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Showing results for tags 'endmission'.
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Hey guys! I have a mission where players can choose to be blufor, opfor and independent. Each leader of a faction has an endtrigger synced to them that should end the mission when the unit enters it. I have the triggers and debriefing working fine in singleplayer, but in multiplayer I am not able to force the end on the clients even though I use [endMission, "END1" ] call BIS_fnc_MP; in the respective trigger for each side. What am I doing wrong? I found a lot of threads where people say to execute the functions on the clients, but I just can't seem to grasp how to do this. Cheers!
Hi all, I'm using the current script below: sleep 3; ["LOSER",false,true] call BIS_fnc_EndMission; this obviously goes to description.ext. Works well. Question is I'm potentially going to have more than 1 ways to LOSE. One is killing any independants the other failing a task? What's the work around descriptions if there's only one LOSE?