Internals
How it actually works, system by system
Each page names the participants, the pipeline, the state keys, the failure paths and the extension points. This is the material you read before changing behaviour, not after.
DEASoul respawn
A complete replacement for the engine respawn flow. It is a respawn template, not a script you call: the engine runs the hooks, and the template holds the player's respawn until the orb reaches a destination.
FF_HorrorDANCBRN simulation
A per-client simulation. Every player machine evaluates its own exposure from fog, zones or a custom provider; there is no authoritative server hazard state, so no network tick is spent on it.
FF_CBRNTHRAtmosphere director
A server-authoritative music and overlay director. Clients report what they encounter; the server decides the mood, the track and its playback offset; every client plays the same timeline.
FF_Horror (systems/atmosphere)JOBFlying arrivals and hordes
Server-side unit delivery. One scheduler owns every flight and every horde, so there is a single place to reason about capacity, cancellation and late joiners.
FF_HorrorANCFlying skulls
A registered skull prop becomes a server-controlled actor. The server publishes phases and targets; each client interpolates its own visual proxy, so no per-frame positions cross the network.
FF_HorrorPROEden interaction circuits
A no-script puzzle system. Nodes are synchronized editor modules; direction comes from named input IDs; the ACE action appears only when the circuit evaluates true, and the server re-checks before writing state.
FF_UtilsPOLWardrobe and loadout policy
A server-published policy plus a client-side arsenal builder. Missions can offer a full arsenal, a curated one or the mission loadout, with electronics filtering and loadout preservation on re-entry.
FF_UtilsCLAFaulty vision equipment
Replacement optic classes with NV and thermal removed. Conversion is a loadout rewrite performed by the unit's owner, with one continuous policy per mission.
FF_UtilsSNAReconnect persistence
Optional recovery of equipment, position or vehicle seat after a disconnect. It never handles death; the soul template owns that.
FF_UtilsGROAI ownership balancing
Optional distribution of AI groups across the server and connected headless clients. It moves engine AI ownership only; it cannot relocate another mod's server-side scripts.
FF_UtilsREGZeus footer and volunteer service
The curator layer: a shared status footer, FPS reporting, AI look orders, and an optional volunteer/RP service that lets players temporarily take over AI bodies.
FF_ZeusBEZCamera paths and gravity pulse
Presentation utilities with no gameplay side effects. Anyone can call them; they never change mission state.
FF_CinematicIMAInspectable documents
A small helper that turns an object into an inspectable image viewer: apply the texture, set the inspection picture, and let BIS inspectable handle the interaction.
FF_UtilsGAZScare apparition
A per-viewer apparition created from Zeus. Each selected player gets a local billboard, eye lights, audio and stress effects; the server keeps the controller and viewer binding.
FF_Horror (systems/scare)BLAField utilities
Small, independent utilities that missions and Zeus use directly. Each one is opt-in, bounded, and validated on the server when it changes shared state.
FF_UtilsREGUAV automation
A per-UAV service that flies one airframe for you: follow a unit, escort a vehicle, run a patrol, hold and watch for contacts, and publish a camera feed to players, curators or named UIDs.
FF_UtilsASSReady room
A configurable pre-mission assembly screen: briefing text, private questions, per-player readiness, a skip vote, chat, pause handling and an optional music bed that hands back cleanly when the room releases.
FF_UtilsSPEWeapon faults
An opt-in firearm malfunction service with deliberate faults, specialist repairs under server-owned timed reservations, and finite expanding pulses that disable weapons over an area.
FF_UtilsCAPTransfer power
The Outpost/Theta capacitor switch as a reusable service: a charge window with a safe RUN band, a trip threshold, server-authoritative supply and physical or scripted controls.
FF_UtilsXORSolar commissioning
A four-stage commissioning puzzle owned by the server: assign return lines by XOR syndrome, set active-low control flags, then hold four coupled voltage dials inside tolerance for a continuous dwell.
FF_UtilsBOOTerminals
The server half of a terminal system: case and boot phases, powered services, credentialed scopes, media-gated access, timed archive exports and shared station traffic.
FF_UtilsFOLMusic playback and overlays
One owner of the music channel per client that follows a shared timeline, plus the generalized animated-overlay renderer used by atmosphere, intros and scares.
FF_CinematicCATMusic director
A server-side scheduler that picks tracks from catalogues and pools, honours priority events and timed forced selections, and publishes one synchronized descriptor stream that local followers play.
FF_CinematicROLSpectator suite
A native opt-in spectator service: thirteen camera presets, six overlay layers, a typed command broker, night vision control, body restoration and optional TFAR/ACRE2 radio sync.
FF_SpectatorARMGravity traps
A one-shot trap: arm a prop, and the first player who opens it or the first impact that destroys it fires a single expanding gravity wave with a configurable hit effect.
FF_Horror