Calling unpackUpdate on server
by Dan Keller · in Torque Game Engine · 04/25/2008 (7:08 pm) · 4 replies
I'm trying to figure out the easiest way to implement a save/load system for torque. I was thinking of using something like the demo recording system, where the info sent over the network is dumped to a file. The only difference is that it would run on the server. So is it a good idea to call unpackUpdate and such on the server?
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#2
And maybe I wasn't clear about my question, I would use unpackUpdate to load the game after saving it with packupdate.
04/26/2008 (11:33 am)
That state information is exactly what I'm trying to save, ie, all the information to reload the dynamic objects that aren't in the mission file.And maybe I wasn't clear about my question, I would use unpackUpdate to load the game after saving it with packupdate.
#3
eg,
make a SimGroup called dynamicObjectsGroup,
put all your dynamic objects into that,
then call dynamicObjectsGroup.save(%file),
and for loading, clear the group and then exec the file.
04/26/2008 (11:49 am)
Another option is to write your extra-mission objects (meaning objects outside the mission) into a separate mission-type file, and then load that in when you like.eg,
make a SimGroup called dynamicObjectsGroup,
put all your dynamic objects into that,
then call dynamicObjectsGroup.save(%file),
and for loading, clear the group and then exec the file.
#4
04/26/2008 (11:50 am)
.. note i haven't actually tried that for what you have in mind, so i should maybe call it an "approach" rather than an "option". this is pretty much exactly the approach used when you cut-and-paste objects in the mission editor.
Torque Owner Stefan Lundmark
As for your question, the correct function would be packUpdate, not unpackUpdate. It *reads* updates, you need to write it somewhere. Call packUpdate with a BitStream that you save onto your disk. Why you would want to is beyond me, but hey :)