Everon, 1989 · life/RP for Arma Reforger

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Hideouts

docs/roadmap/scopes/ownership/hideouts.mdEdit on GitHub

Phase: Release Extends: Houses locks, organizations

Player loop

An organization owns one building. Members use its door, its storage, and its processing machine. The contraband convoy starts here.

In scope

  • One hideout prefab: an existing structure with a lockable door, a storage box, and a process machine.
  • Ownership is the organization id. Members can lock and unlock. Others cannot.
  • The processing slot from organizations turns the machine on. Without that upgrade the machine refuses and logs.
  • A placed convoy start marker for contraband.
  • The building is placed in the world by the server setup, then assigned to the organization. Players do not noclip a base into the map.

Out of scope

  • Player-bought private homes. That is housing.
  • Instanced interiors, furniture, or a new building mesh.
  • More than one hideout per organization in the first slice.

Assets

Shell: Prefabs/Structures/Houses/Garage/Garage_E_01/ or a village house, parented like EL_Building_Base (Building_Base.et). Door and key: EL_Door_Base, EL_LockComponent, HouseKeyItem.et, identifier set to the organization id by EL_HouseManagerComponent. Machine: ItemProcessor_Base. Stash prop from LNGC: Prefabs/Props/Crates/ShineStash.et. See sources.

First slice

A DebugWorld hideout assigned to a test organization. A member unlocks the door and processes. A non-member is refused at the door and at the machine.

Depends on

  • Organizations
  • Houses door, key or lock component, adapted to an organization id
  • Processing
  • Contraband for the job that uses the building

Proof

  • World: member in, non-member out.
  • Persistence: ownership and lock state survive a restart.

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