SaveLoad : differents .blends

Hello,
I’m French, so sorry for the langage !

My question is (I know the question has been asked but I don’t understand) how to create a script for a SaveLoad system differents .blend files ?
For example : A.blend > Save
B.blend > Load > return to A.blend
I don’t know the Python langage and I do some tests but it doesn’t work.
Thanks. (speek english)

Salut Pier,
For a Save/Load system, consult Monster’s Save/Load System.
By blend B, do you mean a file outside your game(in case you are talking about a game)? As far as I know that script doesn’t work for liked files. If you A blend is a level/mission, as you save it, you can use a open game or start a new game actuator and from there you load A (so it goes to it’s last saved state).
Does it make sense? It’s better to say what do you want to accomplish!

[Entre nous, dire que tu parles français dans un forum anglais, veut dire que tu preferes une reponse simplifiée? Car il y-a des choses qu’on ne peut mettre en mots simples…]

Thank you.
No, torakunsama, I say this because I don’t speaking English very well. I like using English because many people speak English by(in) Internet. I hope I speak good English !

I want to saving the position AND the file. So, Blender should load the file who was saved, with the position.
Bye.

Monster’s script can be found here. You may save almost everything in the scene, to a text, and then load it back.

I haven’t included the current blend file yet. I’m not sure if it is possible to find out what blend file is running.

I suggest to add an object that stores the .blend name in a property. After loading the object could check if the current .blend name and the loaded .blend name match. If not it could trigger a game actuator to load the correct .blend. But you have to perform load after starting the .blend again.Now the .blend names should match.

You would need this object in all your scenes in all your .blends.

I hope it helps.