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shark-attack

ending a mission

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hey ..

lads whats the best way of ending a multi player mission

i have three playable teams and obviously i want it to end when all the player units are killed ... i cant place a not present trigger over the map coz other non playable friendly units are involved.. i have a trigger system set up but its teribbly long winded ...

not alive p1 and not alive p2 etc ..

any one tell me an easier way and also i have seen not alive written many ways in brackets not (alive p1) without not alive p1 and in double brackets not(alive(p1)) which is the most reliable they all seem to work .. again forgive my ignorance ..

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uhhmmm... mission does end automaticly if all players are killed

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uhhmmm... mission does end automaticly if all players are killed

It does? Is this a new behaviour in ArmA? In OFP it was possible for a mission not to end when all players (or AIs in playable slots) had been killed.

- Fer <TZW> smile_o.gif

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Quote[/b] ] i have seen not alive written many ways in brackets not (alive p1) without not alive p1 and in double brackets not(alive(p1)) which is the most reliable they all seem to work .. again forgive my ignorance ..

The brackets are only there to group related 'tokens' both for the parser, or for the person writing or reading the script For example,

x = 1+2/3

is the same as

x = 1+(2/3)

but the latter makes the intent of the code much clearer.

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i remember in ofp a script or trigger had to be used to recognize when all players were killed in order for mission to end..

and i have played one or two maps on arma when mission dosnt end when all units are dead .. i have seen the question "who is still alive?" asked many times on various servers ..

and thank you mac for advice on brackets n1 biggrin_o.gif

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i remember in ofp a script or trigger had to be used to recognize when all players were killed in order for mission to end..

and i have played one or two maps on arma when mission dosnt end when all units are dead .. i have seen the question "who is still alive?" asked many times on various servers ..

and thank you mac for advice on brackets n1 biggrin_o.gif

I have not yet had time to really investigate the way in which MP missions really end in ArmA, but if there are still issues with the precise detection and timing then you may find this useful:

http://www.ballisticaddonstudios.com/coopa....dScript

There is, as yet, no ArmA-specific version of the script(s), but assuming there is a need for it in ArmA, a conversion will be forthcoming. The scripts should be heavily commented anyway, in case you feel like making your own version in the meantime.

- Fer <TZW> smile_o.gif

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