Home   Help Search Login Register  

Author Topic: How Do I Delay Mission End  (Read 1344 times)

0 Members and 1 Guest are viewing this topic.

How Do I Delay Mission End
« on: 10 Apr 2007, 00:04:06 »
I've done a mission that ends after 3 objectives have been destroyed. I have set a trigger to End#1 when that has happened.

But, when the last objective is done the mission ends immediately. I mean, really fast. What I'd like is for the mission to display "Mission Complete" for one or two seconds then end.

How do I do that?

Rich

Offline Trash Can Man

  • Members
  • *
  • We are no longer the knights who say "Ni!"
Re: How Do I Delay Mission End
« Reply #1 on: 10 Apr 2007, 00:18:30 »
you could create an outro. That could be activated when all 3 objectives are complete.

Offline Cheetah

  • Former Staff
  • ****
Re: How Do I Delay Mission End
« Reply #2 on: 10 Apr 2007, 00:28:59 »
Let's assume that your trigger checks the following code:
Condition field: obj1 && obj2 && obj3

In the same trigger you have selected "End1". What you can do, or seems to be the easiest solution is to set the "End1" back to "None". Next, write this in the On Activation Field: titleText ["Mission Complete","PLAIN"]; end=true;

Create a new trigger with the following parameters.
Condition: end
Type*: End1

* Don't know if that's the name for the dropdown list, I think it is.

Good luck.
Like missions? Help with Beta Testing! or take a look at the OFPEC Missions Depot for reviewed missions!

Offline Trash Can Man

  • Members
  • *
  • We are no longer the knights who say "Ni!"
Re: How Do I Delay Mission End
« Reply #3 on: 10 Apr 2007, 00:42:13 »
that works.... also much easier than creating an outro..  :good:

Offline LeeHunt

  • Former Staff
  • ****
  • John 21:25
Re: How Do I Delay Mission End
« Reply #4 on: 11 Apr 2007, 18:45:17 »
you can also create a script.

Let's say the final objective is to kill the bad guy leader. You could have an event handler in his init line "KILLED" that activates ENDGAME.sqs for example.  In endgame the script could then have a time delay ~30 or whatever as you run whatever you need to run.  This also saves clogging your gameplay with lots of triggers and reduces lag.