Files
EscapistsReintroduced/docs/mission-starts.md
T
jakub 6a667d8deb Capture current mission, AI, map and administration development
Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
2026-10-13 22:52:53 +02:00

4.0 KiB
Raw Blame History

Mission starts

Prison remains the default. Administrators can choose a static crash aftermath for the next round in /esc menu → Settings, or through chat:

Command Effect
/esc mission start show Show the saved next start and this round’s selected start
/esc mission start set prison Save Prison for the next round
/esc mission start set crash Save Crash for the next round

Numeric 0 and 1 are also accepted. There is no random start or reroll. Changing the saved choice does not move current players, replace the start site, or restart the mission.

The server freezes the selection before preparing sites and replicates it to clients. Late joins and reconnects use that same round selection. A new round adopts the saved choice. The server stores it as integer mission.startMode in $profile:Escapists.json; older files without this field select Prison. For manual edits, stop the mission, preserve the rest of the configuration, change only that field, and restart.

Playing from the crash site

Crash mode places you on foot beside a static helicopter wreck. Search the salvage backpack for weapons and a field map, then follow the marked clue sites to find the radio. There is no prison gate to unlock. This is an aftermath scene: it does not fly or crash an aircraft, seat players, apply crash injuries, or grant a second life.

The start cache and map retain their finite authored stock. Clue folders, radio defence, medical recovery and extraction use the existing mission rules; changing start type does not refill supplies or reveal the radio. Existing one-life admission and reconnect rules still apply. New arrivals use the normal survivor-near placement, with the starting area as fallback.

Extraction distance is measured from the starting area in either mode. Gather everyone intended for rescue before flying beyond the boundary; only living prisoners aboard escape, including unconscious passengers. Players left behind do not escape.

Placement checks the admission/cache area and the measured wreck footprint before spawning. If the configured composition or terrain cannot satisfy preparation, spawning is withheld with the normal administrator diagnosis; there is no silent fallback to Prison.

Resources and validation

The aftermath uses an audited vanilla static wreck and successor-owned start setup. It adds no new external addon dependency. The current project still requires its declared RHS, WCS Armament, WCS BMP and Parachute Framework dependencies and their dependency closure; choosing Prison does not unload them. See the external addon inventory for exact identities.

The native geometry run measured the static wreck and verified probe cleanup (32 assertions). The strengthened crash route completes 66 assertions, including generated placement, native preload/admission, current finite direct bag stock, no gate/guards at the start, released prison holds, nearby original clue-defender activation, physical intel recovery, interrupted/restarted radio defence and scripted extraction victory. The default prison route completes 64 assertions after two independent terrain Game Master edits from the user’s other task; the crash run predates those two files and its exact delta is recorded. Both finish one round with no script/runtime failures; each retains 13 engine errors.

All 307 registered regression programs pass. The native routes use protected actors, scripted relocation and a shortened defence; they do not prove ordinary input, real flying, rendered administrator UI, remote replication, twelve-player multiplayer or FPS. Hideout starts and animated helicopter crashes remain absent. The first overbroad AI-state fixture failure is preserved in the checkpoint. No refreshed package or clean release qualification is claimed.