Arma 3
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PERSIST - RCO
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2021년 9월 16일 오후 11시 11분
2023년 12월 20일 오후 7시 00분
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PERSIST - RCO

Rimmy님의 1 모음집
Rimmy's Cadian Oddities
아이템 5개
설명
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.
인기 토론 모두 보기(1)
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2023년 12월 27일 오후 10시 56분
Limited Fortify Throwing Error on Initialisation
Dark_Shadow65
댓글 270
Mattman 2024년 6월 14일 오전 5시 02분 
Having same issue as DireStatus, getting this error in RPT

4:56:41 [ACE] (fortify) ERROR: Bad Side [UNKNOWN,-1,[["rnt_graben_gerade",100],["rnt_graben_ecke",200],["rnt_graben_bunker",150],["rnt_graben_ende",75],["rnt_graben_stand",50]]]
4:56:49 [ACE] (fortify) ERROR: Bad Side [UNKNOWN,-1,[["EFM_rack_wood_big_new",10],["EFM_ladder_metal_3_7m",50],["EFM_stair_wood_1_7m",10],["Land_House_L_9_Stuff_lxWS",75]]]
4:56:52 [ACE] (fortify) ERROR: Bad Side [UNKNOWN,-1,[["EFM_rack_wood_big_new",10],["EFM_ladder_metal_3_7m",50],["EFM_stair_wood_1_7m",10],["Land_House_L_9_Stuff_lxWS",75]]]


Think no longer classifying side for extra lists anymore
Inferno | M.D.F 2024년 5월 26일 오전 10시 34분 
Rimmy is there any chance you can add a variable in for TFAR users that forces people's radios on load not to be TR1? It's causing havoc in our operations because people can change other people's radio frequencies.
DireStatus 2024년 5월 19일 오전 2시 10분 
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 2024년 3월 9일 오전 9시 01분 
Is this a server side or client side mod?
Rimmy  [작성자] 2024년 1월 11일 오후 9시 14분 
@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 2024년 1월 11일 오전 3시 22분 
Does this conflict in anyway with ALIVE?
.Macbeagle 2024년 1월 2일 오후 8시 01분 
Imagine updating your source-code on github smh
Rimmy  [작성자] 2023년 11월 15일 오후 3시 57분 
@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 2023년 11월 13일 오전 11시 46분 
i synced the save action to a whiteboard and it wouldnt show a save button did it do it wrong? using ace
Rimmy  [작성자] 2023년 11월 4일 오후 8시 51분 
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.