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Author Topic: Mission Ending  (Read 1460 times)

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Galster00

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Mission Ending
« on: 19 Sep 2004, 06:00:44 »
Hi im sure this has been coverd before, I searched the forums and the referances and couldnt find what i was looking for

How do i set up the end trigger so that it goes off once all objectives are complete?

Offline sim

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Re:Mission Ending
« Reply #1 on: 19 Sep 2004, 19:53:15 »
It tells you how to do this in the readme manual of the original game, just go into the start menu, find codemasters, opertion flashpoint and the manual is in there and it has a guide to editing.

Once your done with that look at the editing depot  :)

sim
The Unsung Campaign Team Leader

Galster00

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Re:Mission Ending
« Reply #2 on: 20 Sep 2004, 06:24:36 »
I guess i dont have the original readme file. Right now i cant seem to get anything out of the editiors depot either. does anyone know exactly where i find the answer?

Offline Zombie

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Re:Mission Ending
« Reply #3 on: 20 Sep 2004, 14:50:38 »
trigger:
condition: obj1 and obj2 and obj3  etc.....
on activation: forceend

make sure to set obj1 etc to false in the init.sqs, then when each objective is completed set it to true

Galster00

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Re:Mission Ending
« Reply #4 on: 20 Sep 2004, 21:27:34 »
im sorry i guess its a little over my head

Offline macguba

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Re:Mission Ending
« Reply #5 on: 24 Sep 2004, 16:55:56 »
First of all, make sure you have read snYpir's Briefing.html tutorial and also his How to use Objectives and init.sqs.

Now, everytime you set an objective to "done", you also set a variable to true.   You can give the variable any name you like - Zombie has used obj1 for the first Objective, obj2 for the second and so on.

So you will have triggers that look like this

Condition:   whatever
On activation:   1 objStatus "done"; obj1=true

Create your ending trigger:-

Type:  End#1
Condition:   obj1 and obj2 and obj3

When the three objectives have been completed the three variables will be set to true and the end trigger will fire.

Plenty of reviewed ArmA missions for you to play