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A complicated trigger save cache I need to do, help please

08-22-2002, 11:37 PM#1
Sardius
You know how in many rpg style maps, you start as a wisp then select the hero you want to play as... well I am working on a large action/rpg, where each area is going to be it's own map...
How do you set the game cache so the heroes each player has selected and chosen will be the ones saved and then thos exact heroes that each player picked are loaded up into the next map
08-23-2002, 12:36 AM#2
Sardius
but how is that going to automaticly select and load up each chosen hero for each player... the specific hero that each player selected from the 9 heroes
08-23-2002, 12:40 AM#3
Draco
First you have to give each hero a variable i.e. "REDHERO"
NOTE - I think this trigger must be made for each player as a seperate trigger.

Then, when the player leaves the map, do this in a trigger...

ACTIONS:

Game Cache - Create a cache named (X)

Game Cache - Store unit (HERO1) as ''HERO1'' in
catagory "Heroes" in game cache (X)

Game Cache - Save Game Cache (X)

Game - Set next level to (AREA A)

Game - End game in victory for player(Z), skip all messages.

-----
*NEXT MAP*

EVENT - Time elapsed is 0 seconds.

ACTIONS:

Game Cache - Create a cache named (X)

Game Cache - Restore unit (HERO1) from catagory "Heroes" at region (start)

IF/THEN/ELSE - UNIT COMPARISON - If last created unit equal to no unit, then end game in defeat [That way, they can't go here until they have a hero], else DO NOTHING

IF/THEN/ELSE - UNIT COMPARISON - If "HERO1" not equal to no unit, then skip remaining actions, else do Set Variable - Set (last created unit) to variable "HERO1"

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I think I may be missiong somethings, but that will give you a start.
08-24-2002, 08:00 AM#4
Sardius
not sure I really understand
08-24-2002, 10:34 AM#5
Guest
does set next level work for multiplayer maps??... i thot it doesn't..
08-25-2002, 11:19 AM#6
Sardius
well if you can't load a new map and save into cache for a multiplayer session... then it looks like my multiplayer action rpg is finished before it started.
08-25-2002, 10:52 PM#7
Draco
Maybe, but you could always try something like this:

Make a lot of maps of different areas. Then make a map where you create a character and stuff; don't hook any maps to it. You'd have to pick which area you'd want to go to then(in the select map screen). You could also make it so they could only go to certain maps(areas) at first by doing something like this.

Action - Game Cache: Create a game cache titled 'check level'

Action - Game Cache: Store integer[x](Let's call it '1' for now)

Action - Game Cache: Save game cache

And on a map you don't want them to go to, do this...

Action - Game Cache: Create a game cache titled 'check level'

Action - IF/THEN/ELSE: If (Integer Comaparison) integer 'x' is less thatn '1' then 'end map in defeat', else 'do nothing'


NOTE - Game Cache:Load integer value can only be used in custom text as it doesn't show up in the selection.

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Probably not how you wanted to do it, but it may give you another way of doing it.
08-25-2002, 11:17 PM#8
dataangel
Well, although those game cache solutions would work, they sadly won't in multiplayer :P

However, all hope is not lost. People have been trying to work out ways that could enable player saving. For example, using a code that the player has to enter.

I'm working on one of these, but it has an advantage over the others: your name will be embedded in the code, and since usernames are unique and secure on battle.net, people can accurately store their characters :)

Until then, I'd suggest just using a large map size, like 256x256, and learn to reuse terrain areas.

Blizz is going to fix the multiplayer next level problem in the future I think, but not anytime soon. On the other hand I talked to Skull about him maybe asking some people running bnetd servers to code around this, but then the map wouldn't work on bnet, only on those servers.
08-25-2002, 11:34 PM#9
weaaddar
Currently an easy encryption is generate your code you want (what ever info). And multiply it by number of chars in the guys name, Now if your Hardcore convert it to Hex (Not really sure how to do that) and you have some menacing passowrd that isn't that hard at all to decrypt.