Autosave

Topics regarding Scripting with Reality Factory
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Jaguar_jwg
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Autosave

Post by Jaguar_jwg »

How can I autosave at various points during game play?
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gamemakerg
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Post by gamemakerg »

that would be awsome but i don't know how :cry: :cry:
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Juutis
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Post by Juutis »

It's not possible with the current RF release. Well, it is possible to save the attributes with a script, but you can't load them. So you could "save" the game but not load it. I believe, however, that there was a modified version of RF (by federico, perhaps?) that had a script command for loading attributes as well.
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Jaguar_jwg
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Post by Jaguar_jwg »

Now there's a spoke in my wheel, so to speak.
Voltare
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Post by Voltare »

we can't "poke" simkin enough to do this?
Jay
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Post by Jay »

No.

But i would really like to see saving with scripts myself. I want to disable the saving at every point possible and make a system where you can only save at certain points, like you have to go to the inn and speak to the innkeeper. Or before a bossfight.
Everyone can see the difficult, but only the wise can see the simple.
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paradoxnj
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Post by paradoxnj »

Manipulating data in files via script is not something you want your game to do for security purposes. It would be safer to setup a script function to activate a timer with an event "Order". For example, a script command like this:

SetTimedEvent(eventid, frequency, order);

Used like:

Code: Select all

PLAYER_PICKNOSE [1]
SetTimedEvent(PLAYER_PICKNOSE, 2000, "PickNose");
The above tells the player to pick it's nose (or execute the "PickNose" order) every 2 seconds.

RF supports save games now, all someone has to do is expose that function to script and setup a TimedEvent function and...voila...you have autosave. You can even attach the SaveGame script function to a trigger if you do it this way.
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