1199 225 Posted September 22, 2019 this should end the mission if a player kills a civilian or a blufor(if i missed something dumb blame just waking up) if (isServer) then { FNH_civilians_killed = 0; addMissionEventHandler ["EntityKilled", { params ["_unit", "_killer", "_instigator", "_useEffects"]; if (isPlayer _killer) then { _sideKilled = side _unit; _sideKiller = side _killer; if (_sideKilled == civilian) then { FNH_civilians_killed = FNH_civilians_killed + 1; if (FNH_civilians_killed > 0) then { _handle = [] spawn {["HQ", "You just KILLED a civilian, You are releaved from duty !!"] spawn BIS_fnc_showSubtitle}; Sleep 10; "end1" call BIS_fnc_endMission ; //or any other ending }; } else { if (_sideKilled isEqualTo West && _sideKiller isEqualTo West) then { _handle = [] spawn {["HQ", "You just KILLED a blufor, You are releaved from duty !!"] spawn BIS_fnc_showSubtitle}; Sleep 10; "end1" call BIS_fnc_endMission ; //or any other ending }; }; }; }]; }; Share this post Link to post Share on other sites
Play3r 143 Posted September 22, 2019 Thanks for the script, Will test it now.. Share this post Link to post Share on other sites
Play3r 143 Posted September 22, 2019 19 minutes ago, gokitty1199 said: this should end the mission if a player kills a civilian or a blufor(if i missed something dumb blame just waking up) if (isServer) then { FNH_civilians_killed = 0; addMissionEventHandler ["EntityKilled", { params ["_unit", "_killer", "_instigator", "_useEffects"]; if (isPlayer _killer) then { _sideKilled = side _unit; _sideKiller = side _killer; if (_sideKilled == civilian) then { FNH_civilians_killed = FNH_civilians_killed + 1; if (FNH_civilians_killed > 0) then { _handle = [] spawn {["HQ", "You just KILLED a civilian, You are releaved from duty !!"] spawn BIS_fnc_showSubtitle}; Sleep 10; "end1" call BIS_fnc_endMission ; //or any other ending }; } else { if (_sideKilled isEqualTo West && _sideKiller isEqualTo West) then { _handle = [] spawn {["HQ", "You just KILLED a blufor, You are releaved from duty !!"] spawn BIS_fnc_showSubtitle}; Sleep 10; "end1" call BIS_fnc_endMission ; //or any other ending }; }; }; }]; }; Hmm if i kill a BluFor the End for Civilian is displayed. it shows up also if i kill a civilian. i have changes it a little.. Spoiler if (isServer) then { FNH_civilians_killed = 0; addMissionEventHandler ["EntityKilled", { params ["_unit", "_killer", "_instigator", "_useEffects"]; if (isPlayer _killer) then { _sideKilled = side _unit; _sideKiller = side _killer; if (_sideKilled == civilian) then { FNH_civilians_killed = FNH_civilians_killed + 1; if (FNH_civilians_killed > 0) then { "end1" call BIS_fnc_endMission ; //or any other ending }; } else { if (_sideKilled isEqualTo West && _sideKiller isEqualTo West) then { "end2" call BIS_fnc_endMission ; //or any other ending }; }; }; }]; }; Description.ext Spoiler class CfgDebriefing { class End1 { title = "Mission Over"; subtitle = "NO civilian casulties"; description = "You have killed a Civilian, You are releaved from duty !! "; pictureBackground = "picture\court.jpg"; picture = ""; pictureColor[] = {0.0,0.3,0.6,1}; }; class End2 { title = "Mission Over"; subtitle = "NO team kills"; description = "You just KILLED one of your own. Get ready to stand in front of a judge !! "; pictureBackground = "picture\judge.jpg"; picture = ""; pictureColor[] = {0.0,0.3,0.6,1}; }; }; Share this post Link to post Share on other sites
gokitty1199 225 Posted September 22, 2019 if i remember correctly, dead AI count as civs which may cause all killed AI to appear as civilians even if their not but im not 100% sure on that. hopefully someone else will comment on it Share this post Link to post Share on other sites
LSValmont 789 Posted September 23, 2019 10 hours ago, Play3r said: Hmm if i kill a BluFor the End for Civilian is displayed. it shows up also if i kill a civilian. i have changes it a little.. Reveal hidden contents if (isServer) then { FNH_civilians_killed = 0; addMissionEventHandler ["EntityKilled", { params ["_unit", "_killer", "_instigator", "_useEffects"]; if (isPlayer _killer) then { _sideKilled = side _unit; _sideKiller = side _killer; if (_sideKilled == civilian) then { FNH_civilians_killed = FNH_civilians_killed + 1; if (FNH_civilians_killed > 0) then { "end1" call BIS_fnc_endMission ; //or any other ending }; } else { if (_sideKilled isEqualTo West && _sideKiller isEqualTo West) then { "end2" call BIS_fnc_endMission ; //or any other ending }; }; }; }]; }; Description.ext Reveal hidden contents class CfgDebriefing { class End1 { title = "Mission Over"; subtitle = "NO civilian casulties"; description = "You have killed a Civilian, You are releaved from duty !! "; pictureBackground = "picture\court.jpg"; picture = ""; pictureColor[] = {0.0,0.3,0.6,1}; }; class End2 { title = "Mission Over"; subtitle = "NO team kills"; description = "You just KILLED one of your own. Get ready to stand in front of a judge !! "; pictureBackground = "picture\judge.jpg"; picture = ""; pictureColor[] = {0.0,0.3,0.6,1}; }; }; Change this line: _sideKilled = side _unit; To this: _sideKilled = side (group _unit); Share this post Link to post Share on other sites
Play3r 143 Posted September 23, 2019 13 hours ago, LSValmont said: Change this line: _sideKilled = side _unit; To this: _sideKilled = side (group _unit); @LSValmont Thanks it did the job. @gokitty1199 also thanks to you for the script. And then again it does't game is over if OpFor kills a civilian also, does any one have a idea how to do so the game don't stop if OpFor kills a civilian? Share this post Link to post Share on other sites
gokitty1199 225 Posted September 23, 2019 1 hour ago, Play3r said: @LSValmont Thanks it did the job. @gokitty1199 also thanks to you for the script. And then again it does't game is over if OpFor kills a civilian also, does any one have a idea how to do so the game don't stop if OpFor kills a civilian? add a check. are any players going to be OpFor? if not then simply do a isPlayer check at the top like i did. otherwise you will need to add a check in the if statement for civilians such as this if (isServer) then { FNH_civilians_killed = 0; addMissionEventHandler ["EntityKilled", { params ["_unit", "_killer", "_instigator", "_useEffects"]; if (isPlayer _killer) then { _sideKilled = side (group _unit);//thank you LSValmont for the tip _sideKiller = side _killer; if (_sideKilled == civilian && _sideKiller != east) then//make sure the killer is not opfor { FNH_civilians_killed = FNH_civilians_killed + 1; if (FNH_civilians_killed > 0) then { _handle = [] spawn {["HQ", "You just KILLED a civilian, You are releaved from duty !!"] spawn BIS_fnc_showSubtitle}; Sleep 10; "end1" call BIS_fnc_endMission ; //or any other ending }; } else { if (_sideKilled isEqualTo West && _sideKiller isEqualTo West) then { _handle = [] spawn {["HQ", "You just KILLED a blufor, You are releaved from duty !!"] spawn BIS_fnc_showSubtitle}; Sleep 10; "end1" call BIS_fnc_endMission ; //or any other ending }; }; }; }]; }; 1 1 Share this post Link to post Share on other sites
Play3r 143 Posted September 28, 2019 On 9/23/2019 at 9:21 PM, gokitty1199 said: add a check. are any players going to be OpFor? if not then simply do a isPlayer check at the top like i did. otherwise you will need to add a check in the if statement for civilians such as this if (isServer) then { FNH_civilians_killed = 0; addMissionEventHandler ["EntityKilled", { params ["_unit", "_killer", "_instigator", "_useEffects"]; if (isPlayer _killer) then { _sideKilled = side (group _unit);//thank you LSValmont for the tip _sideKiller = side _killer; if (_sideKilled == civilian && _sideKiller != east) then//make sure the killer is not opfor { FNH_civilians_killed = FNH_civilians_killed + 1; if (FNH_civilians_killed > 0) then { _handle = [] spawn {["HQ", "You just KILLED a civilian, You are releaved from duty !!"] spawn BIS_fnc_showSubtitle}; Sleep 10; "end1" call BIS_fnc_endMission ; //or any other ending }; } else { if (_sideKilled isEqualTo West && _sideKiller isEqualTo West) then { _handle = [] spawn {["HQ", "You just KILLED a blufor, You are releaved from duty !!"] spawn BIS_fnc_showSubtitle}; Sleep 10; "end1" call BIS_fnc_endMission ; //or any other ending }; }; }; }]; }; Thanks for the answer, sorry for the late reply, but this one makes I work just great. Thanks for all your help. 1 Share this post Link to post Share on other sites