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addons RedFramework - Easier way to make an Arma mission
RedBelette replied to RedBelette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Blackheart_Six, Thank you for your interest in the framework, I am at your service if you have any questions. To answer you, the dependence on ace and CBA is not mandatory could be removed. They are mainly used for spawns functions. I just have to consider the users who use these functions, not to cause them harm. What is your opinion on the question? -
addons RedFramework - Easier way to make an Arma mission
RedBelette posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
RED FRAMEWORK A collection of useful functions for mission maker. Website under construction: http://www.redframework.com Version: 1.0.9 Release date: 11-03-2018 WORKSHOP: https://steamcommunity.com/sharedfiles/filedetails/?id=1226877632 GITHUB: https://github.com/RedBelette/RED_FRAMEWORK LICENSE: https://github.com/RedBelette/RED_FRAMEWORK/blob/master/LICENSE MISSION TEMPLATE (take it for a quick start !) https://github.com/RedBelette/RedFramework-Simple-Template https://github.com/RedBelette/RedFramework-TGV-Template INITIALIZATION - Voice is disabled for players (just for ingame recorded speeches, not VOIP). - Saving is disabled. FUNCTIONS ace improvements // This feature allows you to use a huntir ammo as a satellite that you can later use via ACE's huntir monitor. _huntirAmmo = [satellitePos] call RF_fnc_huntirSatellite; Action mecanism Trigger (by script) in arma are very useful but contain a lot of code to do something. We need to create new paradigm to replace it and to enhanced the behavior. We need an action mechanism. An action is to execute something when the condition is true. In more we can specify if the action is a one shot or in a loop. Maybe you want that the action is timed also. By creating a registry of action we can start and stop an action. // This function acts as a trigger and executes code when a condition is true. _action = [_condition, _codeAsString, _params(*default=[])] call RF_fnc_action; // This function acts as a trigger and executes code when a condition is true with a delay time. _action = [_condition, _codeAsString, _delayAsSecond, _params(*default=[])] call RF_fnc_delayedAction; // This function acts as a trigger and executes code every x seconds. _action = [_condition, _codeAsString, _timeToTheNextExecutionAsSecond, _params(*default=[])] call RF_fnc_repeatedAction; // This function acts as a trigger and executes code when a condition is true on the targeted remote side. _action = [_condition, _codeAsString, _params(*default=[]), _target(*default=0)] call RF_fnc_remoteAction; // This function acts as a trigger and executes code when a condition is true with a delay time on the targeted remote side. _action = [_condition, _codeAsString, _delayAsSecond, _params(*default=[]), _target(*default=0)] call RF_fnc_remoteDelayedAction; // This function acts as a trigger and executes code every x seconds on the targeted remote side. _action = [_condition, _codeAsString, _timeToTheNextExecutionAsSecond, _params(*default=[]), _target(*default=0)] call RF_fnc_remoteRepeatedAction; // This function opens a register of actions, allowing you to start or stop an action. call RF_fnc_actionRegistry; // The RF_fnc_actionRegistry function needs to be called beforehand to open an action register. _action = [_actionIdAsString, _actionAsReturnedAction] call RF_fnc_addAction; // This function allows you to find an action in the action register. _action = [_actionIdAsString] call RF_fnc_getAction; // Activate the action from the action register. [_actionIdAsString] call RF_fnc_runAction; // Desactivate the action from the action register. [_actionIdAsString] call RF_fnc_stopAction; // Remove action from the action register. [_actionIdAsString] call RF_fnc_unregisterAction; Ai behavior // Surrender occurs when the remaining units of the desired faction are below the desired minimum number. _trueOrFalse = [_side, _minUnitsToSurrenderTheSide] call RF_fnc_makeSideSurrender; // Order the entire faction to defend an area around a radius. [_side, _position, _radius] call RF_fnc_sideDefendArea; Ambience // Flash on the desired area (like zeus). [_position, _delay(*default:0)] call RF_fnc_lightningBolt Animation // Play a looping animation with the playMove instruction [_unit, _animClassName] call RF_fnc_playMoveLoop; Condition // Check if the unit is inside a vehicle _trueOrFalse = [_unit] call RF_fnc_isInVehicle; // Checks if a player is close to an entity following a radius _trueOrFalse = [_entity, _radius] call RF_fnc_isPlayerNearEntity; Converter // Convert string on side ojbect _side = [_sideAsString] call RF_fnc_convertSideStr; Heli control // Initialize a helicopter so that it stays quietly on the ground. [_group] call RF_fnc_heliInit; // Order the helicopter to land in the desired area. [_group, _position] call RF_fnc_landHeli; // Send the helicopter to fight. [_group, _position, _radius] call RF_fnc_sendHeliToFight; // The helicopters unload the units present in an area and then disappear. [_vehicle, _landingPosition, _getOutPosition] call RF_fnc_unloadUnitsWithHeli; Init // This function allows you to wait for the end of the loading screen. call RF_fnc_loadingComplete; waitUntil {loadingFinished}; Layer // Enable 3den editor layer. [_layerIdAsString] call RF_fnc_enableLayer; // Disable 3den editor layer. [_layerIdAsString] call RF_fnc_disableLayer; Mission generator This engine offer to you a complete engine to manage tasks and missions. You have a completer CRUD fort the task to create, changing state, close or remove it. You can also generate a random mission with a little configuration from description.ext. // Creates a new mission in the framework and generates an Arma task. This task may not be visible to players. _missionIdUnique = [_missionIdAsString, _side, _parentMissionIdAsString, _title, _description, _taskType(*default="default"), _taskDestination(*default=objNull), _taskSetCurrent(*default=false), _taskPriority(*default=0), _taskNotification(*default=true), _taskSharing(*default=false)] call RF_fnc_createMission; // Closes the mission identified by the missionID passed in parameter. By default, the status of the mission will be successful and an alert will be displayed. [_missionIdAsString, _taskStatus(*default="SUCCEEDED"), _taskShowHint(*default=true)] call RF_fnc_closeMission; // Returns true when the mission is closed. _trueOrFalse = [_missionIdAsString] call RF_fnc_isMissionClosed; // Return the task state of the mission _taskStatus = [_missionIdAsString] call RF_fnc_missionState; // Returns all the cities of the map. _locations = call RF_fnc_locations; // Return a random location of the map. _randomLocation = call RF_fnc_locationGenerator; // Generate a random mission based on the description.ext. (see config on the bottom) _missionIdUnique = call RF_fnc_missionGenerator; // Generates an example mission based on the condig file or past parameters. _missionIdUnique = [_side(*default=config), _helicopterClassName(*default=config), _unitsClassNameArray(*default=config)] call RF_fnc_spawnMissionHelicopterCrashInTown; Spawn // Create units. _group = [_side, _unitsClassNameArray, _position] call RF_fnc_spawnUnits; // Create garrisons around an area based on the description.ext or parameters. _allGroups = [_position, _radius(*default=config), _side(*default=config), _unitsClassNameArray(*default=config), _randomDistance(*default=config)] call RF_fnc_spawnGarrison; // Create patrols around an area based on the description.ext or parameters. _allGroups = [_position, _radius(*default=config), _side(*default=config), _unitsClassNameArray(*default=config), _radiusPatrols(*default=config)] call RF_fnc_spawnCirclePatrols; // Create a helicopter and teleport the group inside to the desired position. After landing the helicopter drops off the group, returns to its starting position and disappears. [_groupWillTeleportedInsideHeli, _spawnPosition, _landingPos, _heliClassName(*default="B_Heli_Light_01_F"), _side(*default=west), _driverClassName(*default="B_Helipilot_F")] call RF_fnc_spawnByHeli; Spectator // This script will allow you to create the spectator's mode. (config acre and tfar inside) call RF_fnc_spectator; // Add an action into object to enter spectator mode [_object] call RF_fnc_addSpectatorAction; Ui // Displays an image in full screen for a given time. [_imagePath, _timeInSecond] call RF_fnc_imageFullScreen; // Displays an image in full screen in the sky during a given time. [_imagePath, _timeInSecond] call RF_fnc_imageInSky; // Simplify the code to create a progress bar. [_object, _progressBarId, _titleAction, _titleBar, _codeAsString, _cancelCodeAsString, _parametersToTheCode, _timeInSecond, _actionType(*default=0), _actionParent(*default="ACE_MainActions"), _actionIcon(*default="")] call RF_fnc_progressBar; // Displays the name of the scenario and its author at the bottom right. [_missionName, _byAuthor] call RF_fnc_scenarioTitle; Vehicle // Charge a group of players in the cargo of a vehicle. The basic moveInCargo instruction is defective in MP. [_group, _vehicle] call RF_fnc_moveInCargo; Zeus // Allows zeus to modify all new spawner units by script. call RF_fnc_makeAllUnitsEditableForAllCurators; // Allows to make editable all the objects passed in parameter. [_objectArray] call RF_fnc_makeObjectsEditableForAllCurators; Zombie /* * The mod zombie Ryan's spawner module seems to pose performance * concerns in MP so here is a spawner optimize. * * Parameters * side: west, east, ... * gameLogic: gameLogic module * numberByWave: number of Z max spawned by wave. * time: delay between wave * type: (default: mediumCivilian) * - fastCivilian * - fastSoldier * - fastCivilianAndSoldier * - mediumCivilian * - mediumSoldier * - mediumCivilianAndSoldier * - slowCivilian * - slowSoldier * - slowCivilianAndSoldier * - walkerCivilian * - walkerSoldier * - walkerCivilianAndSoldier * - demon * - spider * - brittleCrawler * - mixedZombie * - mixedZombieNoSpiderNoCrawler */ [_side, _gameLogic, _numberByWave, _time, _type(*default:'mediumCivilian')] call RF_fnc_zSpawner Configuration in description.ext (optional) // Example class RedFrameworkConfig { class missionCfg { addItemEarPlugs=true; putInEarPlugs=true; putSafeMode=true; }; class MissionGenerator { missionPaths[] = { // HERE THE PATH OF YOUR MISSION "pathofmission1.sqf", "pathofmission2.sqf" }; }; class combatPatrol_CfgEnemis { side = "east"; // HERE THE DEFAULT SIDE }; class combatPatrol_SpawnCirclePatrols { // HERE THE FUNCTION DEFAULT VALUES distance = 200; unitTypes[] = {{"LOP_US_Infantry_SL", "LOP_US_Infantry_Rifleman_4", "LOP_US_Infantry_TL"}, {"LOP_US_Infantry_MG_2", "LOP_US_Infantry_MG_Asst"}, {"LOP_US_Infantry_Rifleman_2", "LOP_US_Infantry_Rifleman_4"}, {"LOP_US_Infantry_Rifleman_2", "LOP_US_Infantry_Rifleman_4", "LOP_US_Infantry_MG_Asst", "LOP_US_Infantry_MG_2"}}; radiusPatrols[] = {50, 100, 200}; }; class combatPatrol_SpawnGarrison { // HERE THE FUNCTION DEFAULT VALUES distance = 100; unitTypes[] = {{"LOP_US_Infantry_SL", "LOP_US_Infantry_Rifleman_4", "LOP_US_Infantry_TL"}, {"LOP_US_Infantry_MG_2", "LOP_US_Infantry_MG_Asst"}, {"LOP_US_Infantry_Rifleman_2", "LOP_US_Infantry_Rifleman_4"}, {"LOP_US_Infantry_Rifleman_2", "LOP_US_Infantry_Rifleman_4", "LOP_US_Infantry_MG_Asst", "LOP_US_Infantry_MG_2"}}; ramdomizeDistance = 80; }; class combatPatrol_missions { class combatPatrol_helicopterCrashInTown { // HERE THE FUNCTION DEFAULT VALUES helicopterClass = "B_Heli_Light_01_dynamicLoadout_F"; unitTypes[] = {{"LOP_US_Infantry_SL", "LOP_US_Infantry_Rifleman_4", "LOP_US_Infantry_TL"}}; }; }; }; CHANGELOG ## 05-02-2018 version 1.0.1 - ADD RF_fnc_moveInCargo - FIX RF_fnc_spawnByHeli with the new move in cargo (MP fail) ## 05-05-2018 version 1.0.2 - FIX RF_fnc_moveInCargo: brute force moveInCargo with infinite loop protection ## 05-10-2018 version 1.0.3 - ADD RF_fnc_lightningBolt to flash on desirated area. - ADD RF_fnc_spectator create the spectator's mode on client - ADD RF_fnc_addSpectatorAction to addAction your object with the previous spectator's function. - ADD RF_fnc_zSpawner to spawn Zombie and Demons with more performance in MP ## 05-10-2018 version 1.0.4 - ADD Configure your mission with features: add and put earplugs, security safemod for weapons. // Example description.ext: class RedFrameworkConfig { class missionCfg { addItemEarPlugs=true; putInEarPlugs=true; putSafeMode=true; }; }; ## 05-13-2018 version 1.0.5 - FIX counter variable's name mistake, '_' missing CHANGELOG version 1.0.6 ## 05-20-2018 - HOTFIX: Resolve default value on the init - HOTFIX: Partial hotfix for RF_fnc_moveInCargo and RF_fnc_spawnByHeli CHANGELOG version 1.0.7 ## 06-02-2018 - ADD capabilities to recieve code instead string for the executed job. - ADD capabilities to recieve parameters - ADD remote action for all the types of actions see action mecanism for more details ## 07-15-2018 version 1.0.8 - FIX when you try to configure earPlug with description.ext ## 11-03-2018 version 1.0.9 - FIX move in cargo for MP -
addons RedFramework - Easier way to make an Arma mission
RedBelette replied to RedBelette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
CHANGELOG version 1.0.9 ## 11-03-2018 - FIX move in cargo for MP -
addons RedFramework - Easier way to make an Arma mission
RedBelette replied to RedBelette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello guys, I take this break to ask you your impressions on the framework. Does it meet your expectations? Do you encounter particular difficulties? Do you have any proposals or wishes? I'm glad to see that the framework is used by 122 steamworkshop subscribers. It deserves that I don't leave the case. Have a nice day. RedBelette -
addons RedFramework - Easier way to make an Arma mission
RedBelette replied to RedBelette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello Guys, Sorry, i am very busy for the moment, i can't work on the framework as i want. Maybe the situation could be resolved after this summer. Stay in touch ;) RedBelette CHANGELOG version 1.0.8 ## 07-15-2018 - FIX when you try to configure earPlug with description.ext -
addons RedFramework - Easier way to make an Arma mission
RedBelette replied to RedBelette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
CHANGELOG version 1.0.7 ## 02-06-2018 - ADD capabilities to recieve code instead string for the executed job. - ADD capabilities to recieve parameters - ADD remote action for all the types of actions see action mecanism for more details Note: all default values allow scalability Some examples: -
addons RedFramework - Easier way to make an Arma mission
RedBelette replied to RedBelette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Gît flow initialized and refactoring of gît repo. Only core project inside. Next feature... params and codes insides action mecanism. -
addons RedFramework - Easier way to make an Arma mission
RedBelette replied to RedBelette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
CHANGELOG version 1.0.6 ## 20-05-2018 - HOTFIX: Resolve default value on the init - HOTFIX: Partial hotfix for RF_fnc_moveInCargo and RF_fnc_spawnByHeli -
addons RedFramework - Easier way to make an Arma mission
RedBelette replied to RedBelette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Your attention please! Version 1.0.5 has two known bugs that will be partially resolved in version 1.0.6: - RF_fnc_moveInCargo still causes me problems and affects RF_fnc_spawnByHeli. A fix exists so far but is not optimal for multiplayer. I continue the investigation. I am also open to discuss ;) - The default values are mismanaged in the initialization of the mission. Workarround: add this configuration in the desciption.ext. class RedFrameworkConfig { class missionCfg { addItemEarPlugs=true; putInEarPlugs=true; putSafeMode=true; }; }; Other communication: I'm going to review my features production way to guarantee the stability of the framework. Indeed, my eagerness to release the features have produced its mistakes, you see me sorry. For info, I chose Git-Flow to structure my work. To make clear: New features will come out at regular intervals (ex: every month) and hotfixes (will come out every week if necessary). Controller my eagerness will help you, at least I hope so;) I will let you know when this change is effective. -
addons RedFramework - Easier way to make an Arma mission
RedBelette replied to RedBelette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
CHANGELOG version 1.0.5 ## 13-05-2018 - FIX counter variable's name mistake, '_' missing -
addons RedFramework - Easier way to make an Arma mission
RedBelette replied to RedBelette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
At your service my dear @Rockapes ;) -
addons RedFramework - Easier way to make an Arma mission
RedBelette replied to RedBelette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
CHANGELOG version 1.0.4 ## 10-05-2018 - ADD Configure your mission with features: add and put earplugs, security safemod for weapons. // Example description.ext: class RedFrameworkConfig { class missionCfg { addItemEarPlugs=true; putInEarPlugs=true; putSafeMode=true; }; }; MISSION TEMPLATE Add TGV mission template (french comments) : https://github.com/RedBelette/RedFramework-TGV-Template -
addons RedFramework - Easier way to make an Arma mission
RedBelette replied to RedBelette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
CHANGELOG version 1.0.3 ## 10-05-2018 - ADD RF_fnc_lightningBolt to flash on desirated area. - ADD RF_fnc_spectator create the spectator's mode on client - ADD RF_fnc_addSpectatorAction to addAction your object with the previous spectator's function. - ADD RF_fnc_zSpawner to spawn Zombie and Demons with more performance in MP -
addons RedFramework - Easier way to make an Arma mission
RedBelette replied to RedBelette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks @Rockapes and @Macmachi for your comments. Don't hesitate to send me your feedback and recommandations. This will be greatly appreciated ;) -
addons RedFramework - Easier way to make an Arma mission
RedBelette replied to RedBelette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
CHANGELOG version 1.0.2 ## 05-05-2018 - FIX RF_fnc_moveInCargo: brute force moveInCargo with infinite loop protection MISSION TEMPLATE ADD Simple mission template : https://github.com/RedBelette/RedFramework-Simple-Template -
addons RedFramework - Easier way to make an Arma mission
RedBelette replied to RedBelette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
CHANGELOG version 1.0.1 ## 05-02-2018 - ADD RF_fnc_moveInCargo - FIX RF_fnc_spawnByHeli with the new move in cargo (MP fail) -
What's better solution to use move in cargo in MP?
RedBelette posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello everyone, I am currently experiencing a problem with the MoveInCargo command. You probably know it but it does not work in MP. So I wrote the code below, unfortunately, it does not give a good result, not all players are moved and it seems unpredictable. Maybe it is missing the use of assignAsCargoIndex but my question is quite different. // TODO: MoveInCargo can only be called for the local soldiers. Refactoring needed. { _x moveInCargo _heli; } forEach units _group; // Move in cargo the group [[_group, _heli], { // Execute the same command on each client _group = _this select 0; _heli = _this select 1; { _x moveInCargo _heli; } forEach units _group; }] remoteExec ["bis_fnc_call", 0]; Source code: https://github.com/RedBelette/RED_FRAMEWORK/blob/master/RedFramework Core/src/RedFramework/functions/spawn/fn_spawnByHeli.sqf Ok i think that i need to replace moveInCargo by moveInAny. Ok for that. While searching for information, I find this article: And maybe my code can be written like this: { _x moveInAny heli; // suppose that heli is global } forEach units _group; moveIn = true; publicVariable "moveTheGroupInCargoOnEachClient"; "moveIn" addPublicVariableEventHandler { { _x moveInAny heli; } forEach units player; }; What better between theses codes? How can i passed the heli parameter if it's local variable ? My main question is this, there is still an instruction or function that makes the moveInCargo in MP from the forum message above? Thank you in advance for your answer RedBelette -
addons RedFramework - Easier way to make an Arma mission
RedBelette replied to RedBelette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you for yours comments. @HazJ I reviewed the commentaries. @stanhope I did not know it was so important. I chose the license "unlicense" you will find on github: https://github.com/RedBelette/RED_FRAMEWORK/blob/master/LICENSE -
createSoundSource and description.ext
RedBelette replied to RedBelette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I do not bet, it really works;) -
createSoundSource and description.ext
RedBelette posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everyone, I am currently having difficulty playing SFX sounds in my mission. It does not seem to work. description.ext class CfgSFX { class Monster_SFX { name = "Monster scream"; sound0[] = {"media\sfx\monsterscream1.ogg", 100, 1.0, 1000, 0.2, 0, 15, 30}; sound1[] = {"media\sfx\monsterscream2.ogg", 100, 1.0, 1000, 0.2, 0, 15, 30}; sound2[] = {"media\sfx\monsterscream3.ogg", 100, 1.0, 1000, 0.2, 0, 15, 30}; sound3[] = {"media\sfx\monsterscream4.ogg", 100, 1.0, 1000, 0.2, 0, 15, 30}; sounds[] = {sound0, sound1, sound2, sound3}; empty[] = {"", 0, 0, 0, 0, 0, 0, 0}; }; }; And the code from debug: createSoundSource ["Monster_SFX", position player, [], 0]; From the debug console : <NULL-Object> getarray (missionconfigfile>>"CfgSFX" >>"Monster_SFX">> "sounds") // Return : ["sound0","sound1","sound2","sound3"] Do you know what mistake I made? (The ogg have been tested with CfgSounds successfully) Thanks by advance ;) -
createSoundSource and description.ext
RedBelette replied to RedBelette's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I appreciate your intervention, you answered quickly and it's correct;) Thanks a lot -
[RELEASE] STALKER-like anomalies
RedBelette replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the answer, I will use the script and give you feedback. I have little time at the end of the year but probably in early January. -
[RELEASE] STALKER-like anomalies
RedBelette replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am very impressed and excited at the same time;). I wanted to do a science fiction mission precisely. Thanks for the job ;) Is it available in the workshop? -
Hello everyone, I started editing and scripting on Arma since March / April. After some creations of missions, I felt the need to build a framework to regain my developer habits. So far we had taken over the framework f3 that we had adapted. For the time being, we are reviewing the whole system. I would like to solicit you because I want to take a good habit and do a good job and can be, in a future that I hope close, make the community benefit from a flexible framework, powerful, easy to use even for beginners. We also have a rather nice reference project to play. Currently in French but we will translate it later. This implementation creates a battle zone where 300 units compete in real time. However, if you do not have a powerful machine, I advise you to go through a server. This should please you. Just before you provide the links, I warn you that the code is under development and that it still takes time to make it all mature. So I ask the community to follow the development, in order to provide advice. I also ask you to kindly test the reference mission. Of course, if you are interested by the subject ;-) Framework implementation https://github.com/RedBelette/TGV_MissionFramework_Template Wiki https://github.com/RedBelette/TGV_MissionFramework_Template/wiki (update required) Reference implementation https://github.com/RedBelette/RED_co9_op_anger_of_the_west.Kunduz (Youtube video = Milsim Live from beta5) Another reference implementation https://github.com/RedBelette/RED_co9_virgin_territory.kobbvatn (Youtube video = Cutscene) Client / Server Timer Demo https://github.com/RedBelette/RED_EX_TIMER.VR PS: No license, made what you want about the code, it's gift ;-) Bonus: An interteam was made with 45 players on the Kunduz map. More than 400 units were created from the mission. This proves me that the TGV framework is rather stable;) Here is a video summary made by the team 126RIM. Update This project is canceled and will no longer be updated. In fact, it is completely reworked in an addon named "Red Framework". Much more convenient for updates. A Beta version is available here: http://steamcommunity.com/sharedfiles/filedetails/?id=1226877632 A technical demo here : http://steamcommunity.com/sharedfiles/filedetails/?id=1230760053 We need a lot of Beta Tester. Are you interested ? Regards, RedBelette
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The RED FRAMEWORK comes in BETA version and has a technical demo available here: http://steamcommunity.com/sharedfiles/filedetails/?id=1230760053