Bug #12734

Some things not preserved when loading saved games

Added by cheesus almost 7 years ago. Updated about 6 years ago.

Status:Assigned Start date:08/06/2010
Priority:Normal Due date:03/01/2011
Assignee:- % Done:


Target version:-
Affected ArmA II version:1.57.76815 First affected build:
Reproduced by another DH user:Yes First affected ArmA II version:
I am using some Mods:No Single / Multi Player?:
I am using:CO (A2+OA) BIForumURL:
Reproducible for you:Yes NGUrl:
Related to content of DLC: WIKIurl:


Changing the animation state of a door, creating a light or a bunch of other stuff is not recorded when the game is saved.

Its bizzare this isnt fixed because its been so noticable since operation flashpoint, there are forum threads with some work arounds involving using the time variable but it still, it NEEDS fixing.

The only way to use lights created with #lightpoint createvehicle on a mission is to stick them in a looping script. This cannot be by design - what craziness is behind the logic of changing the enviroment from a saved game when that save is loaded?

Also in the same way you cant hide anything behind a closed door because if a player reloads the game the door snaps back to its default position. Same with gates & as far as i know any animation state. Fix this fail please, it should be way easier that fixing the ai and its useless driving skills.

configTest.utes.zip (1.1 kB) Kazesim, 09/09/2010 04:46


Updated by BigDawgKS almost 7 years ago

  • Subject changed from Savegame still broken after years of opportunity to fix it to Some things not preserved when loading saved games
  • Status changed from New to Feedback
  • Priority changed from Immediate to Normal

In the future please use a more descriptive/specific subject. Also, you should specifically and clearly list (using bullets or numbers) what things are not preserved when saving, and you could even create a simple repro to demonstrate some of these.

Updated by BigDawgKS almost 7 years ago

  • Category changed from Gameplay to Savegame
  • Target version deleted (Upcoming version)

Updated by kju almost 7 years ago

  • Due date set to 09/01/2010

Updated by Kazesim almost 7 years ago

Ill add a specific one that's been giving me trouble.

Variables containing missionConfigFile configs don't work after mission save/load.
They still exist and have the same contents after a load, but using them in a getArray/Text/whatever will just return null array/text/whatever.

In this code the contents of the "config" variable and the return of (missionConfigFile/"test") are the same both before and after the save/load at:


But using (getText _config) will return a null string after the load. I'm not sure if this is a bug or a feature-not-implemented thing, or if I'm missing something as usual.

Try this in a test mission by starting it in Scenarios, see the hint that it works, save exit and Resume, now its a null string.

test = "yes";

//Test script:
_config = (missionConfigFile >> "test");
while {true} do {
    sleep 1;
    hint format ["Works: %1", getText _config];

Updated by Fireball over 6 years ago

  • Due date changed from 09/01/2010 to 09/18/2010

A simple repro mission would be appreciated.

Updated by Kazesim over 6 years ago

Sorry I didn't think it was worth a mission. Here is the above code in the mission, I also included the line that does work (commented). Export to SP > start > see that it works > Suspend > Resume > now it doesn't.

Updated by kju over 6 years ago

  • Due date changed from 09/18/2010 to 03/01/2011
  • Status changed from Feedback to Assigned
  • Affected ArmA II version changed from Please select... to 1.57.76815
  • Reproduced by another DH user changed from No to Yes
  • CPU deleted (ANY)
  • Audio card deleted (Please specify!)
  • Size of OS swap file deleted (Please specify!)
  • I am using set to CO (A2+OA)
  • Reproducible for you changed from No to Yes

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