There are some masterfully fancy ways to do endings for your mission, but I'm not savvy enough to cover those just yet. Instead, let me show you some simple ways to end your missions and make it so the enemy can beat the players. Simple ways that only take a few moments to create. Triggers
are where you go to create your ending
. It is hard to generalize creating an ending, but basically with a trigger you can setup an ending with a fairly large amount of options. Let's just do an example.
I have a convoy mission where you need to destroy an entire enemy convoy. To make this work as a win condition I placed a trigger with a Axis A at 2500 and Axis B at 2500, which makes the trigger cover the entire island. I then set the Trigger to "trigger" End #1 if no OPFOR are present. Take a look at this screenshot to see what I mean.
So, with that I basically have it so that once every single unit in that convoy is destroyed (abandoned vehicles not counting) then the game will end. You can do some fancy things with the ending, but to make it simple I just added an effect that made a text pop up that said "good job" or some meaningless crap like that, while I also had it place one a track of a music.
You can access all of that in that trigger. If you can see the above screenshot really well, you might notice the Effects
box that is sitting next to the OK
box. That is where you can easily have it display text, play music, play sounds, or do numerous other things (all of which are pretty simple to do).
Let's create a simple list of how to do a Not present
type of ending.
1. Find the trigger button and place a trigger on the map.
2. Under the type drag down by box, on the right, select End #1.
3. Under activation select OPFOR or whoever you are fighting against.
4. On the button below that select once, so it is a one time event.
5. The box below the contains not present, present, Detected by Blufor/Opfor/Independent/Civilians. Select not present
6. On the top left you can modify the shape of this trigger's radius, but most importantly mess with Axis A and Axis B to make sure the enemies are inside that area.
7. To add text pop up, music or sounds once this ending triggers, go to Effects on the bottom right next to OK.
8. The game can now end successfully.
There are obviously a lot of variables that can be changed with this trigger and there are a great many ways you can end it. You can add an ending movie, an ending side mission and so much more, but for now let's just keep it simple. How to make it so you, or the players, can lose
Once again, we turn to the wonderful triggers tool. You know how with the victory condition we made it so that if enemies are no longer present in the triggers radius then the players win? Well we do something very similiar to make the players lose in this case. Back to my example of a Convoy mission.
So, if you want the players to lose
if vehicles get past them and get to an ending destination point then there are a few things you must do.
1. First off, make sure that you set up the enemy convoy with waypoints that will eventually lead them to a specific area that you want to be the end point.
2. On that end point throw down a small radius Trigger
, probably about 200 for AXIS A and B.
3. In this marker go to the Type drag down box and select Lose.
4. Under activation put OPFOR or whichever team is driving the convoy and against the players.
5. Make sure to check once below that, not repeatedly.
6. Check the present box.
7. Add effects (next to the OK box) if you want, like text that says "you guys suck" or "you lose" or even fancy failure music or sounds.
This will make it so that if the enemy convoy gets past the players and reaches that point then the players will lose, but you also have that other marker setup to allow for the players to win if they destroy the entirety of the convoy.
Personally I like to setup the map for the players so that they know where the convoy starts and where the convoy needs to go. You can do to this quite easily with simple markers. Example of one of my maps:
If it isn't obvious, there are a great many ways in which you can have your mission end in victory or failure. You can mess with the trigger button immensely to create many different types, but there are also advanced options that I will likely try to cover at some point. Any questions? Let me know.