forge/arma/server/addons/task/functions/fnc_heartBeat.sqf
Jacob Schmidt 45a4f7460a Integrate task contracts and CAD UI pipeline
- add the imported server task addon to the current framework with task ownership, task catalog, mission-manager attack generation, org-owned reward routing, participant notifications, and reputation syncing
- restructure org persistence so core org data, assets, fleet, and members are handled through the current Redis/extension model with matching Rust repository and service updates
- wire the client CAD addon into the framework, actor device action, shared web UI bridge pattern, and task listing/acceptance flow
- add a source-driven CAD web UI layout with ui.config.mjs and extend the shared web UI builder to support custom HTML template pages for multi-surface UIs
2026-03-28 02:20:34 -05:00

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#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);
_entity setCaptive false;
_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": {
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 };
};
};