Author: RPFramework team
Author Website:

Requirements: ExtDB3
Island(s): Altis
Playable options: Multiplayer compatible / Singleplayer compatible

Version: 4.4.0

Date: 2017-01-06 21:10
Submitted by: Kerkkoh


Comments: (2)
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RPFramework

by
RPFramework team


Description:
RPFramework is by no means a mission that you can start playing on with your friends. RPFramework is an actual framework that you can build your own mission or mod on. RPFramework consists of a server sided addon that your server needs to run, a mission and a pack of addons that your players need to have. These addons are a requirement due to RPFramework using Arma 3's own inventory system.

The idea behind RPFramework is to resolve the issue of people constantly using missions that aren't meant to be used the way they are using them and that is why RPFramework is released under MIT License . This allows users to do anything they feel like doing with the framework and it frees users from the worry of having permission to modify it or monetize it.


Features:
RPFramework's main feature is its modular structure that makes it easy for people to install and uninstall modules that can add features to their framework. Modules can be released by anyone and then the user of RPFramework can install the module into their framework. RPFramework ships with some default modules that make the mission somewhat playable and most importantly show possible module creators how modules work with RPFramework.

So why should you hop on board with the modular approach to this framework? This modular approach isn't a good approach for a normal mission but for a framework it has been proven effective. Think of Arma 3 as a framework and mods as modules; modules can be easily enabled and disabled by the user and, of course, installed easily without messing with the core files of the game. If you understood the example you might already think it's a good approach for this framework as proven by Arma. In RPFramework installing modules isn't as easy as in Arma 3, but it gets pretty close. I have seen the attempts of modifying other missions that people have tried to use as a framework and it gets really messy, but this way you keep your modules and original files from the core separated and independent.

For a good example, RPFramework ships with a default module that adds in a simple medical and revive system where players that receive enough damage will go unconscious and have to be revived by a medic. This module can be kept enabled for a limited experience of realism or you could disable it and write your own or just modify it to suit your needs. Disabling a module like this can also let you use an external medical system. You can read more about modules on RPFramework's Github and README.md.
  • Core features:
      - ExtDB3 saving for player stats
      - Money system and ATMs
      - Vehicle locking
      - Police actions like restraining, escorting, pulling out of vehicles, searching, going on and out of duty
      - Interaction menu system
      - Misc functions that might be needed for modules
      - A bunch of Arma 3 inventory items
      - Hunger & Thrist
      - HUD
      - Trunk for physical items like fishing nets and furniture (Fully dynamic)
  • Modules:
      - Fishing with a fishing net
      - Medical system: Medics can revive players
      - Example module that demonstrates the structure of modules
      - Farming: Plant and harvest plants
      - Meth lab: Make meth
      - Shop system that has "physical" shops for vehicles and furniture (You go up to a vehicle that is for sale and you can buy it) and virtual shops for items, magazines, weapons and clothes
      - Taser
      - Ticketing for police
      - Jail: Arresting people and a jail system with dynamic cells
      - Delivery system
      - Phone: Texting other players
      - PlayerNames: Setting player's names and seeing them above their heads
      - Police database for setting players wanted and adding prior crimes to their name
      - Dispatch where one player can be the dispatch and make new tasks and dispatch units to those tasks
      - Garage system


Installation:
Instructions for installing the framework, modifying the framework, porting the framework for other maps, making modules and installing modules can be found from the package in a file called README.md or on Github.


License / Disclaimer:
RPFramework is licensed under MIT License and you can find the license in a file called LICENSE.txt shipped with RPFramework. I do not feel like usage of this should be restricted in any ways nor I want any money and fame for doing this. This license allows you to monetize the framework as you wish.


Changelog:
4.4.2
- Added mining module
- Addon changes
- Added an array for custom object names

4.4.1
- Fixed stuck in loading screen
- Fixed player interactions can only happen with players and not AI
anymore
- Fixed eating and drinking going to negative values

4.4.0
- Added saving variables for physical items while they are in trunks ( https://github.com/RPFramework/RPFramework/wiki/Trunk )
- Garage to a module
- Client_fnc_vehicleHitGet and vehicleHitLoad now only return and take in damage values not the hitpoint names anymore
- Garage checks for vehicles blocking garage spawn
- methLab smoke now ran on all clients
- Hunger and thirst are now saved and are now global variables assigned to players
- Fixed being able to buy your own house
- Fixed multiple things with Jail module
- Fixed Police+ DB saving " and ' marks correctly
- Vehicle shop now works better and more precisely
- Added distance checks for a lot of interactions in modules RE-IMPORT RPFRAMEWORK.SQL AND RPFRAMEWORK.INI!

4.3.0
- Police+ module (Dispatch and police database)
- Housing module (Buy and sell houses, could add inventory functionality
at some point)
- Added exceptions for vehicle trunks, check miscVariables!
- Code optimization

4.2.4
- Redone medical module (Even simpler now, could be improved on in the future)
- Fixed handcuffing (also doesn't let cuffed players drive cars for obvious reasons)
- Fixed going on and off duty

4.2.3
- Hotfix for garage not working
(Re-import your rpframework.sql again!!)

4.2.2
- Added phone number for each player to the database and a new
custom sql query for checking if a phone number exists
- Loading players in now keeps players in the loading screen like
intended
- Fixed an issue with statSaveLoop not saving weapons correctly
- Added an ability for modules to run a function on the server
when a player enters the server for the first time (Check the Example
module and RPF_Server/Functions/modules/CONFIG/fn_firstLogin.sqf)
- Added an example of how to use "first time functions" on the server
side to the example module
- Added a phone module that allows players to text each other, add
contacts, and text the emergency services (This is one of the new
modules that will include SQL statements since it will save information
in the database. In this case, the module saves player's contacts in the
database.)
- Added VERSION.txt for easily checking which version you're using

4.2.1
- The RscTitles are now in a separate file to make description.ext a bit nicer
- Removed an unnecessary global variable that was only used by fishing module (didn't notice this any earlier)
- playerNames module allows players to set names for other players and then see it above them. When a player is wearing a mask they can not be identified via this system
- The primary medical module now hooks into the interaction init and adds a condition so that if a player is unconscious, they can not use any items

4.2.0
- Added taser module

4.1.1
- The license has been changed from WTFPL to MIT License
- Added delivery system module
- Added arrest and jail system (Arrest players, jailbreak, free prisoners from jail)
- Fixed player respawning and not dropping their money
- Fixed unlimited trunk size bug
- Fixed garage loading damage to saved vehicles
- Fixed holstering secondary weapons
- Fixed loading assigned items like map and GPS
- Fixed saving of weapon attachments and magazines and saves secondary weapons now
- Fixed vehicle shop vehicles taking damage in the shop
- Fixed medical module to not delay the execution so long

4.0.1
- Fixed handcuffing
- Deleted some shortcut that ended up in the folders
- Taser disabled (Has been re-enabled in 4.2.0)
- Shop System module's creating shops is now more efficient

4.0.0 Stable Release (MAJOR)
- Added new HUD icons by J. Schmidt
- Added physical item trunks for vehicles that you can store physical items like fishing nets and meth labs in. The trunk size corresponds to the vehicle's inventory size in the vehicle's config.
- Added a garage that now saves vehicle damage and keeps cars better in the database
- Added going on duty for police and EMS (Police and EMS need to visit a station to go on duty and then be able to do their unusual actions)
- Added Bank accounts allow you to send money to people who aren't online on the server
- Added meth lab module
- Added spawning module (Player will be now given starting items like clothes and a map)
- Way too many bug fixes to list
- Fixed HUD to correctly show everything
- Fixed Hitting a physical object while it's being carried will not kill you anymore
- Money system has been updated to keep client and database in sync about money
- Changed ATM from the core to its own ATM Module
- Taser killing people should be fixed

v4.0.0
- Core
-- Way too many bug fixes to list
-- Fixed HUD to correctly show everything
-- New HUD icons by J. Schmidt
-- ATM removed from the core
-- Physical item trunks for vehicles that you can store physical items like fishing nets and meth labs in. The trunk size corresponds to the vehicle's inventory size in the vehicle's config.
-- Garage now saves vehicle damage and keeps cars better in the database
-- Going on duty for police and EMS (Police and EMS need to visit a station to go on duty and then be able to do their unusual actions)
-- Hitting a physical object while it's being carried will not kill you anymore
-- Money system has been updated to keep client and database in sync about money

v3.0.0
  • Core & Modules
      - Finally switched away from BIS_fnc_MP, sorry that it took so long
      - cursorTarget > cursorObject
      - while > for

  • v2.0.0
  • Core
      - ExtDB2 >>> ExtDB3
      - Removed some log spam I used for debugging

  • v1.1.0 Stable Release (MINOR)
  • Core
      - Client_fnc_pickUp - Better function for picking up physical items like fishing nets
      - ATM Menu doesn't close the dialog and refreshes the cash and bank on the dialog
      - Modules can now add elements to "Use Items" menu
      - Modules can now add edible and drinkable stuff-- Readme.MD updated with latest module documentation
      - Client_fnc_cuffTarget had a missing semicolon
  • Shop module
      - Doesn't close dialogs when you buy an item anymore
  • Farming module
      - Planting now from "Use Items" menu
      - Some small changes to backend code

  • v1.0.1 Stable Release (Patch)
  • Core
      - Fixed putting people into cars while cuffed (Would throw them out before)
      - Added function Client_fnc_takeMoney and interaction element for taking money objects off the ground.
  • Medical module
      - Added all cash dropping when a player dies (Uses the new Client_fnc_takeMoney)


  • Forum topic:
    - BI forums


    Requirements:
    - ExtDB3




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