Item / Object Placement
Unified admin tool — gun stores, ATMs, structures, mission anchors. Unblocks spawn beacons.
Live build state, current sprint, and the road to launch. We don't believe in coming-soon vapor — every system listed below is in code or in design review.
These systems run on live test servers today. Hardened across multiple sessions, regression-tested with peer + dedicated server pairs.
Sessions A through G delivered the spawn system end-to-end: town markers, loot pools, vehicle spawning, world loot, activity respawn, spawn menu, and HVT. Hive telemetry surfaced via the live server-stats counter. Spawn beacons deferred until item placement ships.
Town tier markers, server-side map visibility, motion sensor radar. Live and verified.
Polar-sweep crate placement, origin tagging, smart per-building rolls.
Vehicle anchors, trunk loot rolls, 1-hour idle despawn.
Lazy per-building scanner with interior bounding boxes. Origin tagging.
Weighted distribution, per-player cooldown, radius-scaled timing. Silent server-side tracker.
HF_SPAWN menu replaces BI deploy menu via OpenRespawnMenu override. Production deploy mechanism live.
Wealth-threshold tracking with admin-configurable amount, kill tracker, global broadcast cycle.
Server-side counter — crates / items / vehicles, connect-to-spawn timer, /stats chat command, 60-second periodic dumps.
Player-deployable spawn anchors. Deferred until item placement system ships.
Layer 1 wrapped, then we kept shipping. Mission system, admin command suite, 9-tab admin menu, welcome screen pipeline, and back-to-back perf and security waves on the active map-agnostic refactor branch.
TAC-X Operations Terminal phase 3 ships first-pass welcome screen. Revive verbs (down/revive) with overlay suppression. Mission notification routing.
HFCommandRegistry with 5-tier model (EVERYONE / TRUSTED / MOD / ADMIN / OWNER). 22 legacy commands migrated to hierarchical syntax. Per-command tier overrides via profile config.
Trigger engine, phased state machine, archetype modules (CONVOY / OUTPOST / CACHE / CRASH_SITE), damage-weighted reward distribution, /mission ops, telemetry, starter templates.
9-tab admin UI: WORLD / HEALTH / PLAYERS / COMMANDS / MARKERS / and more. Welcome screen switched to server-expanded tokens — {POPULATION}, {KILLS_BY_FACTION}, {TOP_KILLER}, {UPTIME}, {BUILD}, {ADMINS}.
Spawn click → in-world: 9.7s → 30–53ms. Welcome UI freeze: 4.3s → ~50ms. Cache poisoning fix on Workbench Reload Game. HFServerStats live counters.
Server-authoritative admin overlay tier system. HFAdminAudit persistent CSV + chat broadcast. Map-agnostic POI filter. Smoke test pending on full Workbench restart.
With Layer 1 shipped, current focus is the map-agnostic refactor. Next: item placement, the static mission spawner, vehicle persistence, and the player menu. Hive expansion is the long horizon.
Unified admin tool — gun stores, ATMs, structures, mission anchors. Unblocks spawn beacons.
Easy / Medium / Hard / VIP / HVT / Cache mission library on a configurable cycle.
Drop money, consume items, report, spawn, stats, group management.
Food, water, repair kit. Activates the survival loop.
Purchased vehicles survive logout, server restart, and rotation.
Squad spawning, GREEN alliance UI, allied marker toggle.
Diurnal cycle, weather state, NVG economy, optional radiation zones.
Multi-region cluster scaling, cross-cluster reputation, shared event broadcasts across the entire server family.
Weather events, cache drops, supply convoys triggered by server rules. Independent of the mission system.
Four hundred and counting hours. Code that compiles on first attempt. A documentation discipline that touches three places at the same time. We're not racing to launch. We're racing to be right.