HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Return to level

07-12-2003, 09:36 AM#1
come@death
Sometime ago I read that in TFT it should be possible that you can take your hero to another level and later return (with all changes the hero had done in this level). Is it right? I did not find this function in the TFT WE. Please help!
07-12-2003, 12:32 PM#2
Targash
Its not possible unless you work for blizzard. The triggers in question are only for blizzard signed maps.
07-12-2003, 12:35 PM#3
RPGTyrant
If i remember right, you can put the hero data into a cache using triggers. They were there in roc, i cant see why they would hide any editing tools they used in their maps from us. Considering the fact that the orc campaign was supposed to be a showcase of what the editor CAN do.
07-12-2003, 12:44 PM#4
MasterSlowPoke
Wrong forum.

I thought you could store the hero's level and items in something using a trigger.
07-13-2003, 05:13 AM#5
come@death
1. Thank you.

But my point was not to store easily a unit and transport it to another, it was to return to a map, the player had played before.

Example:

Our Bloodmage destroys trees. Then he gets into another map. Later he gets back to the map he first was and the trees are still destroyed.

I know, I could do it with integers, if the trees are still alive, but then I would had to create integers (ore arrays) for every single tree in the map.

I would like to do feature returning to levels in my campaign. It was planed as an important point. And if you'd ask me I would say it is an important point for a rpg, and that´s what my campaign is. Please help.

2. In which forum I should post such questions?

Thank all who even think about my problem! And even more thanks to them who trys to help me.
07-13-2003, 06:06 AM#6
Guvante
As was previously stated, the type of event you would use for that would be to save/load maps, but unfortunatly, the triggers are for Blizzard signed maps only, (at least that is what WE says...) you could also have a player do it themselves via prompting tho, ie:

"Please save the game now"
Pause game
On unpause, load the "mini-level"
After the "mini-level"
"Please load the previously saved game now"

But this probably will look unprofessional, and otherwise be a little choopy...

So, you really have 2 options, hope that WE is lying or the triggers will be universally usable soon, or use a different method (like mine :ggani: )
07-13-2003, 08:27 AM#7
Krakou
Unfortunately the trigger is not lying, I tried it and he does not save the map.
The only way actually is to use the Game cache. :(
07-13-2003, 05:40 PM#8
Starcraftfreak
I also tried it and came to the conclusion that Blizzard made a big shit. They told everyone that the Orc Campaign is a showcase for the new capabilities of the WE and then that. I also found in the file common.j the following:
Quote:
//============================================================================
// Game API
native VersionGet takes nothing returns version
native VersionCompatible takes version whichVersion returns boolean
native VersionSupported takes version whichVersion returns boolean

native EndGame takes boolean doScoreScreen returns nothing

// Async only!
native ChangeLevel takes string newLevel, boolean doScoreScreen returns nothing
native RestartGame takes boolean doScoreScreen returns nothing
native ReloadGame takes nothing returns nothing
// %%% SetCampaignMenuRace is deprecated. It must remain to support
// old maps which use it, but all new maps should use SetCampaignMenuRaceEx
native SetCampaignMenuRace takes race r returns nothing
native SetCampaignMenuRaceEx takes integer campaignIndex returns nothing
native ForceCampaignSelectScreen takes nothing returns nothing

// NOTE: These funcs are reserved for Blizzard maps as they
// could be used for nefarious scripting otherwise
//

native LoadGame takes string saveFileName, boolean doScoreScreen returns nothing
native SaveGame takes string saveFileName returns nothing
native RenameSaveDirectory takes string sourceDirName, string destDirName returns boolean
native RemoveSaveDirectory takes string sourceDirName returns boolean
native CopySaveGame takes string sourceSaveName, string destSaveName returns boolean
native SaveGameExists takes string saveName returns boolean
native SyncSelections takes nothing returns nothing
native SetFloatGameState takes fgamestate whichFloatGameState, real value returns nothing
constant native GetFloatGameState takes fgamestate whichFloatGameState returns real
native SetIntegerGameState takes igamestate whichIntegerGameState, integer value returns nothing
constant native GetIntegerGameState takes igamestate whichIntegerGameState returns integer
I think that is very bad.