There is one unique problem why this doesn't work: when A6 loads the entity (from e.g. an absolute path like I guess you do), later on we only know the filename and not the location. This is fine for standard cases in which assets are located in registered paths, the game folder or WRS ressources. So you will be never be able to work with game_save/game_load until you work out a real hack that could be worser then everything else :P
If you are just dealing with the leveleditor (and not save files which should be readed in the game like save games), my suggestion would be to replace (or modify) your function that loads entities into the scene by saving the path string into it. Later, when you save the scene, you will save it into a custom format. This format saves for each entity: position, rotation, scaling, skills, flags, material, action and finally the relative filename.
Then you make a function that can read out this datafile and creates all entities after another. Since you saved also the filepath in that file, you don't have a problem with it.
I have not to mention that you are required to compile these functions into a DLL. If you hve further questions on this, don't hesitate to ask me.
Hope this helps,
- Christian
Last edited by HeelX; 04/20/08 08:49.