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Re: Common Serialization (Saving) Pitfalls

Posted: Sat Sep 24, 2016 8:07 pm
by minmay
Yes. It would be quite difficult to use ScriptComponent usefully if functions could not be saved and loaded.

Re: Common Serialization (Saving) Pitfalls

Posted: Sat Sep 24, 2016 8:15 pm
by AndakRainor
Makes sens. I feared it could be somehow excluded from saved games and reloaded directly from the dat file (without overwriting other variables from the script... I have strange ideas sometimes).

Re: Common Serialization (Saving) Pitfalls

Posted: Tue Dec 08, 2020 7:09 pm
by ratman
I'm confused about the minimal savestate: if the rock item was minimal savestate, and I used this script:

Code: Select all

rock_1:setWorldPositionY(1)
outside of a function, wouldn't it set rock_1 at WorldPositionY 1 every time they load the game?

Re: Common Serialization (Saving) Pitfalls

Posted: Wed Dec 09, 2020 12:59 am
by minmay
No.