JWK Framework

When the famous Skunk Works developed its SR-71 Blackbird, the project was so advanced technologically that they had to develop their own custom tooling to work with the new materials, developed specifically to built the plane. It is similar with Freedom Fighters, and its development process resulted in creation of multiple systems. Some of these are very FF-specific, but many are foundational building blocks usable for any persistent campaign mod, or are outright general-purpose.

Once the FF project is completed, these systems will be extracted into a standalone framework mod, allowing them to be reused across other community projects. At this point there is no specific ETA for this project to begin.

Features

  • robust AI virtualization and streaming system
  • AI forces system, which is an abstraction layer for managing many AI groups (i.e. a location garrison), including:
    • persistence support
    • virtualization support
    • auto-unstuck for AIs on the move
    • geofencing (which allows for densely-packed POIs on a small map)
    • dynamic out-of-sight safe placement generators, both on roads and in any terrain, including large rocks or cliffs formations
    • extendable force composition generators with ability to generate groups of any size or platoons composed of multiple groups, including infantry, mechanized or a combined composition
    • global spawn/despawn queue
    • groups handover to GC or other forces
    • utilities for engagement state tracking, character deaths and other force-level callbacks
  • AI recruitment with vanilla AI commanding integration and player squad persistence
  • custom road network, which is the basis for:
    • ambient traffic system
    • realtime path finding over long distances
  • speech system with support for multi-sample dynamic lines
  • node-based dynamic conversation system with support for in person, phone and radio-based conversations
  • Voronoi-based world regions generator
  • smart garbage collector
  • freeform construction and placement systems
  • map interface system, including:
    • icons that can be interacted with, extended, enabled or toggled
    • logic utilities for creating custom map tools
    • rendering utilities for drawing shapes and debugging over the map menu
  • extensible custom spawn logic system
  • procedural loadouts
  • dynamic and persistent quest system, supporting multiple stages, objectives and quest-chaining
  • procedural jobs system built on top of quests
  • in-game gamemode settings system
  • admin tools menu
  • customizable ingame signs
  • campaign progress tracking with customizable objectives
  • utilities for quick implementation of admin debug/management/utility commands
  • world slots system with extendable queries and dynamic POI generation
  • object locking system (inventory storages, vehicles)
  • world zones framework (dynamic area-based triggers)