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Autosave

Posted: Wed Jun 06, 2007 8:36 pm
by Jaguar_jwg
How can I autosave at various points during game play?

Posted: Thu Jun 07, 2007 12:05 am
by gamemakerg
that would be awsome but i don't know how :cry: :cry:

Posted: Thu Jun 07, 2007 9:45 am
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.

Posted: Fri Jun 08, 2007 6:22 am
by Jaguar_jwg
Now there's a spoke in my wheel, so to speak.

Posted: Fri Jun 08, 2007 8:00 am
by Voltare
we can't "poke" simkin enough to do this?

Posted: Fri Jun 08, 2007 10:34 pm
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.

Posted: Fri Jun 08, 2007 11:35 pm
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.