- 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
69 lines
1.6 KiB
Plaintext
69 lines
1.6 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: IDSolutions
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* Registers Entity and starts heartbeat
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*
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* Arguments:
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* 0: The entity <OBJECT>
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* 1: Type of the entity <STRING>
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* 2: The countdown timer <NUMBER>
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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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* [_entity, "entity_type", 30] spawn FUNC(heartBeat);
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*
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* Public: Yes
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*/
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params [["_entity", nil, [objNull, 0, [], sideUnknown, grpNull, ""]], ["_typeOf", "", [""]], ["_time", 0, [0]]];
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private _nearPlayers = [];
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switch (_typeOf) do {
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case "hostage": {
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_entity setCaptive true;
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_entity enableAIFeature ["MOVE", false];
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_entity playMove "acts_executionvictim_loop";
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waitUntil {
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sleep 1;
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_nearPlayers = allPlayers inAreaArray [ASLToAGL getPosASL _entity, 2, 2, 0, false, 2];
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count _nearPlayers > 0
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};
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private _nearPlayer = _nearPlayers select 0;
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[_entity] joinSilent (group _nearPlayer);
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_entity setCaptive false;
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_entity enableAIFeature ["MOVE", true];
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_entity playMove "acts_executionvictim_unbow";
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};
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case "hvt": {
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waitUntil {
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sleep 1;
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_nearPlayers = allPlayers inAreaArray [ASLToAGL getPosASL _entity, 2, 2, 0, false, 2];
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count _nearPlayers > 0
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};
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_entity setCaptive true;
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doStop _entity;
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};
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case "ied": {
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while { alive _entity && _time > 0} do {
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if (_time > 10) then { _entity say3D "FORGE_timerBeep" };
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if (_time <= 10 && _time > 5) then { _entity say3D "FORGE_timerBeepShort" };
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if (_time <= 5) then { _entity say3D "FORGE_timerEnd" };
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if (_time <= 0) exitWith { _entity setDamage 1 };
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_time = _time -1;
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sleep 1;
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};
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if (alive _entity && _time <= 0) then { _entity setDamage 1 };
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};
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};
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