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36 lines
1.6 KiB
Markdown
36 lines
1.6 KiB
Markdown
# Overview
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- GeneralPurposeSave (Savegame) : The object containing all changable information within a level
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- SaveGame (Task) : Save the full current state of the game into a GeneralPurposeSavegame
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- SaveGameLoader (Actor) : On EventBeginPlay use the GeneralPurposeSavegame provided at actor spawn to populate and alter the level acordingly
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- MetaSave (Savegame) : A meta-save containing all Level results, the current GeneralPurposeSavegame and an assotiated savegame slot string
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# GeneralPurposeSavegame
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## States
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### Ship Vars
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- Health
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- Shield
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- AmmoPrimary
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- AmmoSecondary
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- Flares
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### Transforms
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- PlayerTransform
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- RizTransform
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- MarkTransform
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### Other
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- CurrentLevel (Name)
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- DisplayString (String, name of the save)
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## Changeable Actor States
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- WaypointStates (Map, String of Actor FQN to WaypointState-struct)
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- Gamefacts (Map, String, Gamefact-Name/Bool)
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- DialogTriggerStates (Map, String to WaypointState-struct)
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- Gamefacts_LevelState (Map, String, Gamefact-Name/Bool)
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- ActorSpawns (List of structs, Class/Transforms to spawn)
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- TagHiddenStateTaskTracker (List of structs, Tag/HiddenState to set to the specified state)
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## Updating and Saving
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Ship Vars, Transforms and Other are set by an Update Values call in the "SaveGame"-Task. GamefactStates and TagHiddenStateTaskTracker are set by the respective Tasks in dialog-BT, namely: *SetActorHiddenState*, *SetFactByName*.
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DialogTriggerStates, ActorSpawns and WaypointStates are updated during the triggered execution of the respective Actors, namely: *DialogTriggerDefault*, *WaypointDefaultActor (SpawnActorOption)* and WaypointDefaultActor (no options).
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