DCO_Extensions

by JDripstein

1.0.6

ADDED
- Convoy follower closure. A group spread over several vehicles is one move order, and it completes on the LEADER's arrival - every other vehicle's move
  ends with it, wherever it happens to be, which is why a column reached its waypoint strung out down the road. Once the leader has arrived, each trailing vehicle's driver is now ordered to a slot behind the leader, one convoy spacing apart. The order goes to the pilot seat specifically (addressing a passenger is how people end up debussing to walk), per vehicle, behind a re-issue gate, since per-tick re-targeting of drivers is what caused the 1.0.3 regression. Stands down in contact or whenever vehicle doctrine owns the crew.
- Obstacle detours for convoys. AI drivers steer along the road network, and props placed on a road are carved into the infantry navmesh at bake time but never modify the road graph - which is why infantry walk around a road checkpoint that vehicles drive straight into, and why a waypoint placed close to one leaves the driver no distance to resolve in. m_sConvoyObstacles lists trigger circles with a via point ("x z radius viaX viaZ; ..."): a mounted group  entering a circle on its way somewhere is nudged to the via point, and its standing waypoint then re-asserts. Best effort by design - it routes the approach through the drivable gap, it cannot rescue a vehicle already against the blocks, and nothing at any layer can edit the road graph at runtime.
Game Version
1.7.0.54
Created
Tue, 11 Aug 2026 16:12:22 GMT
Last Modified
Tue, 11 Aug 2026 16:12:30 GMT

1.0.5

v1.0.5

FIXED
- The Clear Buildings waypoint did not appear anywhere in the Game Master. Its
  editable prefab was hand-authored from the wrong reference: it set the fields
  vanilla's SearchAndDestroy waypoint sets inline, but omitted m_EntityType
  WAYPOINT, and it gave its m_UIInfo a fresh object id instead of reusing the one
  it was overriding. Without the entity type the editor cannot classify it, and
  with a new UIInfo id the name and icon override never applied. It is now built
  on the same component templates vanilla's own waypoints use, which carry the
  entity type, flags and auto-register settings rather than restating them.

CHANGED
- The Clear Buildings waypoint now sweeps only its own radius. DCO's clearer flag
  is a standing group property and its state machine picks the nearest claimable
  building to wherever the squad is standing, so a flagged squad cleared its way
  across a whole town on the walk to the objective and never arrived. The
  waypoint's completion radius is now the sweep area: the squad clears what you
  pointed at, then resumes its move. DCO's per-area building quota is also dropped
  for a scoped sweep, since the waypoint already bounds it.
- The waypoint no longer depends on server settings. DCO gates clearing on
  m_bEnableCqbClear, and on m_bCqbClearMarkedOnly on top of that, so whether a
  Game Master's waypoint did anything depended on two values they cannot see
  in-game. A group carrying the waypoint now runs the state machine regardless.
  Both behaviours are switchable; turning them off restores 1.0.3 behaviour.
Game Version
1.7.0.54
Created
Tue, 11 Aug 2026 15:50:02 GMT
Last Modified
Tue, 11 Aug 2026 15:50:05 GMT

1.0.4

ADDED
- The Clear Buildings waypoint now appears in the Game Master command bar. It was
  registered as a placeable entity in 1.0.3, which put it in the Edit-mode entity
  browser but not on the toolbar you get when a group is selected. Those are two
  separate registries and a custom waypoint has to be in both.
- CQB sweeps cover upper floors. On a building with baked smart-action points DCO
  uses those and multi-storey already worked. With none, its fallback samples a
  ring at the building origin's height - the vertical component is literally zero,
  so the node set is planar by construction and no radius or sample count could
  ever reach an upper floor. The ring is now re-sampled per storey, with a vertical
  snap tolerance under one storey so an upper probe cannot answer with the ground
  floor beneath it. This adds floors to sweep, not the ability to climb: where the
  navmesh has no stair link the move fails and the sweep carries on, as an
  unreachable node does today.
- The config file updates itself. A load that finds keys missing rewrites the file
  afterwards, preserving every value already set and adding new keys with their
  defaults and comments. Previously a new setting was invisible to any server with
  an existing config - it ran the compiled default with no way to discover the key
  short of reading the changelog. The log names what was added. An unparseable file
  is deliberately never rewritten, since that is nearly always a typo in an edit
  someone just made and overwriting it would destroy the rest of their settings.

FIXED
- A QRF Task Zone could make its groups impossible to order out of it. The zone
  marks every group whose leader is inside as a responder and stores the zone
  centre as a hold point. DCO then re-issues a move back to that centre whenever
  the group is more than m_fQRFHoldLeash (30m) away. That runs in the branch for
  when nobody needs help, so no contact is required, and unlike DCO's
  reinforcement path it does not check for a waypoint - so it fights a Force Move
  for as long as the mission runs. It is vehicle-aware, so it drives a convoy back
  rather than nudging infantry. Since zone radii are normally far larger than 30m,
  a group inside a zone keeps its hold point while being dragged back to it: it
  sets off, reverses at a fixed distance, and drives away from its objective, out
  of contact, at the same spot every time, with nothing in the log. The leash is
  now suppressed while a group is under an explicit order. Answering a QRF call is
  untouched - that branch never reads the hold point.
- Procedural pathing no longer drives vehicles once a group has mounted. It routes
  a group to its goal in 25m cover-scored legs, so a driver is re-targeted every
  few seconds to a navmesh point that may sit off the road or behind him. DCO does
  guard this, but only as the move order arrives: a group already in its vehicles
  is safe, while a group ordered on foot that then mounts keeps pathing for the
  rest of the move. Mounted state is now re-checked every tick and the stale plan
  dropped. Infantry pathing is unchanged.

  Scope: this only applies once the group has contact, since procedural pathing
  self-disables below its danger threshold. It is not the fix for a convoy
  misbehaving on an uncontested route - see known issues.

KNOWN ISSUES
- Map markers appear on the player map, not the Game Master map.
- No column discipline for convoys. Vehicles in one group each solve their own
  route to the destination, so where the road graph offers two comparable routes
  they diverge and the column splits. DCO's vehicle doctrine does not cover this:
  it writes role NONE out of combat and issues nothing, and it reasons per group,
  so several vehicles crewed from a single group are one entity to it. Spacing,
  speed matching and catch-up exist at no layer.
- Squads stack directly in front of the breach rather than to one side of it.
- DCO picks the interior navmesh node nearest the group as its entry point rather
  than an actual doorway, so on some buildings a squad forms up against a wall.
Game Version
1.7.0.54
Created
Tue, 11 Aug 2026 15:10:39 GMT
Last Modified
Tue, 11 Aug 2026 15:10:56 GMT

1.0.3

ADDED
- Clear Buildings waypoint. A Game Master waypoint assigned to one group, which
  marks it as a CQB clearer so it sweeps buildings as it advances. DCO has the
  machinery for this - EDCO_ZoneRole.CLEAR and a per-group flag - but shipped no
  way for a GM to set it. A waypoint suits it better than a placeable zone: it is
  given to a group rather than catching whoever walks into it.
  Requires DCO's town clearing enabled. Does not auto-complete, deliberately:
  a completing waypoint would release the flag on arrival, before the squad had
  cleared anything. Remove it when the sweep is done.

FIXED
- Convoys drove to stale destinations while out of contact. DCO calls its contact
  drill every tick and performs its own contact check inside that method, so our
  override returned before ever reaching it. Every mounted group was re-ordered to
  its stored path destination whether or not anything was shooting at it, and that
  destination is the procedural path's end goal, which also bypasses road routing.
  Out of contact we now always hand back to DCO, which is what stands the group
  down and clears any support-fire boost it applied.

CHANGED
- Push-through no longer applies to mounted groups by default. A group on a GM
  waypoint keeps moving on its own: the waypoint is a persistent order, and DCO's
  halt only stops it issuing further path legs rather than cancelling it. So for
  waypointed groups the feature was re-asserting a move nobody needed, and it
  caused two regressions doing so. Still available per-group, and for groups
  moving under a DCO-issued order rather than a waypoint.
- Advancing groups re-assert their move at most every 5 seconds, configurable.
  DCO's own throttle sits inside the method this path bypasses, so the order was
  previously re-issued on every tick - a suspect for drivers braking and reversing
  mid-corner.
Game Version
1.7.0.54
Created
Tue, 11 Aug 2026 14:03:25 GMT
Last Modified
Tue, 11 Aug 2026 14:03:27 GMT

1.0.2

FIXED
- Map markers no longer disturb the AI commander. Drawing them called
  DCO_ObjectiveRegistry.BuildActive() on a 10 second timer, which is not a read:
  it clears and rebuilds DCO's entire auto-objective list as a side effect, on a
  cadence unrelated to the commander's own. Markers now read a snapshot captured
  from the commander as it works, so nothing outside DCO triggers a rebuild.
  Suspected cause of groups losing their orders and stalling in contact in 1.0.1.

CHANGED
- Markers redraw only when the commander publishes a new objective set, rather
  than every 10 seconds. In practice that is the commander's own 15 second tick,
  so the map stops churning between updates.
- Marker symbols are now neutral. The previous build drew zones with the friendly
  symbol and objectives with the hostile one regardless of their actual faction,
  which presented a guess as fact. A task zone belongs to whoever is standing in
  it, so an unknown-identity symbol is the only honest one.

KNOWN ISSUES
- Markers still appear on the player map, not the Game Master map.
- CQB sweeps are ground floor only on buildings without smart-action points. The
  interior-node fallback samples a flat ring at the building origin's height, so
  it cannot produce an upper-floor position at any radius.
- Squads stack directly in front of the breach rather than to one side of it.
Game Version
1.7.0.54
Created
Tue, 11 Aug 2026 13:03:28 GMT
Last Modified
Tue, 11 Aug 2026 13:03:31 GMT

1.0.1

ADDED
- Commander scoring is now tunable. DCO declares ten fields governing how the AI
  commander scores objectives and commits reserves, and reads none of them from
  config. All ten are now settable, including m_iCmdGroupsPerObjective, the real
  dispatch cap. DCO's own m_iCommanderMaxDispatch is dead code the commander
  never reads, which is why raising it has no effect.
- The commander now leaves groups alone when they already have orders. It
  previously checked faction, contact, cooldown and range, but not whether the
  group was doing something, so a Force Move or a get-in order was replaced on
  the next tick and every tick after. DCO's own reinforcement system already
  skips groups with a waypoint; the same rule now applies to the commander.
- Implemented EDCO_COA.ADVANCE, the push-through course of action. The value
  exists in DCO's enum but is referenced exactly once, in its own declaration:
  the tactical brain never selects it and the contact drill never handles it.
  A group can now keep moving to its objective while fighting, which is what
  convoys and deliberate assaults need.
- Vehicle crews no longer run infantry actions-on-contact. DCO already guards
  its pathing, standoff and cover systems against mounted groups; the contact
  drill was missing the same guard, so convoys under fire performed foot-mobile
  flanking manoeuvres.
- Task zones can be restricted to a single faction. They apply their role to any
  group whose leader is inside, with no faction check, so a friendly patrol
  clipping an ambush zone holds fire. Off by default.
- DCO task zones and commander objectives now appear as map markers, including
  the auto-derived objectives that have no entity and were previously invisible
  by construction.
- Config file at $profile:DCO_Extensions.json, written fully populated and
  commented on first start. Every fix has its own switch; turn one off and that
  behaviour reverts to stock DCO with no effect on anything else.

CHANGED
- Install no longer requires attaching anything to a mission. Everything runs
  from a game-mode hook and from modded classes, so the mod is active as soon as
  it is in the server's mod list. Previously the config and markers lived on
  ScriptComponents that had to be placed by hand.
- Standoff is now a close-only constraint. The floor still refuses to let AI
  close past their weapon's minimum, but no longer reverses them out to reach it.
  DCO applies it as a minimum distance, which also pushes an AI outward when it
  is already closer, so in compounds and villages infantry backed out of a
  courtyard instead of holding and shooting.

FIXED
- Objective Zone placeables dispatch again. The prefab ships with no faction
  component and no faction attribute, so it registered with a null faction and
  the commander's reserve filter could never match a group to it. Placing one
  assigned nobody. The faction is now taken from a configured key, or inferred
  from whichever faction has the most groups inside the radius.
- CQB squads no longer stack at a breach without entering. The transition to
  ENTER waited for the leader to reach the door, but stack slots are handed out
  in array order, so a leader assigned to a rear slot stood farther out than the
  transition allowed and the squad waited until a 30 second watchdog gave up. It
  now triggers on whichever member reaches the breach.
- Fixed a crash on project open in Workbench, and the equivalent hard failure on
  a dedicated server. The settings singleton read its config on first access, and
  the engine constructs behaviour classes during script global initialisation,
  before the filesystem exists. Settings now return defaults only; loading is
  explicit and happens once the game is running.

KNOWN ISSUES
- Map markers appear on the player map, not the Game Master map. The two use
  different mechanisms and the GM map is not addressed in this release.
- The CQB fix addresses the entry gate, not entry-point selection. DCO picks the
  interior navmesh node nearest the group rather than an actual doorway, so on
  some buildings the stack still forms against a solid wall.
- With m_bCommanderRespectWaypoints on, a mission where every AI carries a
  waypoint leaves the commander with no candidates. This is working as intended,
  and is logged when m_bDebug is on.
Game Version
1.7.0.54
Created
Tue, 11 Aug 2026 12:39:48 GMT
Last Modified
Tue, 11 Aug 2026 12:39:50 GMT

1.0.0

Game Version
1.7.0.54
Created
Tue, 11 Aug 2026 11:25:17 GMT
Last Modified
Tue, 11 Aug 2026 11:25:19 GMT

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