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