I'd make a list of entities I want to save, and save them manually, then
load them again, it would be a bit of work, but would be probably finished
without thinking much. Would work for most simple games as I wouldn't
expect you to be saving too much stuff. Oh, of course you save the stuff
server side not clientside.

You can first freeze the players, so no one creates new entities / modifies
their values. Then fade to black, sounds/particles and what not that you
dont want on reset will "run out" while it fades. Do magic repositioning
while its black. Unload stuff that will be modified, load the old stuff,
and allow the game to proceed from there.


On Mon, Nov 11, 2013 at 1:40 AM, Victor V <vicp...@gmail.com> wrote:

> 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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