Arma 3
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NFEXTRA - The Toolkit For Mission Maker (BETA)
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Data Type: Mod
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711.488 KB
5 Jan @ 6:08am
6 Jun @ 11:30am
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NFEXTRA - The Toolkit For Mission Maker (BETA)

Description
NFEXTRA - The Toolkit For Mission Maker
NFEXTRA is a comprehensive tool-set for mission makers to create dynamic, engaging, and customizable scenarios, game modes, and events more easily.
Developed by Northern Fronts!

You are in full control!
  • All Features Are Optional: NFEXTRA doesn’t force features onto you. Use what you need.
  • Highly Customizable: Modules are customizable and include condition and code fields.
  • Isolated features: Features can be used standalone. For example to use the building system, you don't have to also use logistics features.
  • Flexible: Almost all features have the option of using either modules or functions.


Overview
NFEXTRA makes advanced features more accessible and does not expect you to have any scripting knowledge.
  • Manufacturing System: Craft items or objects
  • Factories: Passively produce items as long as there are enough resources
  • Items as Respawn Tickets: Add a strategic and logistical layer to respawns
  • Item-Based Building: Create structures or objects using items
  • Artillery Barrage: Devastating artillery barrages or slow background artillery, fully customizable
  • Modular Interactions: Combine modules together (move module + artillery barrage = creeping barrage)
  • Wave-Based AI Spawning: Spawn AI with randomised, evolving patterns. From simple to incredibly dynamic setups
  • Populator: Define groups and then easily and quickly spawn them using populator modules. Modules include attack, patrol, defend, and continuous spawn cycles
  • Player Loadout Tools: Overwrite default loadouts, create loadout and/or box selector
  • Explosions: Easily trigger customizable explosions
  • Random Object/Composition Placement: Move objects to random positions. Or even move groups of objects together
  • Teleportation: Teleportation with simple fade-out and in transition. Can also play sounds
  • Traffic Generation: Setup multiple traffic points and spawn random traffic that will drive between them
  • Dynamic Spawning/Respawning: Spawn players at random locations. Maybe even with random loadouts
  • Vehicle Service Points: Simplify vehicle rearming, refueling, and repairing
  • Push Module: Generate artificial forces. (for example force AI to never stop on a bridges)
  • Functions library[north.ofpec.com]: General use functions and function API's for NFEXTRA features
…and more i probably forgot to mention!

Sample missions and additional documentation can be found on the Northern Fronts Wiki[north.ofpec.com] and will be expanded over time.

The mod is required as dependency for both server and clients.



Optional Dependencies
NFEXTRA does not require LAMBS Danger, but some features in populator modules will have no effect with it missing.


Why beta?
The mod has undergone minimal testing so far, and we've only gathered limited feedback.
There are also several straightforward options that can be added to improve the modules. However, instead of preemptively adding features we think users might want, we're prioritizing feedback to ensure we're building features people actually want.

Reporting Bugs
First isolate the issue and make sure it happens without other mods loaded.
Then report it here on Steam or preferably on the:
Northern Fronts Discord[discord.gg]
Include:
  • A clear description of the issue
  • Steps to reproduce
  • Relevant logs/files (if applicable)

CDLC History of this mod
Some features in this mod were originally created for a CDLC pitch in early 2024. When the pitch didn't receive BI's approval, rather than letting the work go to waste, I chose to contribute it to Northern Fronts. However, since these features don’t necessarily need to be bundled with NF itself, I decided to release them separately as the NFEXTRA mod. You can find some of the assets from the pitch here Sokoloko's Great War

License:
[www.bohemia.net]

Credits
Without CBA this wouldn't have been possible to do in reasonable time. So thanks to CBA for existing.
Also thanks to all contributors of LAMBS_Danger. The task functions are awesome.

Popular Discussions View All (5)
2
3 Feb @ 10:02am
Use of Object Init to create new "Mission in progress" Factories?
Qwerty2jam
1
6 Jan @ 11:32am
PINNED: Features/Requests that are being considered
Tiwaz
0
1
10 Jan @ 3:23am
PINNED: Post your missions!
Tiwaz
97 Comments
Tiwaz  [author] 6 Jun @ 12:05pm 
New update out. See the changelogs for what has changed / is new.
Tiwaz  [author] 6 Jun @ 11:39am 
The bug LackOfReason reported was fixed in 22 May already. Just for anyone wondering, since its not clear from this conversation chain :)
LackOfReason722 21 May @ 10:48am 
@Tiwaz I sent it, I hope you find out the issue.
Tiwaz  [author] 21 May @ 7:03am 
@LackOfReason722 Send me your .rpt via discord if you can. I can have a look at it.
LackOfReason722 20 May @ 7:37pm 
The manufacturing doesn't work, but when I try out your example missions your setup works fine even though I'm doing the exact same thing. I even setup a recipe that creates a unit and it still doesn't work.
Tiwaz  [author] 15 May @ 12:20pm 
@Wiket "Has the issue of inventory items being produced not being global been fixed?"

It is fixed now.
Wiket 27 Apr @ 9:27pm 
@Tiwaz Sorry for the delay, I replied in discord.
Tiwaz  [author] 27 Apr @ 5:20am 
@Wiket i could not recreate the "some recipes missing" issue. So it would be really helpful if you can run the commands i send you via discord. So i can figure out if its just the UI or the actual network variable being the problem. Run them once the issue starts happening. I will patch the locality issue today then.
Tiwaz  [author] 26 Apr @ 1:45pm 
(and maybe the manufacturing progress bar)
Tiwaz  [author] 26 Apr @ 1:44pm 
@Wiket On my end yes, have not published the fix yet though. I am trying to recreate the "not all recipes show up" issue first so i can fix both in one patch :)