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Author Topic: Endings ...  (Read 606 times)

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duckwilliamson

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Endings ...
« on: 05 Jul 2003, 08:43:15 »
2 questions:

1 - How do I get checks and X's to show up next to objectives at the end of a mission?
2 - How do you get an ending (say ending 3) to happen through a script and not through a sensor with end3 on it?

CrashnBurn

  • Guest
Re:Endings ...
« Reply #1 on: 07 Jul 2003, 11:43:09 »
1. check the editors depot for this very basic stuff.
2. You still need a trigger with the end type in it, but you can fire it with a variable in a script. At the bottom of your script before it exits, put a variable such as over=true. In the condition of your end trigger put over. Simple eh ? In your init.sqs you should define over=false so flashpoint knows it's not time for the end condition yet.

duckwilliamson

  • Guest
Re:Endings ...
« Reply #2 on: 09 Jul 2003, 22:51:57 »
Just to note:
1 - I know how to do it through crap hence "obj_1" objstatus "done" ... it just doesn't place a check ... so I'll look in the basic question section to see if they have what i want
2 - I was just wondering because apparentlly triggers are checked every 0.5sec so I wanted to have it so ending triggers didn't have to be looked for but rather run through scripts so there are no resources taken up in my 10 hour map looking for the ending that won't come for such a long time (i have major lag problems)