Save system is not saving certain things
Posted: Tue May 31, 2016 6:10 am
The save system at the moment only save the guns I have and the position my character is currently in. I need it to save the ammo i have in my weapons and the quest progress. It is showing my quest in the save game data down the bottom but it is not actually saving the quest progress in game. Also the main menu you provided does not load my save game.
Also not as important but I would like help making the save system save the time of day. I am using Instant Good Day which functions perfectly well but I am sure that anyone who plays survival games wants the game to save the time of day rather than it restarting every time they load their save. However none of this matters if I cant get the quests and ammunition to save.
Load Game Data: Variable["Alert"]=""; Variable["Zombies_Killed"]=0; Variable["Actor"]="FPS Main 2 Cameras"; Variable["Conversant"]="Sad Robot Meme"; Variable["!Unarmed"]=false; Variable["!Unarmed_Ammo"]=0; Variable["Template_Knife"]=false; Variable["Template_Knife_Ammo"]=0; Variable["Template_1911"]=false; Variable["Template_1911_Ammo"]=111; Variable["Template_Shotgun"]=false; Variable["Template_Shotgun_Ammo"]=0; Variable["Template_MP5"]=false; Variable["Template_MP5_Ammo"]=0; Variable["Template_Ak47"]=false; Variable["Template_Ak47_Ammo"]=0; Variable["Template_M4"]=false; Variable["Template_M4_Ammo"]=0; Variable["Template_Sniper"]=false; Variable["Template_Sniper_Ammo"]=0; Variable["Template_Katana"]=false; Variable["Template_Katana_Ammo"]=0; Variable["M4A1"]=true; Variable["M4A1_Ammo"]=0; Variable["Desert_Eagle"]=false; Variable["Desert_Eagle_Ammo"]=0; Variable["G36K"]=false; Variable["G36K_Ammo"]=0; Variable["Beretta_87"]=true; Variable["Beretta_87_Ammo"]=999; Variable["M9"]=true; Variable["M9_Ammo"]=999; Item["Shotgun_for_Sad_Robot"]={Status="", Name="Shotgun for Sad Robot", Description="You've agreed to get the sad robot a shotgun.", Success_Description="You gave the sad robot a shotgun.", Failure_Description="", State="unassigned", }; Item["Kill_4_Zombies"]={Status="", Name="Kill 4 Zombies", Description="This is a test kill quest. Only the zombies in the house will count.", Success_Description="You killed 4 zombies around the house.", Failure_Description="", State="unassigned", }; Item["Welcome_to_the_Nymihl_Archipelago!"]={Status="", Name="Welcome to the Nymihl Archipelago!", Pictures="[]", Description="Welcome to the Nymihl Archipelago!", Success_Description="Quest Complete.", Failure_Description="Quest Failed.", State="active", Is_Item=false, Abandonable=true, Trackable=true, Track=true, Entry_Count=5, Entry_1_State="active", Entry_1="I have to search the area for clues as to how I got here.", Entry_2_State="active", Entry_2="There could be something useful in this house.", Entry_3_State="unassigned", Entry_3="I have to find a way out of here.", Entry_4_State="unassigned", Entry_4="I have to find a way out of here.", Entry_5_State="unassigned", Entry_5="I have to find a way out of here.", }; Actor["FPS_Main_2_Cameras"]={Status="", Name="FPS Main 2 Cameras", Pictures="[]", Description="", IsPlayer=true, }; Actor["Sad_Robot_Meme"]={Status="", Name="Sad Robot Meme", Pictures="[]", Description="", IsPlayer=false, }; Actor["Sad_Robot"]={Status="", Name="Sad Robot", Pictures="[]", Description="This robot gives the player a quest to get him a shotgun.", IsPlayer=false, }; Actor["Happy_Robot"]={Status="", Name="Happy Robot", Pictures="[]", Description="This robot tests the Lua bridge.", IsPlayer=false, }; Actor["FPS_Player"]={hitPoints=100, maximumHitPoints=200, hungerPoints=0, thirstPoints=0, currentWeaponIndex=9, Position_terrain="-90.74662,61.10732,-380.615,0,0.1208679,0,0.9926686,terrain", }; Actor["Player"]={SmoothMouseRotationX=12.615, SmoothMouseRotationY=-7.004998, }; StatusTable = ""; RelationshipTable = "";
UnityEngine.Debug:Log(Object)
PixelCrushers.DialogueSystem.RealisticFPSPrefab.ExampleGameplayMenu:LoadGame() (at Assets/Dialogue System/Third Party Support/Realistic FPS Prefab/Example/Multiple Scene Example/ExampleGameplayMenu.cs:98)
PixelCrushers.DialogueSystem.RealisticFPSPrefab.ExampleGameplayMenu:WindowFunction(Int32) (at Assets/Dialogue System/Third Party Support/Realistic FPS Prefab/Example/Multiple Scene Example/ExampleGameplayMenu.cs:57)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Also not as important but I would like help making the save system save the time of day. I am using Instant Good Day which functions perfectly well but I am sure that anyone who plays survival games wants the game to save the time of day rather than it restarting every time they load their save. However none of this matters if I cant get the quests and ammunition to save.
Load Game Data: Variable["Alert"]=""; Variable["Zombies_Killed"]=0; Variable["Actor"]="FPS Main 2 Cameras"; Variable["Conversant"]="Sad Robot Meme"; Variable["!Unarmed"]=false; Variable["!Unarmed_Ammo"]=0; Variable["Template_Knife"]=false; Variable["Template_Knife_Ammo"]=0; Variable["Template_1911"]=false; Variable["Template_1911_Ammo"]=111; Variable["Template_Shotgun"]=false; Variable["Template_Shotgun_Ammo"]=0; Variable["Template_MP5"]=false; Variable["Template_MP5_Ammo"]=0; Variable["Template_Ak47"]=false; Variable["Template_Ak47_Ammo"]=0; Variable["Template_M4"]=false; Variable["Template_M4_Ammo"]=0; Variable["Template_Sniper"]=false; Variable["Template_Sniper_Ammo"]=0; Variable["Template_Katana"]=false; Variable["Template_Katana_Ammo"]=0; Variable["M4A1"]=true; Variable["M4A1_Ammo"]=0; Variable["Desert_Eagle"]=false; Variable["Desert_Eagle_Ammo"]=0; Variable["G36K"]=false; Variable["G36K_Ammo"]=0; Variable["Beretta_87"]=true; Variable["Beretta_87_Ammo"]=999; Variable["M9"]=true; Variable["M9_Ammo"]=999; Item["Shotgun_for_Sad_Robot"]={Status="", Name="Shotgun for Sad Robot", Description="You've agreed to get the sad robot a shotgun.", Success_Description="You gave the sad robot a shotgun.", Failure_Description="", State="unassigned", }; Item["Kill_4_Zombies"]={Status="", Name="Kill 4 Zombies", Description="This is a test kill quest. Only the zombies in the house will count.", Success_Description="You killed 4 zombies around the house.", Failure_Description="", State="unassigned", }; Item["Welcome_to_the_Nymihl_Archipelago!"]={Status="", Name="Welcome to the Nymihl Archipelago!", Pictures="[]", Description="Welcome to the Nymihl Archipelago!", Success_Description="Quest Complete.", Failure_Description="Quest Failed.", State="active", Is_Item=false, Abandonable=true, Trackable=true, Track=true, Entry_Count=5, Entry_1_State="active", Entry_1="I have to search the area for clues as to how I got here.", Entry_2_State="active", Entry_2="There could be something useful in this house.", Entry_3_State="unassigned", Entry_3="I have to find a way out of here.", Entry_4_State="unassigned", Entry_4="I have to find a way out of here.", Entry_5_State="unassigned", Entry_5="I have to find a way out of here.", }; Actor["FPS_Main_2_Cameras"]={Status="", Name="FPS Main 2 Cameras", Pictures="[]", Description="", IsPlayer=true, }; Actor["Sad_Robot_Meme"]={Status="", Name="Sad Robot Meme", Pictures="[]", Description="", IsPlayer=false, }; Actor["Sad_Robot"]={Status="", Name="Sad Robot", Pictures="[]", Description="This robot gives the player a quest to get him a shotgun.", IsPlayer=false, }; Actor["Happy_Robot"]={Status="", Name="Happy Robot", Pictures="[]", Description="This robot tests the Lua bridge.", IsPlayer=false, }; Actor["FPS_Player"]={hitPoints=100, maximumHitPoints=200, hungerPoints=0, thirstPoints=0, currentWeaponIndex=9, Position_terrain="-90.74662,61.10732,-380.615,0,0.1208679,0,0.9926686,terrain", }; Actor["Player"]={SmoothMouseRotationX=12.615, SmoothMouseRotationY=-7.004998, }; StatusTable = ""; RelationshipTable = "";
UnityEngine.Debug:Log(Object)
PixelCrushers.DialogueSystem.RealisticFPSPrefab.ExampleGameplayMenu:LoadGame() (at Assets/Dialogue System/Third Party Support/Realistic FPS Prefab/Example/Multiple Scene Example/ExampleGameplayMenu.cs:98)
PixelCrushers.DialogueSystem.RealisticFPSPrefab.ExampleGameplayMenu:WindowFunction(Int32) (at Assets/Dialogue System/Third Party Support/Realistic FPS Prefab/Example/Multiple Scene Example/ExampleGameplayMenu.cs:57)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)