#include "..\script_component.hpp" /* * Author: Creedcoder, J. Schmidt * Registers an attack task. * * Arguments: * 0: ID of the task * 1: Amount of targets escaped to fail the task * 2: Amount of targets eliminated to complete the task * 3: Should the mission end (MissionSuccess) if the task is successful (default: false) * 4: Should the mission end (MissionFailed) if the task is failed (default: false) * 5: Amount of funds the company recieves if the task is successful (default: 0) * 6: Amount of rating the company and player lose if the task is failed (default: 0) * 7: Amount of rating the company and player recieve if the task is successful (default: 0) * 8: Amount of time before target(s) escape (default: nil) * * Return Value: * None * * Example: * ["task_name", 1, 2, 1500000, -75, 375, false, false] spawn forge_client_task_fnc_attack; * ["task_name", 1, 2, 1500000, -75, 375, false, false, 45] spawn forge_client_task_fnc_attack; * * Public: Yes */ // Mission Parameters from Contract via Mission Handler params [["_taskID", ""], ["_limitFail", -1], ["_limitSuccess", -1], ["_companyFunds", 0], ["_ratingFail", 0], ["_ratingSuccess", 0], ["_endSuccess", false], ["_endFail", false], "_time"]; private _result = 0; private _targets = GVAR(allTargets) select { (_x getVariable ["assignedTask", ""]) == _taskID }; // Mission Initialization. if (!isNil "_time") then { // Mission Watchdog checks for example Timeout, killed Targets private _startTime = floor(time); waitUntil { sleep 1; // Use sleep on server side! // Timeout check private _currTime = floor(time); if (_currTime - _startTime >= _time) then { _result = 1; }; // Check if targets are killed private _targetsAlive = ({ !alive _x } count _targets); // Trigger Conditions (_result == 1) OR (_targetsAlive >= _limitSuccess) }; } else { // Mission Watchdog checks for example Killed targets waitUntil { sleep 1; // Use sleep on server side! // Check if targets are killed private _targetsAlive = ({ !alive _x } count _targets); // Trigger Conditions (_targetsAlive >= _limitSuccess) }; }; if (_result == 1) then { // Mission Failed // Clean-up Targets { deleteVehicle _x } forEach _targets; // Do stuff after the Mission is failed // Like trigger next mission step via Mission Handler, punishment or so on [_taskID, "FAILED"] call BFUNC(taskSetState); if (_endFail) then { ["MissionFail", false] remoteExecCall ["BIS_fnc_endMission", playerSide]; }; ["deduct", _ratingFail] remoteExecCall ["forge_server_rating_fnc_handleRating", 2]; sleep 1; { [_x, _ratingFail] remoteExec ["addRating", -2] } forEach allPlayers; } else { // Mission Complete // Clean-up Targets { deleteVehicle _x } forEach _targets; // Do stuff after the Mission is completed // Like trigger next mission step via Mission Handler, rewards or so on [_taskID, "SUCCEEDED"] call BFUNC(taskSetState); if (_endSuccess) then { ["MissionSuccess", true] remoteExecCall ["BIS_fnc_endMission", playerSide]; }; ["advance", _ratingSuccess] remoteExecCall ["forge_server_rating_fnc_handleRating", 2]; sleep 1; { [_x, _ratingSuccess] remoteExec ["addRating", -2] } forEach allPlayers; ["advance", _companyFunds] remoteExecCall ["forge_server_money_fnc_handleFunds", 2]; }; // Reset Mission Spot // Like delete Markers or other stuff for example Logging