One live picture for players and organizers
During an active session, GridStrike combines player locations with the field boundary, tactical grid, facilities, spawn areas, objectives, markers, and drawings. Mobile is the field-first client; the web workspace gives organizers the wider operational view.
Player identity stays attached to movement. Callsign, tactical role, squad, faction, life status, and connection state help the map explain who is moving—not just where an anonymous dot is located.
- See teammates move on the shared field map.
- Keep roster context beside live positions and tactical activity.
- Use the standard 2D view or entitled 3D terrain without leaving the session.
- Synchronize objective state, markers, drawings, presence, and battlefield changes.
Visibility follows the event assignment
GridStrike events are invitation-only. The server derives each player’s live slot and class from an active assignment, then filters synchronized state before it reaches the client. Players receive the faction view permitted by their assignment; organizers with the required capability can manage the complete operation.
Removing an assignment immediately ends live access, clears presence and location, disconnects active sessions, and blocks background-location sharing. Disconnecting from the foreground does not end a full event: permitted locked-screen updates can keep the runtime current until the event completes or is aborted.
Built for active outdoor play
The shared map engine keeps the same tactical definitions across web, native mobile 2D, mobile 3D terrain, event previews, and replay. Changing location or drawing data updates the live map without rebuilding the whole style, while reconnect recovery restores a filtered synchronized state before new updates continue.
That architecture is designed for airsoft, paintball, and MilSim sessions where the tactical picture changes continuously and every participant should see only the information their role permits.
