Rincevvind Posted June 2, 2014 Share Posted June 2, 2014 (edited) When its actually calledhounded.lua: function Hounded:OnSave() if not self.noserial then return { warning = self.warning, timetoattack = self.timetoattack, warnduration = self.warnduration, houndstorelease = self.houndstorelease, timetonexthound = self.timetonexthound } end self.noserial = falseendfunction Hounded:OnProgress() self.noserial = trueendwhy in "OnProgress" state data wont saved?according to noserial flag OnSave() will be called twice?upd:oh i think i get it:--call when you have finished a survival or adventure level to increment the world number and save off the continue informationfunction SaveIndex:CompleteLevel(cb)so point of this is reseting component's variables to init values when jumping to new world? Edited June 2, 2014 by Rincevvind Link to comment https://forums.kleientertainment.com/forums/topic/37072-onprogress-method/ Share on other sites More sharing options...
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