Probably, but why use KeyValues to store game data?

Jeff

On 7/21/05, Kamran <[EMAIL PROTECTED]> wrote:
> But would it allow me to save a KeyValues object?
>
> Jeff Fearn wrote:
>
> >There is save/restore functionality in the SDK, you could just add a
> >couple of extra fields for when and how the player got the item to the
> >base item entity, add a new item list for non-current items to the
> >player, add that list to the player data description and then use the
> >existing save/restore functionality. i.e. most of what you want is
> >already coded so its a lot less work to modify it to your purpose than
> >to recode it from scratch.
> >
> >Jeff
> >
> >On 7/18/05, Kamran <[EMAIL PROTECTED]> wrote:
> >
> >
> >>This isn't really a support question because I'm not having trouble...
> >>more of a concept question.
> >>
> >>If I wanted to keep track of a player's information... like all the
> >>objects they've picked up throughout their game and I'd also like to
> >>save it when they save the game, is it better to store a KeyValues
> >>object inside the code and save it to a file when they save the game? Or
> >>is it better to create a temporary file and then delete it when they
> >>exit or copy it when they save the game to their save directory?
> >>
> >>Of course, I'll be tracking a bit more than that but KeyValues seem like
> >>the best way. I'm only at a loss at what is more efficient... if HL2 can
> >>save large KeyValue objects, then my problem is solved... but if it
> >>can't save large KeyValues than I will have to either use memory
> >>(in-code tracking) or hard drive space (but... the file will only be, at
> >>max, like 2MB, probably smaller). Then when the game loads I can load
> >>the needed KeyValues file into an object that can be accessed in the code.
> >>
> >>My initial plan is this, if no one has a suggestion:
> >>
> >>When the game loads
> >>----------------------
> >>1. Check to see if there is a save data file. If not, we create a new
> >>KeyValues object in the code. If we do, load the KeyValues object.
> >>2. During the game, update the KeyValues as necessary.
> >>3. If the user saves the game, save the data. If not, clear it.
> >>
> >>My only problem is figuring out how to build a KeyValues object that
> >>looks like this:
> >>
> >>"Data"
> >>{
> >>       "data1"
> >>       {
> >>           "value" "1"
> >>        }
> >>}
> >>
> >>Using code. Ultimately no matter what I will have to figure out how to
> >>append data or update data. I suppose I could code it like a database
> >>with lookup functions, update functions, and delete functions.
> >>--
> >>Kamran A
> >>Get Firefox! Safer, Faster, Better.
> >><http://www.spreadfirefox.com/?q=affiliates&id=0&t=85>
> >>Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox
> >>
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> >>
> >>
> >>
> >>
> >
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> >
> >
> >
> >
> >
>
> --
> Kamran A
> Get Firefox! Safer, Faster, Better.
> <http://www.spreadfirefox.com/?q=affiliates&id=0&t=85>
> Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox
>
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>
>

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