100 lines
3.2 KiB
Plaintext
100 lines
3.2 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Creedcoder, J. Schmidt
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* Registers a defuse task.
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*
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* Arguments:
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* 0: ID of the task <STRING>
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* 1: Amount of entities destroyed to fail the task <NUMBER>
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* 2: Amount of ieds defused to complete the task <NUMBER>
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* 3: Should the mission end (MissionSuccess) if the task is successful <BOOL> (default: false)
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* 4: Should the mission end (MissionFailed) if the task is failed <BOOL> (default: false)
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* 5: Amount of funds the company recieves if the task is successful <NUMBER> (default: 0)
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* 6: Amount of rating the company and player lose if the task is failed <NUMBER> (default: 0)
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* 7: Amount of rating the company and player recieve if the task is successful <NUMBER> (default: 0)
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*
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* Return Value:
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* None
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*
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* Example:
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* ["task_name", 2, 3, 375000, -75, 300, false, false] spawn forge_client_task_fnc_defuse;
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*
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* Public: Yes
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*/
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// Mission Parameters from Contract via Mission Handler
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params [["_taskID", ""], ["_limitFail", -1], ["_limitSuccess", -1], ["_companyFunds", 0], ["_ratingFail", 0], ["_ratingSuccess", 0], ["_endSuccess", false], ["_endFail", false]];
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private _result = 0;
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// Get the IED(s) assigned to taskID
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private _ieds = GVAR(allIEDs) select { (_x getVariable ["assignedTask", ""]) == _taskID };
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// Get the entitie(s) assigned to taskID
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private _entities = GVAR(allEntities) select { (_x getVariable ["assignedTask", ""]) == _taskID };
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// Mission Initialization.
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// Mission Watchdog checks for example Defused IEDs, Destroyed entities
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waitUntil {
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sleep 1; // Use sleep on server side!
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// Check if entities are killed
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private _entitiesAlive = ({ !alive _x } count _entities);
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if (_entitiesAlive >= _limitFail) then { _result = 1; };
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// Trigger Conditions
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(_result == 1) OR ((GVAR(defusedCount) >= _limitSuccess) && (_entitiesAlive < _limitFail))
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};
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// Mission Watchdog checks for example Defused IEDs, destroyed entities
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if (_result == 1) then {
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// Mission Failed
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// Clean-up IEDs and entities
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{ deleteVehicle _x } forEach _ieds;
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{ deleteVehicle _x } forEach _entities;
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// Do stuff after the Mission is failed
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// Like trigger next mission step via Mission Handler, punishment or so on
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[_taskID, "FAILED"] call BFUNC(taskSetState);
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if (_endFail) then {
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["MissionFail", false] remoteExecCall ["BIS_fnc_endMission", playerSide];
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};
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["deduct", _ratingFail] remoteExecCall ["forge_server_rating_fnc_handleRating", 2];
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sleep 1;
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{ [_x, _ratingFail] remoteExec ["addRating", -2] } forEach allPlayers;
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} else {
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// Mission Complete
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// Clean-up IEDs and entities
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{ deleteVehicle _x } forEach _ieds;
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{ deleteVehicle _x } forEach _entities;
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// Do stuff after the Mission is completed
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// Like trigger next mission step via Mission Handler, rewards or so on
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[_taskID, "SUCCEEDED"] call BFUNC(taskSetState);
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if (_endSuccess) then {
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["MissionSuccess", true] remoteExecCall ["BIS_fnc_endMission", playerSide];
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};
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["advance", _ratingSuccess] remoteExecCall ["forge_server_rating_fnc_handleRating", 2];
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sleep 1;
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{ [_x, _ratingSuccess] remoteExec ["addRating", -2] } forEach allPlayers;
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["advance", _companyFunds] remoteExecCall ["forge_server_money_fnc_handleFunds", 2];
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};
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// Reset Mission Spot
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// Like delete Markers or other stuff for example Logging
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GVAR(defusedCount) = 0; |