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Tutorial How to use variables as long as server runs
#1
Well basically you can edit globallogic to change all the exitlevel(false) to exitlevel(true). But that has one drawback; it keeps all the persistent variables ( like score, kills and deaths ). Therefore i made this function to delete all the unnecessary game[] and self.pers[] variables:
Code:
DeletePersistentExceptSome()
{
    gamepers = getArrayKeys( game );
    for(i=0;i<gamepers.size;i++)
        if( gamepers[i] != "pers" )
            game[gamepers[i]] = undefined;
    if( isdefined( level.players ))
    {
        for(i=0;i<level.players.size;i++)
        {
            /* //Doesn't work properly. Looks like you can't do it the same way as on game[].
            playerpers = getArrayKeys( level.players[i].pers );
            for(x=0;x<playerpers.size;x++)
                if( playerpers[x] != "pers" )
                    level.players[i].pers[playerpers[x]] = undefined;
            */
            
            //It works like this though:
            //put here the self.pers[] vars you want to delete.
            level.players[i].pers["team"] = undefined;
            level.players[i].pers["kills"] = undefined;
            level.players[i].pers["assists"] = undefined;
            level.players[i].pers["deaths"] = undefined;
            level.players[i].pers["score"] = undefined;
            level.players[i].pers["weapon"] = undefined;
            level.players[i].pers["savedmodel"] = undefined;
            level.players[i].pers["primary"] = undefined;
            level.players[i].pers["weapon"] = undefined;
            level.players[i].pers["guidid"] = undefined;
            level.players[i].pers["CheckedSame"] = undefined;
        }
    }
}
So just change all te exitlevel(false) to exitlevel(true) and do this function before the exitlevel. Like this:
Code:
DeletePersistentExceptSome();
exitlevel(true);
Now you can use game["pers"] & self.pers[ (the ones you didn't undefine) ] for as long as the server is running.
[-] The following 6 users say Thank You to Justin for this post:
  • d0h!, iAegle, Nekochan, Pozzuh, surtek, Yamato
  Reply
#2
Good job, Cool
[Image: veovuq.png]
  Reply
#3
(08-28-2011, 15:26)Justin Wrote:
Code:
DeletePersistentExceptSome();
exitlevel(true);
Right?
  Reply
#4
(08-28-2011, 16:20)SuperNovaAO Wrote:
(08-28-2011, 15:26)Justin Wrote:
Code:
DeletePersistentExceptSome();
exitlevel(true);
Right?
Yeh, my mistake xD
  Reply
#5
lol, Just noticed this. Thanks. Just what i do need in my new mod.
C++/Obj-C developer. Neko engine wip
Steam: Click
  Reply


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