Another way is to Synchronize a trigger to a waypoint that can be activated when you "activate it. Like you go through a mission and you need to destroy something, the only way to beat the mission is to get to the other waypoint, so you destroy whatever you needed to destroy and whenever the waypoint becomes activated the mission will end, but its kind of the same using a trigger because you are using the trigger with the help of the waypoint (trigger will be filled upi like type: End #1) or you can make switch trigger to make the trigger skip that waypoint whitch was your frist End (End #1) to go to another waypoint... after a while the 5th End trigger (End #5) is activated you and ywin because there aren't anymore afterwords (unless you loose). so there are five possible ways to end if you do it that wat.
sounds confusing? ... i didn't sleep all last night, lol, not even tired now... but hungry... anyways thats something you could do.
Hint: If you want to loose by having someone die on your team you can do this:
make a trigger and put this in the Conditiion Field:
NOT alive unitnameIf you want more then one put this
NOT alive unitname AND NOT alive unitnamealso i think you could do a setEndMission or forceEnd (whatever) command in the On Activation Field of a waypoint... maybe
bye
NOTE: like macguba said, and i was thinking of the same thing (i don't do it) its better to use a trigger ending the mission...
Never use waypoints in a mission to make things happen, there is too much that can go wrong. For a start, if the player is playing in Veteran mode, he won't even know there is a waypoint there. Or he may have decided to do the mission in a different way. Waypoints are just guides for players using Cadet mode, no more.