Arma 3
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PERSIST - RCO
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Data Type: Mod
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126.070 KB
Sep 16, 2021 @ 11:11pm
Dec 20, 2023 @ 7:00pm
18 Change Notes ( view )

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PERSIST - RCO

In 1 collection by Rimmy
Rimmy's Cadian Oddities
5 items
Description
A simple persistence module based system designed to bring the results of an operation into the 3Den Editor.

Video explaining PERSIST

PERSIST Player Guide[docs.google.com]

Github Wiki, with most of the detailed information[github.com]
The wiki also has the link to a Demo Mission for PERSIST since the Steam Workshop blocks Mega Download links.

Github[github.com]

The primary intention of PERSIST is for use as a story-making device to allow mission makers easily create long-running campaigns. In my case I combine this with the NR6 HAL mod to face a changing battle against an AI commander, but it could also be used for just about any type of operation - the first that come to mind are insurgent, COIN, humanitarian or post-apocalyptic operations.

PERSIST CORE FEATURES:
3Den Editor Persistence:
At the end of a PERSIST operation, the mission maker may either manually run the save script, or use the ACE interaction option set to an object of their choice to save the game. This will save the data of the operation that the mission maker specified it to save, including things like the results of FOB construction, mine laying, group and vehicle location. A mission maker can then go to the 3Den Editor, click on Tools, on PERSIST - RCO and then load their saved data from there. This is intended to avoid the usual issues with persistence scripts crashing missions and being unable to edit their data in the editor.

For more details on the features, reference the Github Wiki.[github.com]

Detailed Load:
Recording inventories, vehicle damage, ammunition, fuel levels.

Player Loadouts:
Recording player loadouts, map markers, hunger and thirst.

Limited Fortify:
Optional building system similar to Squad's, with Building Supplies that can also be recorded.

Multiple Saves:
A 'to Clipboard' and 'from Clipboard' saving system.

End of Round Information:
Easy ability to show end-of-round information about player accomplishments in the mission.

Credit:
This mod would not function without the essential function 'fhcb_getEdenAngles', which came from Ian Banks from Foxhound International ( ianbanks@foxhound.international ). This function is his intellectual property and you will have to contact him in order to utilize it. As thanks, anyone from Foxhound International is free to do as they like with this mod, its scripts or modules.

The map marker transferring utilizes a script originally written by Killzone_Kid and then edited by LAxemann in order to copy polylines correctly as ArmA's default function for copying markers does not work with polylines.

Known Issues:
- If you are having issues with modules, ensure you open them and press OK after placing, instead of just running the mission once placed. Video explaining this bug here: https://www.youtube.com/watch?v=yhApdbQaz9k&t=327s&ab_channel=RimmyJerryBeansMan
- At the end of an operation, before you save, remove your earplugs and take out any crates from inside of vehicles. Earplugs that are in your ears will not save, and crates inside of vehicles may save but will save their actual location (that is, floating beneath the map) and thus won't actually be usable in the next operation.
- Half-empty magazines may at times be loaded as fully-loaded magazines instead. This is unfortunately complex to fix for little gain, so I've decided to leave it. Enjoy your like, 10 extra bullets.
- If a player saves their loadout without a vest, they will get an 'Error: creating weapon ItemCore with scope=private' popup when their gear loads. It won't actually affect anything or break anything, it's just part of the standard function setUnitLoadout and I don't believe I can fix it.
- The mod is tested for and with ACE. I have no idea how it will function without it. If there's some mod-breaking issue with not using ACE, let me know and I'll see what I can do to fix it, but the intention of PERSIST is to function with ACE.

The mod is covered under an APL-ND licence, with the following message: Please contact Rimmy if you'd like to make alterations to these scripts or release derivatives. If the mod is missing a feature you require, please contact Rimmy#0001 preferably on discord ( discord.gg/rimmy ) and assuming the feature is possible I will attempt to merge it into PERSIST. I'd like to avoid too many derivative versions in favour of making the core version feature more choice in how it operates.
Popular Discussions View All (1)
1
Dec 27, 2023 @ 10:56pm
Limited Fortify Throwing Error on Initialisation
Dark_Shadow65
268 Comments
DireStatus May 19 @ 2:10am 
I have been having a issue were for some reason whenever I try to change the list on a storage it will do it while I am in eden but, whenever I port it over to my server and run it, it just keeps going back to default even if I choose the other options.

(I think this has been happening for a while for me so I think its a simple issue on my end....)
DragonBlade94 Mar 9 @ 9:01am 
Is this a server side or client side mod?
Rimmy  [author] Jan 11 @ 9:14pm 
@JODY-13F Hasn't been tested. ALiVE's persistence is mostly for the map state iirc. You could potentially combine some aspects of both, but as with mashing any two mods that weren't designed to work together, it's up to you to make it work.
JODY-13F Jan 11 @ 3:22am 
Does this conflict in anyway with ALIVE?
.Macbeagle Jan 2 @ 8:01pm 
Imagine updating your source-code on github smh
Rimmy  [author] Nov 15, 2023 @ 3:57pm 
@Hatsumi Hard to say without seeing what you did. I recommend you try the PERSIST Demo Mission, it's linked on the Github Wiki of the mod, check the mod's description. You should be able to see how it works in the Demo Mission, and then copy that into your own mission.
Hatsumi Nov 13, 2023 @ 11:46am 
i synced the save action to a whiteboard and it wouldnt show a save button did it do it wrong? using ace
Rimmy  [author] Nov 4, 2023 @ 8:51pm 
Hotfix pushed that should fix that error. Let me know if there's any more issues. Don't forget to repair your mod to force it to update, and to always make sure you open the modules after placing them and press OKAY, even if you are just leaving it on default settings.
Rimmy  [author] Nov 4, 2023 @ 5:21pm 
@FriendlyNeighbourghoodBurglar Yep, someone else reported a similar problem, I'll be looking into fixing it today. If you could post screenshots of your issue in the discord channel on my discord (discord.gg/rimmy) that would help me in fixing your problem.
Friendly Neighborhood Burglar Nov 3, 2023 @ 10:15pm 
To correct my last message, I believe that with the new addition with "Default" there seems to be a syntax error in the code breaking the arrays up.