ID:264568
 
Code:
client
verb
savee()
set hidden=1
usr << "<font face=times new roman><I><B><FONT COLOR = YELLOW>Character Save initated....</B>"
if(usr.usingslot == "1")
//var/savefile/F=new("Slot1/[src.key].sav")
//Write(F)
//F << usr
var/savefile/F = new("Slot1/[src.key].sav")
var/char_ckey = cKey(src.mob.name)
F["/[ckey]/[char_ckey]"] << src.mob

if(usr.usingslot == "2")
var/savefile/F = new("Slot2/[src.key].sav")
var/char_ckey = cKey(src.mob.name)
F["/[ckey]/[char_ckey]"] << src.mob

if(usr.usingslot == "3")
var/savefile/F = new("Slot3/[src.key].sav")
var/char_ckey = cKey(src.mob.name)
F["/[ckey]/[char_ckey]"] << src.mob
var/savefile/save
save["mob"] << src.mob
save["x"] << src.mob.x
save["y"] << src.mob.y
save["z"] << src.mob.z
//usr.client.SaveMob()
usr << "<font face=times new roman><I><B><FONT COLOR = YELLOW>Character Save complete!</B>"


mob/proc
SaveSlot1Load()
if(fexists("Slot1/[src.key].sav"))
var/savefile/F = new("Slot1/[src.key].sav")
F >> usr
src.usingslot = "1"
src.client.screen = null
usr.client.eye=usr.client.mob
SaveSlot2Load()
if(fexists("Slot2/[src.key].sav"))
var/savefile/F = new("Slot2/[src.key].sav")
F >> usr
src.usingslot = "2"
src.client.screen = null
usr.client.eye=usr.client.mob
SaveSlot3Load()
if(fexists("Slot3/[src.key].sav"))
var/savefile/F = new("Slot3/[src.key].sav")
F >> usr
src.usingslot = "3"
src.client.screen = null
usr.client.eye=usr.client.mob


Problem description:
When I click Save in the game it says Save Initiated... And en nothing happens after that.. Then I Logout and Login again and When I load nothing happens.... Im Confused.
Because your save system is an utter piece of junk. Here's something that would actually work that does what you want:

client
proc
Save(var/slot)
var/savefile/F = new("[ckey].sav")
F["[slot]"] << mob
Load(var/slot)
var/savefile/F = new("[ckey].sav")
F["[slot]"] >> mob

mob
Write(var/savefile/F)
..()
F["x"] << x
F["y"] << y
F["z"] << z
Read(var/savefile/F)
..()
loc = locate(F["x"], F["y"], F["z"])


Call Save() to save, call Load() to load. Keep in mind that whatever mob the client currently has is going to be no longer inhabited when the mob is loaded (this is what is directly causing the issue you describe, by the way).
In response to Garthor
I have it so you can create 3 save files... would I create a new var/slot1, var/slot2 and make it like, ~F["[slot1]"] << mob~ to create another save file?
In response to Ss4 core
No. You would call Save() with a different argument to save in a different directory in the savefile. Save(1) saves in directory "1", Save(294) saves in directory "294", and Save("Bacon") saves in directory "Bacon".

There is no particular reason to actually have three separate files instead of just three directories in the same savefile.