#Game Master Enhanced
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Will it support saving entity states and properties as well? What about modded entities?
Saving process happens through the underlying prefab of the entity therefore whatever state and properties the original prefab has will be the one the loaded entity gets when the session is loaded. For modded entites, as long as the saved modded entity exists on both the saving and loading clients, it will work just fine ๐
By states and properties I mean things like fuel, ammo, inventory, which are edited at runtime
But even saving prefabs and their positions is a big help for mission creators
At this time the save system doesn't serialize those but it's something I'm really looking forward to implement
I don't own an XBOX but if it supports file sharing players can easily share their save files there as well
I doubt they can access the file system of the game on xbox
Than the easiest solution I can thing of implementing HTTP download for XBOX players where they can download save files from Google Drive etc.
By simply poviding the link to the file to download, client itself can just as easily download it and load the save state from there
Will a client in GM mode be able to load on a server?
A client can download the file and tell the server to instantiate prefabs and set their properties accordingly. At that point Client acts as a intermediary, it owns the save file and tells server what to do with it.
It's how it works already
The server never downloads the save file. It's the client who has it. It just tells the server, spawn this prefab and set it's properties to these.
Sure, that makes sense
Might also implement an option to make it server only as well for people who want an extra layer of safety
apparently on clients for profile folder we do actually. Was unable to confirm since I do not own an xbox yet
oh that's good news
I'm hoping for a save browser in the interface, not just 1 file
and instead of "mark for save" a simple save/load button on the bottom toolbar, and just save all editable entities except players
also I'm totally going to fiddle with the json files making some things upside down
Is this on the workshop?
I forgot if i put it there but there is some videos around if you look around here
Will Game Master Enhanced have something like a garrison module to quickly place units inside a building assuming that "Garrision Points" exist within buildings in Reforger.
Not at the time being but I don't see a reason not implement a similar feature
When is this hitting the workbench?
most likely this week
With the latest update I've just posted on the #enf_showroom I'll stop implementing new features and start working on polishing. As you all can see from the videos I've shared, UX pretty much sucks at the current state ๐ I want to polish the UI and UX a little bit before putting it on Workshop ๐
At this state, not really. Saving system is very isolated from rest of the mod or the game itself. I wanted to make it as universal as possible. I'm planning to implement some interfaces for custom saving though. Custom behaviors for various stuffs such as lights, npcs, weapon crates etc. This way it will be possible for modders to extend the system without breaking it
gotcha
any clue if there's going to be a button to save everything instead of marking things?
That's how it was initially implemented but the problem was during saving, entities that are part of the map also got saved and when loaded there was duplicates for those. The marking method was how I managed to work around it but I'm still looking for a better way to solve that. I've been very limited on my free time lately but once I get more, that's definitely on the list of "Things to improve" ๐
sure you can't just save things that have the editable components? that should weed out map entities
There are a lot of map entities with the editable component :/
wow
interesting, but I guess it makes sense
so would have to be only ones that are registered
I cannot wait for this mod to drop. Even knowing Iโm on console really excited to see it. Definitely gonna test it on our server when it drops. Keep it up bro.
I can actually mod the editable components itself to make them self aware if they have been created through the map or by the Game Master. I am keeping it as the last resort though. Since my goal is to keep the system isolated and make it as universally compatible as possible, a solution without modding a game class would be the preferred way of handling it
how about this?
SCR_EntitiesManagerEditorComponent.GetEntities(0, ...
doesn't this get you all game master managed entities?
Will look into it once I get home. Thanks for the tip!
It now does ๐
Anybody can create custom Save Handles for certain prefabs. That way you can personalize the saving/loading process of any prefab.
That way the system now can be expanded to properly save and load brand new entities that doesn't even exist in the base game.
I'm going to record a tutorial tomorrow on how to extend the Saving Framework of GME. It's actually very simple and only consists of two steps
