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How does the game's save command work?

11-24-2003, 04:13 PM#1
Ligature
Ok... I've been cranking on Oberia for the past two months now and I've got it ALMOST completely working... :bgrun: but my timebar combat system is still having trouble. Here's the big problem at the moment:

I was planning on using Warcraft's save function to let the player save his progress in a really simple, intuitive way. But when a game is Loaded, my triggers for Timebar combat go insane. They work perfectly before the game is saved - and after the game is saved, for that matter. But Load a game and things go absolutely nuts - either the "Unit - Pause/Unpause" action isn't working right or the "Boolean Comparison - Unit is paused" condition isn't working right; units will be detected as paused when they were just unpaused.

So here's the question - does anyone know how Blizzard's Save function works, and what it does (if anything) that might cause such catastrophic failure in my triggers? If I can't use the game's save I'm going to have to make my own damn save system, which will be UGLY.
11-24-2003, 08:57 PM#2
Ligature
Well. I solved my problem - which for some reason had nothing to do with saving... by throwing in a LOT of game-text actions and tracking down the problem.

I'm posting again instead of editting because this may be of interest to someone out there: When you "Pause" a unit, it issues an order to that unit! The order is annoyingly difficult to detect because when you convert it to a string, it converts to <empty string>! (this is what was screwing up my triggers, throwing them into an endless loop.) What the hell was Blizzard thinking?