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“'...0];
_mine = create3DENEntity [“Object”, |#|_minePicked,_mineAdjuster];
_3denAngle = ...'
Error Undefined variable in expression: _minepicked
File RCOP\RCOPersist\RCOPloadEDEN.sqf ..., line 238”
What can I do about this, does anyone know?
P.S. I think the mod is great and after a small test with my players I'm trying to integrate it into a larger campaign. Many thanks for the MOD :)
Translated with DeepL.com (free version)
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
(I think this has been happening for a while for me so I think its a simple issue on my end....)
I've updated my scripts recently, added even more features to it like saving AI units, destroyed buildings/trees/fences, etc. Added details on a Wiki page https://github.com/drzdo/arma3-persistent-campaign/wiki
I'll be happy if you also will find it useful in your missions :)
In addition to fix for the mines (my comment just below) I've added other cool stuff.
https://github.com/drzdo/arma3-persistent-campaign
Not a mod though, just set of scripts.
Loading trip wires does not work. The problem is here: https://github.com/RimmyDownunder/PERSIST-RCO/blob/main/RCOPersist/RCOPloadEDEN.sqf#L167
Different mines have different suffixes but in the code the assumption is that all of them have "_Range_Ammo".
To quick fix this, user need to manually make these suffixes like:
(case sensitive)
rhssaf_mine_mrud_a_ammo -> rhssaf_mine_mrud_a_Range_Ammo
APERSTripMine_Wire_Ammo -> APERSTripMine_Range_Ammo
It would probably be possible to record player death positions and leave like, a bag at their death point that's always there until collected, but that is a lot of work for a very specific function that I don't think most people will ever care for.
'- 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.'