At the moment not out the box as far as I know. It certainly should be in and perhaps should have been included in the saving standalone update. I've also seen that weapons don't carry over automatically when moving to another level. While it may be useful to have the choice of starting with no weapon, I would have thought as standard it should carry over.
You could probably work around it by defining a few globals that store where you left from and transport you automatically to the right place when you load the next level.
Something like this in the winzone script.
function winzone_init(e)
end
function winzone_main(e)
if g_Entity[e]['plrinzone']==1 then
g_zone=1
JumpToLevelIfUsed(e)
end
end
Then something like this in the zone you land in when it loads the next level.
if g_Entity[e]['plrinzone']==1 then
if g_zone==1 then
g_zone=0
TransportToIfUsed(e)
end
end
That would need a zone over the player marker to work, but you could alter it to use an entity and distance if you prefer. You would need to replace e in the TransportToIfUsed to the number of an entity in the area you wish to start at. Rough and off the top of my head, but the basic idea should work. You can add in other zones to move to different locations.
SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.