sweofp 0 Posted January 10, 2007 Hello! I wonder what and were to write if I want to keep information like surviving squad members, weapons and ammo from mission to mission. And if it´s possible to keep like destroyed houses and cars and so on from mission to mission. Thanks Share this post Link to post Share on other sites
Metal Heart 0 Posted January 10, 2007 http://www.ofpec.com/COMREF/letterA.php#addWeaponPool http://www.ofpec.com/COMREF/letterA.php#addMagazinePool http://www.ofpec.com/COMREF/letterS.php#saveStatus http://www.ofpec.com/COMREF/letterL.php#loadStatus http://www.ofpec.com/COMREF/letterS.php#saveVar Keeping every little detail is impossible unless you build the campaing inside a single mission. Keeping track of a squad, a few vehicles and some key buildings is quite simple. Basicly, save status of everything you want to in the end of a mission and restore at the beginning of the next. Share this post Link to post Share on other sites
sweofp 0 Posted January 10, 2007 Thank you! But were will this go? Do I exec these from within the mission or in the descr. file? Is there an exampel? Share this post Link to post Share on other sites
Metal Heart 0 Posted January 10, 2007 They are scripting commands so they go into scripts or triggers. For example, when the conditions to end the mission are met, run a script to save stuff: 1 exec "savestuff.sqs" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">bridge1dmg = getDammage object 123123 saveVar "bridge1dmg" savingDone=true Then the init.sqs for all the following missions (init.sqs is run automaticly): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">object 123123 setDammage bridge1dmg Share this post Link to post Share on other sites
fasad 1 Posted January 11, 2007 saveStatus etc save their info into a file called "objects.sav". each campaign keeps its own seperate copy (OFP\users\<PROFILE>\saved\campaigns\objects.sav), and single missions save in a temporary folder. I was investigating using saveStatus and saveIdentity for a unit reduction script. They are able to save hundreds of status's and identities. The problem is each save/load freezes the game for ~1/100th of a second which was annoying when done during the mission. I have no idea what the limit of saved variables could be. You could try saving the damage of each building using the saveVar and a variable name linked to the object ID number. You could create a looping script that checks the typeOf each object to ensure it is a building (with many different class names), then check if its dammage is 1. This would reduce the number of variables that need saving to a maximum of several thousand (assuming this number is possible), but would take a long time for the script to run. To load them, create a script that retrieves the object ID number from the variable name itself, then setDammage the appropriate saved variable. The problem with this method (brute force) is you are checking every object on the map, which would have to waste alot of time. You could build a list of building IDs, but that would be boring Share this post Link to post Share on other sites
sweofp 0 Posted January 12, 2007 ok! Thank's guys, I´ll try this out. Share this post Link to post Share on other sites