ARMA 3 Editor - Mission endings

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Today I take a look at the endMission function which can be used to create campaign style closing shots for the end of your ARMA 3 missions. I go over how to create a simple mission failed closing shot as well as how to setup a mission success closing shot.

Examples used in video:

Fail state closing shot trigger:

Condition field:
!alive player

Activation field:
["Mission Failed",false,2] call BIS_fnc_endMission;

Success state closing shot trigger:

Setup the condition as based on your missions win conditions. In my mission example I use:
!alive gunship && this;

Activation field:
["Mission Complete",True] call BIS_fnc_endMission;

"This video was created using content of Bohemia Interactive a.s."
"Copyright © 2013 Bohemia Interactive a.s. All rights reserved."

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I appreciate how you keep the videos short and simple.

HornyRhin
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I know you stopped doing Arma videos years ago but I just wanted to say that I always selected your videos over others because they were quick, concise and they always worked as I expected. Plus, your voice is cool.

redmr
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Thanks pickinthatbanjo, your video helped me fixed the problems I was having with setting up a failed mission trigger.

modelpainter
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Thanks for the vid. Helped me create a smooth looking ending for my mission.

Keep up the good work, much appreciated!

jasperwijker
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Feels like I need to watch another video on mission endings to understand yours

kaizersoze
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ever i try to use this trigger layout it says "Missing )" i have copied your trigger layout completely, is there a way to fix this?

SuperNinjasInTophats
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I have a soundtrack rolling at the end of the mission and the mission screen fades black at the end and i would like to put ending credits (meaning i have a video ready to insert at the end with the credits on it) and i don't know how to put the video in. I know you have to make it a ogv file but after that im lost

briannappi
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I have a few scenarios created where I take on a unit or two of the enemy and I'm trying to make the ending activate when one of my guys says "Area Clear", or at least when I kill all of them.  I have no idea how to make that happen.

taxidriver
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Hey, first of all thank you for making these tutorials they are short and well explained! they helped me alot so thank you very much.
Sorry if this is a stupid question but how do i add a description to the mission failed screen? ex : your task is to get inside a vehicle, but it gets destroyed, the mission failed screen pop up with a big MISSION FAILED and a description that says "the vehicle has been destroyed"

FH-rpor
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Hi you have awesome vids, they really help. How do I make mission with escape that wont be available until you etc. eliminate target. For eliminating I would use trigger with "!alive example" but how could I prevent that you cant escape and complete mission too soon? Can I change the trigger condition somehow from "false" to "this"? This is a problem especially when I'd like to do a mission which goes "go there and get back" you know what I mean?

pekkaylivainio
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what if the condition of trigger for mission success is that a unit is alive and not dead in your example? thanks.

icjinu
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Just a question, been at this for 2 days now and I cant find any valid info on how to start the ending once all tasks are completed.

_Naaraaja
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Can i set a rate of loss as a win condition? Im playing the INFA3lite mod and have it set up to where the Germans have hold off a german attack and i wanna say that 60% of opfor entities must die before victory is achieved. Is there a way to do that?

leohard
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Hi, I created two triggers, one fail state as you (Condition: !alive player / On act: ["Mission Failed", false, 2] call BIS_fnc_endMission;) and he's not working. When I die it happens nothing, just directly the menu "You died... RESTART, LOAD or END". Can you help me out with this please?

alexandrekubatko
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How can you make it go from the mission to the Win Outro and then the mission ends. I've looked all over but found nothing useful.

airborne
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For some reason, no matter how I set up ["Mission Complete", True] call BIS_fnc_endMission; in a trigger, it will end the mission instantly when I start. Why does this happen?

NotShiggy
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Hey banjo I've got a problem: I want to make escape mission. So My trigger is:
Present
Activation:Blufor
Condition: not(player in thislist)
On Act:["Mission Complete", True] call BIS_fnc_endMission;
This trigger is all over the map. And it works, because once i get out of it, the mission is completed. But, when I'm in the trigger and i enter the vehicle, helicopter, plane, quad etc. The ending comes aswell. I don't have to drive anywhere, just when i enter it, ending comes. So my point is that i can enter the vehicles inside the trigger area without triggering it, fly in it, etc. And only trigger it once i will get out of it. I was searching internet with this issue, but all i've got is titles like *CAMPAIGN SPOILER ALERT* What is the real campaign ending etc. That's why I'm asking You, because i hope you'll know the answer.

Kozakisful
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how do you make a trigger that has a side win when an enemy unit is killed and then the enemy side loses?

whitetigarc
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How can I make an ending where one side wins and one side loses if the safe conditions are satisfied ? Need this for a Mp-Mission. For example if a player dies ( Hostage ) the Opfor side loses and the Blufor side wins.

Fizechef
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Hey, i'm making a mission that you infiltrate the Stratis airbase. It is all completed but i don't know how to make the game end once all bluefor in the area are dead.

Nice vid btw

liammclaren