I have experienced some trouble with the loadStatus/saveStatus commands in a campaign I'm building.
The situation:
I have three characters named conrad (= the player), hudson and joker. At the end of the first mission I scan their status (weapon loadout, health and ammo levels) in the exit.sqs and save it for future reference using this syntax:
conrad saveStatus "conradStatus"
hudson saveStatus "hudsonStatus"
joker saveStatus "jokerStatus"
When the second mission begins I load the following parameters via the init.sqs:
conrad loadStatus "conradStatus"
hudson loadStatus "hudsonStatus"
joker loadStatus "jokerStatus"
The idea was that they should start with the same loadout, damage, et cetera as they had when the previous mission ended.
Weapon load out and magazine count seem to be working okey. Also, the damage level of the player is carried over to the second mission. The problem is the two AI units.
The are at full health but switchMoved into a dead animation (lying face down on the ground with weapons beside them). They respond to radio calls and give their position if told to report status. This happens even if they were NOT injured in the previous mission at all.
Now, this is not supposed to happen.
:-X
What am I doing wrong?
Is the saveStaus command saved permanently when itÂ's used the first time?!? Then I suppose I could get them out of the switchMoved position with a deleteStatus command before saving their status in mission one. But it sounds unlikely. Also it would look messy in the script and I like to keep my coding to a bare minimum... nice and tidy.
P.S Before anyone bother to point it out... Yes, I am running Resistance, v 1.96.
Both missions are set on the larger of the two Tonal islands, using BAS_Rangers and JAM2 weapons, but I donÂ't think that should make any difference.