EXPBG GM Tools
by M.Pac
0.1.5
New modules: - Unit Scripts: right-click AI soldiers or squads for EXPBG Hold Position, EXPBG Freeze (static, head follows nearby players) and EXPBG Release Unit Scripts; an EXPBG Unit Scripts attribute tab adds seven vanilla ambient animations. Squads get EXPBG Night Discipline: Light Discipline (flashlights off, worn night vision on) or Terror Tactics (flashlights on, facing nearby players). Scripts end when the unit is hurt or a player takes control. Mission-only; scripted squads are not enrolled by Unit Caching. - Advanced Briefing Map: a placeable EXPBG briefing board. One player at a time uses "EXPBG: Brief on map"; their map opens and the board shows the world map with their view, markers and drawn lines live for everyone nearby. Closing the map, walking away or disconnecting frees the board. - Ambient Unrest: "EXPBG Civil Protest Zone" gathers 10-15 unarmed civilians in one group inside the zone; they stand still and protest with vanilla raised- hand, pointing and arm-sweep gestures while an angry-crowd loop from Ambient Sounds plays. Off, delete and world end remove the crowd; saves keep only the zone settings. - Unit Dialog: Game Masters give an AI unit a speaker name and up to ten dialog lines in its "EXPBG Unit Dialog" attributes; players get "Speak to <Name>", which opens a conversation window (Continue, then Restart or End conversation) with an optional short gesture. The name defaults to the unit's own identity name; dialog reaches join-in-progress players and is kept in native mission saves. - AI Surrender: "EXPBG AI Surrender" system module. AI squads that lose a set share of their members may surrender: prisoners drop their weapons, leave their squad, turn civilian and sit down (vanilla has no hands-up animation). Players "Interrogate" them for one nearby squad's position (a removable map marker for their faction) or the prisoner's name, bio and squad leader. - AI Global Skills: "EXPBG AI Global Skills" system module. Per-faction AI skill and aim accuracy with Rifleman, MG/LMG, Marksman and Leader overrides (roles from the actual weapons; modded factions detected at runtime), default rules of engagement (Return Fire Only, Fire on Sight, Warning Shots First) with right-click "EXPBG ROE" per group, and AI ammunition (unlimited magazines or N refills, primary magazines only). Everything starts on vanilla. - Intel Items: EXPBG server racks (A/B) with GM-set intel title, text and download time (5-900 s), and a placeable EXPBG USB Drive. A player carrying a drive uses "Download intel"; a progress bar shows to that player only; moving more than 3 m away, dying or pressing again stops it. The intel is stored on the drive, travels with it and shows when hovering the drive. Rack and drive text are not yet kept by CDF or native saves. Fixes and changes: - Unit Caching: the game's own autosave and saves work while cache zones are on, as long as no group is cached or being restored; after every Full-cached group has woken, normal saving is allowed again on its own. - Unit Caching: every Game Master, including voted ones, sees cache zone icons, rings, map labels and Full-cached group icons; the testing monitor and group ids are for logged-in admins only. - Unit Caching: groups waking at the same moment come back a few at a time (up to 12 soldiers at once, then about 4 per second); a single group still wakes immediately. - Unit Caching: new controller action "Release blocked groups (escape)" for a Prepare for save that stays Blocked; soldiers already brought back are kept and never doubled. A zone stuck on "Restoring saved module settings" logs what it waits for after 10 s and resumes after 60 s if the game's save system never started. - Ambient Civilians: deleting the last civilians module no longer leaves its traffic cars and drivers behind (removed out of sight and far from players, never a car a player used). A traffic slot is no longer lost when a driver dies and the game later cleans up the car. The debug summary sits below the Game Master compass. - Ambient Sounds: debug rings and the sound legend hide while the entity browser, an attributes window or the pause menu is open. - Persistent Battlefield: bodies stay while a player is within 80 m (was 50 m), as in the last standalone release.
- Game Version
- 1.8.0.13
- Created
- Tue, 06 Oct 2026 00:34:38 GMT
- Last Modified
- Tue, 06 Oct 2026 00:44:55 GMT
0.1.4
Fixes from the first full client test on a dedicated server with the production modset (ACE, RHS, CDF GameMaster Save, Game Master Enhanced and 110+ other mods). - Unit Caching: casualty cleanup now simply deletes the body, with everything it carries, and its dropped weapon in the same tick. There are no per-item checks any more, so modded kit (entrenching tool, ACE Overheating weapons, character-mod heads) never blocks a body. Before, kit was removed piece by piece and a body that failed a check was left stripped. Items a player picked up or stored are never touched; bodies with an EBG keep component or valuable intel are still kept. ACE's overheating helper attachment and character-mod heads are accepted in Full cache snapshots. The zone status shows the native-save pause only while Full groups are actually absent, the admin cache monitor is hidden outside the GM editor, the GM entity list no longer throws when entities are deleted while paging, and a blocked Prepare for save names the group, its position and its zone. - Garrison: "EXPBG Add Garrison" (renamed so it is distinct from Game Master Enhanced's "Add Garrison") now opens its squad picker on dedicated-server clients; the access check used a server-only editor lookup and always failed on clients. Every refusal now logs one `[EXPG GARRISON]` reason, and feedback also appears in chat for players with hints disabled. Window guards stand directly at the window (nearest window posts are chosen first). - Intel Items: reading opens a dedicated window (title, scrollable text, Close / Escape) instead of a hint, so it works with hints disabled. One read per press (repeats within 1 s are ignored). `[br]` in the intel text makes a line break. - Ambient Destruction: a CDF save of destroyed buildings loads after a server restart even when native mission persistence already removed the building; ambiguous matches are still refused. Building collapses are paced at least 3 s apart across all zones to avoid client freezes. Diagnostics is an Off / Lifecycle / Counts selector and sliders show whole numbers. Debug rings no longer draw huge wedges near the camera. Removed an invalid material remap from the Afghan truck wreck. - Ambient Sounds: the crowd is now "EXPBG Ambient Crowd Sound". Radio, TV, crowd, war and sound modules share the same "On/Off" first and "Debug" last attribute order; saved settings are unaffected. All sound items use one speaker mini icon and the EXPBG badge. The debug legend moved to the right edge and is removed when no debug module remains and when the world ends. Failed-start retries for long-range sounds need at most 50 m of approach. Removed an unused sample. - Ambient Civilians: traffic works again. A car's destination town had to be 500-5000 m away and also inside the 400 m module radius, which no town can be; journeys may now leave the module radius (exclusion zones still apply), the car is freed from the radius once it departs and is removed out on the road, far from players. Neighbours visit each other's tables: the join range is 150 m, a nearby idle resident is called when a spot opens, and visitors walk back home. Deleting the module no longer leaves an empty civilian group. The debug summary sits at the top centre and the legend on the right, clear of the GM panels and the sound legend, and both are removed when the world ends. Civilian entities are excluded from CDF and vanilla saves with the editor's "not saved" flag instead of the obsolete `Serialize` override. - No Game Master Budget: the switch is now "EXPBG Enable Game Master Budgets". - Persistent Battlefield: weapon safety on spawn is applied only by the owning peer once the character is registered, removing the RPC errors on mission load and on clients.
- Game Version
- 1.8.0.13
- Created
- Mon, 05 Oct 2026 19:10:07 GMT
- Last Modified
- Mon, 05 Oct 2026 19:21:03 GMT
0.1.3
- Ambient Sounds: 28 new placeable sounds under the EXPBG Sounds browser category, covering every sound from Vinny - Sounds by Vinuesa (Workshop 61D358A07E15C5FE, APL-SA): radio static, Apache, Russian, Chinese and Arab radio chatter, Hanoi Hannah, close and distant firefight, distant shelling, two jet flybys, a drone, market, market seller, street singing, Muslim prayer, traffic, church bell, car alarm, police car, Nokia ringtone, distant barking and distant sheep. They are labelled Radio transmissions, War sound effects, Crowd or Sound effects. - Each sound is a new invisible EXPBG Ambient Sound module with Game Master On/Off, Recording, Volume, Audible distance (30-1500 m), Loop, Pause between repeats and Debug. New placements start Off at 50% volume; looping sounds default to Loop on, one-shots (jet flybys, drone, church bell, car alarm, police car, ringtone, barking) to Loop off. Settings are saved with the session. - The sounds share the radio/crowd/TV playback limits (at most four of these voices at once, 32 active sources) and wake within 1000 m or their audible distance plus 50 m, whichever is larger. Radios, crowds, TVs and the war module are unchanged. - Vinny - Sounds is not required and Game Master FX is not used. Thirteen recordings are included unchanged; the other fifteen reuse the radio, jet, firefight and shelling recordings Ambient Sounds already ships.
- Game Version
- 1.8.0.13
- Created
- Mon, 05 Oct 2026 14:12:33 GMT
- Last Modified
- Mon, 05 Oct 2026 14:29:44 GMT
0.1.2
- New module: No Game Master Budget. A Game Settings switch, "Enable Game Master Budgets" (ON by default), lifts the Game Master placement budgets for props, AI, vehicles, waypoints and systems when OFF; campaign building budgets are unchanged. Same behaviour as the Disable Game Master Budgets mod, rebuilt from scratch (no code reused): toggling now applies and restores the budget limits immediately, and the switch is read from the replicated game mode so late joiners and new missions never act on a stale value. - Unit Caching Group cleanup now works per casualty. A managed AI soldier's body and owned kit are deleted once that casualty reaches the Minimum corpse age and no player has come within the wake radius of the zone, the squad or the remains for the clear delay. The rest of the squad no longer has to die, and cleanup also runs while survivors are Simulation-cached or Full-cached. Survivors are never deleted or refilled; caching and restoration are unchanged. Bodies of an eliminated squad now go one by one as each reaches its own corpse age. - A soldier killed by script while his group is Simulation-cached (hidden and untargetable) is not confirmed dead while the group sleeps; his body is kept and never deleted by the cleanup. Known limit; normal play cannot reach it. - Remains that cannot be verified as safe to delete (unregistered or transferred contents, unapproved modded items, or a refused deletion) are retried at most three times, a minute apart, then handed back to the game's body cleanup (vanilla or Persistent Battlefield) with one `[EBG CLEANUP RELEASE]` log line. Remains protected by an EBG cleanup keep component or holding valuable intel stay protected as before (`[EBG CLEANUP KEEP]`), also when the same body or container holds other unverifiable items. Other casualties keep draining meanwhile. - Debug group lines and zone markers show casualty cleanup progress for groups with survivors.
- Game Version
- 1.8.0.13
- Created
- Mon, 05 Oct 2026 11:42:47 GMT
- Last Modified
- Mon, 05 Oct 2026 11:49:30 GMT
0.1.1
- Game Version
- 1.8.0.13
- Created
- Mon, 05 Oct 2026 08:23:15 GMT
- Last Modified
- Mon, 05 Oct 2026 08:31:54 GMT
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