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ArmA 2 Editor Tutorial - Objectives

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Uploaded by on Aug 4, 2009

READ HERE GUYS!!

Code for On Activation:

"1" objStatus "DONE"; tskobj_1 setTaskState "SUCCEEDED"; player setCurrentTask tskobj_2; obj_1 = true; publicVariable "obj_1";


Condition for ENDING GAME trigger *NOT* the objective trigger:

obj_1;


On Act for ENDING GAME trigger:

ForceEnd;

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Uploader Comments (eclipse245)

  • can i also call groups like group1 ? cause i dont want to name everyone to unlock or something

  • @killerrj8 With scripting you can make groups be classified as single entities yes. Not within the editor though.

  • hey do you know how to make a nuke ?

  • @AlexB4455 armaholic has one.

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All Comments (96)

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  • Hey will this work for OA??

  • @eclipse245 hey what if you named your task tsk1 and another task tsk2 and all i want to have happen tsk1 be suceeded when BLU-FOR secures a church! i need help! please!

  • hey man we have subscribed for you for a reason... more arma 2 tutorials!!

  • How do u assign for example killings someone as a task?

  • I subbed; your videos are easy to follow and informative.

    Keep it up ;)

  • can you put up a video on radios and how to make conversations please.

  • @bcuppy go to the activation drop down menu and choose End. There are multiple "ends" (ie. End#1, End#2 etc.) so you can make multiple possible end states to your mission. As the video also shows, you can type ForceEnd; in the On Act. field of a trigger as well.

  • @TheSqueezedLemon

    you have to make a move waypoint first right infront of your opfor vehicles. Then you make the next one where you want it to be. Since the first waypoint to your trigger, which should be siezed by independent

  • how do you end a mission?

  • Uh, I'm trying to make a script where a bunch of OPFOR units will move to a certain place once an Independent unit is present... I've tried synching the trigger to the waypoints for the OPFOR vehicles, and setting the trigger to "independent present", am I doing something wrong?

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