Everon, 1989 · life/RP for Arma Reforger

Docs · Current plan

Civilian jobs

docs/roadmap/scopes/work/civilian-jobs.mdEdit on GitHub

Milestone: In the tree (M1) Extends: Jobs, Level, License, Money

Player loop

A civilian takes a job at a workplace, does the work in the world, and is paid in cash. Doing the work advances that job. Three jobs ship as the examples: taxi, fuel delivery, and parcel delivery.

In scope

  • Sign-up is at the workplace (a desk or board), not a menu from anywhere.
  • Taxi. Take a base-game vehicle from the rank, pick up at a point, drop at a point, earn a config fare in cash.
  • Fuel delivery. Carry a base-game fuel can from the depot to a vehicle or station marker. Delivery consumes the can and pays cash.
  • Parcel delivery. Pick up a crate at the depot (hand-carry) and drop it at the marker.
  • Job experience actually increases on a completed run. Level gates the next workplace the way licenses already gate police and medic.
  • Paychecks for salaried jobs stay cash, on the existing clock.
  • Each run pays once. Abandoning the run pays nothing and is logged.

Out of scope

  • A phone or map-app dispatcher. Callers are placed markers.
  • New cars for the taxi. The rank uses vehicles from the base game.
  • Joke job titles. Names read like 1989 work.

Assets

Jobs already configured in EL_PlayerJobComponent: unemployed, farmer, miner, lumberjack, medic, police. Taxi, fuel delivery, and parcels are new loops on that component.

  • Taxi and fuel runs use Prefabs/Vehicles/Wheeled/S105/S105_beige.et or UAZ469_covered_CIV_blue.et
  • Fuel can: Prefabs/Items/Fuel/Jerrycan_01/Jerrycan_01_item.et
  • Parcel crate: HandCarryItem_Base.et. Depot counter: Prefabs/Props/Services/Post/CounterPostOffice_01.et
  • Heavier delivery, if a run needs a truck: S1203_transport_beige.et or M923A1_transport.et

LNGC lists job-specific income as not built. Do not port its unemployed stipend in place of these runs. See sources.

First slice

Fix job XP so a completed run levels the job. Ship parcel delivery end to end (no vehicle required). Taxi and fuel delivery follow on that same pay and XP path.

Depends on

  • EL_PlayerJobComponent (XP is still a no-op today)
  • Money cash payout
  • Level and License for gates
  • Hand-carry for parcels
  • Vehicles for the taxi

Proof

  • Logic: a run pays once; XP increases; a player under the level is refused at the workplace.
  • World: parcel depot to drop-off on DebugWorld.
  • Manual: taxi with two clients is not required for the first slice; one driver and a marker fare is enough.

Suggest a changeAll docs