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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 killais Server administrator Kill AI characters within 1,000 m of your living character; preserve players and vehicles
/esc settings Server administrator Current shared settings and values
/esc mission keepweapon set 0 / 1 Server administrator Disable/enable retaining the held firearm while unconscious and equipping it after revival; applies from the next knockout
/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 aa show / /esc hq aa set N Enemy MANPADS grant chance, 0–100% or Random; default 7%
/esc hq mines show / /esc hq mines set N Enemy AP-mine grant chance, 0–100% or Random; default 60%, up to two carried mines
/esc hq stinger show / /esc hq stinger set N Legacy alias for anti-air percentage, now 0–100 rather than one-in-N
/esc hq convoy show Show the finite deployment task, retained vehicles, native cargo insertion results and stop reason
/esc hq convoy start Deploy the next unused slot in this round’s configured convoy allowance after physical force admission
/esc convoys show Show the saved count and active fleet
/esc convoys set 0..20 / /esc convoys set random Save the next round’s convoy count; default 3; also available on the Mission page

Convoys automatically deploy after prison escape by default, travel between friendly military bases, and use the original infantry dismount/flank/reboard behavior. Each has six vehicles, 25 soldiers and finite random faction-arsenal cargo. Startup and losses consume slots permanently. The existing automaticConvoyEnabled=0 preference remains respected. See Supply convoys for configuration, timing and validation limits.

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.

Mission menu

Esc → Co10 Escape Reintroduced opens one administrator menu. Its top navigation stays visible on every page:

Page Controls
Mission Radio defence duration, next-round convoy count and unconscious weapon retention
World Start time, Random day, time speed, date and weather
Factions Escapists, enemy and independent faction choices; Random all
Mods Content pack and individual faction switches
HQ Report interval, support squad limit, response radius, anti-air percentage and AP-mine percentage
Intel Document frequency, exact-reveal chance, summary and reroll
Status Scrollable live mission and service status
Journal Readable HQ activity, technical-detail toggle, pause/resume and jump to latest

Changing pages preserves drafts and never applies them. Escape returns to Mission; a second Escape closes the menu (an active text edit consumes Escape first). Server authorization and capability checks still control every mutation.

Each of the thirteen value fields includes a short explanation of its effect and when it applies. Equipment percentages affect newly equipped soldiers; time, weather and convoy settings apply next round. The faction page distinguishes your faction, the enemy that controls HQ, and the other hostile faction.

Keep weapon when unconscious has explicit Enabled/Disabled buttons on Mission. It defaults to Enabled and applies from each player’s next knockout. With it enabled, the same gun is retained and re-equipped after revival; Disabled restores the normal ground drop. Unconscious and dead spectators use Left/Right arrows to change teammates.

The Journal normally shows sentences with real server-local clock time (HH:MM:SS), event numbers and radio message numbers. Timestamps are captured when events occur and stay unchanged when history is opened or resumed. It distinguishes local sightings, reports awaiting transmission, received reports and delivered orders. Show technical details also displays the original records, including elapsed seconds, coordinates, identifiers and diagnostic fields; switching views preserves history and the live cursor. The server journal file contains each readable summary followed by its unchanged technical record. Status labels explicitly identify mortar readiness, identified-body aggression and the total UAZ deployment allowance.

Validated on 2026-09-23 with the complete repository checks and the isolated native prisoner-kit fixture (359 assertions, no script/runtime failures). Native checks cover all thirteen description bounds using DPI-correct measurements, eight-page navigation and the readable/technical journal toggle without cursor/history loss. The fixture still reports existing installed-content resource/keyword errors; this is local Workbench validation, not a dedicated-server multiplayer test.

Optional content

Use Esc → Co10 Escape Reintroduced → Mods for server-admin RHS and individual faction switches. Selections apply after mission restart, while Workshop dependencies remain loaded. See content packs and the modder registry.

Random settings

The numeric and world settings on Mission, World, HQ and Intel have a Random button. It selects the draft; press Apply to save it. You can still enter a fixed value. The start-time row also offers Random day.

  • Random start time: any whole minute from 00:00 through 23:59.
  • Random day: a whole minute strictly between the island's sunrise and sunset, calculated after the selected date is applied. If no daylight interval is available, preparation fails rather than silently starting at night.
  • Random date: any valid date in the world's authored year (1900–2050), including leap days where applicable.
  • Random weather: clear, overcast or rain, with equal probability.
  • Other fields: a uniformly selected integer within the range displayed beside the field, including zero where allowed. Random speed uses 1–24×.

The server retains the Random choice in its profile and selects a fresh value for each mission instance. Reads and menu polling reuse that value. Applying the same Random choice again does not reroll it; changing to a fixed value and then back to Random does. Live settings retain their existing apply timing; clock, calendar, weather and speed still apply only on the next round. Saved Random values for live settings also show the resolved number in the menu.

Text commands accept random in place of any of these ten values, for example /esc hq squads set random or /esc mission weather set random. Time additionally accepts /esc mission time set random day (or random-day). Existing numeric, clock, date and named-weather values remain supported. Storage uses -1 for Random and -2 exclusively for Random day; these are saved modes, never concrete values passed to gameplay or the world clock. Existing settings files keep their fixed choices without migration or an automatic rewrite.

Generated camps and map discovery

Everon generates a fresh clear-terrain prison, radio camp and four mortar sites each round. Partial intel shows question marks; exact discoveries use site icons. The prison is never marked. See generated sites and debug commands for placement limits, authoring fields, failure behavior and validation.

/esc cheat intel is an administrator-only command that places six fresh intel folders on clear ground within about 4.3 metres of the current living prisoner. It requires being on foot on terrain with enough nearby space. All six positions are checked first; a spawn failure removes the partial batch. Picking up the folders uses normal intel discovery and the configured reveal chance.

The initial prison patrol contains 3–5 soldiers, chosen once during preparation from the selected enemy faction roster. An existing RTO is retained. If that roster has no large radio, one soldier is equipped with a physical manpack (US/USAF: AN/PRC-77; otherwise R-107M). Preparation waits for that radio to be present. The guards start at separate random clear positions 12–24 m around the prison and remain frozen until it is unlocked; other site squads keep their configured size.

Airfield extraction and site icons

Everon extraction uses the airfield pad at 4800.953 / 11487.412. Site authors set RequireAirfield 1 and AircraftOffset 0 0 0 on that extraction definition. Preparation checks airfield anchors, terrain and clearance before creating the aircraft, and refuses an invalid pad without relocating it elsewhere.

Identified sites use helicopter, radio, artillery, building, medical and supplies icons. Partial intel shows a question mark at an approximate position; the prison remains hidden regardless of discovery. The western guarded UAZ/crate site is removed; the medical stash provides the second radio-intel source. See implementation and validation.

See mortar intel, original messages and perimeter guards for the four-site configuration and validation.

Permanent radio security

Radio sites require a guard squad. HQ permanently reserves that squad for the radio's 20 m defend area; it cannot be dispatched on searches, reinforcements or courier work. The generated Everon radio and table sit inside a full-size tent, with standing room for interaction. See radio camp security.

Everon also sets ScoutCount 10 in its scenario definition. This creates ten finite hilltop sniper/scout posts with radio-equipped ammunition packs; see hill scouts for terrain criteria, loadouts and reporting. Other authored scenarios default to zero.

Search helicopter: heliTimerMinutes defaults to 15 minutes after prison escape and after aircraft loss. Use /esc hq heli show, /esc hq heli timer set 15, or /esc hq heli return. See search-helicopter.md.

Enemy equipment percentages affect soldiers whose initial loadout has not yet been rolled. They do not replace authored equipment or replenish dropped/looted items. Mines are carried, not automatically planted. See enemy loadouts for faction launcher selection and fallback.

Factions → Random all immediately saves Random for all three roles; no second Apply is needed. Random remains saved after closing the menu and is resolved afresh at each round startup. Current factions stay unchanged until the next round. Individual dropdown edits still use Apply factions.

The 2026-09-23 native prisoner-kit fixture verified that Random all saves via the authenticated owner RPC, survives a fresh settings load and menu reopen without Apply, and preserves current-round faction roles. It completed 357 assertions without script/runtime failures; installed external resource errors still make the engine report non-clean. Regression coverage is in test_faction_menu.py and test_faction_selection.py.