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Masterz1337
July 22nd, 2008, 12:25 AM
So in one of the new BSPs for SPV2, thers a part where you have to infiltrate a structure, and then escape. The problem is, when the player is ready to escape, the game can't save via script, regardless ifi use game_save game_save_unsafe, or wake another script. When I use console, I am able to save, and I have tried loading the script via trigger volumes and by making it sleep until a certain encounter is dead.

Any ideas how to fix this or a good work around?

Pyong Kawaguchi
July 22nd, 2008, 11:30 AM
Maybe try to change the spots a little bit? or it could be that your in the middle of loading a new bsp, which could mess it up a bit.

Edward Elrich
July 22nd, 2008, 05:48 PM
Perhaps make it difficult and just not have a save point there. (or is it not able to save from that point and onward?)

itszutak
July 25th, 2008, 02:45 PM
So in one of the new BSPs for SPV2, thers a part where you have to infiltrate a structure, and then escape. The problem is, when the player is ready to escape, the game can't save via script, regardless ifi use game_save game_save_unsafe, or wake another script. When I use console, I am able to save, and I have tried loading the script via trigger volumes and by making it sleep until a certain encounter is dead.

Any ideas how to fix this or a good work around?It sounds kind of like you want the player to autosave in an exit that is the same as the entrance; have you looked at the Silent Cartographer? There's a certain area outside that always saves when you go near it (I think it's under a land arch)- you might want to look at how that was done.

Andrew_b
July 25th, 2008, 10:18 PM
Heres a thought that may work.

Have the trigger script be ready to save when the player is there at first, then have it turn the global to 0. Now have a new trigger inside the structure to make the global 1 again. That may work.


(global short entrance_exit_save 1)

(script continuous entrance_exit_save
(if (= entrance_exit_save 1)
(sleep_until (volume_test_objects entrance_exit_save (players)) 15)
(game_save)
(set entrance_exit_save 0)
)
(if (= entrance_exit_save 0)
(sleep_until (volume_test_objects entrance_exit_save_restart (players)) 15)
(set entrance_exit_save 1)
)
)That may work. Not sure what you have already tried, scripting wise, but try this. ;)

PS. If you want the player to not be able to go back into the structure and reactivate the script, just make two scripts. Should be easy enough.

Inferno
July 26th, 2008, 02:53 PM
One way to make the game save in area that it wont let you save is to teleport the player out of the map (into a separate cluster or something) and save there then teleport him back in. Although I'm not sure that's what your trying to do.

Syuusuke
July 26th, 2008, 05:25 PM
Forget it, if they screw up, make that person do it all over again =/

Yea, try different spots.