01-22-2016, 05:05 PM
I am not quite sure what you mean with "how to code it". Event handlers are added via addEventHandler, which you probably already know. But you cannot just fail a mission based on that because the effect is local.
The thing you could do is
{
_x addEventHandler ["Fired", {
 ["failEnd", false] remoteExec ["BIS_fnc_endMission"];
}];
} foreach playableUnits;
Needs a proper description.ext entry for failEnd obviously, and it will end the mission a bit abruptly.
The thing you could do is
{
_x addEventHandler ["Fired", {
 ["failEnd", false] remoteExec ["BIS_fnc_endMission"];
}];
} foreach playableUnits;
Needs a proper description.ext entry for failEnd obviously, and it will end the mission a bit abruptly.
I don't need luck, I have ammo.