Combine Workshop addon and fix prison startup

Merge owned systems into one addon while preserving resource identities. Gate player admission on the replicated prison scene, restore the original framed door, and hold enemy AI until escape. Correct scenario branding and author metadata, include publishing assets, and retain regression and native verification evidence.
This commit is contained in:
2026-09-20 16:42:52 +02:00
parent 7d94953b53
commit cab998fb64
513 changed files with 18940 additions and 862 deletions
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# Workshop preview
Project name: **Escapists Reintroduced**. Author: **Jakub Jim Žáček**.
Both scenario headers contain this author, including the loading-screen metadata.
The current scenario is **Escapists Reintroduced — Everon**. The project name
stays **Escapists Reintroduced**; each island's mission header supplies its own
island suffix and world resource. The island is scenario metadata, not a shared
UI label hardcoded across all maps.
Use `previewImage.png` in Workbench's **Publish project → Preview Image** field.
It is the original 512×256 PNG supplied by the user, downloaded unchanged from
[CaptainPStar/co10_Escape](https://github.com/CaptainPStar/co10_Escape/blob/master/escape_banner.png).
The artwork retains its original **Co10 ESCAPE** title.
On this Linux/Proton installation, the file-picker path is:
```text
Z:\home\jakub\devel\escapistsrereintroduced\publishing\previewImage.png
```
Workbench also supports passing the image path using
[`-publishAddonPreviewImage`](https://community.bistudio.com/wiki/Arma_Reforger:Startup_Parameters#publishAddonPreviewImage).
Saving this file does not automatically select it in an already-open publishing
dialog. Select it before publishing.
This directory holds publishing artwork separately from game resources, so the
PNG does not need Enfusion texture metadata or inclusion in the runtime PAK.
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Fix missing saved entity IDs in mission prefabs that caused players to disconnect with REPLICATION / SYSTEM_FAILURE when joining a dedicated server.
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Enable client spawn-area preloading before giving players control on dedicated servers. Keep the preparation message on the black loading screen while the spawn area finishes loading, including players joining an already-running mission.
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Keep players on the preparation screen until their client has received the nearby mission objects, including prison walls and the gate. Require both object readiness and native preloading before giving control. Preserve the loading screen through failed spawn retries.
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Correct the project name to Escapists Reintroduced and the current scenario title to Escapists Reintroduced — Everon, including the loading screen. Set the scenario author to Jakub Jim Žáček. Each island's scenario can use its own island suffix.
Restore the framed metal prison gate used by the earlier improvised prison, including its original-size door and adjoining wall fit. Keep enemy AI inactive during preparation and imprisonment, then resume the existing soldiers when the prison objective completes through lockpicking (or a valid physical escape). Pause HQ tactical updates and dormant patrol movement until escape.
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