forge/arma/server/addons/task/functions/fnc_heartBeat.sqf
Jacob Schmidt 07d5422091 Refactor task management system with object prototypes and enhanced logging
- Updated fnc_extCall.sqf to suppress logging for specific functions.
- Added object model prototypes for task instances in prototypes/taskObjectPrototypes.sqf.
- Enhanced README.md to document the new object model and its purpose.
- Modified XEH_postInit.sqf to improve event handling for defuse tasks.
- Updated various task functions (fnc_attack, fnc_defend, fnc_defuse, fnc_delivery, fnc_destroy, fnc_heartBeat, fnc_hostage, fnc_hvt) to include task acceptance checks.
- Improved fnc_makeHostage and fnc_makeIED to ensure proper task registration and state management.
- Introduced new methods in task object prototypes for better state management and task flow control.
2026-04-28 23:04:22 -05:00

78 lines
1.9 KiB
Plaintext

#include "..\script_component.hpp"
/*
* Author: IDSolutions
* Registers Entity and starts heartbeat
*
* Arguments:
* 0: The entity <OBJECT>
* 1: Type of the entity <STRING>
* 2: The countdown timer <NUMBER>
*
* Return Value:
* None
*
* Example:
* [_entity, "entity_type", 30] spawn FUNC(heartBeat);
*
* Public: Yes
*/
params [["_entity", nil, [objNull, 0, [], sideUnknown, grpNull, ""]], ["_typeOf", "", [""]], ["_time", 0, [0]]];
private _nearPlayers = [];
switch (_typeOf) do {
case "hostage": {
_entity setCaptive true;
_entity enableAIFeature ["MOVE", false];
_entity playMove "acts_executionvictim_loop";
waitUntil {
sleep 1;
_nearPlayers = allPlayers inAreaArray [ASLToAGL getPosASL _entity, 2, 2, 0, false, 2];
count _nearPlayers > 0
};
private _nearPlayer = _nearPlayers select 0;
[_entity] joinSilent (group _nearPlayer);
// Keep rescued hostages protected while they follow the player group.
_entity setCaptive true;
_entity enableAIFeature ["MOVE", true];
_entity playMove "acts_executionvictim_unbow";
};
case "hvt": {
waitUntil {
sleep 1;
_nearPlayers = allPlayers inAreaArray [ASLToAGL getPosASL _entity, 2, 2, 0, false, 2];
count _nearPlayers > 0
};
_entity setCaptive true;
doStop _entity;
};
case "ied": {
private _taskID = _entity getVariable ["assignedTask", ""];
if (_taskID isNotEqualTo "") then {
waitUntil {
sleep 1;
GVAR(TaskStore) call ["isTaskAccepted", [_taskID]]
};
};
while { alive _entity && _time > 0} do {
if (_time > 10) then { _entity say3D "FORGE_timerBeep" };
if (_time <= 10 && _time > 5) then { _entity say3D "FORGE_timerBeepShort" };
if (_time <= 5) then { _entity say3D "FORGE_timerEnd" };
if (_time <= 0) exitWith { _entity setDamage 1 };
_time = _time -1;
sleep 1;
};
if (alive _entity && _time <= 0) then { _entity setDamage 1 };
};
};