I've already thought of this. Well, actually, not of using a gamelogic, but of doing something like that.
saveStatus does not appear to record whether a unit is alive or dead, only weapons & ammo, rating I think and probably other stuff like that. I don't think it does setIdentity. ... but I had a LOT of comings and goings to make it work and I can't quite remember what works and what doesn't. At one stage I even thought it did pass whether the unit was alive or dead, but in the end it wouldn't. Anyway the point is that I need to pass whether the unit was alive or dead to the Outro. I also need to pass the value of a couple of booleans from one to the other.
At the end of my mission a script (transfer.sqs) checks if the unit is alive or dead. If it's dead, it gets a specific (and bizarre) ammo loadout. The script also checks the booleans: they check whether the loon in question should be in the outro at all so the process is just the same: not in mission, he gets the bizarre ammo loadout.
At the start of the Outro another script (outroStart.sqs) checks the ammo loadout and deleteVehicles the loon if appropriate. One little twist is that some of the other loons appeared dead in the Outro for no reason that I could figure out: the Outro script had to have a setDammage 0 command to make sure that the ones that were supposed to be alive, really were alive.
I thought about writing a tute but I don't think we're quite there yet: we need to understand this a bit better so I'm delighted somebody is picking up on it.
To communicate large numbers you could use several GLs with one as the units column, one as tens, one as hundreds, etc.. It is a bit cumbersome - well more so than using saveVar ;D - but it works and once we figure out the best way of doing everthing and write it up it will be a nice little contribution to the community. I've always hated getting onto that extraction chopper with the wrong number of loons and the wrong weapons.
I've attached a zip which has 3 files. exit.sqs which is called automatically at the end of the mission: transfer.sqs which is called manually at the end of the mission (the stuff in here should probably go in exit.sqs, it's only in a seperate file because that was more convenient at the time): and outroStart.sqs which does the relevant stuff in the outro. The whole mission is too big to attach, but you can grab it from
here.I'm off for some breakfast now but I'll look at your demo later.