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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