S.Crowe 142 Posted September 15, 2016 R3F Advance Logistics This the only official unofficial official copy of R3F Advance Logistics. Note: This was not created by the R3F team, the name is just in the mod to honor the original creators. Steam Link: http://steamcommunity.com/sharedfiles/filedetails/?id=747956474 What is this crazy mod? Watch the video, but in short it is an upgraded and rewritten R3F Logistics built on the ACE framework. Documentation Taking a page out of BI's notebook, there is little documentation, but here is what I have so far. To add the creation factory to an object all you need to do is add this in the init of the object: [this] AdvLog_fnc_factoryInit; If you want to have a limit to the credits (in this case 1000), you can do so by changing the init to: [this, 1000] AdvLog_fnc_factoryInit; More documentation on R3F Advance Logistics coming soon. Will it be here before the official terrain lighting documentation? Post your guess in the forum below. FAQ Question: Will this effect ACE logistics?Answer: Yes, it will turn ACE logistics off. Because lets face it, this is better. Question: You say it is completely configurable? How?Answer: It is, but I just haven't written the how yet. Question: Will there be a script version.Answer: Short answer: no. The reason is because CBA has blacklisted static objects in extended eventhandlers. I had to unblacklist them, which needs an addon to do so. If CBA changes that in the future, then yes there can be a script version, but for now, no. Legal R3F Advance Logistics follows all the licenses of the original R3F Logistics and Advance Towing. The portions of the R3F Advance Logistics that contain modified R3F Logistics code fall under the GNU General Public License V3. The portions of of R3F Advance Logistics that contain modified Advancing Towing fall under The MIT License. Advance Towing Original Source Code: https://github.com/sethduda/AdvancedTowing R3F Logistics Original Post: https://forums.bistudio.com/topic/170033-r3f-logistics/ R3F Advance Logistics Source Code: https://github.com/stcrowe/R3FAdvLog Other Downloads (probably out of date, who knows): https://1drv.ms/u/s!AkcZtb7uyquNgsNkX4qqm6T6BrDOCw 14 Share this post Link to post Share on other sites
DieselJC 196 Posted September 15, 2016 That looks great..nice work on the re-write..I have always used the original but will be using this now. Any place to get it instead of Steam Workshop? I avoid that at all costs. Thanks for sharing. Diesel Share this post Link to post Share on other sites
S.Crowe 142 Posted September 15, 2016 You avoid Steam? i did too... I did too.Hazzah!!!!!!! Magic: https://1drv.ms/u/s!AkcZtb7uyquNgsNkX4qqm6T6BrDOCw 1 Share this post Link to post Share on other sites
irving_mainway 105 Posted September 16, 2016 Looks great, can't wait to try this out! Share this post Link to post Share on other sites
sammael 366 Posted September 16, 2016 Whether is planned support for interaction with an object placed just across the Eden ? Share this post Link to post Share on other sites
Guest Posted September 17, 2016 Release frontpaged on the Armaholic homepage. R3F Advance Logistics v0.5 Advanced Combat Environment 3 (ACE 3) Community Base addons A3 Share this post Link to post Share on other sites
munger 25 Posted September 17, 2016 Excellent mod. I had previously used R3F, ACE and Duda's towing mod so this is a welcome merger / upgrade of the three. One question; will this version allow items from other mods to be towed? Currently Duda's version does not allow towing of RHS artillery pieces for example. Cheers. Share this post Link to post Share on other sites
Jones.S140 61 Posted September 17, 2016 Hey Great looking mod i do have a problem [this] AdvLog_fnc_factoryInit; sadly will not work in init i am not a very good script monkey 2 Share this post Link to post Share on other sites
DeathF0X 198 Posted September 17, 2016 [this] call AdvLog_fnc_factoryInit; Hey Great looking mod i do have a problem [this] AdvLog_fnc_factoryInit; sadly will not work in init i am not a very good script monkey 2 Share this post Link to post Share on other sites
loopdk 92 Posted September 18, 2016 will there be a script version? Share this post Link to post Share on other sites
lawndartleo 109 Posted September 18, 2016 will there be a script version? Question: Will there be a script version.Answer: Short answer: no. The reason is because CBA has blacklisted static objects in extended eventhandlers. I had to unblacklist them, which needs an addon to do so. If CBA changes that in the future, then yes there can be a script version, but for now, no. 1 Share this post Link to post Share on other sites
stu81 45 Posted September 18, 2016 Are there any plans to add more axis rotate options for objects? Would love to rotate vertically as well as horizontally. Thx Share this post Link to post Share on other sites
loopdk 92 Posted September 19, 2016 I got som ACE things there insent loadble, is ther a code for init line like in the old versions? Share this post Link to post Share on other sites
S.Crowe 142 Posted September 19, 2016 For Vanilla vehicles, it will autoload a spare tire (for wheeled) and 2 spare tracks (for tracked). You can also autoload stuff by simply typing this in the init: (in this example, I am adding a extra wheel) [this, ["ACE_Wheel"]] call AdvLog_fnc_autoload; 1 Share this post Link to post Share on other sites
blakeman 23 Posted September 19, 2016 Will this have the ability to work with ALIVE? The previous edition worked with a script to save to persistent servers, just wondering if this works the same way. Thank you for all your work on this, the previous mod was great but definitely needed updating. 1 Share this post Link to post Share on other sites
S.Crowe 142 Posted September 19, 2016 @blakeman Good question. Next version will have persistence with ALiVE. I use ALiVE all the time, and this is definitely on my todo list. 4 Share this post Link to post Share on other sites
blakeman 23 Posted September 19, 2016 @blakeman Good question. Next version will have persistence with ALiVE. I use ALiVE all the time, and this is definitely on my todo list. Thanks for the reply, most of the guys I play with love ALIVE and we have used R3F to pack up and build whole bases before, lots of fun. Thanks again for modernizing this. 1 Share this post Link to post Share on other sites
TurtleImpaler 197 Posted September 21, 2016 Ive waited for a day like this for quite some time. Definitely gonna give this a go on my server. A2/3 R3F was awesome, and this is looking like it will be even better :D Share this post Link to post Share on other sites
S.Crowe 142 Posted September 21, 2016 Update inbound.... expect it before Friday. New things: ALiVE support More documentation Fixes: Objects moving due to the animation when placing a big object 1 1 Share this post Link to post Share on other sites
Jones.S140 61 Posted September 21, 2016 Have you had a look at CUP Terrains compatibility AiAterrain objects would have same classnames from r3f 1 Share this post Link to post Share on other sites
blakeman 23 Posted September 21, 2016 Update inbound.... expect it before Friday. New things: ALiVE support More documentation Fixes: Objects moving due to the animation when placing a big object Awesome bud, keep up the good work. Share this post Link to post Share on other sites
blakeman 23 Posted September 22, 2016 Another question. When I modified R3F for my old unit's uses I figured out how to work it so that each box had a size and things like a big cargo container could not be stored in a humvee, will those type of options still be there? Share this post Link to post Share on other sites
S.Crowe 142 Posted September 22, 2016 They are there now. Just need to post documentation lol 1 Share this post Link to post Share on other sites
blakeman 23 Posted September 22, 2016 They are there now. Just need to post documentation lol Awesome, waiting till you get it solid with ALIVE, then I'll bust into it. :D Share this post Link to post Share on other sites
Mr.jizz 9 Posted September 23, 2016 After player/players place objects from creation factory, is there a lifetime on those objects ie, do they delete after a certain amount of time? Or can you set an object limit, so once its reached players have to remove items placed or if limit reached when another item is placed the first item placed deletes (just thinking this could save some server fps when loads of players start building), i really should try this out first maybe? (Ie credit system maybe solves all this),is there a system in place where a server admin can go in and either delete all placed objects in a certain radious or just simply delete all objects placed, i know this could be sorted with reg server restarts but i just like the thought of doing this on the fly. Ps awesome work :) Share this post Link to post Share on other sites