Expand roadblocks with defensive bays and checkpoint equipment

This commit is contained in:
2026-10-16 17:34:11 +02:00
parent f15c915e54
commit 96f471ef4a
6 changed files with 55 additions and 39 deletions
+8 -5
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@@ -44,17 +44,20 @@ in `Escapists.json`: **0–30**, default **4**; **0 disables** them. The chat eq
is `/esc mission roadblocks set N` (also `show` and `help`). Changes apply on the
next round/restart, leaving current units and cover in place.
These are simple roadside checkpoints: two sandbag positions and four soldiers
from the selected enemy faction. They use normal equipment rules and physical
Each checkpoint has two defensive bays built from eight sandbag walls, four
approach barriers, two anti-vehicle obstacles, two stop signs, a small rest tent
and an inspection table. Four soldiers come from the selected enemy faction. They use normal equipment rules and physical
radio reporting to VirtualHQ; HQ can send their squad to respond to contacts.
They do not reveal player locations to HQ merely by being created. Soldiers and
cover are owned by the round; killed guards are not replaced.
Placement uses the loaded terrain's road network and Soldiers navmesh before
player admission. Posts stay at least 600 m apart, 700 m from the prison and any
Placement uses the loaded terrain's road network and Soldiers navmesh after
terrain/site preparation. The initial search yields after 12 seconds; unfinished
placement continues in small background steps while players are connected,
including while the prison is locked and after escape. Posts stay at least 600 m apart, 700 m from the prison and any
controlled player body, 150 m from mission sites and outside settlement centres.
Elevated bridge segments, narrow roads, steep or obstructed shoulders are rejected.
Cover stays outside the travelled road to preserve vehicle passage. The requested
All prop footprints preserve a straight vehicle passage at least four metres wide. The requested
count is a maximum: a bounded search skips unsuitable posts and logs placed versus
requested totals instead of preventing mission startup. The admin Status page
also shows these totals. This is an interim checkpoint system, independent of the
+2 -2
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@@ -121,7 +121,7 @@ Before requesting `System.MakeScreenshot("$logs:err-ordinary-prison")`, the help
Roadblock props remain replicated independently of player distance so an admin
viewing the island through Game Master can see the same barriers as nearby
players. This is limited to the ten props per post (at most 300); guard and
vehicle streaming is unchanged. A post is counted only after all ten props have
players. This is limited to the 18 props per post (at most 540); guard and
vehicle streaming is unchanged. A post is counted only after all 18 props have
valid replication nodes. Local Workbench validation does not by itself prove
remote-client visibility.