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Saving in Multiplayer? #184
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Came across this one tonight too, I've given the code a cursory glance and here's what i'm seeing: When it's a server I can see where it's adding the action to save (example is fn_HQaddactions.sqf ) but on searching, I can't see |
Ok so I've been looking at this. Turns out I was misunderstanding how CfgFunctions.cpp works. What's happening currently is when you Rest with either "Rest (Wait/Save)" on SP or MP, "Rest" on a dedi or by getting a SITREP, it runs In here is just a So to fix this (As DUWS-R doesn't rely on mods) I think it's going to be a case of taking all of the necessary gamestate floating about in the various variables, and saving them into a profileNamespace on the dedi itself , which persists on to disk and then at mission load, check for a gamestate in these variables, and load those instead of starting a new mission each time it starts. I'm working on a PR. Might take some time for me to unpick and put back together what's going on so the mission can load properly. |
So after playing DUWS in SP a long time I got some friends on board to play Multiplayer.
But after loading the scenario on a server I realized I couldn
t save, the ESC Menu option obviously didn
t work, but the SITREP or REST save options in-game also weren`t available.I don`t think the scenario is supposed to be played in one sitting, is it? Seems a little much, so am I missing something? Or am I wrong?
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