everonlife / everonlife Goto Github PK
View Code? Open in Web Editor NEWEveron Life is a community-driven open-source Arma Reforger RPG framework
Home Page: https://everon.life
License: MIT License
Everon Life is a community-driven open-source Arma Reforger RPG framework
Home Page: https://everon.life
License: MIT License
Find a spot in the documentation or elsewhere on the repository to advise server owners how to correctly give credits according to MIT for when they create mods based on this framework.
Valid ways should include:
Adding an Axe, a melee-only weapon that can also be used for cutting trees.
This will be required for the logging profession mentioned in #74.
Tried different compressions and such but landed on this.
Everon Life > Prefabs > MP > Spawn > SpawnPoint_Life.et is missing from the filepath per the setup instructions
tried other spawn entities but keep spawning under water?
Any other work around?
add SpawnPoint_LIFE.et to world
download Everon Life on arma reforger mod manager
open a new world on
Only folders im seeing near that path are
MP > Modes > Roleplay > then the GameModeRoleplay.et file
0.0.14
C:> wmic os get Caption, Version, BuildNumber, OSArchitecture
Edition Windows 10 Home
Version 22H2
Installed on 2/18/2021
OS build 19045.2728
Experience Windows Feature Experience Pack 120.2212.4190.0
</details>
Summarize your proposal
Having an on-screen HUD for basic information like health, stamina, hunger, thirst, and maybe cash you carry.
Describe the solution you'd like
Put little indicator icons in a corner of the screen where they do not annoy people. DayZ did this well with the current GUI design.
The hud should be customizable in what is hows and how it looks. So choosing a custom layout file to be displayed is a must in my opinion.
With the addition of the axe as the first tool in #168 there arises a potential for improvement in how players use it.
A proper animation (and sound setup) for tools should be put in place so that left mouse button uses the tool as a player would normally expect them to.
the
Right now they must use MMB to meele with what is essentially a "special" pistol in their hands. This has two downsides:
If a new animation setup is too difficult, we could maybe override/intercept the left mouse button so it:
OR
... we find a way to make tools "fire" with left mouse button and make that useable to hit resources in front of the player. But it should not cause any damage to other entities such as players or vehicles - and we must limit the range of course.
We need somebody who can dig into these problems and find out what our possibilities are, maybe make a PoC for different options so we can decide how we want to deal with more tools (pickaxe, shovel, etc.) in the future.
If i start my Server and play 2-3 minutes and i try to rejoin server is Crashing and i have test it under Windows and this is Working
SCRIPT (E): Failed to apply save-data 'EPF_CharacterSaveData:' to character.
Class: 'EL_RespawnSytemComponent'
Function: 'PrepareCharacter'
Start Server under Linux wit heveron Life mod the Saving is not working and get Overflow AABB Error
No response
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here
# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
Is your feature request related to a problem? Please describe.
You need obviosly a starting point to get to the server.
Describe the solution you'd like
The goal is to have a pre-first spawn screen that enables the player to customize his name and appearance.
This should be stored persistently.
HELLO
please uptate mod to 0.9.7 please
Reduce the file size of {773BE5E227A5A9CB}Assets/Items/Currencies/MoneyStack.xob
and its textures by possibly remodeling it entirely and giving it a new texture. Also, swap out the visual $100 for $1 bills instead.
The more or less "placeholder" asset and its textures are too big, and the texture displays $100 even if you have less, so that's not the most fitting.
No response
No response
Summarize your proposal
Every life mod has a Resource processing System, therefore we need one too
Describe the solution you'd like
The goal is to have an interaction option that is generically defined.
It should take the "result" and the "input" resource as parameters to be reused for every processing interaction by just changing the parameters.
The size of the reward, input, and the time to process should be parameters.
The Reward should be added to the player inventory directly.
The goal is to have an endless interaction but each x seconds a resource is processed for a smooth but scaling experience
Describe alternatives you've considered
There are multiple ways to implement the endless interaction.
When mining sand, gravel and/or cement, items are only given if the player has a bag, and if said bag has enough space/weight to hold it.
Mine cement, sand or gravel without a bag.
Issue not found on apples and prunes.
Linked to #2
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
BuildNumber Caption OSArchitecture Version
22621 Microsoft Windows 11 Famille 64-bit 10.0.22621
For all quantity component items show visual-only clones of the items to create piles or other visual indicators of "large" amounts. These should probably be local and toggleable through a client setting so weak pcs can choose the "simple" representation.
On the quantity component, different visual stages could be configured with re-useable "arrangement" configs that describe relative offsets of additional "clones" or any supporting visual elements like a box or bag around them if needed. With a few configs for similar-sized items, this should not cause too much additional work to support future items with that either.
Following the introduction of cash in #182 one visual enhancement arises from how quantities of items dropped on the ground are represented. Normally in vanilla, each individual item would lay on the ground, but with the virtual quantity, only one "physical" item is visible. Displaying a "pile" of the same item if there are more of it instead of just one would make it easier to judge the number of visible items.
In theory, it would be possible instead of creating multiple instances of the same mesh, to create a "pile" or "many inside a box" mesh that is used for visual representation, but that would require at least two variants of each item.
After #169 (Adds InventoryUtils) and #168 are merged:
Organize EL_Utils:
Things like GetStorageOwner should be part of InventoryUtils
From #168 (comment)
Better organization
Trying to bring Functions to the Everon Map.
Gather Apple works
Sell Apple Fails
It's taking the Entity out of the Inventory, but it doesn't give M9 Ammo.
Trade Apple -> Get M9 Ammo
Pick up an Apple and try to sell Apple
The Apple Traders' parts are under the terrain.
All objects flat onto terrain.
Enter the workbench and load up DebugWorld.ent
No response
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here
# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
As mentioned in #51 the official scripting conventions and organization / coding styles should be applied to all existing scripts.
This is part of the official scripting conventions and will keep everything organized and clean.
https://community.bistudio.com/wiki/Arma_Reforger:Scripting:_Conventions
No response
No response
The proposed addition of Sand, Gravel, and Cement to add basic resources into the game using existing assets. This would also make the process of creating Concrete possible.
Each individual resource could also be used in other 'runs' for example Glass. Glass could just make use of sand. All of these materials together can create concrete. As below and this would provide us with one mid-game run, Glass and an end-game run Concrete. Sand could also be used potentially to craft fortifications in the future (for rebel roadblocks for example).
Example concrete recipie (multiple inputs should be possible via @thebonbon's work)
Screenshot of existing assets used
Bags will also be included for each. Each bag will need to be heavy and take up a lot of inventory space so very few can be carried at a time. These are shown below:
Best of all this can be put in the game for just 11kb!
Explained above:
No response
No response
Summarize your proposal
Every Life mod has a Mining System, therefore we need one too
Describe the solution you'd like
The goal is to have an interaction option that is generically defined.
It should take the "result" resource as a parameter, so it can be reused for every kind of farming by just changing the reward.
The size of the reward and the time to farm should be parameters too.
Describe alternatives you've considered
Required Items and or Skills can be implemented at a later stage
With the changes introduced in #157 NPCs no longer inherit from the main character to be more lightweight. This also means that the existing weapon loadout setup is missing. I have tried replicating the setup with little success, the NPC becomes invisible when the relevant components are added - indicating that some dependency like a component or maybe animation setup for it is missing.
Somebody will need to investigate this and find a way to be able to configure which primary or secondary weapon an NPC is holding and make sure the holding pose is the "correct" one defined by the weapon's IK pose attributes. Bonus points if equipment like binoculars can also be equipped.
It is not super important, but if a server owner wants to make believable NPCs, like an arms dealer, they might want to add a few visual details like a weapon for immersion.
Summarize your proposal
A system to store the amount of money a player has
Describe the solution you'd like
A central system should hold the amount of money any player has at any given time
The system needs to provide multiple interfaces for server-driven and player-driven transactions
The Amount of money needs to be stored persistently
If money should exist as real items or just a virtual number needs to be defined.
Hy.
I want to mention that the discord link on https://everon.life/ don't work so i am forced to write here.
I try go through your setting up server tutorial.(https://github.com/EveronLife/EveronLife/blob/main/docs/custom_server.md)
I always get stuck when I use the depency EveronLife. When I start Enfusion workbench with EnfusionLife I get a error message (can't Intialize game) message on the right bottom corner and I#m unable to start the world editor because it's greyed out.
Without EveronLife selected I can start World Editor.
On the last few lines in the console log I get this errors:
` SCRIPT : Compiling Game scripts
SCRIPT (E): @"Scripts/Game/Feature/Character/Spawning/EL_RespawnHandlerComponent.c,39": Function 'OnPlayerDisconnected' is marked as override, but there is no function with this name in the base class
SCRIPT (E): @"Scripts/Game/Feature/Resources/EL_DestructibleResourceHitZone.c,20": Overloaded function 'ComputeEffectiveDamage' not compatible
SCRIPT (E): Can't compile "Game" script module!
Scripts/Game/Feature/Character/Spawning/EL_RespawnHandlerComponent.c(39): Function 'OnPlayerDisconnected' is marked as override, but there is no function with this name in the base class
SCRIPT (W): Failed to load
PROFILING : Compiling Game scripts took: 889.997100 ms
ENGINE (E): Unable to initialize a game/gamelib. Some workbench features will not work.
SCRIPT (W): Initializing default GameLib's game class.
INIT : Creating game instance(Game), version 0.9.8.64 built 2023-05-13 18:35:32 UTC.
ENGINE : Game successfully created.
INIT : Reload WB scripts
PROFILING : Reload WB scripts took: 10.990700 ms
DEFAULT : Using thumbnail cache directory: C:/Users/walke/AppData/Local/Temp/Enfusion/Projects/ReforgerLifeAustria/thumbnails
DEFAULT : Using autosave directory: C:/Users/walke/AppData/Local/Temp/Enfusion/Projects/ReforgerLifeAustria/autosaves
PROFILING : Workbench startup took: 7938.441200 ms
`
Using the world editor as described
Get through the setup server instruction until "Creating the world file"
No response
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here
# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
BuildNumber Caption OSArchitecture Version
22621 Microsoft Windows 11 Pro 64-Bit 10.0.22621
</details>
After https://feedback.bistudio.com/T169255 is fixed the following needs to be done:
EL_SetLockState
Draft implementation of adding the additional weight and volume modifiers
//------------------------------------------------------------------------------------------------
bool SetQuantity(int quantity)
{
IEntity owner = GetOwner();
if (!EL_ComponentFinder<RplComponent>.Find(owner).IsMaster()) return false;
if ((quantity < 0) || (quantity > GetMaxQuantity())) return false;
m_iQuantity = quantity;
if (quantity == 0)
{
SCR_EntityHelper.DeleteEntityAndChildren(GetOwner());
}
else
{
Replication.BumpMe();
// Add additional volume (-1 for the base weight already on the item)
InventoryItemComponent invItem = EL_ComponentFinder<InventoryItemComponent>.Find(owner);
float baseWeight = invItem.GetTotalWeight() - invItem.GetAdditionalWeight();
invItem.SetAdditionalWeight(baseWeight * (quantity - 1));
float baseVolume = invItem.GetTotalVolume() - invItem.GetAdditionalVolume();
invItem.SetAdditionalVolume(baseVolume * (quantity - 1));
}
OnQuantityChanged(); // Call on authority
return true;
}
I'm proposing the addition of another Profession that would leverage existing assets to create Beer Brewing. This would give us another legal profession for the mid-game.
Gathering
The gathering could be done from specific fields or new fields implemented on the map:
Processing
Processing would require Empty Beer Bottles and Wheat. The processor would be the existing Beer Brewing Kettles at a "Brewery" location:
Selling
Conceptual only until #8 is added but beers could be sold directly at locations such as restaurants (and of course wherever server owners want).
I'm happy to implement this and if #101 is merged I can make this require a Shovel if @12gabriel3 or another modeler are keen on adding another tool to the game.
Generally speaking, I'm looking forward to providing the community with many different professions they can use out of the box.
Standard Wheat gathering and selling as Bales of Hay could also be included alongside using the hay bales for brewing beers.
No response
Formation of a UI "taskforce" to work out a modular, simple and future proof UI system. This should make sure that everything added to the project fits together nicely. It needs to look appealing but also consist of a simple but effective, modular structure so we can expand and use it for everything. Some basics are: defined colors, a modular interaction menu, uniform sizes of images/icons/textboxes/etc.
In-game menus in Arma 3 are a mess, they almost always look ugly and in today's standarts: obsolete. Creating a solid UI system as a base that we can use for all future updates to build on makes the most sense in the early stages of development. Changing such a system later is going to require quite some work, so why don't do it the right way from the start.
No response
No response
Summarize your proposal
The ability to store vehicles in a virtual garage.
Describe the solution you'd like
You can drive the vehicle to a designated area that has visual indicators on where to park a car. Then you have an NPC or other interaction to put the vehicle into a virtual garage. The player can spawn vehicles back out of the garage as well.
If someone needs the vehicle keys and or ownership registration of the vehicle should be configurable. Depends on #36
Also, a limit on how many vehicles one can store.
There should be multiple spawn points at a garage to avoid long queues of people waiting to get out of their car / store their existing vehicles.
Hi! I have been trying to check out your guy's discord, but every link that uses https://discord.gg/everonlife is currently unavailable.
Is this project still going? is the discord still available? I saw that there has not been any commits as of recent, so I am a little skeptical.
.
The link is the same link everywhere, so it's dead on the Reforger Mod Page, the Everon Life website, and its twitter.
No response
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here
# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
Summarize your proposal
A system for players to interact with an object or NPC to transfer money from/to their account and to other players
Describe the solution you'd like
The system should provide a GUI for players to
Potential fees should be implemented as a parameter
The implemented interfaces of the existing Money System should be used
In the future, there could be a difference between a bank NPC and an ATM.
In the future, there could be different types of accounts to store money (and get interest).
When I run the scenario from the mode I have this
to make it work
just do download the mode is by trying the scenario from this one
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here
# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
I have a error when open Axe.et in the Enfusion Workbench and the axe not shows in game. I cannot interact with it.
RESOURCES : GetResourceObject @"{9CAC68BA551417A4}Prefabs/Tools/Axe/Axe.et" WORLD : Entity prefab load @"{9CAC68BA551417A4}Prefabs/Tools/Axe/Axe.et" RESOURCES : GetResourceObject @"{F3919A62ADD6123A}Prefabs/Tools/Tool_Base.et" WORLD : Entity prefab load @"{F3919A62ADD6123A}Prefabs/Tools/Tool_Base.et" WORLD (E): Unknown class 'EL_PersistenceComponent' at offset 398(0x18e) WORLD (E): Unknown keyword/data 'm_fExecutionTime' at offset 1377(0x561) WORLD (E): Unknown keyword/data 'm_aCollisionProbesPos' at offset 1404(0x57c) ENTITY : Create entity @"ENTITY:1" ('GenericEntity') at <0.000000 0.000000 0.000000> ENTITY (E): GenericEntity is missing component SignalsManagerComponent as required by component WeaponSoundComponent ENTITY (E): GenericEntity is missing component SignalsManagerComponent as required by component WeaponComponent GetResourceObject @"{9CAC68BA551417A4}Prefabs/Tools/Axe/Axe.et" WORLD : Entity prefab load @"{9CAC68BA551417A4}Prefabs/Tools/Axe/Axe.et" RESOURCES : GetResourceObject @"{F3919A62ADD6123A}Prefabs/Tools/Tool_Base.et" WORLD : Entity prefab load @"{F3919A62ADD6123A}Prefabs/Tools/Tool_Base.et" WORLD (E): Unknown class 'EL_PersistenceComponent' at offset 398(0x18e) WORLD (E): Unknown keyword/data 'm_fExecutionTime' at offset 1377(0x561) WORLD (E): Unknown keyword/data 'm_aCollisionProbesPos' at offset 1404(0x57c) Create entity @"ENTITY:1" ('GenericEntity') at <0.000000 0.000000 0.000000> ENTITY (E): GenericEntity is missing component SignalsManagerComponent as required by component WeaponSoundComponent ENTITY (E): GenericEntity is missing component SignalsManagerComponent as required by component WeaponComponent
The axe shows in the game.
Open axe in the Enfusion Workbench.
No response
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here
# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
Summarize your proposal
Storing data persistently is needed for nearly everything, therefore we need it too.
Describe the solution you'd like
The goal is to have a generic way to establish persistence for different components.
It has to provide a public interface for other components to store and load data without any knowledge about the technical implementation.
Describe alternatives you've considered
There are multiple possible technical implementation which have to be discussed.
Error in modded SCR_InventoryMenuUI on line 277, project won't compile.
Project should compile
Load project in workbench (latest from git)
Replace m_pActiveStorageUI with m_pActiveStorageUI.Type()
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here
# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
The documentation should be updated to include links to guides on how to add co-authors to a commit. e.g.
https://medium.com/blackode/creating-co-authored-commits-on-the-command-line-git-305ae2af9f73
Only GitHub registered members that are associated with a merged commit in the repository are considered contributors. So if someone invested all their time into making concepts or models that someone else implemented and ported their contribution would not count. The person filing the PR should add those who helped significantly to one of the commits they are doing or make an extra one include them in the end if they themselves never pushed anything.
People could be asked to each contribute at least something to be listed, but there are some work results that would never be included in the version control (e.g. design documents, discussion threads, etc).
No response
Summarize your proposal
A generic system to buy and sell items in an interaction with an NPC or object
Describe the solution you'd like
It should be a generic system that can be used for NPC traders.
The goal is to use it in most of the farming routes and NPC shops
The items and the prices should be configurable with a config
In the future, an external connection for a dynamic system should be considered when implementing the system
Summarize your proposal
Vehicle ownership has two aspects. Having the key (physical item) to unlock and drive the car as well as its registration.
Describe the solution you'd like
Locking and unlocking are important to manage who has access to the inventory and if people can enter and leave the vehicle.
If the vehicle is open but nobody has the car key they should not be able to drive off (unless some short circuit functionality is added later).
The registration allows the police to query who the vehicle owner is so they can stop cars to find stolen ones etc. Vehicle ownership can be registered manually at the city hall or maybe it's automatically when you buy the vehicle. There could be a vehicle ownership transfer function later.
These prefabs:
Item_Base.et
so their own prefab data only adds additional information/changes instead of a full copy. This is probably my fault, cause I created them wrongly. Can somebody please go through all of them and fix this?Summarize your proposal
A generic system to grow plants
Describe the solution you'd like
The goal is to implement a generic system to grow plants at designated spots or on the whole map.
The grow zones should be a parameter to specify designated growing spots or the whole map
The required resource should be a parameter
The time to grow should be a parameter
The "result" should be a parameter in form of a prefab for easy to implement farming on grown plants
The growth tracking of the plant could be implemented with different models or a hud hint
Actions dont work on dropped items.
Actions should still work on dropped items.
Drop any EveronLife item (apple, tomato, etc..) that doesn't have a collider on the ground and try to pick it up via action.
This only happens if there is no other collider near the item. E.g it works fine when the item is on a table.
*None of the items currently has a collider.
Fix: A proper collider should be added to every item.
# On Linux:
$ cat /etc/os-release
# paste output here
$ uname -a
# paste output here
# On Windows:
C:\> wmic os get Caption, Version, BuildNumber, OSArchitecture
# paste output here
Player Driven Economy would be a cool addition to bring into the trader system, notice
Here you see the #/X that X could be optionally changed to only be able to sell as much as is bought by the trader.
I imagine the prices would adjust based on scarcity to a max / min value per item.
Originally posted by @LuxPoseidon in #8 (comment)
This system would be an option for servers to enable, they would have further options like:
Max / Min Sell or Buy Prices per item
Persistent Economy (eco persists past restart or does it reset)
Restart Restock (does the server restock supplies on restart)
Restock Amount (adjust how much items restock by after a restart)
Summarize your proposal
Add consumable items to eat and drink to restore different character stats (health, stamina, hunger, thirst)
Describe the solution you'd like
Items for each stat need to be added and if possible with an animation that plays while consuming them (via hold R) as you do with bandages in the vanilla game when injured.
There seems to be some way to add animations for certain in-hand items. Someone should make a proof of concept on how to do this with a simple anim.
https://discordapp.com/channels/105462288051380224/976155605100294224/977559573168803871 (official AR discord)
Describe alternatives you've considered
If custom animations are not possible without having a mod incompatibility or they take too long to make the vanilla animation for bandages could be used as a placeholder to get the other parts of this system figured out
Switch to full serverside inventory manager from the player instance for serverside item insert for patch 0.9.7
Currently, an extra RPC needs to be sent as a workaround for the serverside instance of the inventory manager not accepting actions on non-owned entities. This will be obsolete and reduce both code overhead and increase performance.
No response
No response
Summarize your proposal
A generic system to build different kinds of vehicle shops
Describe the solution you'd like
The available vehicle and their price should be controlled by a config.
The player should see a preview and stats about the vehicle in the shops
In the future, an external connection for a dynamic system should be considered when implementing the system
Once TreeV2 is implemented the logging system should be reworked to use the new destruction system from TreeV2.
TreeV2
No response
No response
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