In this short guide I'll be showing one of the ways to end missions. This is through the use of triggers. If you enjoyed this video leave a like it is my encouragement to make more tutorials haha.
You can as well just use one trigger instead of two. Only an area trigger. Give it a variable name, e.g. trigger1, set its activation to any player, leave the condition field as "this", then just write the same as in the vid in the onActivation field, e.g. "trigger1" call BIS_fnc_endMission
I love the Eden Editor but it used to be a lot more easier to activate a end mission. I don't recall to have had written complicated sentences in the condition box.
In your question, do you mean something like... Lets say a unit spawns, dies and then D-Spawns or do you just want the idle units to D-Spawn after a while?
This is a great idea! If I find some time during the week I will make one. Do you mean picking up weapon crates and delivering them, or did you mean picking them up in general?
lol 100% misleading video. You don't need to do all that to end a simple mission. You can do it with just one trigger and where it says "type" bar click on it and a drop down section will appear. Choose "end 1" and that's it. You have a ending mission setup once the conditions you've set are met. In that case, your player walking into that zone would have ended the mission. Needless to say all these hoops in this video are unnecessary when you can do it all with just a click of a button.
u realise that everyone knows this? the problem is though is its too abrupt, it just goes to an end screen. this ending is cooler though since it plays the whole ending anim
@@greencrystals9022 Yeah.....AFTER I wrote this comment of mine I realized that too lol. So in theory, I take back what I said. But you should have be more specific yourself though on such aspect. The say I took it, your video shows that this is the only way to end a mission. When in fact you merely showed an alternative. Good video regardless so no need to mind me anymore lol.
If you'd like to have events in between, or just to keep the commands clean for the editor to understand. Thats just my reasoning personally, if you try to add the code to the mission start and it works dont forget to let me know!
@@UselessMiwa i still play arma3 in single player with stupid AI moves and your last videos was so easy to understand so id love to know more about addActions ,mission making and scripting in the game that i still dont know how they work and thanks !
It's supposed to be there by default I think... For me it plays without me having touched anything in the Trigger: Effects tab. And yep, if it doesn't sound for you by default, use that tab. Set music to "Mission Accomplished".
additionally - how do I disable "Ordnance" and than enable. For instance, I want to put down a Howitzer attack but disable it until the player/AI has reached a trigger/waypoint.