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Base mission configuration

The independent Core scenario loads Configs/ERR/VanillaFactions.conf through ERR_GameMode.m_FactionDefinition and Configs/ERR/EveronSites.conf through the scenario component. Both are successor resources. Changing a configuration requires restarting the scenario; the live round is not repopulated.

Factions and assets

The catalog explicitly selects the player faction, enemy faction, prisoner character, guard group and extraction helicopter. Current defaults are unarmed US prisoners, Soviet guards and the vanilla unarmed Mi-8 transport. Both factions must exist in the world's faction manager and consider one another hostile. Required prefab resources must resolve. The extraction resource must be a helicopter with a pilot position and at least twelve pilot/passenger seats; invalid extraction setup rolls back prepared sites before players spawn. Guard groups must have the catalog's enemy affiliation; an incompatible group is rejected rather than relabelled.

This provides an injection boundary, not automatic support for arbitrary addons. A different faction also needs matching characters, inventories, world manager configuration and companion support compositions. The current mortar crew remains a vanilla Soviet composition and rejects a different enemy faction.

Supply/guard placement and finite stock are described in site authoring.

Administration

Open the normal game chat and enter a command. Core provides:

Command Access Effect
/esc status Server administrator Current objective or startup failure cause; adds HQ status when Chat is loaded
/esc settings Server administrator Current shared settings and values
/esc mission radio show Server administrator Radio defence duration in seconds
/esc mission radio set N Server administrator Save a whole-number duration from 30 to 1800 seconds
/esc mission time show Server administrator Current clock and saved next-round time/speed
/esc mission time set HH:MM Server administrator Save next-round start time, 00:00–23:59
/esc mission speed show Server administrator Current clock and saved next-round time/speed
/esc mission speed set N Server administrator Save next-round time progression, 1–24×
/esc spectate next Spectating player Select the next surviving friendly player
/esc spectate previous Spectating player Select the previous surviving friendly player

The server derives administrator status from the requesting controller's authenticated player ID. Clients cannot send an administrator flag through the RPC. Requests are limited in length and rate; malformed numbers and out-of-range values leave the previous setting intact. Saved values belong to the server profile, not client profiles. Changing radio duration affects the current defence calculation, so configure it before starting the transmission.

Clock settings apply once at the next round startup; changing them does not jump the current clock. Older valid settings files load the new defaults (14:00, 1×) without being rewritten. See mission time.

AI and Intel register their own providers with the Core command service; the full Chat scenario loads both. Existing HQ interval/squad/radius and Intel carrying/reveal aliases remain available, as do hq show and hq log. They use the same authenticated authorization path.

Additional AI commands:

Command Effect
/esc hq memory Show bounded delivered-report beliefs, confidence, uncertainty and travel estimates
/esc hq stinger show Show the saved one-in-N initial equipment chance
/esc hq stinger set N Set 0 to disable, 1 for every eligible actor, or 2–10000 for one in N; affects actors that have not rolled yet
/esc hq convoy show Show the finite deployment task, retained vehicles, native cargo insertion results and stop reason
/esc hq convoy start Opt into one initial six-vehicle deployment near the authored southern supply site; requires a suitable actual road, physical readiness and room for all 19 crew within the 60-body convoy admission cap

Convoy deployment is under native verification. It is not automatically enabled at round startup. The same per-round receipt is retained after retries, partial startup and losses; this command never replaces a consumed convoy. Cargo is issued once and insertion failures are reported. Combat dismount/reboarding, complete supply routing and HQ response retasking remain separate migration work. The admission cap is not yet a global presence/materialization service. See AI progress and external dependencies.

The command parser and setting mutations have native service tests. Actual remote RPC ownership, chat usability and pre-spawn presentation still need multiplayer/UI acceptance.

Failed preparation

If the faction/catalog setup or authored site preparation fails, the mode retains the reason, stops its services and refuses progression or spawning. It does not fall back to a partially prepared mission. A local hint describes the failure and /esc status gives administrators the cause. Correct the resource/configuration and restart the scenario. There is no automatic retry that recreates stock or forces after failure.

Waiting for normal site preparation does not consume a player's spawn retry budget. Once ready, actual failed spawn requests are bounded. This does not remove the one-life or identity requirements.

Core also provides /esc mission abandon: an administrator-only explicit defeat and normal restart for an active round. See recovery policy.