avibird 1 154 Posted August 14, 2016 Yes I know there is lack of scripts or mod for this. ACE3 the load works but unload is not working. All of the revive scripts that I know have no load/unload function. R3F log could be setup to work on wounded units. I think it could be a easy fix to add but not for me I attempted with no luck. Share this post Link to post Share on other sites
O.Languedoc 67 Posted August 18, 2016 Hey Guys. I am playing with the factory. Is there a way to only have specific items in the categories... or you absolutely have the whole categorie with all the items in her hierarchy? Share this post Link to post Share on other sites
wilco charlie 3 Posted August 18, 2016 Thanks for this great script ( Love it ). Is there a way to specify where the spawned item/vehicle goes i.e. tell it what position to spawn? This is what I use on a container nul = [redbox] execVM "R3F_LOG\USER_FUNCT\init_creation_factory.sqf"; Do I need to add something to this or the description.ext, init.sqf? Thanks in advance :) 1 Share this post Link to post Share on other sites
NummyVenom 0 Posted September 14, 2016 Hey, i really like this script. But I've got a big problem and can't figure out what I've done wrong. Well everytime I have an errormessage in my serverlog that says: 15:46:43 Error in expression <elect _forEachIndex set [0, toLower (_x select 0)];} forEach R3F_LOG_CFG_can_tra> 15:46:43 Error position: <select 0)];} forEach R3F_LOG_CFG_can_tra> 15:46:43 Error Generic error in expression 15:46:43 File mpmissions\__cur_mp.Altis\R3F_LOG\init.sqf, line 46 My mpmissions\__cur_mp.Altis\R3F_LOG\init.sqf looks like this: // On passe tous les noms de classes en minuscules {R3F_LOG_CFG_can_tow set [_forEachIndex, toLower _x];} forEach R3F_LOG_CFG_can_tow; {R3F_LOG_CFG_can_be_towed set [_forEachIndex, toLower _x];} forEach R3F_LOG_CFG_can_be_towed; {R3F_LOG_CFG_can_lift set [_forEachIndex, toLower _x];} forEach R3F_LOG_CFG_can_lift; {R3F_LOG_CFG_can_be_lifted set [_forEachIndex, toLower _x];} forEach R3F_LOG_CFG_can_be_lifted; {R3F_LOG_CFG_can_transport_cargo select _forEachIndex set [0, toLower (_x select 0)];} forEach R3F_LOG_CFG_can_transport_cargo; {R3F_LOG_CFG_can_be_transported_cargo select _forEachIndex set [0, toLower (_x select 0)];} forEach R3F_LOG_CFG_can_be_transported_cargo; {R3F_LOG_CFG_can_be_moved_by_player set [_forEachIndex, toLower _x];} forEach R3F_LOG_CFG_can_be_moved_by_player; And this is untouched after downloading. So what do I have to do? :) Thx anyway Share this post Link to post Share on other sites
Dexious 12 Posted October 10, 2016 Thanks for this great script ( Love it ). Is there a way to specify where the spawned item/vehicle goes i.e. tell it what position to spawn? I'm interested in this aswell. Anyone with a solution on where we can define a marker to spawn objects? Share this post Link to post Share on other sites
Dexious 12 Posted October 15, 2016 How do you make the player run while moving objects? I saw this question asked 2 times but with no answer. Can anyone help or point me to the right direction? Kinda hard for me since the code is in French. Share this post Link to post Share on other sites
opendome 91 Posted October 17, 2016 Does anyone know if this works with ALiVE persistence? It says that theres a fix on the post but the link just sends you to the original post. Thanks! Share this post Link to post Share on other sites
JD Wang 352 Posted October 17, 2016 Does anyone know if this works with ALiVE persistence? It says that theres a fix on the post but the link just sends you to the original post. Thanks! I had this note tucked away, I think I found it either here or in the ALiVE forums If you are interested, you can try to add this line in R3F_LOG\objet_deplacable\relacher.sqf at line 12 :[LOGIC_ALIVE,"updateObject",[R3F_LOG_joueur_deplace_objet]] call ALIVE_fnc_logistics;It should save the object to the database when your release a movable object. You must name your alive (logistics ?) module as it : LOGIC_ALIVE The module I had to name is the Alive(Required) module. Share this post Link to post Share on other sites
delta99 34 Posted October 23, 2016 How do you make the player run while moving objects? I don't think you do. The character moves slow likely on purpose to simulate carrying "heavy" objects. Its not meant to be picking stuff up and running around as far as I know. Share this post Link to post Share on other sites
Dexious 12 Posted October 23, 2016 I don't think you do. The character moves slow likely on purpose to simulate carrying "heavy" objects. Its not meant to be picking stuff up and running around as far as I know. I know the character moves slow on purpose. I want to undo the part of code where it slows down the player movement. Share this post Link to post Share on other sites
ArmaMan360 94 Posted October 26, 2016 Guys firstly thanks for the awesome mod. Just need some help on an issue. You see I am making a mission where I got some objects with a moving marker. So the moment I load that object in a vehicle, the marker attached to it goes to any random position on the map and stays there. Any way to keep the marker attached with the vehicle in which the object is kept?? Thank you. Share this post Link to post Share on other sites
silentghoust 132 Posted November 7, 2016 Any idea how to disable certain objects from being picked up even if spawned in? For example, the intel items, laptops, ect. Share this post Link to post Share on other sites
ArmaMan360 94 Posted November 8, 2016 Any idea how to disable certain objects from being picked up even if spawned in? For example, the intel items, laptops, ect. Put this in their respective init fields: this setVariable ["R3F_LOG_disabled", true]; Please read the manual. Everything is in there :) 2 Share this post Link to post Share on other sites
avibird 1 154 Posted December 3, 2016 Mad bull or anyone who may know the answer to this. Is it possible to use this to move load and unload a unconscious or dead units. Due to the lack of revive scripts that allow you to move load and unload unconscious or dead units. if there's a way to add them to list of movable items and loadable items. I fooled around with no luck. Share this post Link to post Share on other sites
avibird 1 154 Posted December 6, 2016 Can a unit ie a soldier be added to movable loadable items. Share this post Link to post Share on other sites
Nichols 243 Posted December 14, 2016 I do not believe R3F works with ALiVE as it is suggested above. We are having issues with vehicles that are not saving in positions where they have been left on mission restarts after saving the mission file. Each time all types of vehicles are back in starting positions and not where we leave them. Share this post Link to post Share on other sites
Jerome Stradford Jr 1 Posted December 19, 2016 On 12/14/2016 at 11:03 AM, reschke said: I do not believe R3F works with ALiVE as it is suggested above. We are having issues with vehicles that are not saving in positions where they have been left on mission restarts after saving the mission file. Each time all types of vehicles are back in starting positions and not where we leave them. It sounds like you are actually having database problems. This script has nothing to do with anything serverside and vehicle saving falls into the serverside category. You may be having problems with BattleEye filters or infiSTAR blocks. You would have to list your .rpt for anyone to give you real assistance. Share this post Link to post Share on other sites
O.Languedoc 67 Posted December 19, 2016 On the Alive Wiki there is a code snippet that you need to add to the R3F script.... but... we didnt manage to make it work. :( ------ From Alive WIki ------- Madbull posted this useful script addition for R3F Logistics on the BI Forums. It will save the object to the database when your release a movable object with R3F. Place the Alive (Required) module as normal but name it ALiVE_SYS_LOGISTICS Then add the line in R3F_LOG\objet_deplacable\relacher.sqf at line 12: [ALiVE_SYS_LOGISTICS,"updateObject",[R3F_LOG_joueur_deplace_objet]] call ALIVE_fnc_logistics; 1 Share this post Link to post Share on other sites
Nichols 243 Posted December 20, 2016 On 12/19/2016 at 3:17 AM, Jerome Stradford Jr said: It sounds like you are actually having database problems. This script has nothing to do with anything serverside and vehicle saving falls into the serverside category. You may be having problems with BattleEye filters or infiSTAR blocks. You would have to list your .rpt for anyone to give you real assistance. Which would normally be the thought process that we have with this however we only have this issue when we add in the code per the ALiVE wiki. Each time we remove the code from the ALiVE module then we have zero problems with persistence of vehicles and other objects. We have tried it on multiple War Rooms with the same effect both with and without R3F. We are not using this version linked here...https://github.com/stcrowe/R3FAdvLog. We are using the version from the R3F website. 1 Share this post Link to post Share on other sites
h1ght - Chris 0 Posted December 30, 2016 is it possible to merge the towing integration with dudas towing cable into r3f too? i mean both ways can survive. i found that someone forked it on github but im dumb yet to get it to work fast. https://github.com/Djzonk/R3FAdvLog Share this post Link to post Share on other sites
O.Languedoc 67 Posted January 3, 2017 If someone finds a way to make this work with alive persistence let us know here. Share this post Link to post Share on other sites
Dusty459 0 Posted January 11, 2017 im not getting any option to load nato crate onto a hemett at all Share this post Link to post Share on other sites
Maj.Boggie 47 Posted March 20, 2017 Hi Guys This is now broken in the latest update :( Im so sad! :( Share this post Link to post Share on other sites