Map Save
obj
var //These vars define the terms so they
saved_x //are recognized.
saved_y
saved_z
proc
SaveObjects() //This is the Save proc.
var/savefile/F = new ("objects.sav") //creates the save file
var/list/L = new
for(var/obj/O in world)
O.saved_x = O.x //these tell the game to save the objects
O.saved_y = O.y //location.
O.saved_z = O.z
L += O
F[""] << L
Code:
Map Load
proc/LoadObjects() //Its time to load the objs!
var/savefile/F = new ("objects.sav")
var/list/L = new
F[""] >> L
if(!L) return
for(var/obj/O in world) if(O.loc) del(O)
for(var/obj/O in L)
O.loc = locate(O.saved_x,O.saved_y,O.saved_z) //loads the objz
Code:
World Info and start up junk
world
name = "Creature World DX"
mob = /mob/Guest
version = 1
view = 6
New()
spawn() LoadObjects()
spawn() WorldSave()
..()
client
script = "<STYLE>BODY {background: black; color: white;font-size: -12;font-weight: bold;font-family:Verdana} IMG.icon{width:32;height:32}</STYLE>"
perspective = EDGE_PERSPECTIVE
atom/proc/Bumped(atom/movable/A)
atom/movable/Bump(atom/A)
..()
A.Bumped(src)
world/proc/WorldSave()
while(world)
sleep(1200)
SaveObjects()
world << "<font color = #CC0000>@Server: World is being saved..!</font>"
for(var/mob/M in world)
if(M.client)
M.Save()
Problem description:
The game boots up fine the first time with a freash save file. And it plays just fine. It does not seem to have any problems.
Once I let the game go through the first save cycle, to test it I shut it down, and then loaded the game back up.
Everything from the player built objects, to houses and food left laying around loads just fine.
And MOST of the objects built directly onto the map from runtime load up too.
But for somereason there is like 2 or 3 panels of wall and a few tables that won't load up and I don't understand why. Everything besides those few things won't load up. These things are built directly on the map from the source code. I have tried to simply replace them and reload the map but it still does not work properly. Whats up?