delta99 34 Posted October 30, 2012 From a mission scripting point of view is there anything special one needs to take care of if we allow a mission to be saved in a multiplayer hosted / dedicated environment? If I use "enableSaving [true, false];" it seems I able to save as the host and resume later although haven't done further testing on what might be broken after resuming. So far things seem normal. Doesn't seem like there is an option anywhere for a dedicated server (which I suppose makes sense) but would be nice if available somewhere through the "server control" or something. Share this post Link to post Share on other sites
blackmamb 2 Posted October 30, 2012 I guess it depends on missions, but from what I uderstand, when you save a game in MP, all running scripts are stopped (when you reload it actually), which would more than likely cause some annoying glitches. Share this post Link to post Share on other sites
delta99 34 Posted October 30, 2012 I guess it depends on missions, but from what I uderstand, when you save a game in MP, all running scripts are stopped (when you reload it actually), which would more than likely cause some annoying glitches. Are you sure about this BlackMamb? Can anyone confirm? I would think this would cause a LOT of issues considering there are tons and tons of scripts likely running in a loop with sleeps to do various things. I suppose I can code up something simple to test this. Share this post Link to post Share on other sites
kylania 568 Posted October 30, 2012 He's right, saving in multiplayer is a Bad Thing usually. You can save values kinda, and if you have SQL at hand you can use some external tools to save data, but getting all your scripts back up and running after reload is all on you. :) Share this post Link to post Share on other sites