snakedoctor_11 12 Posted March 2, 2021 R3F Enhanced Logistics (ALiVE Compatible) R3F Enhanced Logistics is the continuation of the R3F Advanced Logistics / R3F Logistics mods. The reason I am reuploading this mod was to fix the ALiVE Persistence. The R3F Team and Crowe deserve the credit for creating this mod. I am just picking up the torch to keep the fire burning. I really wanted the ALiVE Persistence to work with the R3F Advanced Logistics mod so I got some help and found the fix. Both R3F Logistics and R3F Advanced Logistics have been left untouched for many years now. 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. What is R3F Enhanced Logistics? Here is a video created by S. Crowe, the creator of R3F Advanced Logistics, talking about the changes he made and what is included. He did a great job in this video and I don't feel the need to create a new video just because I fixed the ALiVE Persistence. 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. Legality StuffR3F 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 LogisticsAdvance Towing Original Source CodeR3F Logistics Original Post Download Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2412164804 2 Share this post Link to post Share on other sites
1SG.Smithen.C 3 Posted March 7, 2021 Hey, I am having an issue with this working on a dedicated server. When I host a local game via the Eden editor on the same mission file that is on the server, the mod works no problem. However, if I hop over to my dedicated server running the same mods and mission file, I am no longer able to interact with and load props into vehicles. Is there something specific I have to do for this to work on a dedicated server? Share this post Link to post Share on other sites
snakedoctor_11 12 Posted March 10, 2021 On 3/7/2021 at 12:32 PM, 1SG.Smithen.C said: Hey, I am having an issue with this working on a dedicated server. When I host a local game via the Eden editor on the same mission file that is on the server, the mod works no problem. However, if I hop over to my dedicated server running the same mods and mission file, I am no longer able to interact with and load props into vehicles. Is there something specific I have to do for this to work on a dedicated server? Hello, I know this works on dedicated servers as I am running it on mine. I had some issues with the folder pathing in the mod structure that was on the workshop. I have fixed those issues a few minutes ago. Update the mod. Also, be aware that this mod has to be running on the server-side as well. From what you posted, this seems to be the problem. Double check your server and make sure it is loading the mod and its dependencies. Share this post Link to post Share on other sites
kerozen 187 Posted March 21, 2021 Hey, im trying to add a few objects to the factory. The code right now is init.sqf R3F_LOG_CFG_build_costs = R3F_LOG_CFG_build_costs + [ ["B_Slingload_01_Ammo_F", 0], ["B_Slingload_01_Repair_F", 0], ["B_Slingload_01_Fuel_F", 0], ]; Im getting this error. How can i fix it? Share this post Link to post Share on other sites
P.Cardoso 0 Posted June 7, 2021 Can you add it mid-game into an object with Zeus (Achiles or Zeus Enhanced)? Share this post Link to post Share on other sites
mzgr 8 Posted August 20, 2022 A long shot to ask this here, but: Mod is working with the default settings. I want to customize it so I edited mission init.sqf execVM "R3F_LOG\init.sqf"; R3F_LOG_CFG_can_tow = R3F_LOG_CFG_can_tow + [ "B_WoH_HEMMT_Cargo_1000", "B_WoH_HEMMT_Cargo_400", "O_WoH_Typhoon_Cargo_1000", "O_WoH_Otokar_Cargo_400", "B_WoH_MATV_01", "O_WoH_Karatel_01", "B_WoH_HEMMT_Ammo_01", "B_WoH_HEMMT_Repair_01", "B_WoH_HEMMT_Fuel_01", "O_WoH_Typhoon_Ammo_01", "O_WoH_Typhoon_Repair_01", "O_WoH_Typhoon_Fuel_01", "B_WoH_HEMMT_Transport_700", "O_WoH_Typhoon_Transport_700" ]; R3F_LOG_CFG_cannot_etow = R3F_LOG_CFG_cannot_etow + [ // e.g. : "MyTowableObjectClassName1", "MyTowableObjectClassName2" ]; R3F_LOG_CFG_can_be_towed = R3F_LOG_CFG_can_be_towed + [ "B_WoH_RHIB_01", "B_WoH_Assault_Boat_01", "B_WoH_Speedboat_Minigun_01", "O_WoH_RHIB_01", "O_WoH_Speedboat_Minigun_01", "O_WoH_Assault_Boat_01" ]; R3F_LOG_CFG_can_transport_cargo = R3F_LOG_CFG_can_transport_cargo + [ ["B_WoH_HEMMT_Cargo_1000", 1000], ["B_WoH_HEMMT_Transport_700", 700], ["B_WoH_HEMMT_Cargo_400", 400], ["O_WoH_Typhoon_Cargo_1000", 1000], ["O_WoH_Typhoon_Transport_700", 700], ["O_WoH_Otokar_Cargo_400", 400], ["B_WoH_MATV_01", 50], ["O_WoH_Karatel_01", 50], ["B_WoH_CH_47I_Chinook_01", 200], ["O_WoH_Mi_290_Taru_Transport_01", 200], ["B_WoH_UH_80_Ghost_Hawk_01", 100], ["O_WoH_Ka_60_Kasatka_01", 100] ]; R3F_LOG_CFG_can_be_transported_cargo = R3F_LOG_CFG_can_be_transported_cargo + [ ["Land_HBarrierTower_F", 5], ["Land_HBarrierWall4_F", 5], ["Land_HBarrierWall_corner_F", 5], ["Land_HBarrier_5_F", 5], ["Land_HBarrier_3_F", 5], ["Land_BagBunker_Small_F", 5], ["Land_Shed_13_F", 5], ["Land_Shed_10_F", 5], ["Land_Shed_02_F", 5], ["Land_Shed_03_F", 5], ["Land_BagFence_Corner_F", 5], ["Land_BagFence_Short_F", 5], ["Land_BagFence_Round_F", 5], ["Land_BagFence_Long_F", 5], ["Land_SandbagBarricade_01_hole_F", 5], ["Land_SandbagBarricade_01_F", 5], ["Land_SandbagBarricade_01_half_F", 5], ["Land_CncBarrierMedium_F", 5], ["Land_CncShelter_F", 5], ["Land_CzechHedgehog_01_new_F", 5], ["Land_Mound01_8m_F", 5], ["Land_Razorwire_F¸", 5], ["Land_TimberPile_05_F", 5], ["Land_Shoot_House_Wall_Stand_F", 5], ["Land_Shoot_House_Wall_Long_Stand_F", 5], ["Land_Shoot_House_Wall_Crouch_F", 5], ["Land_Shoot_House_Wall_Long_Crouch_F", 5], ["Land_TinWall_01_m_4m_v2_F", 5], ["Land_TinWall_01_m_gate_v1_F", 5], ["Land_SlumWall_01_s_2m_F", 5], ["Land_Plank_01_4m_F", 5], ["Land_PaperBox_closed_F", 5], ["Land_Pallets_stack_F", 5], ["Land_Pallets_F", 5], ["Land_GarbageBarrel_02_F", 5], ["Land_Grave_11_F", 5], ["Land_ShellCrater_02_small_F", 5], ["Land_ClutterCutter_medium_F", 5], ["Land_SignM_WarningMilitaryArea_english_F", 5], ["Land_Sign_Mines_F", 5], ["Land_Cross_01_small_F", 5], ["CamoNet_BLUFOR_big_F", 5], ["WoH_B_BasicWeaponsCrate", 5], ["WoH_O_BasicWeaponsCrate", 5], ["WoH_B_AdvancedWeaponsCrate", 5], ["WoH_O_AdvancedWeaponsCrate", 5], ["WoH_B_SpecialistWeaponsCrate", 5], ["WoH_O_SpecialistWeaponsCrate", 5], ["WoH_B_LauncherCrate", 5], ["WoH_O_LauncherCrate", 5], ["WoH_B_ExplosivesCrate", 5], ["WoH_O_ExplosivesCrate", 5], ["WoH_B_UAVCrate", 5], ["WoH_O_UAVCrate", 5], ["WoH_B_MortarCrate", 5], ["WoH_O_MortarCrate", 5], ["WoH_MedicalCrate", 5] ]; R3F_LOG_CFG_can_be_moved_by_player = R3F_LOG_CFG_can_be_moved_by_player + [ "Land_HBarrierTower_F", "Land_HBarrierWall4_F", "Land_HBarrierWall_corner_F", "Land_HBarrier_5_F", "Land_HBarrier_3_F", "Land_BagBunker_Small_F", "Land_Shed_13_F", "Land_Shed_10_F", "Land_Shed_02_F", "Land_Shed_03_F", "Land_BagFence_Corner_F", "Land_BagFence_Short_F", "Land_BagFence_Round_F", "Land_BagFence_Long_F", "Land_SandbagBarricade_01_hole_F", "Land_SandbagBarricade_01_F", "Land_SandbagBarricade_01_half_F", "Land_CncBarrierMedium_F", "Land_CncShelter_F", "Land_CzechHedgehog_01_new_F", "Land_Mound01_8m_F", "Land_Razorwire_F", "Land_TimberPile_05_F", "Land_Shoot_House_Wall_Stand_F", "Land_Shoot_House_Wall_Long_Stand_F", "Land_Shoot_House_Wall_Crouch_F", "Land_Shoot_House_Wall_Long_Crouch_F", "Land_TinWall_01_m_4m_v2_F", "Land_TinWall_01_m_gate_v1_F", "Land_SlumWall_01_s_2m_F", "Land_Plank_01_4m_F", "Land_PaperBox_closed_F", "Land_Pallets_stack_F", "Land_Pallets_F", "Land_GarbageBarrel_02_F", "Land_Grave_11_F", "Land_ShellCrater_02_small_F", "Land_ClutterCutter_medium_F", "Land_SignM_WarningMilitaryArea_english_F", "Land_Sign_Mines_F", "Land_Cross_01_small_F", "CamoNet_BLUFOR_big_F", "WoH_B_BasicWeaponsCrate", "WoH_O_BasicWeaponsCrate", "WoH_B_AdvancedWeaponsCrate", "WoH_O_AdvancedWeaponsCrate", "WoH_B_SpecialistWeaponsCrate", "WoH_O_SpecialistWeaponsCrate", "WoH_B_LauncherCrate", "WoH_O_LauncherCrate", "WoH_B_ExplosivesCrate", "WoH_O_ExplosivesCrate", "WoH_B_UAVCrate", "WoH_O_UAVCrate", "WoH_B_MortarCrate", "WoH_O_MortarCrate", "WoH_MedicalCrate" ]; R3F_LOG_CFG_build_costs = R3F_LOG_CFG_build_costs + [ ["Land_HBarrierTower_F", 5], ["Land_HBarrierWall4_F", 5], ["Land_HBarrierWall_corner_F", 5], ["Land_HBarrier_5_F", 5], ["Land_HBarrier_3_F", 5], ["Land_BagBunker_Small_F", 5], ["Land_Shed_13_F", 5], ["Land_Shed_10_F", 5], ["Land_Shed_02_F", 5], ["Land_Shed_03_F", 5], ["Land_BagFence_Corner_F", 5], ["Land_BagFence_Short_F", 5], ["Land_BagFence_Round_F", 5], ["Land_BagFence_Long_F", 5], ["Land_SandbagBarricade_01_hole_F", 5], ["Land_SandbagBarricade_01_F", 5], ["Land_SandbagBarricade_01_half_F", 5], ["Land_CncBarrierMedium_F", 5], ["Land_CncShelter_F", 5], ["Land_CzechHedgehog_01_new_F", 5], ["Land_Mound01_8m_F", 5], ["Land_Razorwire_F¸", 5], ["Land_TimberPile_05_F", 5], ["Land_Shoot_House_Wall_Stand_F", 5], ["Land_Shoot_House_Wall_Long_Stand_F", 5], ["Land_Shoot_House_Wall_Crouch_F", 5], ["Land_Shoot_House_Wall_Long_Crouch_F", 5], ["Land_TinWall_01_m_4m_v2_F", 5], ["Land_TinWall_01_m_gate_v1_F", 5], ["Land_SlumWall_01_s_2m_F", 5], ["Land_Plank_01_4m_F", 5], ["Land_PaperBox_closed_F", 5], ["Land_Pallets_stack_F", 5], ["Land_Pallets_F", 5], ["Land_GarbageBarrel_02_F", 5], ["Land_Grave_11_F", 5], ["Land_ShellCrater_02_small_F", 5], ["Land_ClutterCutter_medium_F", 5], ["Land_SignM_WarningMilitaryArea_english_F", 5], ["Land_Sign_Mines_F", 5], ["Land_Cross_01_small_F", 5], ["CamoNet_BLUFOR_big_F", 5], ["WoH_B_BasicWeaponsCrate", 5], ["WoH_O_BasicWeaponsCrate", 5], ["WoH_B_AdvancedWeaponsCrate", 5], ["WoH_O_AdvancedWeaponsCrate", 5], ["WoH_B_SpecialistWeaponsCrate", 5], ["WoH_O_SpecialistWeaponsCrate", 5], ["WoH_B_LauncherCrate", 5], ["WoH_O_LauncherCrate", 5], ["WoH_B_ExplosivesCrate", 5], ["WoH_O_ExplosivesCrate", 5], ["WoH_B_UAVCrate", 5], ["WoH_O_UAVCrate", 5], ["WoH_B_MortarCrate", 5], ["WoH_O_MortarCrate", 5], ["WoH_MedicalCrate", 5] ]; No effect. Mod is still working with default settings, no error messages. I assume I'm doing a wrong thing in a wrong place...Can anyone take a look? Share this post Link to post Share on other sites
mzgr 8 Posted August 24, 2022 Previous post puts the right thing in the wrong place. After reading all the comments, manuals, instructions and notes from R3F Logistics, Advanced R3F logistics and R3F Enchanced logistics, I extracted the PBO and edited a few files, everything is working just fine. I am only unable to implement ''B. Creation credits management'' (from R3F documentation) which states: Quote You can interact on the credits of a specific creation factory. It can make an interaction with your mission progress (e.g. when an objective is done, money is sent to the factory as a recompense). The amount of credits is associated to a specific factory and is global to every players. The following script to be executed on the server side (or only one client) adds 15 000 credits to the creation factory named "my_factory" : private ["_credits"]; // Get the current credits of my_factory _credits = my_factory getVariable "R3F_LOG_CF_credits"; // Add 15 000 to the value _credits = _credits + 15000; // Set the new credits my_factory setVariable ["R3F_LOG_CF_credits", _credits, true]; I don't want 15000 credits to be added, I want _credits that are associated to my_factory to be set at 1000 every time my_factory enters the trigger area. My_factory is a HEMMT truck. I've created a credit_refill_1000.sqf and adjusted it to: private ["_credits"]; // Define credits _credits = 1000 // Set the new credits my_factory setVariable ["R3F_LOG_CF_credits", _credits, true]; I've placed a trigger: Type: None Activation: Any Player Activation Type: Present Repeatable: Yes Server Only: Yes Condition: this && credits < 1000 On Activation: _thisList execVM "credits_refill.sqf"; And it was suggested to me to adjust the credit_refill_1000.sqf to: params ["_vehicles"]; if (my_factory in _vehicles) then { _credits = 1000; my_factory setVariable ["R3F_LOG_CF_credits", _credits, true]; }; Couldn't get it to work...If anyone is familiar with R3F Logistics, I could use some insight... Share this post Link to post Share on other sites