I

incontinenetia

Member

Last active 5 years ago

  1. 8 years ago
    Wed Jan 18 12:23:11 2017

    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).

  2. Wed Jan 18 12:04:07 2017
    I incontinenetia posted in 1.2.8 Released.

    Great work! Donation inbound!!

  3. Wed Jan 18 11:36:27 2017

    I'll send you a PM!

  4. Wed Jan 18 03:01:04 2017

    Nice going! You guys are legends.

  5. Wed Jan 18 00:59:18 2017

    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.

  6. Tue Jan 17 21:19:16 2017

    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.

  7. Sun Jan 15 22:04:38 2017

    So how did it go??

  8. Sun Jan 15 22:02:43 2017
    I incontinenetia posted in Debug now showing in mission map with 1.2.7.

    Yup, confirmed on my end too! Tested both SP and MP / Dedi.

  9. Wed Jan 11 13:39:51 2017

    Incon Scripts V0.13

    This release adds a few cool features to the undercover mode:

    • Optional hints reveal when you are acting suspiciously, making it easier to see the magic at play.
    • Vehicles are now handled - get in a civilian vehicle and you will not be spotted instantly even if you aren't wearing incognito equipment.
    • Driving more than 50m offroad can blow your cover (optional).
    • Vehicle checks work on AI teammates too - if they drive off road like lunatics, they will be given the same treatment as the player.

    Download here .

  10. Fri Jan 6 13:09:53 2017

    Sounds amazing! Thanks for all your collective awesomeness.

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