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
552.460 KB
1 Mar, 2021 @ 3:36pm
10 Mar, 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 I am just picking up the torch as both other versions are now outdated and need fixed.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]
59 Comments
Asmo 4 Mar @ 10:55pm 
Please help When I add this script:[this] call AdvLog_fnc_factoryInit; to the vehicle's init field, all default construction objects are available.

Is there a way to have only my custom objects available for construction instead of the default ones?
Asmo 4 Mar @ 1:39pm 
Pls update this is very good mod
WarenKl 1 Feb @ 10:56pm 
Is there a way to add directly to the vehicle inventory some items without loading it manually without the need of the factory?, like sandbags
Snakedoctor  [author] 16 Sep, 2024 @ 10:04am 
i haven't worked on this in a long time
Darth Sidious' Dirty Sock 11 Sep, 2024 @ 10:38pm 
Is this still being updated at all?
MK05 9 Aug, 2023 @ 9:27am 
broken server key
MK05 24 Jul, 2023 @ 9:30am 
no server key
C. Spiegel 18 Jul, 2023 @ 9:18pm 
Any way to solve the Object is Null error?
[LAW] Dungeon Master 5 Jul, 2023 @ 3:46am 
Getting this error when logging in

"Error Mission ]
File r3fAdvLog\functions\general\fn_deleteFactoryObj.sqf..., line 5

Any chance of getting a fix?
☣East Hammer 21 May, 2023 @ 3:58pm 
is there any way to save current credits in factory with alive?