| 06-09-2005, 02:49 AM | #1 |
Heres his map and basically i just copied all of his triggers and made all the pink triggers working. http://www.wc3sear.ch/?p=Spells&ID=592 Well, after i put in the load code (which is correct), my hero just disappears. Anyone know why? |
| 06-09-2005, 04:58 AM | #2 |
Check your variables carefully, and make sure everything is were it supposed to be. |
| 06-09-2005, 02:37 PM | #3 |
I cant seem to find the problem, I think it must be in the store data, class array, and load data Triggers. Here are my 4 codes. First one is called Is Class List Array Class Array Setup Events Conditions Actions Set Class_List_Array_BitsRq = 6 -------- ------------------------ -------- Set Temp_Integer = 0 Set Class_List_Array[Temp_Integer] = Paladin -------- ------------------------ -------- Set Temp_Integer = (Temp_Integer + 1) Set Class_List_Array[Temp_Integer] = Magician -------- ------------------------ -------- Set Temp_Integer = (Temp_Integer + 1) Set Class_List_Array[Temp_Integer] = Sheleka -------- ------------------------ -------- Set Temp_Integer = (Temp_Integer + 1) Set Class_List_Array[Temp_Integer] = Necromancer I chose every character and got a password and it whenever i load, it always gives me necromancer =\ thats what the problem is. -------- ------------------------ -------- Set Temp_Integer = (Temp_Integer + 1) Set Class_List_Array[Temp_Integer] = Archer -------- ------------------------ -------- Set Temp_Integer = (Temp_Integer + 1) Set Class_List_Array[Temp_Integer] = Sekhal Next is Store Data Actions Set Temp_Integer = 0 -------- ------------------------ -------- -------- Hero Data -------- Set Temp_Integer = (Temp_Integer + 1) Set NPS_Data_Int_BitsRq[Temp_Integer] = Class_List_Array_BitsRq -------- NOTE: if you try to save a hero that is not in the Hero array it will just consider your hero as the First hero in the array so you'll get a hero but it might not be the right one if you didn't add the hero to the array -------- Trigger - Run Find HeroValue to NPSData <gen> (checking conditions) -------- ------------------------ -------- -------- This Map does not save the hero (only level, class, skill pts, upgrade pts) -------- -------- ------------------------ -------- -------- Gold Data -------- Set Temp_Integer = (Temp_Integer + 1) Set NPS_Data_Int_BitsRq[Temp_Integer] = 17 Set NPS_Data_Int[Temp_Integer] = (((Triggering player) Current gold) / 10) -------- ------------------------ -------- -------- Item Data -------- For each (Integer A) from 1 to 6, do (Actions) Loop - Actions Set Temp_Integer = (Temp_Integer + 1) Set NPS_Data_Int_BitsRq[Temp_Integer] = Item_List_Array_BitsRq Trigger - Run Find ItemValue to NPSData <gen> (checking conditions) -------- ------------------------ -------- -------- Hero Level Data -------- Set Temp_Integer = (Temp_Integer + 1) Set NPS_Data_Int_BitsRq[Temp_Integer] = 7 Set NPS_Data_Int[Temp_Integer] = (Hero level of Player_Hero_Array[(Player number of (Triggering player))]) -------- ------------------------ -------- -------- Hero Skill Pts Data -------- Set Temp_Integer = (Temp_Integer + 1) -------- NOTE: because we give 0 bits to this it will take up 0 space in our array so in other words this is not included in the code it just shows a easy way to not save some data but leave in the code for usage later -------- Set NPS_Data_Int_BitsRq[Temp_Integer] = 0 Set NPS_Data_Int[Temp_Integer] = Player_Skill_Points_Array[(Player number of (Triggering player))] -------- ------------------------ -------- -------- Hero Upgrade Pts Data -------- Set Temp_Integer = (Temp_Integer + 1) Set NPS_Data_Int_BitsRq[Temp_Integer] = 0 Set NPS_Data_Int[Temp_Integer] = Player_UpgradePts_Array[(Player number of (Triggering player))] -------- ------------------------ -------- -------- Hero Str -------- Set Temp_Integer = (Temp_Integer + 1) Set NPS_Data_Int_BitsRq[Temp_Integer] = 8 Set NPS_Data_Int[Temp_Integer] = (Strength of Player_Hero_Array[(Player number of (Triggering player))] (Exclude bonuses)) -------- ------------------------ -------- -------- Hero Agi -------- Set Temp_Integer = (Temp_Integer + 1) Set NPS_Data_Int_BitsRq[Temp_Integer] = 8 Set NPS_Data_Int[Temp_Integer] = (Agility of Player_Hero_Array[(Player number of (Triggering player))] (Exclude bonuses)) -------- ------------------------ -------- -------- Hero Int -------- Set Temp_Integer = (Temp_Integer + 1) Set NPS_Data_Int_BitsRq[Temp_Integer] = 8 Set NPS_Data_Int[Temp_Integer] = (Intelligence of Player_Hero_Array[(Player number of (Triggering player))] (Exclude bonuses)) -------- ------------------------ -------- -------- DO NOT EDIT UNDER THIS POINT -------- Set NPS_Data_EntryCount = Temp_Integer Set NPS_Data_Int_BitsRq[(NPS_Data_EntryCount + 1)] = NPS_Data_Error_Bits Next is Load Data NPS L Write Data to Unit Events Conditions Actions Set Temp_Integer = 0 -------- ------------------------ -------- -------- ------------------------ -------- Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions) Loop - Actions Unit - Remove (Picked unit) from the game -------- Hero Data -------- Set Temp_Integer = (Temp_Integer + 1) Unit - Create 1 Class_List_Array[NPS_Data_Int_BitsRq[Temp_Integer]] for (Triggering player) at (Center of Location Choosing <gen>) facing Default building facing degrees Set Player_Hero_Array[(Player number of (Triggering player))] = (Last created unit) Selection - Select (Last created unit) for (Triggering player) Camera - Lock camera target for (Owner of (Triggering unit)) to (Triggering unit), offset by (0.00, 0.00) using Default rotation -------- ------------------------ -------- -------- Gold Data -------- Set Temp_Integer = (Temp_Integer + 1) Player - Set (Triggering player) Current gold to (NPS_Data_Int[Temp_Integer] x 10) -------- ------------------------ -------- -------- ------------------------ -------- -------- Item Data -------- -------- For each Integer A ------ FIX ------ For some reason any use of For each Integer A loops can malfunction (If there is another trigger which uses Hero aquires item Event) I have changed this to B in hopes that if you wont use it in this case. -------- For each (Integer B) from 1 to 6, do (Actions) Loop - Actions Set Temp_Integer = (Temp_Integer + 1) Item - Create Item_List_Array[NPS_Data_Int[Temp_Integer]] at (Center of (Playable map area)) Hero - Give (Last created item) to (Last created unit) -------- ------------------------ -------- -------- Hero Level Data -------- Set Temp_Integer = (Temp_Integer + 1) Hero - Set (Last created unit) Hero-level to NPS_Data_Int[Temp_Integer], Hide level-up graphics Set Player_Level_Array[(Player number of (Triggering player))] = NPS_Data_Int[Temp_Integer] -------- ------------------------ -------- -------- Hero Skill Pts Data -------- Set Temp_Integer = (Temp_Integer + 1) Set Player_Skill_Points_Array[(Player number of (Triggering player))] = NPS_Data_Int[Temp_Integer] -------- ------------------------ -------- -------- ------------------------ -------- -------- Hero Upgrade Pts Data -------- Set Temp_Integer = (Temp_Integer + 1) Set Player_UpgradePts_Array[(Player number of (Triggering player))] = NPS_Data_Int[Temp_Integer] -------- ------------------------ -------- -------- ------------------------ -------- -------- Hero Str -------- Set Temp_Integer = (Temp_Integer + 1) Hero - Modify Strength of Player_Hero_Array[(Player number of (Triggering player))]: Set to NPS_Data_Int[Temp_Integer] -------- ------------------------ -------- -------- ------------------------ -------- -------- Hero Agi -------- Set Temp_Integer = (Temp_Integer + 1) Hero - Modify Agility of Player_Hero_Array[(Player number of (Triggering player))]: Set to NPS_Data_Int[Temp_Integer] -------- ------------------------ -------- -------- ------------------------ -------- -------- Hero Int -------- Set Temp_Integer = (Temp_Integer + 1) Hero - Modify Intelligence of Player_Hero_Array[(Player number of (Triggering player))]: Set to NPS_Data_Int[Temp_Integer] -------- ------------------------ -------- |
| 06-10-2005, 03:35 AM | #4 |
I could use some help ![]() |
| 06-11-2005, 03:08 PM | #5 |
I guess no one knows how to fix this problem =( |
| 07-21-2005, 06:15 PM | #6 |
Why not just download E-lilz save code? Google E-lilz and you'll find it, it's far easier to edit elilz :) It uses bit system, and u can modify it if you take the time to read over the instructions, altho 1 thing is that it only works for 1 or 2 players, but that can be modified, I modified it :) |
