Author: Werthles
Author Website: https://github.com/Werthles/MSL

Requirements: No addons required

Version: 2.1
Signed: Yes

Short description: saves a multiplayer mission in progress to be reloaded later

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Date: 2020-05-16 09:01


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Multiplayer Save and Load

by
Werthles


Description:
Saves a multiplayer mission in progress to be reloaded later.

Reloads units, gear, vehicles, weather/mission details, waypoints, tasks, buildings, markers, triggers, etc...

Mod designed for use to save the progress when playing player-made multiplayer missions.

For best results when loading, start the original mission, then load your progress with the UI.

Saved mission files are stored in the mod folder, so take care.

I believe this is about as good as I can code a save/load mod in SQF. But if you can do better, please feel free to make coding suggestions here!

Uses inidbi2 from code34.

Features:
User interface to save and load missions.


Installation:
To install Multiplayer Save and Load you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.


Usage:
Run the mod on server and client whilst playing your mission. Then use the mouse wheel action menu to enter the interface.
Create/delete/load a save file using the interface. Recommended not to close the interface whilst performing an action.


Known issues:
- Scripts running at the time of save cannot be re-initiated after. Also, full script environment cannot be re-initialised without starting the scripts at the beginning, which is likely to cause more trouble than it is worth. So I recommend loading mission progress whilst in the original mission.
- Unit side anomalies reported.
- Unit names not syncing globally. Will likely cause issue if scripts require a unit to have a specific name on clients.
- Zeus will detach from some players in some instances. Use #adminLogged in Zeus Game Master modules, then re-login as an admin.
- Use this code if the action is removed by your gamemode:
player addAction ["<t color='#FF5500'>Multiplayer Save and Load</t>",{createdialog "MSLDialog";},[],-999,false,true,"","isServer or serverCommandAvailable ""#kick"""];


Credits & Thanks:
ian - tester
code34 - inidbi2


Changelog:
2.1
Features
- "Fast Save/Load" added. Approx. 30s-3min save duration. Save/Load uses all server processing power until the save/load is complete. (Game will appear frozen!)
Fixes
- Vehicle fuel is saved/loaded.

2.0.01
2.0
Features
- Added Simple/Full Save/Load toggle, for much faster save option, but with fewer details recorded.
- Faster load/save syntax.
- Compatible with existing save files.
- Saves "Things" (including ammo boxes and decorations).
Fixes
- General coding improvements
- "Dead" vehicles do not respawn on load.
- Hidden Map Objects
- Global Triggers

1.1.4
Error catch and additional progress updates.

1.1.3
toArray load bug fixed.

1.1.2.02
1.1.2.01
1.1.2
Saving bux fix.

1.1.1
Removed test saves.

1.1
Locations and MissionNamespace now saved.
Note: missionNamespace items of type "CODE" are not saved, as this would decrease performance or break the process. MissionNamespace items are also not removed, so CODE items can be maintained by loading the original mission before loading your saved game.

1.00


Forum topic:
- BI forums


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