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:
So just change all te exitlevel(false) to exitlevel(true) and do this function before the exitlevel. Like this:
Now you can use game["pers"] & self.pers[ (the ones you didn't undefine) ] for as long as the server is running.
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;
}
}
}
Code:
DeletePersistentExceptSome();
exitlevel(true);