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-RIP-Tyson

Help with mission end

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Before I start this is my first attempt at a coop mission so Im sorry if this question is something I should be able to figure out for myself... I have searched the forums and looked at multiple guides etc to no avail.

I want my mission to start and end at a base on the map with players choosing to insert by chopper or RHIB.

Ive tried setting a simple end game trigger which detects Blufor presence and ends the game but as this trigger is in the base it triggers at the start before the objectves are complete.

Is there a way of making the detect Blufor trigger to only fire when objectives 1 to 5 are complete AND Blufor are present (back in the base where they started)?

If so would someone please be kind enough to tell me how.... in very simple terms?

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I assume you have the units in that trigger area at start?

Then obviously it will end it at the beginning.

Select "GROUP" option from right and draw a connection from the trigger to the group.

Then you can select activation from "Vehicle" to "Whole group".

Add to the condition line:

this && obj1 && obj2 && obj3 && obj4 && obj5

or whatever do you have in the objective triggers..

It can be done fancier ways also I'm sure but this is one way.

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ah so if I type "this && obj1 && obj2 && obj3 && obj4 && obj5"

The "This" means the drop downs above the conditions count as well as anything else I add?

if so this is massively helpful to a new editor like me

Will try it... thanks a lot for the help.

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Different newbie here. I also am having trouble getting my mission to end. Started editing for the first time last night and it's a blast. But ...

I set up a trigger: OPFOR "not present" within boundary. doesn't seem to work as I kill everyone and the mission doesn't end.

Also, how does it know when an area has been seized? I tried BLUFOR present within the trigger and I think it ended when my a-10 flew over the rectangle.

I guess the easiest question is how do you set the ending for when all OPFOR are dead....?

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I set up a trigger: OPFOR "not present" within boundary. doesn't seem to work as I kill everyone and the mission doesn't end.

In that trigger you also need to select an End type, like End #1. And in the onActivation line type: forceEnd to force the mission end.

@[RIP]Tyson

Yes, the "this" includes the selected condition from the drop down option (like whole group) plus all the conditions set after the "this".

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Thanks W0lle... I had chosen end #1, but didn't know about forceEnd. Seems like I should be running in windowed mode so I can use tutorials, search and post questions here while I'm learning how to edit and script.

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Thanks for the forceEnd-suggestion W0lle. Didn't know about that one, but might help with my impossible-to-end missions (i.e. End #1 trigger fires, but everyone gets stuck with a BLACK OUT overlay).

Thanks W0lle... I had chosen end #1, but didn't know about forceEnd. Seems like I should be running in windowed mode so I can use tutorials, search and post questions here while I'm learning how to edit and script.

That's the way. You'll have soooo many less headaches if running windowed when editing ^^

Edit: Using a BLACK OUT effect with a "Mission Success" text I simply added the following to the On Activation line and it works beautifully: handle = [] spawn {sleep 5; forceEnd};

Edited by Inkompetent

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Thanks W0lle... I had chosen end #1, but didn't know about forceEnd. Seems like I should be running in windowed mode so I can use tutorials, search and post questions here while I'm learning how to edit and script.

I use a separate windowed mode launch without addons (apart from some islands) for editing purpose because of that. Very handy and it eliminates the risk of accidentally using some addon unit.

I mainly use the end#1 command in outro camera scripts. I find it works more solid that way but it's just my opinion.

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