Autosave
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- Joined: Sun May 20, 2007 7:47 am
Autosave
How can I autosave at various points during game play?
- gamemakerg
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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.
Pain is only psychological.
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- Posts: 96
- Joined: Sun May 20, 2007 7:47 am
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.
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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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:
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.
SetTimedEvent(eventid, frequency, order);
Used like:
Code: Select all
PLAYER_PICKNOSE [1]
SetTimedEvent(PLAYER_PICKNOSE, 2000, "PickNose");
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.