BIS fnc endMission: Difference between revisions

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|x2= <code>["mission2", 1, "You lose", [[false]]] [[call]] [[BIS_fnc_endMission]]; {{cc|[[failMission]] "mission2_1"}}</code>
|x2= <code>["mission2", 1, "You lose", [[false]]] [[call]] [[BIS_fnc_endMission]]; {{cc|[[failMission]] "mission2_1"}}</code>


|seealso= [[Debriefing]] [[endMission]], [[failMission]]
|seealso= [[Debriefing]] [[endMission]] [[failMission]]
}}
}}


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|x2= <code>["epicFail", [[false]], 2] [[call]] [[BIS_fnc_endMission]];</code>
|x2= <code>["epicFail", [[false]], 2] [[call]] [[BIS_fnc_endMission]];</code>


|seealso= [[BIS_fnc_endMissionServer]] [[Debriefing]], [[endMission]], [[markAsFinishedOnSteam]]
|seealso= [[BIS_fnc_endMissionServer]] [[Debriefing]] [[endMission]], [[markAsFinishedOnSteam]]
}}
}}



Revision as of 12:53, 1 July 2022

tkoh logo small.png Take On Helicopters
Arma 3 logo black.png Arma 3
Hover & click on the images for description

Description

Description:
Ends mission with the specified ending. Always ends with a 4 seconds black out effect.
nextMission and endingId parameters are assembled together to define which ending is called, in format nextMission_endType.
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:
["mission2", 1, "You won"] call BIS_fnc_endMission; // endMission "mission2_1"
Example 2:
["mission2", 1, "You lose", false] call BIS_fnc_endMission; // failMission "mission2_1"

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
Hover & click on the images for description

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];.
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!
Execution:
call
Groups:
Missions

Syntax

Syntax:
[endName, isVictory, fadeType, playMusic, cancelTasks] call BIS_fnc_endMission
Parameters:
endName (Optional, default "end1"):
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: (Optional, default false): Boolean - true to cancel all pending tasks
Return Value:
Boolean

Examples

Example 1:
"end1" call BIS_fnc_endMission;
Example 2:
["epicFail", false, 2] call BIS_fnc_endMission;

Additional Information

See also:
BIS_fnc_endMissionServer Debriefing endMissionmarkAsFinishedOnSteam

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 March 21, 2016 - 11:12 (UTC)
R3vo
To end a multiplayer mission one can use ["end1", true] remoteExecCall ["BIS_fnc_endMission", 0]; - see also BIS_fnc_endMissionServer.