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EscapistsReintroduced/docs/site-authoring.md
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Authoring base mission sites

Core loads Configs/ERR/EveronSites.conf through the scenario component on its game mode prefab. This replaces the fixed supply-table and three-site assembly code. Site definitions, runtime ownership and mission progression are separate: definitions describe initial content; ERR_SiteService owns physical entities; ERR_GameMode alone advances the escape.

Current Everon route

Site Position (X/Z) Initial content
Prison 6090 / 7160 New prison composition, finite crate with 5 PM pistols, 8 magazines and a field map; guard squad
Supply cache 6150 / 7050 Finite weapon crate with 8 AK-74 rifles, 16 loose magazines, 12 field dressings and 2 radio documents; guard squad
Radio station 6500 / 7200 Radio objective and guard squad
Extraction 7000 / 7500 Extraction marker, vanilla helicopter and guard squad

The supply cache is roughly 125 metres from the prison. Escape reveals its map marker. Physical objective documents identify the configured radio location; optional enemy-carried generic intel can reveal other eligible locations. Vanilla weapons may contain their own magazines or attachments, so the inventory's recursive item count exceeds the 52 explicitly authored stock entities.

All content is newly authored composition data or references to installed vanilla resources. The two finite crates use a vanilla weapon-crate model with 120 litres of storage, an 80 kg limit and 120/40/40 cm maximum item dimensions. They have a generic inventory manager and no arsenal or restocking controller. The Map companion may substitute its shared map for the prison's vanilla map; essential progression stays in Core.

Definition fields

Each ERR_SiteDefinition has a unique Id, Kind, composition Prefab, world Position, optional guard group and offset, and optional container and offset. Stock entries specify an item prefab and finite count. Objective-document entries require TargetId naming a radio site. RevealOnEscape exposes an intended scavenging stop after the prison phase.

The first release requires exactly one prison, radio and extraction site. Definitions are bounded to 32 sites, eight guard groups and 256 authored stock entities, with at most 64 of any stock entry. The base route must include a starting map and at least two objective documents at the prison or an escape-revealed site. Duplicate IDs, dangling/wrong-kind document targets, missing containers and insufficient guaranteed clues are rejected before spawning.

Ownership and failure behavior

Preparation has pending, ready and failed results. Each item is spawned once; rejected inventory insertion retries use that same physical entity. Accepted requests are not resubmitted while awaiting confirmation. The mission remains in preparation until every authored item is present in its destination inventory. A bounded timeout rolls back the authored entities and keeps player spawning disabled instead of starting with incomplete objectives.

Once ready, checking preparation again returns the existing result. It does not recreate stock, destroyed containers or guards. Guards register once with the mission, allowing the optional HQ to coordinate those existing forces. Stock remains physical after players take it. End-of-round world teardown disposes of mission entities; mission stop cancels activation and strategic services.

Native validation covers actual insertion, document transfer, depletion, cache loss, objective progression and restart. Visual presentation, manual navigation, multi-client inventory contention and long-term entity cleanup remain separate acceptance requirements. The six-metre cache terrain sample spans about 0.625 metres of elevation; runtime checks also reject an obstructed crate footprint.