Feature 08 / FF Horror + Cinematic
When the worldrings
A server-owned pulse front, a shared blackout barrier, a local recovery sequence and a visual wavefront. Plus a flying sphere that actually pulses and an emission profile that leaves consequences.
One server-owned front, a shared blackout barrier, a local recovery profile and a visual wavefront. Each layer is optional; the clock is not.
Illustrative wavefront. The front, barrier, recovery and visual are separate layers.
Layers
Use the part the scene needs.
| Layer | Entry points | Runs on |
|---|---|---|
| Authoritative front | pulseFrontStart / pulseFrontStop | Server |
| Shared blackout barrier | pulseBarrierStart / pulseBarrierCancel / pulseBarrierContact | Server |
| Combined sequence | pulseSequenceStart / pulseSequenceStop | Server |
| Local recovery | pulseRecoveryStart / pulseRecoveryRelease | Participant client |
| Riser cue and wavefront | pulseCueLocalStart / wavefrontStart | Local client |
| Shared loop audio | loopAudioStart / loopAudioFade | Local client |
Front
A wave with a roster.
The front tracks a finite linear wave against an explicit player roster. Travel time is
radius / speed and is capped at 600 seconds; the start cannot be more than 600 seconds in the future. Up to
16 fronts may exist, each with at most 128 participants.
The server evaluates one contact or exclusion per participant per tick. A participant who dies,
disconnects, changes owner or leaves the radius is reported through onExit.
Barrier
Nobody wakes up early.
Every participant reports
A barrier keeps a group blacked out until every current participant reports black or the deadline expires.
automatic invites everyone immediately instead of waiting for front contact.
Bounded windows
blackTimeout defaults to 55 s, recoveryTimeout to 180 s and
releaseDelay to 1 s. All are clamped and shared, so no client can hold the group hostage.
Recovery profile
Local recovery can drain filters, alter blackout layers, play a riser and release at a shared time. It is a profile, not a hard-coded cutscene.
Visual wavefront
wavefrontStart draws the travelling edge locally against the same clock. The visual layer can be
used alone for a mission that only needs the look.
Emission
A sphere, not a skybox.
A flying sphere is a persistent server-owned orb that pulses on a shared schedule; the emission profile adds aftermath, sound holds and fades instead of replacing mission callbacks.
The local emission profile is on by default (FF_horror_emissionProfileEnabled); it chains
mission callbacks rather than replacing them, and only fills sound holds and fades the mission left unset.
Feature 08 / 08 Every system deep dive