ArmaDB
Workshop mod

Milsim Creator Framework-Core

by olmotje · all their mods

The shared layer MCF modules run on: persistent storage, screens on world objects, an event layer, a self-test suite. No gameplay of its own. Docs: github.com/olmopje/milsim-creator-framework/wiki

Players now

15

Servers

40

Rating

100%

2 votes

Subscribers

-

570 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/6A50E40BA3B94A4F

Busiest servers running it 40 in total

All servers

Players on servers with it

daily, last 30 days

0 40 80 120 160 17 Sep 24 Sep 1 Oct 8 Oct 15 Oct peak 113
Average players Low to peak in each bucket

Details

Author
olmotje
Version
0.0.25
Size
340 KB
Licence
APL
Game version
1.8.0.13
Likes
0 / 0 dislikes
Published
14 Sep 2026
Updated
2 weeks ago
Workshop ID
6A50E40BA3B94A4F

Recent adoption

30 days: +149 −99 ↑68

Version history

12
  1. v0.0.25 340 KB 28 Sep 2026
  2. v0.0.24 328 KB 28 Sep 2026
  3. v0.0.23 305 KB 26 Sep 2026
  4. v0.0.22 305 KB 25 Sep 2026
  5. v0.0.21 305 KB 25 Sep 2026
  6. v0.0.20 305 KB 25 Sep 2026
Description from the Workshop

MILSIM CREATOR FRAMEWORK - CORE MODULE Core is the shared layer the other MCF modules run on. It adds no gameplay by itself, and there is nothing to place in your world to switch it on - it attaches itself to whatever game mode your mission uses, whether that is the vanilla Game Master one, Conflict, Combat Ops or somebody else's modded game mode. WHAT IT PROVIDES Persistent storage - Key-value store written to the server profile - Survives mission restart and server restart - Each module keeps its own namespace Screens on world objects - Puts a real UI layout on a prop: a board, a monitor, a sheet of paper - Built when a player comes close, torn down when the last one leaves - Per-object read range, fade distance, refresh rate and sharpness Event layer - Publish and subscribe by name - Every publisher and subscriber registers at start-up, so a chain that can never fire is reported then instead of during a session Tick and budget management - Critical and cosmetic work on separate intervals, so a mission with a lot of scripted props does not spend its frame on things nobody is looking at Self-test suite - Runs inside a live session with real connected players, because replication faults do not show up in a single-player editor - Each check logs what it measured and what a failure would cost a player Also: logging behind one switch, object identity, Game Master attribute plumbing, and the data set registry the Mission Data screen reads. DOCUMENTATION AND BUG REPORTS https://github.com/olmopje/milsim-creator-framework/wiki The wiki covers both halves of every module: what you set up in the Workbench and what you do in Game Master. "Your First Mission" walks from an empty world to something playable. Bugs and requests: https://github.com/olmopje/milsim-creator-framework/issues Tell us what you did, what happened and what you expected. If you can, attach the [MCF] lines from your log - every part of the framework writes one when it starts and another...