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Werthles

Multiplayer Save and Load v1.1.4 - by Wert

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Multiplayer Save and Load

 

Saves a multiplayer mission in progress to be reloaded later.

 

Downloads:

Armaholic

Steam

 

Reloads units, gear, vehicles, weather/mission details, waypoints, tasks, buildings, markers, triggers, missionNamespace*, locations, etc...

 

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Mod designed for use to save the progress in player-made multiplayer missions.

 

For best results when loading, start the original mission, then load your progress with the UI.

 

Saved mission files are stored in the mod folder, so take care.

 

I believe this is about as good as I can code a save/load mod in SQF. But if you can do better, please feel free to make coding suggestions here!

 

Uses inidbi2 from code34.

 

v1.1

Locations and MissionNamespace now saved.
Note: missionNamespace items of type "CODE" are not saved, as this would decrease performance or break the process. MissionNamespace items are also not removed, so CODE items can be maintained by loading the original mission before loading your saved game.

 

Known Issues:

- Scripts running at the time of save cannot be re-initiated after. Also, full script environment cannot be re-initialised without starting the scripts at the beginning, which is likely to cause more trouble than it is worth. So I recommend loading mission progress whilst in the original mission.

- Unit side anomalies reported.
- Unit names not syncing globally. Will likely cause issue if scripts require a unit to have a specific name on clients.

- Zeus will detach from some players in some instances. Use #adminLogged in Zeus Game Master modules, then re-login as an admin.

- Use this code if the action is removed by your gamemode:

player addAction ["<t color='#FF5500'>Multiplayer Save and Load</t>",{createdialog "MSLDialog";},[],-999,false,true,"","isServer or serverCommandAvailable ""#kick"""];
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Congrats on your release @Werthles!

 

Quick question, can we save mission/object variables with this tool?

 

IE:

 

missionNamespace setVariable [(str _killed)+"deathDate", date];

 

So when I load back the mission how the variable was at the time of the save must also be loaded....

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16 hours ago, LSValmont said:

Congrats on your release @Werthles!

 

Quick question, can we save mission/object variables with this tool?

 

IE:

 

missionNamespace setVariable [(str _killed)+"deathDate", date];

 

So when I load back the mission how the variable was at the time of the save must also be loaded....

 

Thanks for this. I have updated the mod to read items in the missionNamespace as well. Variables set on objects were already stored, missionNamespace was not. I have added a 'disclaimer' above though.

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1 hour ago, Werthles said:

 

Thanks for this. I have updated the mod to read items in the missionNamespace as well. Variables set on objects were already stored, missionNamespace was not. I have added a 'disclaimer' above though.

 

Thank you @Werthles!

 

I will always wonder why didn't BI ever add this kind of Multiplayer save game option/functionality to their own game, specially considering Arma 3's MP component is bigger than SP.

 

Well luckily we have talented people like you to fill in the gaps...

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Does all clients need this or just the server and the person doing the saving?

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21 hours ago, CW4 Carrera said:

Does all clients need this or just the server and the person doing the saving?

This mod should work with just the server and admin running the mod. JIP after loading a mission may not work. Let me know if you run into any issues please.

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