В базу сохраняется позиция, урон, экипировка, очки. Подгружается все, кроме очков почему-то. Подскажите в чем беда?)
initServer
//database waitUntil {time > 0}; // --------------------------------------------------------------------checking the database----------------------------------------------------------------------- // ---------------------------------------------------------------------------------------------------------------------------------------------------------------- "un_database_check" addPublicVariableEventHandler { private ["_packet"]; _packet = _this select 1; _dataplayrowner = _packet select 0; _dataplayrname = _packet select 1; _dataplayruid = _packet select 2; _datanamearray = format ["%1_%2_mycustommissionname", _dataplayrname, _dataplayruid]; _databasename = _datanamearray; _inidbiUN = ["new", _databasename] call OO_INIDBI; _databasefind = "exists" call _inidbiUN; // ------------------------------------------------------cant find the database saveing new players name and uid--------------------------------------------------- if (!_databasefind) then { ["write", ["INFO", "Name", _dataplayrname]] call _inidbiUN; ["write", ["INFO", "UID", _dataplayruid]] call _inidbiUN; "welcome new spawn" remoteExec ["hint"]; }; // --------------------------------------------------------found the database now loading data to send to player--------------------------------------------------- if (_databasefind) then { "found the database" remoteExec ["hint"]; _readpos = ["read", ["POSITION", "Position", []]] call _inidbiUN; _readdir = ["read", ["POSITION", "Direction", ""]] call _inidbiUN; _readdamage = ["read", ["INFO", "Health", ""]] call _inidbiUN; _readloadout = ["read", ["GEAR", "Loadout", []]] call _inidbiUN; _score = ["read", ["INFO", "Score", ""]] call _inidbiUN; un_database_load = [_readpos, _readdir, _readdamage, _readloadout, _score]; _dataplayrowner publicVariableClient "un_database_load"; }; un_database_check = nil; }; // --------------------------------------------------player sent save game data to server - saving it to database-------------------------------------------------- // ---------------------------------------------------------------------------------------------------------------------------------------------------------------- "un_database_save" addPublicVariableEventHandler { private ["_packet"]; _packet = _this select 1; _datanamearray = format ["%1_%2_mycustommissionname", _packet select 0, _packet select 1]; _databasename = _datanamearray; _inidbiUN = ["new", _databasename] call OO_INIDBI; ["write", ["INFO", "Name", _packet select 0]] call _inidbiUN; ["write", ["INFO", "UID", _packet select 1]] call _inidbiUN; ["write", ["POSITION", "Position", _packet select 2]] call _inidbiUN; ["write", ["POSITION", "Direction", _packet select 3]] call _inidbiUN; ["write", ["INFO", "Health", _packet select 4]] call _inidbiUN; ["write", ["GEAR", "Loadout", _packet select 5]] call _inidbiUN; ["write", ["INFO", "Score", _packet select 6]] call _inidbiUN; "Progress Saved" remoteExec ["hint"]; };
initPlayerLocal
//database waitUntil {time > 10}; // -------------------------------------------------------send name and uid to server to check for database-------------------------------------------------------- if (!isNil "un_database_check") then { un_database_check = nil; }; sleep 1; if (isNil "un_database_check") then { _dataplayrowner = clientOwner; _dataplayrname = profileName; _dataplayruid = getPlayerUID player; un_database_check = [_dataplayrowner,_dataplayrname,_dataplayruid]; publicVariableServer "un_database_check"; }; // ------------------------------------------------------server found database and now sent us the data to load---------------------------------------------------- // ---------------------------------------------------------------------------------------------------------------------------------------------------------------- "un_database_load" addPublicVariableEventHandler { private ["_ppacket"]; _ppacket = _this select 1; _readpos = _ppacket select 0; _readdir = _ppacket select 1; _readdamage = _ppacket select 2; _readloadout = _ppacket select 3; _score = _ppacket select 4; _passtheparcel = [_readpos, _readdir, _readdamage, _readloadout, _score]; _Null = _passtheparcel call FN_loaddata; }; // -----------------------------------------------applying the data sent to player - magazine loaded work around------------------------------------------------- FN_loaddata = { params ["_readpos", "_readdir", "_readdamage", "_readloadout", "_score"]; hint "all your shit has loaded"; // Clear player gear removeAllAssignedItems player; removeAllItems player; clearAllItemsFromBackpack player; removeBackpack player; removeUniform player; removeVest player; removeHeadgear player; removeGoggles player; removeAllWeapons player; removeAllPrimaryWeaponItems player; removeAllHandgunItems player; cash = 0; killcount = 0; // Add player gear player setPosATL _readpos; player setDir _readdir; player setDamage _readdamage; player setUnitLoadout _readloadout; player addScore _score; un_database_load = nil; publicVariable "un_database_load"; }; // ---------------------------------------------------------request to save game - send data to server------------------------------------------------------------- // ---------------------------------------------------------------------------------------------------------------------------------------------------------------- UN_savedata = { _dataplayrname = profileName; _dataplayruid = getPlayerUID player; _dataplayrpos = getPosATL player; _dataplayrdir = direction player; _dataplayrdamage = damage player; _dataplayrloadout = getUnitLoadout player; _dataplayrscore = score player; un_database_save = [_dataplayrname, _dataplayruid, _dataplayrpos, _dataplayrdir, _dataplayrdamage, _dataplayrloadout, _dataplayrscore]; publicVariableServer "un_database_save"; hint "saveing game"; }; // ------------------------------------------------------------addaction to player to save data-------------------------------------------------------------------- player addAction ["<t color='#38BAFF'>Save Game</t>", {[] call UN_savedata;}];