hey, krush
this is correct. The object arrays only have pointers to the objects, it doesn't save an actual object. If you were to take a text object and rename it "Sprite", and a "Sprite" was in an array you loaded, it would load that. So, although there are some handy tricks like the Spacial Info Array actions to put all your objects exactly as you left them. Object specific things can't be saved. As far as an update that can change this. I'm not sure it's even possible, but definitely outside the scope of my programming ability. The only thing I can foresee adding to the save ability is private variables, but I don't plan on working in depth on 's' to add new features until after I'm done with my current long term project. Though I will fix bugs.
That being said, what you're trying to do is actually very simple to pull off. In this example it'll be like you renamed your regular Construct array to ArrayObject, to avoid confusion as you read this
When you go to save: Say you press F1 to save:
[quote:15wihy99]
Mouse Keyboard : On key F1 pressed
----S: Create Number Array (or string array if necessary) "MyArraySave"
----ArrayObject : For Each Element:
----------S.Insert Number : ArrayObject.CurrentValue at "end" of "MyArraySave"
----Always:
----------S.Save Super {""} : Encrypted
----------S.Delete Array "MyArraySave"
And just do the reverse to load it. Load the s super
for each number in "MyArraySave", add that data to the standard construct array
and then delete the s array