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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