Difference between revisions of "Logistics Support"
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''Usage:'' Logistics Support is '''ON by default''' but can be disabled by placing the ''Disable Logistics'' module. Simply walk up to an object and you will get a context sensitive Player Action to move, load or tow the object. | ''Usage:'' Logistics Support is '''ON by default''' but can be disabled by placing the ''Disable Logistics'' module. Simply walk up to an object and you will get a context sensitive Player Action to move, load or tow the object. | ||
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Logistics Support can be temporarily disabled via the ALiVE menu. This will remove ALiVE Logistics from the action menu but object and vehicles persistence will still work. This is useful if you want to use an alternative Player Logistics mod. It can also help client performance slightly as the log routines are not running. | Logistics Support can be temporarily disabled via the ALiVE menu. This will remove ALiVE Logistics from the action menu but object and vehicles persistence will still work. This is useful if you want to use an alternative Player Logistics mod. It can also help client performance slightly as the log routines are not running. | ||
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=Editor Notes= | =Editor Notes= |
Revision as of 13:27, 29 July 2014
How It Works
Player Logistics Support is a simple lift and shift logistics system that allows player to move and place objects, load crates into cargo and tow vehicles. All objects and player vehicles are fully persisted in the ALiVE database when the Database Module is placed.
Usage: Logistics Support is ON by default but can be disabled by placing the Disable Logistics module. Simply walk up to an object and you will get a context sensitive Player Action to move, load or tow the object.
Logistics Support can be temporarily disabled via the ALiVE menu. This will remove ALiVE Logistics from the action menu but object and vehicles persistence will still work. This is useful if you want to use an alternative Player Logistics mod. It can also help client performance slightly as the log routines are not running.
Editor Notes
Objects do not need to be named and ALiVE will detect any object spawned into the game at any point (it may take a few seconds to register). Objects are persisted when they are picked up or dropped, the inventory is closed or when the player disembarks.
Objects placed in the editor are unique and once moved (and saved to the database) they will always be regenerated in their last saved location, even if you delete the original editor placed object. If you move or replace the an object in the editor, it will be treated as a new unique object.
ALiVE Player Logistics uses DisableSimulationGlobal and HideObjectGlobal to simulate objects in cargo. Note that you cannot setpos on an object until simulation has been enabled again. Any Init lines will remain (e.g. for a custom ammo crate).