Docs · Current plan
Jailbreak
docs/roadmap/scopes/crime/jailbreak.mdEdit on GitHub
Milestone: M2 Extends: forced entry, jailing
Player loop
Someone outside (or a prisoner who still has a charge) blows the jail door. The door stays open until police repair it. Prisoners serving a sentence can walk out while it is open. Leaving does not clear the sentence; recapture continues it.
In scope
- The jail door is a forced-entry target.
- While the door is open, the sentence volume does not teleport escapees back.
- While the door is locked, a player with time left who leaves the volume is returned to the cell.
- Repair uses the shared repair action. Police are notified when the charge is armed.
- The breaker gains wanted level. Prisoners who walk out stay wanted.
Out of scope
- A separate blast mechanic from forced entry.
- Guards as AI, riot scripts, or a new prison building.
- Clearing wanted because the player escaped.
Assets
Door: {787617D5B683FE41}Prefabs/Structures/BuildingParts/Doors/EL_JailDoor.et inherits vanilla Prefabs/Structures/BuildingParts/Doors/Door_PrisonCell_E_A_Left_INT_ST_B.et and adds EL_LockComponent the same way as EL_Door_Base. Cell volume: port LNGC_JailCellComponent (Prefabs/LNGC_JailCell.et) and skip confinement while this door is open. Charge is the forced-entry default, DemoBlock_M112.et. See sources.
First slice
DebugWorld jail from the jailing scope. Lock holds a sentenced player. Breach lets them walk out. Repair holds the next prisoner again.
Depends on
- Forced entry
- Jailing sentence and cell volume
Proof
- Logic: open door does not pull the player back; locked door does; escape does not zero the timer.
- World: the walk-out and the repair, on a dedicated server.