FF SUITEArma 3 addons

Feature 07 / FF Utils

One toolkit,eight services

Wardrobe, puzzle circuits, terminals, power and solar, UAV automation, ready rooms, weapon faults and field utilities. Each service is independent and opt-in; the suite never starts one for you.

8 services0 forced systemsACE interactionsCBA events
utils service layeropt-inserver validated when shared
01Wardrobe

full, curated or mission loadout

02Circuits

AND / OR / NOT / XOR, no scripts

03Terminals

boot, credentials, services, channels

04Power

capacitors, safe windows, trips

05Solar

XOR pairing, coupled dials

06Drones

follow, patrol, watch, live feed

07Ready room

assembly, questions, votes, release

08Weapon faults

reservations and specialist jams

Illustrative toolbox. Services share validation and cleanup rules, not a single global switch.

The services

Small systems, sharp edges.

Wardrobe

A server-published policy plus a client arsenal builder: full arsenal, curated or mission loadout, with electronics filtering and loadout preservation.

Circuits

Eden modules as producers, gates and consumers. Direction comes from named input IDs; the server revalidates the whole circuit before writing state.

Terminals

Boot phases, credentials, powered services, archives, exports and shared channels. The player panel is a real browser page.

Power and solar

Capacitors, safe windows, trips and supply edges; XOR pairing, active-low flags, coupled dials and dwell.

UAV automation

One airframe, one assignment: follow, escort, patrol, hold, watch, and publish a camera feed to players, curators or named UIDs.

Ready room

Assembly, questions, votes, chat and release, with a briefing bed that uses the Cinematic music hold.

Weapon faults

Specialist jams, reservations and pulses. Faults are deliberate and recoverable, not random punishment.

Field utilities

Blackout, flashlights, PASS, ammo provisioning, loadout recovery and drone feeds — each bounded and opt-in.

Persistence

Optional equipment, position or vehicle-seat recovery after a disconnect. It never handles death; the soul template owns that.

Circuits

Puzzles without a script file.

Producers

  • playerItem — exact class and count in the player inventory
  • containerItem — direct cargo of the synchronized container
  • objectVariable — boolean or numeric equality on the object
  • missionVariable — boolean in missionNamespace

Circuits check conditions; they never consume or transfer items.

Gates and consumers

AND, OR, NOT and XOR. OR and XOR exist so alternate keys or routes open the same door without extra scripting.

A consumer creates an ACE action only when the circuit passes. On use the server validates curator/owner relationship, distance, liveness and the full circuit again.

Late joiners receive the consumer's action setup when they connect.

!

A cycle or a forgotten sync line keeps the action unavailable instead of producing a random result. That is the design: silent failure beats unpredictable success.

Power

Electricity is a graph, not a switch.

The power service models capacitors, safe windows, trips and supply edges. Solar commissioning pairs arrays with XOR, reads active-low flags and couples dials with dwell. Terminals read the result and expose services, archives and channels.

Transfer

Draw, store and release power without a mission-specific script for every generator.

Trip and reset

Faults are state, not a timer. Reset is a deliberate action with a safe window.

On supply

Hooks let UAVs, terminals and lamps react to power changes without polling the generator.

Nothing is forced

Load it now. Enable it when the mission needs it.

  • Loading Utils starts no UAV worker and changes no vehicle.
  • Every airframe is registered explicitly by the server; the service never guesses a route.
  • Wardrobe policy is published, not applied behind the mission's back.
  • Persistence is optional and defers to the soul template for death.

Feature 07 / 08 Every system deep dive