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add possibility to enable group object persistency
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Description

At the moment, when a soldier squad (aka group) has no more units it is immediately deleted from the mission and all variables referencing it are unusable.

This can be a problem in missions where some information needs to be stored for each squad. For instance, in my mission I set variables on some squads that specify what vehicles are available, with what respawn times, etc (these are local to each player, no need to sync over the network). I also associate the squad with its map marker color.

It is a lot more elegant, easy and efficient not to remove these mission editor placed squads when they are empty than trying to synchronize variables across the network every time a player joins an empty squad.

One suggestion is to use something like:
mygroup setvariable ["BIS_fnc_makePersistent", true]

Details

Legacy ID
1770646647
Severity
None
Resolution
Open
Reproducibility
N/A
Category
Scripting
Steps To Reproduce

gr = group player; current group
[player] join grpNull;
leave group
hint str gr; //<Group-NULL>

Event Timeline

d3nn16 edited Steps To Reproduce. (Show Details)Aug 30 2014, 6:19 PM
d3nn16 edited Additional Information. (Show Details)
d3nn16 set Category to Scripting.
d3nn16 set Reproducibility to N/A.
d3nn16 set Severity to None.
d3nn16 set Resolution to Open.
d3nn16 set Legacy ID to 1770646647.May 7 2016, 7:20 PM

"At the moment, when a soldier squad (aka group) has no more units it is immediately deleted from the mission and all variables referencing it are unusable."

Since when has this been the case? I've always needed to create a loop to delete empty groups so as to avoid the limit.

Must be quite recent addition.

gr = group player; current group
[player] join grpNull;
leave group
hint str gr; //<Group-NULL>

Well that cuts one more loop out of my missions :)

As for making a persistent group, I suppose you could add a game logic to the group or something to stop it becoming empty.

d3nn16 added a subscriber: d3nn16.May 7 2016, 7:20 PM

That's what I did, I added a game logic, but it makes some problems sometimes (the game logic becomes leader, etc). So I would prefer completely remove the game logic (and scripts that fix the game logic issues) and have only to set a variable that contains the list of persistent groups BIS_persistentGroupList = [grp1, grp2].

Anything new about this issue? Is there an easy way to make the group persistent?