- Move task implementations from prototype scripts into `functions/objects` - Keep public task functions as compatibility adapters - Update docs and init wiring for the new object-based layout
78 lines
1.9 KiB
Plaintext
78 lines
1.9 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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// Keep rescued hostages protected while they follow the player group.
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_entity setCaptive true;
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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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private _taskID = _entity getVariable ["assignedTask", ""];
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if (_taskID isNotEqualTo "") then {
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waitUntil {
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sleep 1;
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GVAR(TaskStore) call ["isTaskAccepted", [_taskID]]
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};
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};
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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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