In response to Jon88
Jon88 wrote:
It may be easy, but it's not always the best solution. If all you want is a system where each player gets one save, it's usually best to do it yourself. Doing it yourself also allows you to choose a better way of asking the player if they want to save, or load, or not. The default byond boxes like alert and input aren't the nicest looking things in the world.

I'd like to improve it to make it easier to provide your own UI...however, if you specify that a player only gets one character, everything just happens automatically. In that case I believe there is no UI.
In response to Crispy
Crispy wrote:
Looking at the code for CharacterHandling, you can see that it does actually use Move():

var/destination = locate(last_x, last_y, last_z)
Move(destination)

Tsk, tsk. Naughty Deadron! =) It would seem that it's actually a bug in CharacterHandling. I'll contact him and tell him to fix it, but in the meantime, a temporary fix is to just edit the library yourself.

In my defense, there is a comment there that says "This doesn't do anything special if the mob movement fails."

I'll change the behavior and make a couple of tweaks to the library and update it today.
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