Persistence
Per-server MySQL persistence with cross-server hive support. Money, inventory, position, faction — all server-side. Survives restarts, wipes, and rotations.
Every core system below is mapped to its real status — shipped, in active build, or designed and queued. Some run on live test servers today; others are next up. Server authority and documentation discipline are baked into all of it.
Every required system mapped to its production status. Map-agnostic, server-tunable, lore-driven.
Per-server MySQL persistence with cross-server hive support. Money, inventory, position, faction — all server-side. Survives restarts, wipes, and rotations.
Server-side wallet. ATM network. Transaction logging. Comms relay sabotage takes the whole banking grid offline until repaired.
Catalog of 227 items, server-defined sets, per-store assignment. Stock rotation. Map countdown. Proximity radar (white clear, red contact).
Lore-driven motion sensors detect players entering city limits. Map circle goes red. High-loot zones, full visibility cost.
Tiered town sizes (small / medium / large). Slot counts and bonus multipliers per tier. Polar-sweep loot placement. Smart respawn — only missing items refill.
Named admin-configured item groups. Same primitive used by stores, world loot, vehicle trunks, and mission rewards. Rarity weighting per set.
Session stats plus persistent lifetime stats. Server scoreboard plus all-time leaderboard. Kill feed on HUD. Hive-shared across the server cluster.
Log off on one server, jump into another — gear, wallet, bank balance, and lifetime stats follow. Multiple servers share one MySQL hive. Cross-server inventory persistence. One operator, many maps.
Capture, defend, eliminate, retrieve, convoy, crash site, airdrop. Configurable timers and pools. Crate rewards driven by loot sets.
Durability, repair kits, locking, fuel network, vehicle menus, gas stations. Trunks ship with starter weapons. Idle despawn after one hour.
Phone / tablet / radio bound to a keybind. Call airdrops, view stats, manage groups, scan map intel. Faction-themed.
Light food / water / stamina system. Items found in world. Drain over time, affect regen. Tuned for tactical pressure, not DayZ-grade hardcore.
Money item, water bottle, food, repair kit, lockpick, player device. Authored from scratch for the mod.
Status bar (food, water, stamina, wallet). Compass / coordinates. Template-based UI architecture (.layout + config). Overlay framework for all menus.
In-game HUD overlay, Steam ID whitelisted. Tabs: Players, Economy, World, Character, Server. Every action server-side RPC, every action logged.
Configurable money drop %. Item scatter. Voluntary drops while alive. Server tunables for percent, radius, and item types.