Capture current mission, AI, map and administration development
Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
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The opening uses the vanilla metal frame and right-hand covered metal door from the earlier improvised prison (`EAI_PrisonGate.et` in the read-only original extension). The owned resource IDs and four-second lockpick action remain unchanged. The gate is unscaled and the two adjacent wall ends match the original doorway offsets, within the existing 12 m prison. The frame has its own replication component and remains included in the spawn scene barrier.
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The perimeter now carries vanilla barbed-tape coils without ground stakes. Each 3 m wall has a long coil centered at local `1.5,2.95,0`, rotated 90 degrees; a short coil at prison-local `0,2.95,-6` bridges the doorway above head height. Installed model bounds put the concrete top at 2.964 m and the long coil length at 3.448 m, giving approximately 0.448 m overlap between ordinary wall sections and overlap at the corners. The wire inherits vanilla collision, damage, destruction and replication. The concrete walls retain their original climbing behavior. Model-bound checks cover all four sides and confirm more than 2.9 m clearance under the doorway coil. In-game vault attempts and multiplayer behavior of this addition still need playtesting.
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The original base mission disabled each character's AI during its pre-start/start phases and reactivated it when the lockpick advanced to radio search. `ERR_PrisonAI.c` applies that behavior to enemy characters in this game mode, including characters in external faction prefabs. It disables AI at initialization and after native group population activates a new member. Recovery from unconsciousness rechecks the hold. Phase and stop subscriptions are removed on release, deletion or shutdown. Release does not activate dead, unconscious, pending-player or player-controlled characters.
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HQ tactical ticks and virtual force movement also wait until radio search; lifecycle maintenance continues. Dormant force timestamps restart at escape so patrols do not jump forward by the time spent in prison. A valid alternate physical escape still completes the prison objective and releases enemies, preserving the existing escape rules.
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