Member
Last active 5 years ago
I'm an idiot. Meant to write that you should put this:
["loadGroup",player] call INCON_fnc_groupPersist;
["saveGroup",player] call INCON_fnc_groupPersist;
In your initPlayerLocal.sqf.
(Instead of this: ["loadGroup",_unit] call INCON_fnc_groupPersist; ["saveGroup",_unit] call INCON_fnc_groupPersist;).
I haven't done a full play test but I tweaked the code slightly to run in SP for testing purposes and it works fine in your mission. To test if data is being saved, go into the @inidbi2 mod folder in your Arma 3 root, open database, and you should see a file called INC_groupPersDB.ini. In this file should be an entry beginning with your mission name. Let me know if that works (and apologies for giving the wrong instructions).
I'll send you a PM!
Nice going! You guys are legends.
How long did you play for? Do you have inidbi2 loaded in your mod list on client and server? It doesn't start saving until 4 minutes have passed as otherwise it can cause issues when starting a mission fresh.
If you write the following into initPlayerLocal.sqf you should get group persistence:
["loadGroup",_unit] call INCON_fnc_groupPersist;
["saveGroup",_unit] call INCON_fnc_groupPersist;
["loadGroup",player] call INCON_fnc_groupPersist;
["saveGroup",player] call INCON_fnc_groupPersist;
Just bear in mind that because I can't get ALiVE data functioning for now, it relies on the iniDbi database timestamp matching your ALiVE mission timestamp when you reload alive persistent data. This means if your play session end time and alive mission save time don't tally within a couple of minutes of each other, the group will not persist. Hope that helps!
Edit: also, won't matter whether it is editor placed units or spawned ones, as long as they aren't playable, they will persist.
So how did it go??
Yup, confirmed on my end too! Tested both SP and MP / Dedi.
Incon Scripts V0.13
This release adds a few cool features to the undercover mode:
Download here .
Sounds amazing! Thanks for all your collective awesomeness.