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Missions: Persistence

Tim Beswick edited this page Jun 20, 2020 · 1 revision

Currently in testing

  • Please report any issues you experience to Beswick, or your section leader, who should then report themselves or pass up the chain.
  • Issues you have CANNOT be addressed if they are not reported!

The Persistence module allows important player details to be saved and loaded across missions.

User

Saving and loading

  • Player data is saved when the player disconnects from the server (in Arma's terms, this means exiting to server lobby)
  • Player data is loaded during the briefing screen, and set on the player after respawn
  • The loaded position is presented as an additional respawn point named Re-deploy
  • Respawning at base and NOT at Re-deploy will result in no persistent data to be set (as if a new unit)

Logistics Marker

  • A throwable item named Logistics Marker will enable vehicles around it in a 20 metre radius to be saved.
  • This looks exactly like an IR grenade, but does not flash.

Data details

The following data is saved and loaded for players:

  • Position
  • Direction
  • Animation state
  • Unit loadout
  • Damage
  • ACE medical states
  • ACE Attached items (chemlight/strobes etc)
  • ACRE radio channels
  • If in a vehicle, the vehicle's unique ID and the player's role in vehicle

The following data is saved and loaded for vehicles:

  • Vehicle unique ID
  • Vehicle type
  • Position
  • Direction, and vector up (e.g on a slope or upside down)
  • Damage
  • Fuel
  • Turret weapons
  • Turret magazines
  • Pylon configuration
  • Ammo, fuel, and repair cargo (logistics vehicles)
  • ACE attached objects (chemlights/strobes etc)
  • ACRE rack channels (NOT any details per player such as PTT key, ear setting etc)
  • ACE cargo (each cargo object is also checked for cargo & inventory, so boxes in boxes in boxes etc is allowed)
  • Inventory

A vehicle is determined as persistent by any of the following:

  • Marked as persistent in mission with eden attribute
  • Within 20m of a player when that player disconnects
  • Within 20m of a Logistics Marker throwable object

Notes

  • When a vehicle is placed in mission then later saved and loaded in the following mission, the original mission vehicle is deleted.
  • The above does not apply when a loaded vehicle is then destroyed, where the following mission the original vehicle is present again.
  • Some ACE medical information may be missing upon load, or incorrectly set. Please report any major issues.
  • Whitelisted admins have an ACE self-interaction option that will trigger a server shutdown. This will reliably save all data for all players on the server, as well as valid vehicles. Closing the server via #shutdown WILL NOT save data

SR5

To enable persistence, a unique key needs to be added to the description.ext file.

  • The mission template includes this entry, however if using an older version you will need to add this manually
  • persistenceKey = "";
  • The key must be unique from other missions using the same map, else incorrect data could be saved and loaded in the incorrect mission

To override the saved date and time with the date and time setting in the mission file, set uksf_persistence_overrideSavedDateTime in cba_settings.sqf to true

Vehicles can explicitly be marked as persistent using the Eden attribute on the vehicle named Persistent in the UKSF category.

Future Plans