Xpect92 22 Posted November 11, 2016 Hello everyone. So here we are with another annoying life mod for this awesome game you think?! Not so much. Please continue reading and let me explain what we are doing. If you have been around in the ArmA community for a while you probably remember the huge discussion we had about certain Life Mods that would just not stick to unwritten (and actually written) rules of the ArmA community and Bohemia Interactive. Because of the bad reputation of Life Mods in the community i have to make a few points about our mod. We, at ArmA 3 RP are creating a life roleplaying framework. It is gonna be available, open source (after the initial release), for everyone to host their own server and we have no intentions what so ever to make money off of this mod. We are however utelising community mods. Why re-invent the wheel when the community has already invented them. However, we do that by respecting their licensing and crediting every single contributor. Code wise our framework is 100% coded by us. Of course we have looked into other mods such as Altis Life or Exile just to get to know how to get things done. We really appreciate every mod maker who publishes their mods in a way that the whole ArmA community can make use of them.About:ArmA3-RP is a in-development hardcore Life-Mod for ArmA 3. Live another life in a virtual reality. Become a business man and create your own company. Manage your employees and sell your goods for the best price. Other companies will be dependent on YOU. Join the police force and become an Officer to protect the citizens. Become a Detective and investigate crime scenes. Work in dispatch and coordinate units. Become a paramedic or an emergency doctor and be a hero without wearing a cape. Towing or repairing vehicles is your dream? No problem, the breakdown service system is one of the most advanced out their. With databases for orders and a lot of custom repair objects. The same applies to the cops and the medics. There is a lot to discover! Not into being the “good guy� Grow drugs in your backyard and process them in your garage or house. Be carefull, one drop too much and it might explode.Our Goal: Our main goal is to provide a functioning and fun Life-Framework for Arma 3 to everyone. Every single file (excluding some .p3d and .rtm files) will be available to the public. That means that anybody will be able to create their own server with our mod. We are trying to make this as configurable as possible. We are aiming to have a single settings file to edit for server administrators in order to customize their servers with enough veriaty to distinguish themselfs from other servers. Let's be honest here: A good roleplaying ArmA Life Mod Server has always been about rulesets and administration instead of a lot of custom objecsts/scripts and stuff.Stage Of Development: Since the base for the framework is done we are currently implementing features. It takes a while because we try and think every feature through. We are trying to find a good balance between realism and playability for every feature we make. Arma being clunky as it is, is good for RP-Frameworks because everything is so slow. Check out our DevBlog from time to time. We'll keep updating it with new features in the future. Release: No plans, yet. As soon as we have a working framework with a little bit to do in it we will most likely go through some internal testing and maybe even start a public alpha. (Our server, no release) When we are happy with what we have and we think that it is fun playing our mod for a longer time, then we will release. Please visit our website and check out our DevBlog to see some screenshots and learn more about or mod. We hope that we were able to wake at least a little bit of interest in what we do! Best Regards, Xpect and the Arma3 RP Dev Team ______________________________________________________________________________ The following content has been taken from our webites DevBlog: DevBlog #1: Character Creation: Spoiler Howdy! This is my first little devblog post about our character creation system. The first thing you’ll have to do when you join a server that is running Arma3RP is to create your character. So lets dive into what we’ve already got. You can set first, middle and last name. Those are persisted in the database so that changing profile names wont change your in-game name. You’ll also be able to set a birthday that can be used to identify people. Your place of birth will be your “spawn point†and will show on your ID for immersion. You will only have a “spawn point†once because as soon as your character is created you will always log in where you logged out. Stranded in the middle of nowhere with a broken car? Well, relogging wont help you here.. Your gender will decide what “faces†are available to your character. Its just too bad that Arma does not provide female soldiers, but there are some identity mods out their with female faces we can use to allow female characters in the game. Gender and appearance are persisted. The face you choose will always be your characters face. We are aiming to making characters distinguishable. Ones you’ve created your character you are ready to jump into the world. WIP Character Creation GUI The following config entry is taken from our settings file. We are trying to make this mod easily configurable for server admins. Note that the gender option is not yet implemented and that the settings class will not have any information about that, yet. Sorry about that being a picture but wordpress wont let me use code right now and i don’t have time to figure it out right now. Character Creation Settings Best Regards, Xpect DevBlog #2: Dynamic Object Placement And Carrying Objects: Spoiler Hello again. In general Arma3RP uses the native Arma Inventory System for all those items we need. Car and House keys are inventory items as well by the way. But unfortunately not all “Items†we need can fit in your pockets or in your backpack. For example traffic cones or furniture objects. That is why we have implemented a way for players to carry bigger things around. You just walk up to an object press the action key and pick it up. Action Menu. All GUIs are WIP Me carrying a shelf. Animation were done very quickly and will be refined in a later stage of the project. Once you picked something up you can slowly make your way to your destination. You can attach objects to a pallet dynamically. That pallet can then be lifted onto a truck with a forklift and off you go. Placing stuff on a pallet is simple. You just walk up to a pallet and aim at it. The object will automatically snap to the pallet and you can move it around with your mouse. You can rotate objects. Using the action key you can then attach the obejct to the pallet if it is not intersecting with objects already on that pallet. Dynamic object placement on pallets. Some objects you see here are from PLPs Urban Pack. Pallet object from Jonzies Forklift. If you drop a supported furniture object in your house or your company headquarter you will be prompted if you would like to keep that object as furniture. If you click yes the object is persisted in the database. Other people will no longer be able to pick the object up until you remove it as a persistent furniture object. This works for containers as well. Their content will be persistent too. With this system you can create unique company headquarters and houses. We are working on getting more furniture objects ready but it is not a priority at all. Smeling Company Headquarter furniture. (Yes, that laptop is inside the table…) That brown footlocker box is from PLP Containers. The object carrying system is fully configurable. When an item is defined inside of CfgVehicles you can set a few additional parameters to make the carry object system look nice with all objects. If no values are provided, default values will be used. CfgVehicles objectOffset = The offset relative to the player to object will be attached to objectVectorUp = The vectorUp that will be set to attached object objectGesture = The gesture (animation) that will be played while carrying that object objectMemPoint = Optional: Player model memPoint that the object will be attached to originalAuthor is just a way we credit people directly in the configs. Some of the carryable objects can also be put into cars. You can put them inside using the action menu and retrieve them via the normal inventory. Putting a cone into a car Cone inside vehicle inventory. The BMW belongs to the addon Ivory Cars. Please keep in mind that these are in-development features. We might change them. Regards, Xpect DevBlog #3: Using Gestures To Create Better Immersion: Spoiler Hello again! Just some quick screenshots of gestures we’ve made to display what a player is doing to his surroundings. Gestures are basically animations but allow the player to still walk/run or interact while they play. Casually making a phone call. Surrendering while still being able to walk. You are still able to move when your hands are restrained. (Needs handcuff object i guess) Putting your hands up while carrying a weapon. You’ll not be able to shoot. (This one needs some work, floating guns and stuff..) WINGARDIUM LEVIOSAAA! Greetings traveler, Xpect DevBlog #3: Persistent Game World: Spoiler Hello everyone. Today i am gonna talk about how our game world persists through the beloved server restarts. We all know that ArmA-Servers will need a restart from time to time to function fast. Even if you try to collect as much garbage as possible a restart will always make the server faster. We are trying to make those inevitable restarts affect roleplay in the least possible way. In order to achieve that we persist as much data as possible. Their wont be any fancy screenshots in this devblog, just me talking about talking about the things we do to try and make this life mod great. Also, i will indirectly (but obviously) compare this mod to the well known mission Altis Life (or now Arma Life) on which most of the “life mods†out their are based on. OK. Now that i have said that, let’s get into it. Players Let’s talk about the players themselfs first. We dislike the idea of a player having to choose a spawn location every time they enter the server. That is why player position are persistent and that means that they will always log-in where they logged-out. If you are stranded in the middle of nowhere with a broken car you are in for a hell of a walk (don’t worry, their will be alternatives to playing a running simulator). I just love how you can log out at your house and when you log back in you’ll be just be there. Also, player inventories are saved exactly as they are. Every single bullet in your magazines is saved so players cannot re-log to restock their magazines. Survival stats such as hunger, thirst, intoxication etc. are persistent as well. Vehicles To create a living world we made all the vehicles that were bought by players or companies persistent. They’ll always be in the world. If parked incorrectly its up to the cops to order the breakdown service to get those vehicles towed out of the way. And hell are you in for a fine if you park your vehicle illegally. Vehicle inventories are also persistent with all the stuff players put into them. The way our taxes and pricing system works discourages players to own a lot of vehicles at ones to decrease the load on the server. Their is no such thing as a virtual garage in ArmA3-RP. However, we are considering to provide “vehicle safe zones†in form of parking spots for players without a garage to safely park their vehicles. Obviously the cars color and damage is saved to the database. We only support carpack addons with working license plate systems (Jonzie Vehicles and Ivory Cars). The license plates are unique (you can choose one when you buy a car). For Ivory cars we plan on persisting rim color, window tint and addons for the cars. Some general settings for server admins. As you can see you can define a custom license plate format. Company And Housing Furniture Our unique furniture system allows players to place furniture objects freely in their houses or company headquarter. These include containers where players can put items into. Furniture objects and their content are persistent as well, even if the player they belong to is not online. We want to create a great immersion with furnished houses and company headquarters. Also robbers might make out a good catch just by looking through the windows?! Some persistent furniture objects. (Ignore the hint on the upper right, its for debug purposes) Database Systems Let’s assume that a player left his car in the middle of the road and logged off the server. Eventually the cops are going to see that car and order the breakdown service to tow it. The only problem is that we don’t have to ability to make the player pay for the tow and the ticket in an RP way. I mean, we could just take it from their bank accounts but that does not sound like a lot of roleplay. That is why we need databases for the cops, the medics and the breakdown service to keep track of orders and cases and stuff. So, when the guy left his car in the road logs back in he’ll probably wanna go to the place where towed vehicles are stored and retrieve it. The breakdown service employee can then check if the vehicle has been towed or not in the database and how much the player has to pay even if another employee created that order a week ago. Order overview in the breakdown service tablet. More about the Breakdown Service will be said in an upcomming devblog. Best regards, Xpect Unifnished DevBlog #4: Mining Ores And Smelting Companies: Spoiler Hi. Today i am gonna show off one of our companies that we have implemented. The Smelting Company. Smelting Companies obviously smelt ores into materials that other companies use to create goods. Small pieces of ore can be mined by hitting resources with an appropriate tool (e.g. a pickaxe). Hitting ores with a pickaxe.. Those pieces of ore are in-game objects that you can pick up and carry around, you can’t put those in your backpack as an inventory item but you can put them inside your car or truck. Cars and trucks have limited space to their inventory. That is why we have created the option to put ores (or basically any object you can carry) on a pallet to give benefits to truck owners because they can load those pallets onto their trucks with forklifts and make a lot more ore per run. Carrying a small piece of coal (Yes, the object offset is not very good for the animation) The smelting company scripts are done but not “connected†to the framework because we changed the way our company furniture system works. Since my focus has shifted to a different, very cool system, I will continue this DevBlog later. Also, we have a lot of real life stuff going on at the moment so updates will be scarce for the next 2-3 weeks. To be continued.. 8 Share this post Link to post Share on other sites
Xpect92 22 Posted November 15, 2016 DevBlog #4: Inventory Item and Vehicle Shop: Spoiler Since we are very busy dealing with real life stuff at the moment for the next 2-3 weeks i don’t have a lot to show today. Anyways i wanted to keep this DevBlog alive so you know we are still here. I am just gonna show our NPC item shops and the vehicle buy process. Ok, so the NPC inventory item buy system really is nothing special but something we need, right?! Even when we try to achieve a player driven economy their has to be a way for players to get basic supplies so the server does not die from dehydration with no way to come back to life. We tried to make our money system (ATM system is in place) as secure as possible to prevent “hackingâ€. Every transaction is verified by the server (Let’s see how that works out on a 100 people server :P). Their really is not anything else to say about that system because it works exactly as it does in every other mod. One thing thought, the pallet you see in the screenshot wont be put into your inventory but placed directly in your hand because a pallet cannot fit in your backpack, right? We know that their is no indicator in the dialog about that, yet and we’ll take care of that in the future. Inventory Item Shop Dialog The following picture shows a draft of our vehicle buy dialog for NPC traders. At the moment you can only choose the base color of your car or its skin if the car does not work with procedural generated textures and it’s license plate. We are using keys as inventory items which will be put in your inventory when you purchase a car. For Ivory Cars we are planning on implementing for players to choose their rim colors and windows tint since Ivory has provided those features in his mod and its basically just text work. The dialog will be adjusted to our look and feel when all main features for purchasing cars are implemented. Only a draft of our vehicle buy dialog. The system works but since we are planning to implement more features for it, we are not adjusting it to our look and feel, yet. Server administrators will be able to define additional cars in the CfgVehicles. Entry from the CfgVehicles One more thing: As you have seen in screenshots and earlier DevBlogs we are using the launcher slot for big tools such as pickaxes and stuff. That in itself is nothing new and has been seen before in a lot of other mods. We are currently working on a system where small tools can be used in the pistol slot by overwriting the standard animations (It’s not an actual override as you know from programming). We want to make every tool a melee weapon but also have a useful purpose. For example, the wrench. You can obviously hit someone with it but it’s also useful for getting a wheel of a car. We think the pistol slot is a great place for those tools because we want to discourage the use of weapons as much as possible anyways. I’ll show you more about this in future DevBlogs and leave it with some development screenshots for now. You’ll see that the handAnim for the wrench is the one off a pistol because the player streches his index finger. Their will be the ability to create custom handAnims for every tool. Running with the “pistol wrench†being holstered. Its weird that it would be placed in a holster but we think that the benefits of the system outweigh that issue. We hope that we’ll find a way to at least rotate the wrench so it does not look as weird as now. Unfortunately the “holster†mempoint in handguns cannot be rotated as far as we know. Casually holding a “pistol-wrench†with normal anims. Taking the wrench for a walk.. Taking the wrench for a walk the second.. As i said, this is just to tell you that we’re still alive. Just busy with some real life stuff atm. Also the wrench system is in place since yesterday and therefore not optimized at all. We believe that we can make it nicely useful thought. So long, Xpect DevBlog #5: Breakdown Service: Spoiler Hello again. Sorry that I did not post any DevBlogs for like ages. Real Life has been exhausting lately and commits in the git repository were getting more and more scarce. We are however still committed to this and will continue working. With persistent cars in an Arma 3 Roleplay mod their is one very important job - Breakdown Service Employee. I mean, people are gonna leave their cars pretty much everywhere and someone is gonna have to clean them up. Also we need a way to charge people who leave their cars in "illegal" spots once they are offline. I believe we have some neat systems in place for that and I am gonna show them off today. Let's start a more common scenario thought: So, lets start with stuff like breaking your car wheels. In Arma3RP you will only be able to repair damage yourself to a certain extend. For example "orange" wheels can be brought back to life with tyreweld but unless you have a replacement wheel and a wrench you wont be able to replace the wheel. If you manage to break your car in a way that is illogical to fix on your own, you wont be able to fix it on your own in our mod and you'll have to call in the professionals. Some of the items everyone is gonna be able to get to do easy repair tasks on their car. If you are unable to repair your car on your own you'll have to call the breakdown service in order to fix your car. Those guys have better tools and options to do the job. Only Breakdown-Service employees will have access to these items. When a Breakdown Service employee arrives at a broken car they are equipped with one very important gadget. We call it the "Breakdown Service Tablet". Once the mechanic sits in the driver seat of a vehicle he can diagnose the car with it. Breakdown Service Tablet - Vehicle Scan. The UI on the upper left wont be visible in the finished mod, so this will come in handy. As you can see the vehicle scan shows what has to be repaired on the car and automatically calculates the usual cost of the repair. The values for the price calculations are customizable for server admins. If the damage is not too bad, chances are that it can be repaired right on the spot. In the worse case they are gonna have to tow your car to the nearest station because even they wont be able to fix your car without heavy machinery. Broken car being towed utilising Jonzies Tow Truck. For example if the engine has to be replaced they have to use a crane at the Breakdown Service station. Every broken down vehicle can be kept track off in the Breakdown Services Database. This is necessary because the vehicles are persistent and enables other mechanics to finish off transaction even though previous mechanics or players might have logged of. It is also important if the car of a player who is already offline is being towed. Existing Orders can be edited by all mechanics and additional information can be added to explain what happened. Breakdown Service Tablet - Add Order (Yep, there is a problem with clipping text.) Breakdown Service Tablet - Order Overview I am pretty sure that i forgot stuff and that there are a bunch of spelling mistakes. I am writing this in a little bit of a hurry. At least you guys now that we are still alive and working on this. Best Regards, Xpect 5 Share this post Link to post Share on other sites
willithappen 194 Posted November 16, 2016 If only the RP community started off with this infrastructure... it might not have such a crappy name. This is some really quality work fellas, very easy to see that you guys are pouring a lot of work into it. 3 Share this post Link to post Share on other sites
RoF 240 Posted November 18, 2016 This looks really good! Keep going with it, I need something new to play lol Share this post Link to post Share on other sites
gagi2 50 Posted November 19, 2016 this could be a real alternative to tonics lifemod... i really hope there will be something playable for us soon Share this post Link to post Share on other sites
madmonkey119 13 Posted November 20, 2016 Jeez, I've been playing since Zargabad Life, then Australia Life, then Island Life with TCG, then Island Life with A2L. This looks absolutely great and extremely promising. Keep up the good work. Share this post Link to post Share on other sites
Xpect92 22 Posted November 20, 2016 If only the RP community started off with this infrastructure... it might not have such a crappy name. This is some really quality work fellas, very easy to see that you guys are pouring a lot of work into it. Thank you and yes, we have been putting a lot of work into this and we will continues to do so. If you think about it, RP-Mods actually did start like ours is supposed to. At least for me because i got into life mods with Tonics Altis Life. Back in the day some people actually shared their stuff on the Altis Life forums. Then people with great ideas (we'll have to admit that) made a bad name for the RP Community by literally selling stuff that was not theirs to sell. This looks really good! Keep going with it, I need something new to play lol this could be a real alternative to tonics lifemod... i really hope there will be something playable for us soon Jeez, I've been playing since Zargabad Life, then Australia Life, then Island Life with TCG, then Island Life with A2L. This looks absolutely great and extremely promising. Keep up the good work. Thank you guys! We are trying to make this a thing as fast as possible. Unfortunately you'll have to give us some time until a playable version is released. We aim to release a working "Life-Mod" with enough stuff to do in it so players don't get bored. Releasing too early would be bad because their would not be a lot to do and people would stop playing in no time. Their wont be a lot of updates in the next two weeks because we are dealing with some real life issues (work and university stuff) at the moment. Share this post Link to post Share on other sites
RoF 240 Posted November 25, 2016 Will this be easy to port to other maps? I hate Altis Share this post Link to post Share on other sites
Xpect92 22 Posted November 26, 2016 Will this be easy to port to other maps? I hate Altis We are designing this to work with any map with little effort. Of course you'll have to create a mission. You'll also have to go through our settings file. For Example you'll have to change company headquarter types to buildings that are present on your map (see config example below). We're also trying to use a minimum amount of mission side markers, npcs and stuff. class CompanySystem { class Headquarters { class Land_Offices_01_V1_F { rentPrice = 10000; }; class Land_i_Shed_Ind_F { rentPrice = 1000; }; class Land_CarService_F { rentPrice = 1000; }; class Land_PoliceStation { rentPrice = 0; }; }; class CompanyTypes { class PoliceDepartment { //Define if everyone can create a company of this type public = 0; //The display name of this company displayName = "Police Department"; //The initial price it takes to create a company of this type cost = 0; //Array of the types of buildings this company can have as a headquarter headquarterTypes[] = {"Land_PoliceStation"}; //Furniture (objects) that will spawn when a headquarter is bought requiredFurniture[] = {}; //Define the maximum of employees this company can have maxEmployees = 100; //Define if this company is allowed to have lockers in their HQs canHaveLocker = 1; //Define the maximum amount of HQs this company can have maxHeadquarterAmount = 5; class Ranks { class ChiefOfPolice { //Display name for the rank displayName = "Chief of Police"; //Rights for the rank canAccessBankAccount = 1; canRentHeadquarter = 1; canManageEmployees = 1; canPurchaseCompanyVehicle = 1; canDeleteCompany = 0; canChangeFurniture = 0; canAccessLocker = 1; }; ... }; }; ... 1 Share this post Link to post Share on other sites
nomisum 129 Posted November 29, 2016 I'm not that much into RP mods, but following this thread with interest. There are some features interesting for the military sandbox guys as well, like being able to walk handcuffed/surrendered. Do you consider donating those rtms to ACE for example? Would make many people happy me thinks. 1 Share this post Link to post Share on other sites
Xpect92 22 Posted November 29, 2016 I'm not that much into RP mods, but following this thread with interest. There are some features interesting for the military sandbox guys as well, like being able to walk handcuffed/surrendered. Do you consider donating those rtms to ACE for example? Would make many people happy me thinks. Since this is gonna release to the public at some point, what ultimately will lead to people "taking" stuff anyways, I see no reason not to give specific stuff to other mods as long as they publish their stuff in an equal manner.Or in other words, specifically allow someone to use some of our stuff. However, we don't feel comfortable publishing parts of our mod before our initial release. We are trying to bring some refreshing stuff to RP-Mods and don't want for example the animation to be around already because it won't feel "new" then anymore. And to be honest, especially the animation aren't that well done, yet. I kinda made them in a hurry and feel like they could be done way better. Also, the animations really aren't the big thing about the handcuffed/surrendered system. Since the game thinks you are in a normal state while playing the gestures there is some stuff that needs to be handled code-wise. (e.g.: Restrained person gets in driver seat -> What now?! You cannot drive with your hands cuffed behind your back). That leads to us constantly checking if a player can do something right now (pretty annoying and makes parts of the code look.. meh..). In conclusion, we'd happily give stuff to other mod makers after our initial release. Obviously one would have to talk to us about that. 3 Share this post Link to post Share on other sites
Selvo Domenico 17 Posted December 13, 2016 Hey Guys, do you have actual thought of the Communication System? Cause the ArmA 3 Standard VoIP is not so good in my experience. So do you aim to us TFAR or providing a own solution? Greetings Selvo Share this post Link to post Share on other sites
gagi2 50 Posted December 13, 2016 what is bad about VON? did you even test all the new parameters for codecs and quality? or are you just quaking... Share this post Link to post Share on other sites
Selvo Domenico 17 Posted December 15, 2016 No I'am not Quaking but I made very bad experiences with VoN. Furthermore I prefer Radio-mods for my Mil-Sim-fetishism. I like it Hardcore Realistic Mil-Sim-Proved. :D but to be serious I hate the way VoN its integrated into the game (Push to Talk, Groupchannel all over the Map,...) and TFAR is just much more comfartable. Share this post Link to post Share on other sites
Xpect92 22 Posted December 16, 2016 While ArmAs native VON is not bad we are in fact using Task Force Radio for multiple reasons: - We need radios anyways. For police and such. - It discourages players to simultaneously be on a TS or Skype talking to their friends who are also playing. Of course people can still do it but not as many will. - Probably about 99% of communities who are gonna host this have a teamspeak server anyways. - By hooking directly into the Task Force extension we can easily implement a phone. - We are aiming to completely shut off the ArmA chat channels for text. And i believe that this also turns them off for voice. (There will be alternatives to get text messages to other players) 2 Share this post Link to post Share on other sites
Capwell 16 Posted December 17, 2016 This is awesome :) Share this post Link to post Share on other sites
Selvo Domenico 17 Posted January 22, 2017 Are there any news ? :) the thing with the Mobile sound interesting Share this post Link to post Share on other sites
Xpect92 22 Posted January 26, 2017 On 1/22/2017 at 5:03 PM, Selvo Domenico said: Are there any news ? :) the thing with the Mobile sound interesting I have updated the second post with another DevBlog about the Breakdown Service. Unfortunately we were very busy with real life stuff for the the last month or two what resulted in us having very little time working on the mod. Personally I have my last big real life thing tomorrow for this semester which means that i am going to have lots of spare time to continue working on the mod after work. The mobile phone utilises the task force radio extension. However its a bit different from what we've seen in different life mods because we are hooking directly into their extension. That gives us the ability to make it pretty realistic and fun. Still, there has to be a lot of work done with it before we can show it off. Best Regards, Xpect 1 Share this post Link to post Share on other sites
bad benson 1733 Posted January 27, 2017 aw man. first the title, then your avatar and the first lines of your first post. it all had me excited, thinking "finally someone made combat magic for arma". damn! sounds good anyways. good luck wih your project! Share this post Link to post Share on other sites
Selvo Domenico 17 Posted January 27, 2017 Thanks for your reply, :) looks very interesting. If you need a few people for Testing and so just give me a shout, me and my small team will support you if we can :) Share this post Link to post Share on other sites
-XFIRE- 4 Posted January 27, 2017 Waiting for this mod... Share this post Link to post Share on other sites
Selvo Domenico 17 Posted April 3, 2017 Hey any news about this, are you actually working on this or is this Project on ice/dead? Share this post Link to post Share on other sites
Alex150201 894 Posted April 3, 2017 On 28/1/2017 at 0:20 AM, -XFIRE- said: Waiting for this mod... 1 hour ago, Selvo Domenico said: Hey any news about this, are you actually working on this or is this Project on ice/dead? Please don't ask for updates as it's against the forum rules. Thank you. Share this post Link to post Share on other sites
Xpect92 22 Posted April 24, 2017 Hello everyone! We are really sorry for not giving out any updates to you guys recently. Since time is scarce on our hands, we are tying to get as much coding done as possible instead of writing Devblogs. That is why we have decided to create a public Trello board where we'll 'dump' stuff we've done. It is not as informative as Devblogs but it gets the job done without taking a lot of time off our hands. You can reach the board under this URL: Arma3 Roleplay Public Trello Board. Please note that not every feature that's been implemented is on the board, yet. We'll try to keep the board updated at our best. Also, we are very happy to answer any questions that might come up. You can either ask them right here or join our Arma3RP Steam Group. Best Regards, Xpect 1 Share this post Link to post Share on other sites