Rocko Bonaparte 0 Posted February 20, 2005 I originally posted this on OFPEC and it went nowhere. Â My problems persist so I'm trying a larger audience. Â This is a multiplayer mission that is just about finished, except that I cannot get the endings to trigger consistently. Â There are three different endings and they all have their own quirks: Quote[/b] ]This is a cooperative multiplayer mission. Â There is a rescue chopper, and the mission should end if it's shot down. Â I have a trigger in the mission itself whose condition is that the chopper's damage is 1.0. Â If so, Ending #1 will happen. Â In this case, I run into the following scenarios:1. It actually works 2. The helicopter pilot gets the ending with debrief text, but the other players continue playing. Â Somebody has to hit the chopper with a rocket to trigger it for everybody. 3. Debrief comes up for everybody, but nobody sees the debrief text. [Edit: I can probably fix #2 be testing with canMove. Â I haven't tried it with anybody else yet] The next condition is that everybody in the ground squad has died. Â This is done in a trigger with a long condition. Â I just individually check if each unit is still alive in a long string. Â It always ends for all players simultaneously, but it's a toss on whether the proper debriefing will show up or it will just be blank. Final mission success is monitored by a server-side script synchronized to a public variable (sychronized to all machines) termed "VictoryConditions." In the mission.sqm, there is a trigger that tests if this was set to 1. Â It is initially set to 0. Â If all living players have returned to base, this will trigger. Â There is some scoring code that goes along with this trigger; the final score is based on how many people made it back. Â I get the following cases: 1. Mission accomplished, debrief, and score are all OK. 2. Mission accomplished, blank debrief, no updated score. 3. Mission accomplished, blank debrief, updated score. 4. Mission ends as soon as everybody get on the helicopter, but not when they're near base. Â They're certainly outside the trigger boundaries. Some of that is heavily dependent on my code. Â I will probably make it cleaner and the scoring problem will disappear. I've been testing on a dedicated server, so nobody testing with me has been playing from the persective of the actual host. Â Any ideas? Share this post Link to post Share on other sites