fn_Quiksilver 1636 Posted July 8, 2018 Hi lads, Trying to improve the SP-compatibility of a few of my scripts Right now people are having trouble with load/save issues. Like, the mod works once they start the mission, but if they load a save-game, it no longer works. Is there a standard approach for handling this sort of thing? basically compiling a few functions and adding a couple UI event handlers, but i guess it needs to re-init when client loads a save. The issue is i dont do anything for singleplayer and dont have a testing environment set up for it (and dont really want to put one together) thanks for the help Share this post Link to post Share on other sites
Dedmen 2728 Posted July 10, 2018 On 8.7.2018 at 9:25 AM, fn_Quiksilver said: basically compiling a few functions and adding a couple UI event handlers, but i guess it needs to re-init when client loads a save. Correct. Everything UI stuff is not saved. Like uiNamespace/open UI elements. See https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/addMissionEventHandler#Loaded I personally also don't care about save games ^^ Share this post Link to post Share on other sites
bad benson 1733 Posted July 12, 2018 as far as i remember you will have to be careful about different ways of loading a save game. they all behave a little different. so once you have some code to test make sure you: 1. save ingame and instantly load (restart) 2. load a save fom the main menu - scenario tab 3. load a save game after fully restarting the game 2 of those 3 might be the same. can't remember. but i remember it being a major pain because of that. EDIT: i think the difference mainly manifested through "KeyDown" display EHs disappearing in one case and staying in another case iirc. 1 Share this post Link to post Share on other sites