mob
Logout()
var/filename = "Players/[ckey].sav"
var/savefile/F = new(filename)
F["S_x"] << x
F["S_y"] << y
F["S_z"] << z
Write(F)
mob
Write(savefile/F)
..()
F["S_x"]<<x
F["S_y"]<<y
F["S_z"]<<z
Read(savefile/F)
..()
var{S_x;S_y;S_z}
F["S_x"]>>S_x
F["S_y"]>>S_y
F["S_z"]>>S_z
loc=locate(S_x,S_y,S_z)
Problem description:Above shows my auto save so players don't ever have to worry about loosing progress if they ever to crash, reboot or the game goes down. I'm trying to figure out on how to code in the loading part, so players can load their previous play.
Now, since you're already using Write() and Read() to save and load the location stuff you don't need to worry about that.
You'll however, want to split your player mob into its own subtype, since loading will call mob/Login() again and you don't want it being possible to get stuck in a loading loop. This also means you'll want to make your initial mob (the one connected to before loading) its own type.
Now you'll want to set world/mob to /mob/loading_character, to set the default mob to that type. Assuming you've properly moved your player-based stuff into something like /mob/player you'll be able to distinguish between a playing mob and a loading mob.
You'll also want to keep in mind that when creating a new character you'll want to create a new /mob/player (or whatever you use) and set the player's client.mob variable to that new mob.
I'm sure this is enough information to get you started on the system specific to your needs :).