#CONVICT
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What is CONVICT?
As societal instability has increased worldwide due to economic volatility, nations have come together and begun to deport "undesirables" to remote islands guarded by highly-trained military. And guess what? You’re one of them. And what’s your sole goal now that you’re here? Survive by any means necessary.
This is a game mode heavily inspired by ARMA 3's EXILE mod and DayZ. While it is still a work in progress, it's goal is to take the best aspects from both to help create CONVICT!
What does CONVICT look like?
As of the completion of Phase 1, it will be a survival game mode. It will include an assortment of missions to complete, gear to be obtained, and players (human and AI) to be fought. But, there is way more to come as development continues! There is currently only a single developer working on this project, so it will take time to complete.
What does the future of CONVICT look like?
The plan is to complete the game mode in major phases, with minor bug fixes and adjustments in between. Currently, there are five planned phases and specifics can be found here: https://i.imgur.com/osrAo31.jpeg This roadmap has been updated as of March 1st, 2026, and **will continue to change over time!**
When will CONVICT be released?
Pre-release testing for Phase 1 is available now! Server IP is 64.44.124.77:2046
Will CONVICT be open to server hosts?
Of course! The plan is to release it as a basis to be built-upon. It will have "intended" playability, but can also be changed to how to how hosts see fit! Additionally, the goal is to be able to provide enough content to be played even with a server not being populated, so it can be enjoyed by you and a few friends if that's what is wanted!
A couple WIPs that have been posted over time
https://youtu.be/JcnBp29gJzU
and there's a lot more that is WIP, but have not been made publicly visible just yet!
Sounds very interesting!
Random question, what software did you use for your flowchart?
https://www.drawio.com it’s become very useful
Thanks
Good luck with your project as well 👍
peak
super excited for this project. good luck and hope some talented people join you on this ❤️
munch munch munch
refined the animation some more
can you walk while doing em ?
Yes! You’re slowed down a bit, but yes 😄
Currently it’s similar to the walk speed when applying a bandage, I believe
thats amazing. i really cant wait to test
we got sounds now 😄
TLDR: Burnt out with modding, will come back when I can put my energy into it again.
Been working on CONVICT on and off for the last 7 months, and learned a lot of new things. But I also disregarded a lot of IRL things in the process, so because of that, gonna be taking an extended break from working on CONVICT and other mods. I might pop in here and there, but for the most part, gonna be focusing on other things over the next bit till I get the passion to work on it again to give you all the experience you deserve with it!
RL needs to come first 🙂
found some energy today, so I finished up the character status HUD 😄
better than mine 😂
:)
Holy hell dayz for real bout to happen…..
I wouldn’t say CONVICT is gonna be %100 DayZ SA. It’s more so %70 A3 EXILE, %30 DayZ SA
Sorry for no visual updates, been working at refining things and bug fixing mostly lately.
Thinking that testing could maybe come sooner than I initially thought, though! Will keep you guys updated on that 😄
New roadmap update! March saw the finish of the player metabolism system, finish of the vehicle systems, and a LOT of bug fixes. More to come soon!
https://i.imgur.com/VpsJsAX.png
Any updates on this? Looking for any dev help? Not looking to get paid or share any proceeds, just miss Exile and would love to see something on Reformer.
It’s still a work in progress, just been dealing with IRL stuff lately. Nothing specifically that I need help with at the moment, except finding time 😅
May mess with it more today
Mod is still a work in progress, just to give an update. Took a needed break from modding for a couple months, and been back into it for about a month now. Just finished the complete rewrite of the item spawning system so I can move on to tackling other aspects of CONVICT 😃
Along with the rewrite of the item spawning system, gonna go back through and take a look at old code from CONVICT to see what can be updated for performance-sake
decided to simplify the metabolism UI as I wasn't satisfied entirely with it originally. So here's how it looks now, much more out of your face
Been working long hours on CONVICT lately, here's some teasers 😄 Might be doing some closed testing this week/weekend, will bring more teasers from it if it happens
if you need bodies count me in super excited to see what you cook up
Roadmap update! Since last update, a lot has been done (which this chart may not account for entirely). I've done a lot of bug fixes, code optimization, finishing of the loot spawning system, start of the mission framework. Hoping by next roadmap update, I can have Phase 1 completely green 😄 https://i.imgur.com/M11f08X.jpeg
Additionally, moved a lot of stuff around on the roadmap. Some stuff moved into an earlier phase, some moved to a later phase. Really trying to get the core functionalities done first, which, not fully decided yet, but I'll probably even move up the trader system to phase 2 or 3
Loot Stashing 👍 Been trying to find a better matching material for the ground texture in vanilla files, but this was what I found so far
solved it
that is insane

it needs maybe some pebbles or something to make it stand out a bit more at least from this angle its way too invisible
With 1.5 coming out to experimental and it changing the entirety of the scenario framework system, probably will release CONVICT on experimental first, as the entire mission system structure was based around pre-1.5 SF, and I’d hate to finish all the missions just to redo them all for 1.5 SF stable release
Though currently, the changes to SF for 1.5 really got me burnt, so taking a minor break from working on it. I had just finished the mission framework then they released 1.5 to exp lol
A lot of life has happened lately, but I’ve still been working hard on the mod! The original phase 1 release date got pushed back to an unknown date because of the major changes to the task system in 1.6, unfortunately, but still eyeing phase 1 release by the end of the year. Annoying, yes, but it’s allowed me to polish and comb through everything to address issues and such. And with the release of the new vanilla persistence system, I’ll also be moving over to that if it seems stable enough instead of using EPF+EDF.
Will try to post some screenshots and updates later today or soon of progress that’s been made!
what I've been working on today to get modeled and textured, now ready to import :)
.
now some soda cans :D
i am so glad this project aint dead ❤️
still cookin https://youtu.be/Pc9ie16s3s0
Phase 1 will eventually be done 😅 Finished the lock-picking vehicles animations and scripts. Screwdriver has a %15 chance of being successful, shortened the action duration for showcase. Plan on it being default 120 seconds, then can be shortened by upgrading skills when the skill system comes in a later phase
Updated metabolism UI to reflect blood value as well, I thought it seemed useful 🤔
Past couple of days have consisted of a lot of non-visual changes to scripts to achieve better stability and improve the overall experience, so don't have too much visually to show for this update
I initially intended setting up the initial gamemode on Everon, but seeing Kogulyev since release, I think it really fits the vibes of the gamemode better. Goal was originally supposed to be an abandoned island with eery vibes, and Kogulyev kinda just fits that. I haven't done too terribly much so far on the terrain side of things for it to be too late (1.5 scenario framework update killed a lot of that progress), so idk, something for me to ponder before I get too far into placing all the missions down (again) on Everon.
Though to reassure, CONVICT is intended to be easily able to be adapted to any terrain. Just pondering on the initial release and how I want it to come across
Also, CONVICT will be using the vanilla persistence system. Been converting a lot of that over from what was initially built for EPF
always stick to your vision and dont let others dictate it.
im personally not a fan of such a "small" or "crowded" maps for survival-like scenarios but since you already cleared up that we would be able to set it up to our liking essentially there is absolutely no harm focusing the initial release on your vision fully
This looks fantastic! Loved the A3 Exile mod with Ryan Zombies.
To add on to this, I'm just gonna stick with Everon for now. Kogulyev will probably come later
Everon is a great map. Nothing wrong with Kolguyev, but does feel smaller.
I'm not sure if this has already been asked, but will rain and wet clothing affect the character? I liked how in DayZ, you couldn't just walk around in the rain because it could make you sick. Also, will there be a temperature system? I didn't see this elements in your roadmap.
The current scope doesn’t include these things. If I want to lean into more of the hardcore survival aspect, then it could be a possibility in the future.
Currently, the game mode is leaning more in the A3 EXILE direction than the vanilla DayZ direction, so being more casual than hardcore. But overall, I hope to take aspects from both to create CONVICT.
Also, I’ve been building mostly the framework for the mod since starting development (almost 1.5 years now
), and currently the mod’s vision jumps back and forth a little bit sometimes as I develop, but currently it’s a more casual survival that could be built upon to be more hardcore if someone desires to do so.
This is cool, I'm really looking forward to your mod. I just think that if you could add similar survival mechanics with an interactive environment, it will be very cool.
I'm still waiting for a mod to manually load the magazine with bullets
Looking forward to this. I still remember the first time loading into A3 Exile…dropping in via parachute then looking for any weapon or vehicle before getting taken out early.
Might also look at some of wyqydsyq’s work - Dynamic Loot, etc.
The goal of CONVICT is to not have any dependencies besides its own, so everything is planned to be in-house eventually. Not to say you can’t add on to it, but base CONVICT will only depend on vanilla Reforger.
Wyqyd has good work! And they’ve helped me out in the past with CentralEconomy issues
It already has a lot included within it that I’ve worked on. Maybe I should share those things at some point 🤔
I did attempt to have a parachute spawn for CONVICT, but parachutes are tough to script and none of the existing parachute mods are good imo
So eventually would think having a helicopter drop in the ocean scene for spawning would be cool
is there any release date for the mod?
No definite date as of yet
But closer to release than not, I’ll add
ok
This past week or so has consisted of lots of bug fixing related to ironing out the GPS (pretty much completely redid the scripts for it), and redoing the HUD to be built into the vanilla HUD (instead of overlaying it). Now it can be disabled through settings if preferred!
Current iteration of the GPS is handled through a wristband GPS device that'll be able to be found on military corpses. Which then in a future phase will have the potential to be tracked with a very rare item, so it'll have a trade-off. But it'll be able to be turned off and on to avoid tracking when that feature comes!
Current Known Issues:
- Wristband GPS needs textures (my copy of Substance Painter doesn't work on Linux since I swapped a little over a month ago. Switching back to Windows in the coming days so it'll get textured after that).
- Mini map doesn't show roads (Due to some type of DPI handling in the game for maps as far as I can tell, and I've yet to find a fix for. If anyone knows, please help lol).
Also, for those who it matters to, CONVICT is being built with console in mind as well, so the custom key-binds and features should work on consoles too (I bought an Xbox controller just to test).
As well, it'll have localisation support for those non-English speakers 😄 It'll be as accurate as DeepL translation is until more accurate translation is possible
Here's an updated roadmap and the final roadmap of 2025, since I haven't posted one in a few months. Mod has come a long way
https://i.imgur.com/9jBnmrW.jpeg (may have to click the link to zoom in and read)
Rearranged the order of some things, custom weapons and vehicles are now a low priority to be completed until the rest of the game mode is finished.
oh and I forgot about experimenting with this a bit ago. Will be a separate mod, but will be made having CONVICT in mind
FOX
Can GM play as animal?
Haven’t gotten that far yet, but could be possible, maybe
I know I said weapons are low priority, and they are, but the optic rails were needed. These and magazine-less weapon prefabs are the only things I'm doing for weapons as of the first few phases (HAMR Optic from Rayzi's, just loaded for testing).
They are NOT a separate item you have to find, they'll just come pre-attached to specific weapon prefabs
Also, I rewrote the CONVICT mission system (again) as I just couldn't be satisfied with it, but now I believe I am so gonna continue with building missions (again).
Pretty much once a good amount of the missions are built and I go through my backlog of known bugs, then we'll be good for further testing 😄
The cool thing about how I’m developing the missions is that they will be practically drag and drop and just need adjust a few things. So it’ll be easy for those building off of CONVICT to make their own
Also will be providing documentation for it all, but that won't be till after release
jk I decided to make it better. Rail automatically attaches upon attaching railed optic
this avoids having a different variant of weapons, and can just override the vanilla one to include this
still been very actively developing, and getting closer and closer to release.
But I did this today :D
this is awsome
another finished thing: placeable storage boxes
can’t wait for this to release
This project is not dead just fyi, quite the opposite actually, just been busy IRL and with non-visual parts of the mod.
BUT
Today, or well yesterday (February 26th), actually marked 1 year since I announced the project publicly, with over 1.5yrs of learning and development in total. And while I definitely did not meet the original release date goal I had set, letting it cook longer was definitely the better move. And I'm extremely proud of how much I've learned and improved on coming from basically no scripting experience (but still plenty left to improve on).
Still, no specific release date just yet, but very very soon. If all goes well and no life stuff happens, maybe open testing in a week or two? Will update further once I know further. Most things that are left are quick, tedious things that I've pushed off lol, and some bugs to iron out.
Thanks all for being patient! 
Nice bro, keep it up
Excited to see what you come up with. That said, def balance this with the IRL stuff...don't burn yourself out.
Hi can you explain me how you acheived that ?
I try to do the same but when it is on the ground its saying this
I had written a custom script component to properly handle it, as the vanilla scripts didn't properly do what I wanted to achieve
The base script doenst do the exact same thing ? What is the difference ? Am i forgtting to place a setting in the world ?
Nope, base script doesn't do what I wanted to achieve. I can't remember entirely how the vanilla one worked, but I just know it didn't work for what I wanted
I would first look at what the action for the tent wants for it to achieve the deployment
Okay thank you !
Here's some visual things, the (should be) finalized loot tier map and missions map!
The takeover missions and assassination missions will come at a later point in phase 1. Reason being for the assassination missions being delayed is that their core reason to exist is to gain an item from military captains, but I've not implemented that item just yet. And the reason for delay of the takeover mission is that I'll have to revamp the entire top-right island (Isle d'Erquy) to be the military base headquarters, which is gonna take some time.
I don't want those two reasons to be why I delay the entire release of the mod further.
But every other mission shown on the map is implemented and ready!
updated roadmap 
seeing lots of green is very, very nice
64.44.124.77:2046
password: prereleasetest

Keep in mind, still lots of things I gotta iron out (mainly the loot table) and some bugs, but testing is open! Please provide constructive feedback for anything you come across!
Should be able to search “CONVICT” and find it
CONVICT Survival **TESTING PHASE** is the name of it
alright when i finish my work i will join it
Currently, the wristband gps has to be manually equipped into the slot on the player because it doesn’t work correctly if I spawn it already equipped. That’s one of the things I gotta fix
Vehicles aren't spawning in their loot spawns for some reason, gonna look into it real quick
oh lul, I had the wrong copy of the CE config loaded, restarting now to fix
I did just restart the server for a mod update so might be why
gonna restart at next autosave to update a mission config (roughly 5mins from now)
Are you able to put the items from the Convict mod in an arsenal?
I don't see why it wouldn't be possible, but it's not necessary for the game mode so I didn't bother doing so
Is it possible for it to be done in tools by chance?
yeah, would for sure have to be done through tools, as the new items are not originally set up to do so
I’m kinda new to tools could you give a short Tutorial?
I believe this part in the wiki should cover it https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Prefab_Configuration#Crate_Filling
@twin spoke - we joined the test server for a bit last night. I know it's WIP, might suggest adding more lootable containers - nightstands, boxes, crates, etc and dialing up loot a bit. Also, we did not encounter any zombies or bandits after an hour or so on, we like getting beat up.
There’s no zombies or bandits on the server, so not sure how you encountered those
There are AI military guards at military areas and at missions though
Nope, never did. That’s on me, I was pre-wired thinking they would be part of it. I’ll blame a3 exile/zombie experience burned into my memory for that. Did find missions on map though.
What’s areas did you find that there needed to be more loot? Spawn cities, military areas, or non-spawn cities? Or generally all?
It’s kinda difficult to do proper loot spawning in this game due to just the lack of items generally existing in vanilla
Speaking of bandits, would that maybe be something others would be interested in to help up the action? With my playtime since release, I do notice that action can be bare with a low player count.
A 3rd faction of AI SCAVENGERS, they spawn ambiently around the map and are hostile to both CONVICTS and the MILITARY AI. Their gear will be randomized, so you could encounter one with just a pistol or one with a full kit.
They won't be in spawn cities, but can spawn throughout the Tier 2 areas
Is it out yet?
Has had open testing for a month now 😄
Server IP is 64.44.124.77:2046
or you can just search “CONVICT” in the community tab!
Maybe more in general. Realize it's difficult to find the right balance. Definitely more lootable containers (e.g. boxes, crates, etc).
Sounds good, I can up the lootable containers, just a simple number percentage change 😄 I’ll post in the CONVICT discord when the update is pushed
Hello, is there a link for CONVICT Discord?
randomized SCAVENGER loadouts working so far 👍 Hoping to get this update pushed either today or tomorrow