BIS fnc endMission: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
Lou Montana (talk | contribs) m (Some wiki formatting) |
||
(49 intermediate revisions by 6 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{TabView | ||
| | |selected= 2 | ||
| | |title1= {{TabView/GameTitle|tkoh}} | ||
|content1= | |||
{{RV|type=function | |||
| | |game1= tkoh | ||
|version1= 1.00 | |||
| | |eff= local | ||
| | |gr1= Missions | ||
| | |descr= Ends mission with the specified ending. Always ends with a 4 seconds black out effect. | ||
| | {{Feature|informative|''nextMission'' and ''endingId'' parameters are assembled together to define which ending is called, in format {{hl|nextMission_endType}}.}} | ||
| [[ | |s1= [nextMission, endingId, displayText, isSuccess, code] call [[BIS_fnc_endMission]] | ||
| | |p1= nextMission: [[String]] - (Optional, default [[worldName]]) | ||
| [[ | |p2= endingId: [[Number]] - (Optional, default 1) | ||
|p3= displayText: [[String]] - (Optional, default "") text displayed on black out | |||
|p4= isSuccess: [[Boolean]] - (Optional, default [[true]]) [[true]] to [[endMission]], [[false]] to [[failMission]] | |||
|p5= successCode: [[Code]] - code executed right before mission ends, only if ''isSuccess'' is set to [[true]] | |||
|r1= [[Boolean]] | |||
|x1= <sqf>["mission2", 1, "You won"] call BIS_fnc_endMission; // endMission "mission2_1"</sqf> | |||
|x2= <sqf>["mission2", 1, "You lose", false] call BIS_fnc_endMission; // failMission "mission2_1"</sqf> | |||
|seealso= [[Debriefing]] [[endMission]] [[failMission]] | |||
}} | }} | ||
< | |title2= {{TabView/GameTitle|arma3}} | ||
|content2= | |||
{{RV|type=function | |||
|game1= arma3 | |||
|version1= 0.50 | |||
|eff= local | |||
|gr1= Missions | |||
|descr= Ends mission with a signature shot or a fade effect, marks it finished for Steam and activates a key in format <sqf inline>activateKey format ["BIS_%1.%2_done", missionName, worldName];</sqf>. | |||
{{Feature|important|This function should always be used instead of the simple [[endMission]]/[[failMission]] commands or trigger endings; otherwise, singleplayer scenarios will not properly be marked as played/finished in the game and on Steam!}} | |||
|s1= [endName, isVictory, fadeType, playMusic, cancelTasks] call [[BIS_fnc_endMission]] | |||
|p1= endName (Optional, default "end1"): | |||
* [[String]] - end type from <sqf inline>configFile >> "CfgDebriefing"</sqf>. Same as with [[endMission]] and [[failMission]] | |||
* [[Array]] - in format [endName, ID], will be composed to "endName_ID" string | |||
|p2= isVictory: [[Boolean]] - (Optional, default [[true]]) [[true]] for successful end, false for failed end | |||
|p3= fadeType: [[Boolean]] or [[Number]] - (Optional, default [[true]]) true for signature [[Debriefing|closing shot]]. When number, simple fade to black of given duration is used | |||
|p4= playMusic: [[Boolean]] - (Optional, default [[true]]) [[false]] to disable automatic music during [[Debriefing|closing shot]] | |||
|p5= cancelTasks: [[Boolean]] - (Optional, default [[false]]) [[true]] to cancel all pending tasks | |||
|r1= [[Boolean]] | |||
|x1= <sqf>"end1" call BIS_fnc_endMission;</sqf> | |||
|x2= <sqf>["epicFail", false, 2] call BIS_fnc_endMission;</sqf> | |||
|seealso= [[BIS_fnc_endMissionServer]] [[Debriefing]] [[endMission]] [[markAsFinishedOnSteam]] | |||
}} | |||
}} | |||
{{Note | |||
[ | |user= R3vo | ||
[ | |timestamp= 20160321111200 | ||
[[ | |text= To end a multiplayer mission one can use <sqf inline>["end1", true] remoteExecCall ["BIS_fnc_endMission"];</sqf> - see also [[BIS_fnc_endMissionServer]]. | ||
}} |
Latest revision as of 01:44, 22 May 2023
Take On Helicopters
Arma 3
Description
- Description:
- Ends mission with the specified ending. Always ends with a 4 seconds black out effect.
- Execution:
- call
- Groups:
- Missions
Syntax
- Syntax:
- [nextMission, endingId, displayText, isSuccess, code] call BIS_fnc_endMission
- Parameters:
- nextMission: String - (Optional, default worldName)
- endingId: Number - (Optional, default 1)
- displayText: String - (Optional, default "") text displayed on black out
- isSuccess: Boolean - (Optional, default true) true to endMission, false to failMission
- successCode: Code - code executed right before mission ends, only if isSuccess is set to true
- Return Value:
- Boolean
Examples
- Example 1:
- Example 2:
Additional Information
- See also:
- Debriefing endMission failMission
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Description
- Description:
- Ends mission with a signature shot or a fade effect, marks it finished for Steam and activates a key in format activateKey format ["BIS_%1.%2_done", missionName, worldName];.
- Execution:
- call
- Groups:
- Missions
Syntax
- Syntax:
- [endName, isVictory, fadeType, playMusic, cancelTasks] call BIS_fnc_endMission
- Parameters:
- endName (Optional, default "end1"):
- String - end type from configFile >> "CfgDebriefing". Same as with endMission and failMission
- Array - in format [endName, ID], will be composed to "endName_ID" string
- isVictory: Boolean - (Optional, default true) true for successful end, false for failed end
- fadeType: Boolean or Number - (Optional, default true) true for signature closing shot. When number, simple fade to black of given duration is used
- playMusic: Boolean - (Optional, default true) false to disable automatic music during closing shot
- cancelTasks: Boolean - (Optional, default false) true to cancel all pending tasks
- Return Value:
- Boolean
Examples
- Example 1:
- Example 2:
Additional Information
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on Mar 21, 2016 - 11:12 (UTC)
- To end a multiplayer mission one can use ["end1", true] remoteExecCall ["BIS_fnc_endMission"]; - see also BIS_fnc_endMissionServer.