BIS fnc endMission: Difference between revisions
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m (Alternative syntax merged with the default one. It's true for most of the functions that when only one argument is used, no brackets are required. See "Functions Library (Arma 3)" for more info.) |
Lou Montana (talk | contribs) m (Some wiki formatting) |
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{{ | {{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.