Just several questions about persistence editing

  1. 6 years ago

    Hi, its been a few years since i last used this mod and some things have changed. But i am wondering if i have a mission already uploaded to the dedicated server, is is possible to go into the editor and add new playable units in without messing it all up and the mission starting all over again?
    So basically i want to edit a mission that is already running on the server but want to keep the persistence. I am a bit of a noob when it comes to this kind of stuff too so it would be great if you could explain it in noob terms how to do it if its even possible lol.

    And one more thing, is it possible to blow up or get rid of a recruitment HQ? If so, does that stop enemies spawning in that area? We took over a town last night killed almost all the enemies and destroyed the weapons depot but then today the weapons depot is still gone, the recruitment HQ is still there (because we didnt know if we could blow it up or anything) but there are enemies all over that town again. So if it is possible to destroy the recruitment hq, will enemies stop spawning there?

    Sorry for the long winded questions, would be great if someone could help me out.

    Thanks

  2. Ok cool, thanks for the reply. So if i destroy the recruitment hq will no more enemy spawn in that area? (TAOR marker).

    And please could you explain how i edit the mission without it messing with the persistence?

  3. Edited 6 years ago by HeroesandvillainsOS

    It depends. If the enemies are all dead when you save (which you can verify with debugging Virtual AI, and also with activating showing all units within your vicinity...both of these options are in the ALiVE menu), and the CQB units (if you use that module) are completely cleared too, and the HQ’s are all removed, it should load exactly how it was when you saved.

    For what can and can’t be edited for loading a persistent save, it also depends. Lots and lots of variables are persistent and will override any changes you make. For example, enemy/friendly virtual profiles persist. So even if you change this in the editor after saving your progress, your new changes won’t be loaded with a persistent save.

    This is all assuming you have persistence set to yes everywhere that asks (tons of places).

    I’d say, as a rule of thumb, don’t expect any ALiVE module changes you make to stick when loading a persistent save. Other things that aren’t persistent, like player slots, or empty vehicles/decorations/etc you can safely change any time you want.

  4. That loadout change is a JIP problem and its something you can fix with a simple sqf file for loadouts. Well its a little more than just simple but its pretty easy to fix.

    Also our community quit using the logistics module a while back because it crapped out our persistence no matter what we tried. Something changed a while back and we can not find out what the cause of it might be for our mission types as R3F Logistics just quit working with ALiVE no matter what we did and the same can be said for anything else we have tried.