Arma 3
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PERSIST - RCO
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Data Type: Mod
File Size
Posted
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129.071 KB
16 Sep, 2021 @ 11:11pm
10 Nov, 2024 @ 9:08pm
22 Change Notes ( view )

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PERSIST - RCO

In 1 collection by Rimmy
Rimmy's Cadian Oddities
5 items
Description
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.
Popular Discussions View All (1)
1
27 Dec, 2023 @ 10:56pm
Limited Fortify Throwing Error on Initialisation
Dark_Shadow65
279 Comments
Meldgaard 29 Jul @ 7:35am 
I can't seem to add more mines to save.
I've tried with the IEDs (ACE, pressure plates), APERS Tripwire Mine, APERS MineDispenser Mine and such.

I've tried various combinations, such as "APERSMineDispenser_Mine_Ammo", "ACE_IEDLandSmall_Range_Ammo", with and without the added "_Ammo" and such. I've even tried looking up these mines in the config-viewer to find what its ammo-classname is, but I just can't get it to work.

They will not save when being placed.
The default APERS AT and AP mines work, though. It's just anything else that I try to add, that won't be saved.

What am I doing wrong?
Wiket 22 Nov, 2024 @ 2:05pm 
When building with limited fortify, the object I am placing is very far away, hard to work with.
BoomMicGuy 16 Nov, 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 2 Oct, 2024 @ 5:24am 
:)
Rimmy  [author] 3 Sep, 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 2 Sep, 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] 2 Sep, 2024 @ 2:59am 
Pushed fix for the mine problem + improvements in save time.
Rimmy  [author] 1 Sep, 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 1 Sep, 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 14 Jun, 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