Questions about Persistence and setting Alive mod

  1. 6 years ago

    Hi, I'm Michel and I've been reading these forums for a while. I've found many threads that really helped me sometimes, so thanks for that.

    Now I'm posting here for the first time as I have a couple of questions to which I haven't found any answers yet (I do apologise if they have been answered before, but could not find them using the forum's search function). Those questions are as follows:

    1. Is there any way of making the ACEX mod's fortify function compatible with Alive persistence?
    2. This one is a tad silly: when placing an object with the player logistic feature and the game has persistence on, is there a way of deleting permanently said object?

    Thanks in advance for any answers, tips or anything really.

    PS.: I didn't know where exactly to ask about this, rather in the "mission maker" section or in the War "Room/Persistence" one. So excuse me if I did wrong

  2. Edited 6 years ago by dixon13

    @SpyderBlack723 @Michel answer to number 1 is yes. I have been testing with it and have gotten it to work on my end through some scripting for a mission I have been working on for my community. As I stated in this GitHub issue about 6 months ago #106 , you can just stick code in your init.sqf to get it to work (view GitHub post for info). This works but the down side is that upon restart of the mission, the objects you placed down are not removable. I have hacked a way around this problem though.

    I have setup the following to get ACEX Fortify to work with persistence, a custom ACEX Fortify preset, and a persistent ACEX Fortify budget.

    Note: I have setup the ACEX Fortify budget to update so that when a side west unit kills opfor or resistance, it will give them more currency; and when a civilian is killed, currency is taken away. You can edit the code to your liking but this example gives you an advance configuration.

    GitHub Gist

    EDIT: Moved code over to public GitHub Gist.