Arma 3
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R3F Enhanced Logistics (ALiVE Compatible)
   
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Data Type: Mod
Mod Type: Mechanics, Structure
File Size
Posted
Updated
0.527 MB
Mar 1, 2021 @ 3:36pm
Mar 10, 2021 @ 3:13pm
7 Change Notes ( view )

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R3F Enhanced Logistics (ALiVE Compatible)

Description
R3F Enhanced Logistics (ALiVE Compatible)
R3F Enhanced Logistics is the continuation of the R3F Advanced Logistics mod. The reason I am reuploading this mod was to fix the ALiVE Persistence. The R3F Team and Crowe deserve the credit to creating this mod. I am just picking up the torch as both other versions are now outdated and need fixed.

This mod moves most of the interaction context from the Scroll Menu to the ACE Interact system. This means ACE3 is a required dependency for this mod to work.

How To Add the Creation Factory To An Object
To add the creation factory to an object all you need to do is add this in the init of the object:
[this] call AdvLog_fnc_factoryInit;
If you want the factory to have a limit on build credits, in this case 1000, you can do this by changing the init to this:
[this, 1000] call AdvLog_fnc_factoryInit;

Customization
You can configure several global variables in your mission init.sqf. They are below:
R3F_LOG_CFG_can_tow; R3F_LOG_CFG_cannot_etow; R3F_LOG_CFG_can_be_towed; R3F_LOG_CFG_can_transport_cargo; R3F_LOG_CFG_can_be_transported_cargo; R3F_LOG_CFG_can_be_moved_by_player; R3F_LOG_CFG_build_costs;

You can also configure which objects can be built in the creation factory and their cost by overriding the global variable: R3F_LOG_CFG_build_costs
Example:
R3F_LOG_CFG_build_costs = R3F_LOG_CFG_build_costs + [ ["land_bagbunker_tower_f", 60], ];

You can override this on per Creation Factory level by setting the variable "R3F_CF_local_factory". So you need to simply do something like this in the init of the object:
_array = [ ["land_bagbunker_tower_f", 60], ]; this setVariable ["R3F_CF_local_factory", _array, true];

ALiVE Persistence
ALiVE Persistence is handled when you release an object. Essentially, when you carry an object and click "Release" on the scroll menu, the object will save during the next "ALiVE Server Save & Exit". Be sure you wait a few minutes after placing objects before you save your mission as it might not save their position correctly if you do it too soon.

Advanced Towing
Advanced Towing by Duda was integrated. To use the advanced towing, go to a ground vehicle and ACE interact on it. You will get the option to deploy tow ropes if another vehicle is close enough behind it.

Bohemia Interactive Forum Post
https://forums.bohemia.net/forums/topic/233706-r3f-enhanced-logistics-alive-compatible/

Legality Stuff
R3F Enhanced Logistics (ALiVE Compatible) was not reuploaded in an attempt to claim fame or steal ideas from any previous mod authors including the R3F Team, S. Crowe, or Duda. I am trying to follow all the licenses of the original R3F Logistics, R3F Advanced Logistics, and Advance Towing. The code used from these mods outlined falls under GNU General Public License V3 or The MIT License respectively. As far as I am concerned, you may do as you wish with my fork of this mod and update/change to your heart's desire.

R3F Advanced Logistics
Advance Towing Original Source Code[github.com]
R3F Logistics Original Post[forums.bistudio.com]
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48 Comments
C. Spiegel Nov 10 @ 5:29pm 
I am building a new mission for my community and im switching to this mod as the main logistics system.
C. Spiegel Nov 10 @ 5:28pm 
Thank You
Snakedoctor  [author] Nov 10 @ 3:46pm 
Will do
C. Spiegel Nov 9 @ 6:45pm 
Love the mod but can you please fix the error in file
r3fAdvLog\functions\general\fn_deleteFactoryObj.sqf

you have an extra { that needs to be deleted.
Itz_JJ Nov 6 @ 4:06am 
is there a way to get all objects available in the creation factory ?
Cat Jun 25 @ 3:32pm 
Managed to get a local custom factory going in the init:

/* Start */

_array =
[
["Sandbags", "Vehicles"],
[[["Land_BagFence_Long_F", 5]],
[["rhsusf_m1151_usmc_d", 100]]]
];

this setVariable ["R3F_CF_local_factory", _array, true];

[this, 1000] call AdvLog_fnc_factoryInit;

/* End */

Would be nice if we could get some resolution on the keys though!
hotspur May 31 @ 5:34pm 
@Snakedoctor, thanks for the quick reply, wasn't expecting! looking forward to messing with it, the core functionality is exactly what I want to combine with ALiVE, so glad you did the work of getting it back good with that. :steamthumbsup:
Snakedoctor  [author] May 31 @ 5:10pm 
@hotspur, the factory will work with the default configuration just fine. If you wish to add mod specific items or change the factory items, you will need to unpack and adjust the item config.
hotspur May 31 @ 4:05pm 
this has been quiet a while, but is the way to use this, and to customize to unpack, adjust configs how you need, then repack? I'm guessing because its in pbo form you don't need to add all the stuff to init scripts--the basic creation factory seemes to work fine without doing that.
Dozette Sep 25, 2021 @ 7:36pm 
Is there a way to force a particular texture on a spawned vehicle from the factory? Like if we spawn a Taru having it adopt the black texture rather than CSAT hex?