You can configure this module in your description.ext
. This is entirely optional however, since every setting has a default value.
Add the class CfgGradPersistence
to your description.ext
, then add any of these attributes to configure the module.
Attribute |
Default Value |
Explanation |
missionTag |
missionName |
String - The tag that everything in this mission will be saved under. Two missions with the same tag will overwrite each other when saving, even on different terrains. One mission can load the data of a different mission, if they are both saved under the same tag. |
loadOnMissionStart |
0 |
0/1 - Toggles automatic loading on start of mission. |
missionWaitCondition |
"true" |
Statement - Condition before data will be automatically loaded. Also applies to automatic loading of JIP players. |
playerWaitCondition |
"true" |
Statment - Condition before a player will be loaded. Evaluated on server. Passed parameters are [unit,side of unit,unit classname,unit roleDescription] . |
playerWaitConditionLocal |
"true" |
Statment - Condition before a player will be loaded. Evaluated on client. No passed parameters. |
Attribute |
Default Value |
Explanation |
saveUnits |
1 |
0/1/2/3 - AI units. |
saveVehicles |
1 |
0/1/2/3 - Vehicles, static weapons, certain objects. |
saveContainers |
1 |
0/1/2/3 - Containers such as ammo boxes. |
saveStatics |
1 |
0/1/2/3 - Static objects such as houses, walls, trees, etc. excluding those created with grad-fortifications. |
saveGradFortificationsStatics |
3 |
0/3 - Static objects that were created with grad-fortifications during mission runtime. |
...read more
Attribute |
Default Value |
Explanation |
savePlayerInventory |
1 |
0/1 - Toggles saving of player inventories. |
savePlayerDamage |
1 |
0/1 - Toggles saving of player health. |
savePlayerPosition |
1 |
0/1 - Toggles saving of player position. |
savePlayerMoney |
1 |
0/1 - Toggles saving of player money. Needs GRAD ListBuymenu or GRAD Moneymenu
|
...read more
Attribute |
Default Value |
Explanation |
saveMarkers |
0 |
0/1/2/3 - Same as objects: 0 - disabled, 1 - editor-placed, etc. Of user created markers, only those in global channel will be saved. ...read more
|
saveTasks |
0 |
0/1 - Only saves tasks that are assigned globally or to a side. ...read more
|
saveTriggers |
0 |
0/1/2 - 0 to disable, 1 to enable, 2 to enable and re-execute the statements of triggers which have already been activated. ...read more
|
saveTeamAccounts |
1 |
0/1 - Toggles saving of shared team money. Needs GRAD ListBuymenu
|
saveTimeAndDate |
1 |
0/1 - Toggles saving of time and date. |
...read more
You can blacklist objects from being loaded by adding their classnames to the blacklist
. This works independent of the object's type (unit / vehicle / container / ...).
Attribute |
Default Value |
Explanation |
blacklist |
[] |
Array - Array of classnames that are blacklisted from being loaded. |
...read more
You can save custom variables by adding the customVariables
class to CfgGradPersistence
and then adding a class per variable with the following attributes:
Attribute |
Explanation |
varName |
String - The variable's name. |
varNamespace |
String - The variable's namespace. |
public |
0/1 - Make variable public. (third setVariable parameter) |
...read more
class CfgGradPersistence {
missionTag = "my_persistent_mission";
loadOnMissionStart = 1;
missionWaitCondition = "true";
playerWaitCondition = "true";
saveUnits = 2;
saveVehicles = 1;
saveContainers = 1;
saveStatics = 1;
saveGradFortificationsStatics = 3;
saveMarkers = 0;
saveTasks = 0;
saveTriggers = 0;
savePlayerInventory = 1;
savePlayerDamage = 0;
savePlayerPosition = 0;
savePlayerMoney = 1;
saveTeamAccounts = 0;
blacklist[] = {
"B_Truck_01_mover_F",
"MapBoard_seismic_F"
};
class customVariables {
class var1 {
varName = "mcd_myVariable_test";
varNamespace = "mission";
public = 0;
};
class var2 {
varName = "mcd_myPublicVariableOnAUnit_test";
varNamespace = "unit";
public = 1;
};
};
};