Arma 3
PERSIST - RCO
278 Comments
Wiket Nov 22, 2024 @ 2:05pm 
When building with limited fortify, the object I am placing is very far away, hard to work with.
BoomMicGuy Nov 16, 2024 @ 9:49am 
I prefer saving to .ini files. Very cool mod, I remember when this first came out a while ago when I wasn't as knowledgeable in scripting for mp missions
DireStatus Oct 2, 2024 @ 5:24am 
:)
Rimmy  [author] Sep 3, 2024 @ 1:12am 
@Ghost Elite Gamer Use the demo mission linked in the wiki. It has everything already set up for you. Copy it from there.
Ghost Elite Gamer Sep 2, 2024 @ 6:06pm 
I love the idea of this mod and I've been doing my best to implement it into my mission but can't seem to get it to work. I'm not sure how many times I have re-watched the video on it and yet me feeble mind cannot figure out how to get it to work. help needed.
Rimmy  [author] Sep 2, 2024 @ 2:59am 
Pushed fix for the mine problem + improvements in save time.
Rimmy  [author] Sep 1, 2024 @ 9:36pm 
@Robin Need to know what the mine you're trying to use is. Mines are problematic due to the way they are set up in ArmA, and if a mod-maker doesn't stick to the Bohemia Standard, the system may not work. Best if you can report this in my discord in the channel for my mods, and use screenshots of the classnames etc.
Robin Sep 1, 2024 @ 7:29pm 
I'm afraid I have an error message, which I don't know why. I am trying to save minefields that my players lay, unfortunately they are not saved, when I try to load the savegame, I get the following error message:

“'...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)
Mattman Jun 14, 2024 @ 5:02am 
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 May 26, 2024 @ 10:34am 
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 May 19, 2024 @ 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, 2024 @ 9:01am 
Is this a server side or client side mod?
Rimmy  [author] Jan 11, 2024 @ 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.
HITMAN-13F Jan 11, 2024 @ 3:22am 
Does this conflict in anyway with ALIVE?
.Macbeagle Jan 2, 2024 @ 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.
Friendly Neighborhood Burglar Nov 3, 2023 @ 9:54pm 
Running into an issue with the limited fortify module when creating a list after the default one. I've tested my module configuration and the default module settings and displays "undefined variable in expression" in RCO\RCOfortify\listlarge.sqf
zdo Oct 5, 2023 @ 5:55am 
Oh, I wish you a quick and full recovery then!

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 :)
Rimmy  [author] Sep 30, 2023 @ 2:45am 
@zdo Nice! I think this makes like the second PERSIST style mod I've seen, I saw a persistence mod on the workshop like a month ago I think. It's one of my favourite concepts in ArmA, though working with 3Den functions is pure agony. Anyway, i've got covid for now so no mod work for a while yet :(
zdo Sep 28, 2023 @ 7:30am 
I got so inspired by your mod, so I've implement a similar thing but more tuned for my particular needs :)

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.
Rimmy  [author] Sep 26, 2023 @ 10:05pm 
@zdo Thank you for the addition. I've marked it down. I can't promise it'll get into the mod soon but when it does update it'll be included.
zdo Sep 26, 2023 @ 4:11pm 
Very cool mod.
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
Wiket Jul 14, 2023 @ 10:17am 
Yea we were saving just at OP end as I was also on the ground, but we had 2 server crashes and lost a lot of persistence. Honestly not hard to reset, but still sucks as its hard to pick back up that day. Now I got it on a 15 min loop, may be too often, test OP today so lets see!
Rimmy  [author] Jul 14, 2023 @ 2:32am 
@Wiket and for anyone else experiencing this, the answer is to just write a loop that runs at the start of your mission and triggers the save every X amount of time. Of course I personally would recommend just manually saving after major battles/events as the save system can lag the server for a bit, especially if you're saving loads of objects, to avoid having sudden lag in the middle of a drive or fight.
Wiket Jul 12, 2023 @ 8:10am 
NVM I got that working, if anybody needs help lmk!
Wiket Jul 11, 2023 @ 6:35pm 
Wondering if there is a way to save persist automatically everyone 30 mins or something. We are hitting over 60 an OP and sometimes have server issues (recently a dos). Anyways it would be awesome if there was a command I could run to automatically save the persist info to my profile every 30 mins!
Wiket May 11, 2023 @ 9:12am 
Agreed, was just curious. Ty man!
Rimmy  [author] May 11, 2023 @ 4:29am 
@Wiket almost certainly not. Bodies in ArmA are super weird and many functions and scripts don't work how they should on them. It's part of the problem that the map mod I patched had, you can't really reference someone's corpse in ArmA and I'm fairly certain you can't copy the rag-doll poses either.

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.
Wiket May 10, 2023 @ 6:35pm 
Figuring this is a no, but is there a way to make this save dead bodies? Ive used this system to save things it doesn't say you normally can, but unsure if bodies is remotely possible.
LordHeller May 4, 2023 @ 2:53am 
It's not on all the crates, just randomly selected ones
LordHeller May 4, 2023 @ 2:53am 
Hi Rimmy. Since yesterday I suddenly get this added to the bottom of some of my save crate init fields. clearItemCargoGlobal (((everyContainer this) select 15) select 1); clearMagazineCargoGlobal (((everyContainer this) select 15) select 1); clearWeaponCargoGlobal (((everyContainer this) select 15) select 1); };. It starts at select 0 and one crate went as high as select 59. Any idea why ?
Rimmy  [author] Apr 30, 2023 @ 5:43am 
:)
LordHeller Apr 30, 2023 @ 5:25am 
Hi Rimmy, thanks your advice worked
LordHeller Apr 26, 2023 @ 9:32am 
Thanks so much. "switch Auto Detailed Load to Not Load Loadouts" is going to work I think.
Rimmy  [author] Apr 26, 2023 @ 3:57am 
Or even better, just switch Auto Detailed Load to Not Load Loadouts, then save over them and that's your normal loadouts.
Rimmy  [author] Apr 26, 2023 @ 3:56am 
@LordHeller You can just manually wipe the entire array in the loadout section and have it load new ones next time, or load the mission without Auto Detailed Load, save the mission immediately, then load it with Auto Detailed Load and it will have whatever vanilla kit saved instead. Just putting a fully empty clipboard won't work, you'd have to clear just the array that saves the gear per named slot.
LordHeller Apr 26, 2023 @ 2:54am 
Would it work if I loaded an empty clipboard into the editor.
LordHeller Apr 26, 2023 @ 2:25am 
Is there a way to completely reset the persistence. A couple of us tested the mission with the Auto detailed load and it worked great. When I launched the campaign we did the first one without ADL and on the second one I added it in and the loadouts from the testing came back for the tested slots.
Rimmy  [author] Mar 15, 2023 @ 1:13pm 
@LordHeller you'd have to split the players into their own groups. Otherwise the result would be a mess of markers for the AI or any big player operations, which is what this system is meant for. Worst case scenario if you must keep players in the same group but they also all must spread out, just tell them to record their own location at the end of the round.
LordHeller Mar 15, 2023 @ 3:29am 
@Rimmy I do use ACE and did eventually get it to load on the server. I tried so many different thing that I cannot honestly tell you what I did wrong. Another question, With all the slots being named persist"some number", how feasible is it to have persist load position markers for each persist slot i.s.o. just squad leaders. We often have a squad breaking up in 1-1 and 1-2 and ending up in different locations with the squad leader in a totally different location. As I have it atm it only loads a marker for the squad leader..
Rimmy  [author] Mar 12, 2023 @ 2:01pm 
@LordHeller CBA_A3 and ACE.

'- 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.'
LordHeller Mar 12, 2023 @ 5:40am 
Hi Rimmy. I can test a mission with persist in the editor and can host a LAN game. When running the mission on our dedicated server thought I get to slot picking but the map doesn't load after that. We have added the Persist RCO mod to our server mods. Is there anything else we need to add. You talk about ACEX in your video and I assume it has to do with the fortify module. What if any mod dependencies does persist have
Rimmy  [author] Feb 27, 2023 @ 7:44pm 
@LordHeller PERSIST does not save unit locations, except in the form of an informational marker. That's not the intent of the mod. I don't know how well ALiVE and PERSIST will work together, I don't test for that.
LordHeller Feb 27, 2023 @ 9:53am 
Hi Rimmy. I've been making persistent campaigns with ALiVE and it's not a bad system. I does mess up loadouts though. My question is whether I can use ALiVE with persist simply for placing enemy units, IED's, CQB and roadblocks etc. Will persist then save their locations to the next mission or will ALiVE do it's own thing at the start of the next mission and mess everything up.
Harpseal Feb 17, 2023 @ 1:13pm 
Would it be possible to use this to store ONLY crate/inventory information in the 3DEN editor? I am running an alive campaign which I am manually editing the mission after every session, but this means I cannot use Alive persistence. I'd like to use this in order to store the location of certain crates in the mission that act as a supplies stockpile.
Newton Dec 5, 2022 @ 3:31am 
oh shit, thanks