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Author Topic: end1=true  (Read 605 times)

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xenofanes

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end1=true
« on: 14 Aug 2004, 11:32:43 »
I've made a mission at which end a cutscene is played. At the end of the camerascript I've written "end1=true", which referres to a trigger in the editor in which condition field I've written "end1" and selected "End #1" from the dropdown box. I've got three different endings, all done like this, but none of them will ever actually end. This mission is going to the mission editing competition so I would appreciate some help before tomorrow. THANKS!

olseric

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Re:end1=true
« Reply #1 on: 14 Aug 2004, 13:41:08 »
Something or someone has to activate it in order to work.

Make sure the trigger is set as follows in the condition:
Code: [Select]
this AND end1And in the activation:
Code: [Select]
Anyone
« Last Edit: 14 Aug 2004, 13:41:32 by olseric »

Offline macguba

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Re:end1=true
« Reply #2 on: 14 Aug 2004, 14:26:23 »
It should work.

However, remember that for End#1 to occur, ALL of the triggers of that type must be fired.   Check that you don't have a stray End#1 trigger somewhere.

There isn't time to be cute about this so if that doesn't work I recommend you delete all the relevant triggers and start again.  (Triggers do occasionally malfunction.)   For the new batch, use End#4, End#5 and End#6 to avoid any undiscovered problems relating to 1, 2 and 3.

I think olseric's answer is wrong (sorry m8  ;D) - I have used triggers fired only by variables many, many times.
« Last Edit: 14 Aug 2004, 14:33:47 by macguba »
Plenty of reviewed ArmA missions for you to play

Offline Zombie

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Re:end1=true
« Reply #3 on: 14 Aug 2004, 14:57:03 »
try adding forceend to the on activation.....fires on end1 and forceend actually forces the end

Offline h-

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Re:end1=true
« Reply #4 on: 14 Aug 2004, 20:01:05 »
Put somewhere in the missions init.sqs end1 = false...
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