Difference between revisions of "Logistics Support"

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{| class="wikitable"
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{{Partof_Player}}
! style="text-align:left;" scope="row" colspan="2" |Part of:
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| scope="row" colspan="2"|{{Partof_Support}}
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! style="text-align:left;"|Requirements:
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! style="text-align:left;"|Synced
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|{{Module_OPCOM}}
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|{{No}}
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|{{Module_Logistics}}
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|{{No}}
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__NOTOC__
 
 
=How It Works=
 
=How It Works=
ALiVE logistics support for players comes in two parts.  The first is a simple lift & shift system for moving objects and crates aroundThe second part is a resupply module that allows players to replenish weapons and materiel.
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ALiVE Player Logistics is a simple lift and shift system that allows player to move and place objects, load crates into cargo and tow vehiclesAll objects and player vehicles are fully persisted in the ALiVE database when the Database Module is placed.  It is distinct from the Commander's Logistics in [[Command & Control]], which is an interface for player commanders to access the [[Military Logistics]] supply chain.
  
  
===Player Logistics===
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''Usage:'' Logistics Support is '''ON by default'''.  Use the ALiVE Player Options menu to Activate Logistics Actions, then simply walk up to an object and you will get a context sensitive Player Action to move or tow the objectSelecting 'Load' on a vehicle will automatically load up any objects within a 2m radius.
The Player Logistics module is a simple lift and shift system that allows player to move and place objects, load crates into cargo and tow vehiclesAll objects and player vehicles are fully persisted in the ALiVE database when the Database Module is placed.
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''Usage:'' Logistics Support is '''ON by default'''Use the ALiVE Action Menu to Activate Actions for the player logistics system, then simply walk up to an object and you will get a context sensitive Player Action to move or tow the object.  Selecting 'Load' on a vehicle will automatically load up any objects within a 2m radius.
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Logistics Actions can be temporarily enabled or disabled via the ALiVE menuThis will remove ALiVE Logistics from the action menu and is useful if you want to use an alternative Player Logistics mod whilst still benefiting from the ALiVE object and vehicles persistenceIt can also help client performance slightly as the log routines are not running.
  
  
Logistics Support can be temporarily enabled or disabled via the ALiVE menu.  This will remove ALiVE Logistics from the action menu and is useful if you want to use an alternative Player Logistics mod whilst still benefiting from the ALiVE object and vehicles persistence.  It can also help client performance slightly as the log routines are not running.
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Mission editors can disable all or part of the Player Logistics system by placing the ''Player Logistics (Disable)'' module in the editor.  Exclude selected objects from Player Logistics by syncing them to this module or adding the object init line ''this setvariable ["ALiVE_SYS_LOGISTICS_DISABLE",true]''.
 
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Mission editors can disable all or part of the Player Logistics System by placing the ''Player Logistics (Disable)'' module in the editor.  Exclude selected objects from Player Logistics by syncing them to this module or adding the object init line ''this setvariable ["ALiVE_SYS_LOGISTICS_DISABLE",true]''.
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===Player Combat Logistics===
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[[file:Player_resupply.png|thumb|Player Combat Logistics Dialogue]]
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The Player Combat Logistics module provides a dialogue for players to request new vehicles, weapons, defence stores and AI teams from the Military Logistics Force Pool.  It is essentially a player interface to access the same Military Logistics pool as the AI Commanders.  It therefore requires some military forces with a suitable objective (i.e. one of the Placement modules), with an AI Commander (OPCOM) and log support (the Military Logistics module).
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''Usage:''  Place the Player Resupply module in the editor.  Do not sync it to anything.  Players require an ALiVE support tablet in their inventory to access the resupply dialogue from the ALiVE Action Menu (classname ''alive_tablet'' or can be found in a standard support crate).  Choose the desired replen demand and select the Drop Off point on the map display.
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The resupply options are context sensitive pick lists, so for example you will not be able to air drop a tank!
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* Air Drop: simulates a parachute drop of stores or troops.  Air drops have a limited capacity but are tactically the safest means for delivering equipment.  Be aware that para drops are subject to wind!
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* Heli Insertion: transport helicopters will move from the current [[Military Logistics]] Insertion Point to the requested drop off point.  Helicopters have very limited capacity but are a fast and accurate means of insertion.  This is also the only method of delivering new rotary wing aircraft.
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* Convoy: road convoys have a huge capacity to move equipment and are the only way to deliver the heaviest vehicles.  However, they are vulnerable to interdiction and supply lines must kept clear.
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Reinforcements: select an AI reinforcement group or individual in the current payload to set the behaviour on arrival.  Options are
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# Join Player Group - the units will move to the group leader.
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# Static Defence - units will take up positions in buildings or nearby static defences.
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# Reinforce - units will be assigned to OPCOM and await tasking.
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{{note}} Player Resupply Requests use the same [[Military Logistics]] Force Pool as OPCOM!  If players hog all the limited resources for your side OPCOM may run out, severely impacting your ability to win the war!
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=Mod Compatability=
 
=Mod Compatability=
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Note that you can disable ALIVE Player Logistics either with an editor module or in game using the interaction menu.  However, any objects moved with a different system will not be persisted to the database.
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Madbull posted this useful script addition for R3F Logistics on the BI Forums. It will save the object to the database when your release a movable object with R3F.  Open ''R3F_LOG\objet_deplacable\relacher.sqf'' at line 12 and add:
  
Note that you can disable ALIVE Player Logistics either with an editor module or in game using the interaction menu.  However, any objects moved with a different system will not be persisted to the database.
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<syntaxhighlight lang="php">[ALiVE_SYS_LOGISTICS,"updateObject",[R3F_LOG_joueur_deplace_objet]] call ALIVE_fnc_logistics;</syntaxhighlight>
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[[Category:ALiVE Modules]] [[Category:War Room]]

Latest revision as of 06:51, 10 December 2017

Icon sys rwg.png ALiVE Player


How It Works

ALiVE Player Logistics is a simple lift and shift 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. It is distinct from the Commander's Logistics in Command & Control, which is an interface for player commanders to access the Military Logistics supply chain.


Usage: Logistics Support is ON by default. Use the ALiVE Player Options menu to Activate Logistics Actions, then simply walk up to an object and you will get a context sensitive Player Action to move or tow the object. Selecting 'Load' on a vehicle will automatically load up any objects within a 2m radius.


Logistics Actions can be temporarily enabled or disabled via the ALiVE menu. This will remove ALiVE Logistics from the action menu and is useful if you want to use an alternative Player Logistics mod whilst still benefiting from the ALiVE object and vehicles persistence. It can also help client performance slightly as the log routines are not running.


Mission editors can disable all or part of the Player Logistics system by placing the Player Logistics (Disable) module in the editor. Exclude selected objects from Player Logistics by syncing them to this module or adding the object init line this setvariable ["ALiVE_SYS_LOGISTICS_DISABLE",true].


Editor Notes

  1. Objects do not need to be named for logistics or persistence. 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.
  2. 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.
  3. 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).
  4. Exclude selected objects from Player Logistics by syncing them to the Disable Logistics module or adding the object init line this setvariable ["ALiVE_SYS_LOGISTICS_DISABLE",true]


Mod Compatability

Note that you can disable ALIVE Player Logistics either with an editor module or in game using the interaction menu. However, any objects moved with a different system will not be persisted to the database.

Madbull posted this useful script addition for R3F Logistics on the BI Forums. It will save the object to the database when your release a movable object with R3F. Open R3F_LOG\objet_deplacable\relacher.sqf at line 12 and add:

[ALiVE_SYS_LOGISTICS,"updateObject",[R3F_LOG_joueur_deplace_objet]] call ALIVE_fnc_logistics;