OK, just took a look at some saverestore stuff in the engine and it looks like the server disconnects and starts a new game whenever it loads and there's also a multiplayer check. So that won't work. Onto other solutions...
On Sun, Nov 10, 2013 at 11:24 PM, Victor V <vicp...@gmail.com> wrote: > Hi all, > > For a coop experiment I'm working on I need to implement some kind of > checkpoint system. I've been thinking about different ways of achieving > this, but the most obvious and ideal solution would be to just use the > save/restore system that's used in singleplayer. Is there anything that > prevents me from just not saving the clientside data that's normally in > saves and loading on the server? I have something separate in mind for > dealing with player entities. It seems like the mechanism is kinda similar > to the round end entity reset in CSS. Am I missing something super obvious? > > Thanks > Victor >
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