Add optional shoreline Motorboats and recommended addon controls
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@@ -99,10 +99,13 @@ There are no new entity scans, prefab loads, network messages or per-frame updat
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## Optional motorbike hunters
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Mods → Recommended addons lists WCS Motorbikes (`6503091A7B264FC3`), Cessna 172
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and Phaseline Marksman Rifles, using the **server's mounted addons**. Missing
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Mission → Recommended addons lists WCS Motorbikes (`6503091A7B264FC3`), Cessna 172,
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Phaseline Marksman Rifles and Motorboat (`610C8532D3756F2D`), using the **server's mounted addons**. Missing
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supporting addons are named. This page does not download mods or introduce new
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Workshop dependencies. Cessna and weapon buttons open their existing controls.
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Workshop dependencies. Cessna, weapon and Shore boats buttons open their existing controls. Motorboat requires
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Modest_Boat_Core (`696A0CE876246081`), Modest AI Radio (`61A6B4C21F6FCF22`) and
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Modest VehicleCore (`6A7D4E7B69969355`); the page names any missing dependencies.
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See [Shore boats](shore-boats.md) for supported versions and test results.
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Motorbike count is 0–6 (default 2, 0 disables), saved for the next round. When WCS
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Motorbikes, its Motorbike base (`61B84088181A8FA4`) and WCS Armaments are mounted,
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@@ -0,0 +1,39 @@
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# Shore boats
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Optional integration uses **[Motorboat](https://reforger.armaplatform.com/workshop/610C8532D3756F2D)** by Modest23. Version 0.0.13 is built for Reforger 1.9.0.37. It requires Modest_Boat_Core, Modest AI Radio and Modest VehicleCore. REAPER is not required. Vanilla boat scenery is not usable transport.
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**Mission → Recommended addons** lists Motorboat, names missing server dependencies and opens its settings through **Shore boats**.
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**Content → Shore boats** controls occasional unarmed transport boats. Changes apply next round.
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| Setting | Default | Range |
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| --- | ---: | ---: |
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| Maximum boats per round | 6 | 0–16; zero disables |
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| Ordinary coast candidate chance | 20% | 0–100% |
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| Island-facing coast candidate chance | 70% | 0–100%; at least the ordinary chance |
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The server must load Motorboat (`610C8532D3756F2D`) and its Workshop dependencies. The mission discovers the inspected unarmed `Prefabs/Vehicles/Boats/Motorboat/Motorboat_Base.et` dynamically. No new mandatory mission dependency or third-party asset is included. Without Motorboat, Status explains why no boats spawn. Mod switches and **Content → Vehicles → Use for: Shore boats** assignments apply. Other boat mods are not automatically selected. Invalid drivetrains are rejected before a boat is kept.
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A bounded background terrain survey identifies connected landmasses. Shore candidates facing a different landmass within 4 km receive the higher probability; an opposite bank on the same island does not. The grid uses 64 m cells on smaller maps and expands to keep each axis below 257 cells, with intermediate land checks across each connection. Very small islands and narrow land connections can fall below this survey resolution. Probabilities apply once per randomized shore candidate, not once per island. Boats are occasional transport, not a guaranteed escape route for every island.
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Precise placement checks reject cliffs, shallow hull footprints, nearby obstructions and blocked departure water. Boats sit 12–36 m off the shore, at least 700 m apart, with 50–90% fuel. Placement is withheld near players or when their bodies/spectator targets can see it; unknown views or an open editor also veto placement. Normal vehicle replication handles the boats. Empty boats have no forced faction, allowing first-occupant ownership.
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The round owns the finite fleet. No distance cleanup, respawn or replacement happens after use or destruction. The maximum is an upper bound: missing/disabled content or unsuitable shores may yield fewer boats.
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Authenticated commands:
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- `/esc mission shoreboats set 6`
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- `/esc mission boatchance set 20`
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- `/esc mission boatcrossings set 70`
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Each also supports `show` and `help`. Status → Mission status reports survey progress, missing mod, disabled state and created count.
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## Validation
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Native Workbench test on 2026-11-07, Reforger 1.9.0.37: Motorboat 0.0.13, Modest_Boat_Core 1.0.1, Modest AI Radio 1.0.33 and Modest VehicleCore 1.0.1. The final production catalog and drivetrain guard spawned a fueled, unarmed boat at a surveyed shore; a USSR test soldier entered its neutral driver seat. Native throttle moved it 16.1 m in the 15-second acceleration phase, reaching 9.84 km/h and 4,587 RPM; native steering changed its yaw by 95.5 degrees. The finite survey and native menu bounds checks passed, as did the shoreline-grid, worker, menu and vehicle-role regression checks.
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This is scripted local integration evidence, not a dedicated-server multiplayer or manual-control playtest. The diagnostic completed and cleaned up, with source and dependency fingerprints unchanged. Its strict overall result remains nonzero because the log contains resource errors: Motorboat radio/horn references and separate Rally DLC resources in the private Workbench profile. Motorboat also reports clutch-torque and wheel-axis warnings, but its drivetrain initializes and the movement checks pass. REAPER RHIB 1.0.2 failed drivetrain initialization in the earlier test; it is no longer selected.
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### Horn audio
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Motorboat 0.0.13 has a silent horn in the 1.9.0.37 native test. Two four-second bursts used its `SOUND_VEHICLE_HORN_LP` event with `HornState=1`, compared with a vanilla UAZ under the same isolated audio recording setup. Motorboat stayed at background levels (about 43–54 PCM RMS); the UAZ produced clear horn output (about 656–823 PCM RMS versus 33–57 background). The boat references the unavailable `Sounds/Horns/Horn_-_Mono_-_Loop.wav` resource (`8A27DC8302B06ACF`). No third-party horn asset or compatibility override was added. This verifies the configured sound output; it does not qualify multiplayer or the player's horn key binding.
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