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;}];












