Heatseeker 0 Posted April 23, 2006 How do i go about this? I have a trigger that detects if all players are dead, if so the trigger should exec "outro2.sqs" and only then switch >>end #2<<. It works in the editor but not on a server, on a server it terminates the mission right after the players die and the outro never plays . Should i set end #2=false in the init file and then set it to true in the end of the "outro2.sqs" file? Should i group this trigger with the players group? Im using the default respawn setting... I need a reliable way to make this work... Help . Share this post Link to post Share on other sites
pazuzu 21 Posted April 23, 2006 Ya set the variable to true at the end of the outro script. Example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_cam cameraeffect ["terminate", "back"] camdestroy _cam TitleCut ["","BLACK IN",1] enableradio true outrowin=true publicVariable "outrowin" disableuserinput false exit "outrowin" is the variable I used in this script (the end of my camera script). I first declared it false in the init.sqs Share this post Link to post Share on other sites
Heatseeker 0 Posted April 23, 2006 Hmm, thanks pazuzu but i dont really get it . You're saying you set the outro to true in the init and you then set it back to true at the end of the outro script, i dont understand the logic . My problem is triggering end #2 after the outro plays. The trigger is: activation: west type: end #2 activation: not alive p1 && not alive... (the guys are all dead) On activation: [] exec "outro2.sqs"; blablah... Like i said, it works in SP but in MP it terminates the mission before the outro plays . I need to make sure the mission only ends after the outro plays . Share this post Link to post Share on other sites
pazuzu 21 Posted April 23, 2006 Sorry I meant false. Share this post Link to post Share on other sites
Heatseeker 0 Posted April 23, 2006 So, how does that make the mission trigger end #2 only after the outro plays . I was thinking that setting end #2 = false in the init. to ensure it wont trigger and then having it = true in the end of the outro file but im not sure if this will override the trigger type (end #2). Someone must know . Share this post Link to post Share on other sites
pazuzu 21 Posted April 23, 2006 "outrowin" is the variable I use in the example. In the init.sqs it is declared false. Then you must have a trigger to call the outro.sqs (your camera script). At the end of the script you declare outrowin as true: outrowin=true publicvariable "outrowin" Then in your End #2 trigger you use as condition: "outrowin" to fire the trigger and end the mission. Also good to put "forceend" in the activation field of the same trigger(without quotes). The word "outrowin" can be changed to any word you want to use. Share this post Link to post Share on other sites
Heatseeker 0 Posted April 23, 2006 Thanks pazuzu, that should do the trick . Share this post Link to post Share on other sites
Heatseeker 0 Posted April 23, 2006 <s>Too soon to celebrate, it didnt work . End #3 never triggers. Ex: I have in the init: end3=false I have a trigger that [] exec "outro3.sqs" <<< it works (atleast in the editor). At the end of "outro3.sqs" i have:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ... _camera cameraeffect ["terminate","back"]; camdestroy _camera enableradio true end3=true publicvariable "end3" exit And i have this other trigger: type: end #3 condition: end3 on activation: forceend I also tried to use end3=true has a condition, didnt work either . Surely im not the first one to think about using outros in a MP coop mission . Mayday, mayday!!</s> Edit: After a couple hours sleep i was actually able to find a spelling mistake in the init file , it works perfectly. "Me hides under the desk" Share this post Link to post Share on other sites
Heatseeker 0 Posted April 26, 2006 Bump . One problem remains . Condition: all players are dead. exec "outro2.sqs", blahblah... all works but i have respawn set to default (seagull) and while i see the outro2 text and hear the music the footage doesnt override the deathcam footage (seagull) in MP. Its still nice but not what i had in mind . Has it is i never see the outro, only see my self respawning into a seagull. Should i give up . Share this post Link to post Share on other sites
pazuzu 21 Posted April 26, 2006 Try using Kegetys Spectating script. It will override the seagull deathscene. You will see your outro while your in spectator mode. Share this post Link to post Share on other sites