EXPBG Ambient Units
by M.Pac
0.1.6
Owner report 2026-10-15: "smoking no longer spawns the cigar and smoke trail".
- **The smoking cigarette and its smoke are back** (Ambient Units' Smoke animation, civilian smokers, and
every other loiter prop for everyone on a server with this pack). The loiter-prop override added in 0.1.0
(which spawns a hand-held prop at the hand so its smoke emitter does not start far off the map) modded
`SCR_LoiterItemData` without restating the class attribute `[BaseContainerProps()]`. The config loader then
treats the class as unknown: `Configs/Character/LoiterItemPresets.conf` logged "Unknown class
'SCR_LoiterItemData'" four times and lost every entry, so no cigarette was spawned at all. The attribute is
restated; the override still spawns the prop at the hand (the vanilla path attaches it 8.5 km away first,
which is what the "Suspicious parent velocity" lines for Cigarette_smoke.ptc came from).
- **Bon's dances for allowed players** (owner request 2026-10-15). A player whom the mission switch or the
allow list allows now sees every category of Bon's radial menu, Dance included, whatever Bon's own
per-category allow list holds (its "Allowed Animations" attribute stays hidden; a mission that had switched
Dance off could not switch it back). Players who are not allowed still get no menu, and the AI animation
list (Game Master tab) still has no dances.
- Bon's hidden "Allowed Animations" attribute: the same missing class attribute as above made its entry an
unknown class in every log ("Unknown class 'BON_AllowedAnimationsEditorAttribute'"); restated, still hidden.
The entry now loads and the module's override hides it, instead of a load error dropping it.
- The three placeable-registry appenders (Ambient Civilians, Ambient Crowd, Ambient Unrest) restate vanilla's
`ComponentEditorProps` on their modded `SCR_PlacingEditorComponentClass`. Workbench component metadata
only; no load error was seen without it and the Game Master placeables are unchanged.
- Tests: new native fixture `tests/EAN_CigarGameplay.c` and a `-Client` switch for `tests/Run-Gameplay.ps1`
(loiter props are spawned only on clients, never on a dedicated server, so the fixture runs as a local
session in the diagnostic game client). Measured: cigarette in the right hand (1 cm from the bone), cigar
and mouth smoke playing, on both the override and vanilla's own path. New portable guard
`tests/Test-ModdedClassAttributes.ps1`: every `modded class` of `SCR_LoiterItemData`,
`BON_AllowedAnimationsEditorAttribute` and `SCR_PlacingEditorComponentClass` (addon and native fixtures)
carries the base declaration's exact class attribute on the line above.- Game Version
- 1.8.0.13
- Created
- Thu, 15 Oct 2026 04:04:50 GMT
- Last Modified
- Thu, 15 Oct 2026 04:07:31 GMT
0.1.5
Full test round 2026-10-14/15 (owner request: "full testing ... unit cache with animations applied"). Requires EXPBG Gamemaster Tools 0.3.3 (new pose hook `IsPoseSettled`). - **Animations in a Unit Caching zone cache within seconds.** A squad with a repeated gesture or a playlist was cached only at an instant when every animation played; between two gesture repeats or two playlist steps the attempt was refused (full modset on Watchtower: 90 s with a gesture). The pose control now tells Gamemaster Tools 0.3.3 that it may pause between two plays when nothing is half started (no entry queued, no Bon item on its way to the hand, no loiter exit or gesture running); the wake starts the animation again as before. - **A playlist step does not run down while he is paused.** Time cached by Unit Caching or paused for distance (no player or Game Master camera within 500 m) no longer counts against the step's own length, so a woken soldier goes on with the animation he was playing instead of switching at once and standing for the switch (it took 13 s from Bon to Smoke). - Tests: new native fixture `tests/EAN_CacheGameplay.c` (114 checks): a Bon item, a vanilla loiter, a playlist, a repeated gesture and Freeze in a Full cache zone; two sleep and wake cycles, the stand-in player near and gone, a Game Master changing and releasing soldiers while they are cached; same actors on their spots, same codes and payloads, everyone animating again, the playlist advancing, heading held, no loose or leaked Bon item. `EAN_AnimationGameplay.c` waits for the hand to be empty after a distance pause (timing). Full round: every Ambient Units fixture, every Gamemaster Tools fixture with this pack loaded, the CDF round trips and a full-modset game session (see `tests/GAMEPLAY.md`).
- Game Version
- 1.8.0.13
- Created
- Wed, 14 Oct 2026 19:39:47 GMT
- Last Modified
- Wed, 14 Oct 2026 19:40:06 GMT
0.1.4
Owner requests and reports 2026-10-14. Requires EXPBG Gamemaster Tools 0.3.2. - **Ambient Animations, automatic step length**: the "Seconds per step" row is gone. Each playlist step plays its animation's own length: a vanilla gesture once, a cyclic animation one cycle (Smoke and the Bon cigarette about 9 s, the leans 18-24 s), a held pose a few seconds (salute 5 s, thumbs up 4 s, attention 15 s), a resting pose or a continuous loop its category's length (sitting, lying, work 60 s, others 30 s). Measured in the engine: none of Bon's items ends by itself (they hold until removed), so the lengths come from each animation's body motion (new measurement fixture `tests/EAN_LengthProbe.c`). Playlists saved by 0.1.0-0.1.3 still load (the payload is now version 2; the old seconds field is ignored). - **Looping**: a single animation loops without gaps. A Bon item his AI drops is taken again half a second later (it used to wait up to 6 s while he stood idle and turned around), a take never happens in the frame of a put-back teleport (it did not land), and a vanilla gesture repeats after 0.25 s instead of 1 s. - **Body hold**: an animated soldier keeps the heading and spot he was given until he is released. His look stays straight ahead (vanilla idle glances turned his body) and a turn or a drift of his body is aligned back smoothly, or put back when that does not help; inside a vanilla loiter the loiter holds him. Native: an outside 90 degree turn never got past 3 degrees. - **Distance pause with a Game Master in the editor**: while a Game Master is in the editor only his camera counts for the 500 m pause, not the character he left standing next to the animated soldiers (they kept playing although his camera was far away). E2E: camera 1 km away, character 10 m away: paused; camera back or editor closed: playing again. - **New animation**: Talk intensely (Bon's intense talk, Talk category, id 59). - **Unit Dialog**: "Speak to" is offered on the head only (the chest showed a duplicate). New talking gestures from Bon Action Animations: Talk calmly, Talk intensely, Speech, Speech varied (they play while the conversation lasts, at most 90 s) and Shrug, Wave (a moment); the item leaves the speaker's hand and the world when the conversation ends. Not over an EXPBG Ambient Units animation. Dialog is never set on or offered by a player's character, also a Game Master's own character while he is in the editor. - **Civil Protest Zone**: protesters now and then shout (Bon's intense talk), give a thumbs down or hold up a stop sign, at most five at once per zone; the item is removed on every way a protester leaves (sleep, shrink, death, deletion, a Game Master taking him over). `[EAU STATUS]` reports `bon=`, `bonHeld=`, `bonRefused=`. - Players are never animation targets (Gamemaster Tools 0.3.2: unit scripts refuse a player's character); players keep Bon's own shortcut (allow list or mission switch). - Tests: `EAN_AnimationGameplay.c` (70 checks: automatic step lengths, v1 payload, body hold, quick retake), `EUD_UnitDialogGameplay.c` (50 checks: talking animation during and after a conversation, Shrug's moment), `EAU_ProtestGameplay.c` (97 checks: Bon protest animations, none left after sleep); portable `Test-UnitDialogTalk.ps1`.
- Game Version
- 1.8.0.13
- Created
- Wed, 14 Oct 2026 13:31:03 GMT
- Last Modified
- Wed, 14 Oct 2026 13:33:41 GMT
0.1.3
- Bon Guard: an allow list for Bon Action Animations' animations (owner request 2026-10-14). Players named in the mission header key `m_EBN_Settings.m_sAnimationPlayers` (server config `game.gameProperties.missionHeader`, or the scenario's header) may use Bon's animation radial menu and its hotkeys while the mission switch "Players may use Bon animations" is off. Entries are Steam IDs (SteamID64) or Bohemia identity IDs, separated by commas, semicolons or spaces. The server reads each player's IDs from the backend after his audit, tells only his own client (player controller flag) and checks every animation request itself; Bon's own animation items stay the only prefabs it spawns. Zip ties, tap shoulder and the vehicle actions keep following the mission switch only. - New native fixture `tests/EBN_AllowListGameplay.c` (23 checks).
- Game Version
- 1.8.0.13
- Created
- Wed, 14 Oct 2026 05:25:20 GMT
- Last Modified
- Wed, 14 Oct 2026 05:26:26 GMT
0.1.2
- Ambient Civilians: residents' routine stops now also use seven everyday Bon Action Animations poses (12 new routine slots next to the 61 vanilla ones): arms crossed, two ways of sitting on the ground, talking calmly, for workers a repair crouch, and two short one-shot stops, a squat and a quick look at the watch (6-12 s; the stop ends when the pose does). Nothing military, sport, dance, injured or lying, and nothing that needs a chair, box or wall; Bon's Think plays once and leaves a paper map in the hand, so it is not used. The resident turns to the stop's heading and holds the Bon item in his left hand only while he is on the stop (an item that leaves his hand mid-stop is handed over again, a bounded number of times); danger, death, a player taking him over, the 'Disappear beyond' distance and the module's removal end the pose and delete the item. Without the item the stop stays the plain standing loiter. - New native fixture `tests/EAC_BonRoutineGameplay.c` (see `tests/GAMEPLAY.md`).
- Game Version
- 1.8.0.13
- Created
- Wed, 14 Oct 2026 03:43:53 GMT
- Last Modified
- Wed, 14 Oct 2026 03:44:11 GMT
0.1.1
- Game Version
- 1.8.0.13
- Created
- Tue, 13 Oct 2026 18:06:58 GMT
- Last Modified
- Tue, 13 Oct 2026 18:10:00 GMT
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