Docs · Roadmap
Events
docs/roadmap/scopes/later/events.mdEdit on GitHub
Phase: After release Extends: notifications, the world markers used by jobs and missions
Player loop
The server starts a timed world event. Players hear about it through the existing notification path and deal with it at a place in the world. When the timer ends, the event cleans up.
In scope
- A scheduler: config list, duration, one active event.
- One example that reuses a release loop, such as a marked contraband drop or a disabled vehicle, using base-game props.
- Cleanup on end and on server start, so a crash does not leave a permanent event entity without an owner.
Out of scope
- Natural-disaster simulation, custom event maps, or scripted cinematic scenes.
- Events that mint money without a player action at the site.
Assets
One example can reuse a release site: FuelStation_E_01, the hideout stash ShineStash.et, or a S105 left at a marker. Announce with EL_NotificationManagerComponent. LNGC has map markers for shops and dispatch, and no event scheduler. See sources.
First slice
One event type, announced to civilians or police by job, despawned when the timer ends.
Depends on
Notifications- A release loop to attach to (robbery site, convoy drop, or a job marker)
Proof
- A second event does not start while one is active.
- Restart with no active event leaves no orphan props from the last run.