bracer 12 Posted November 4, 2009 (edited) Hi all! I'm trying to figure out how to make a script check if the player completes a SecOps mission generated by the SOM module. All help is very much appreciated! /Bracer ---------- Post added at 06:59 AM ---------- Previous post was at 06:51 AM ---------- ok, found this: Quote: Originally Posted by MechaStalin Is it possible to have a script or trigger running that once you had completed a certain amount of SOM missions, say 5, it ended the mission? Yes The SecOps template (04: Combat) uses this concept. The SOM tracks completed / failed SecOps in an internal variable history (Array: Scalar | completed, Scalar | failed). So let's say your SOM is myFirstSOM, you can make your trigger check for: Code: ((myFirstSOM getVariable "history") select 0) == 5 Edited November 4, 2009 by bracer Share this post Link to post Share on other sites
bracer 12 Posted November 4, 2009 I tried implementing the above code into my script, but something seems wrong. waitUntil {((BIS_SOM getVariable "history") select 0) == 1}; hint "You completed 1 task and get some candy"; waitUntil {((BIS_SOM getVariable "history") select 0) == 2}; hint "You completed another task and get some more candy"; When I complete a SOM mission, I get both of the hints!? How do I make only hint 1 show after first mission is completed and hint 2 after the second mission is complete? Share this post Link to post Share on other sites