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Best Save/Load Solution?

07-21-2007, 09:40 PM#1
Kratos
I never needed a save/load system until now, so I don't know what's out there and what works best.
I don't want any "do it yourself" system like what pipedream has released in the Resource Section. Or for that matter anything with code that I have to edit to make it work. I choose not to use JASS and find solutions to problems with triggers instead. I'm sure almost all save/load systems are done in code anyway, so as long as I don't have to edit the code and can just use a "Set Variable" trigger it's fine.
I've used the search function quite a bit and can't find anything that's not some complicated tutorial and is ready to use.

What I'm looking for is a ready to use save/load system that doesn't require me to touch the code. I want to either be able to save a set of array variables or just a set of items. I don't need a Hero's Level or stats to be saved. I read that Vexorian's has some save/load system but wasn't able to find that.

Any help would be appreciated;
Thanks in advance.
07-21-2007, 09:47 PM#2
PitzerMike
That's Vexorina's:
http://www.wc3campaigns.net/showthread.php?t=78825

Similar to Pipe's it generates/reverses the code for you and saving/loading is to be implemented by you.

WEU for example comes with a ready to use system, I wouldn't recommend it though.
07-21-2007, 09:57 PM#3
Kratos
I guess I'll have to learn some JASS in order to do this if all it does is converts it into a usable code, correct?
Is it possible to just add the variables that I want saved to the code and set them in a regular trigger?
I guess I'll take a glance at Vexorian's and Pipe's code and see if I can understand how they work. I know WEU has one but I never tried it, what exactly is wrong with that one?

Anyway, thanks Mike.

EDIT: This is to be used in multi-player so I was wondering if it uses a local file stored on your computer instead of simply converting the things stored in the arrays to code and then checks the player's name when it loads it. If its the latter than a simple name spoof can enable you to load another persons arrays.
07-21-2007, 11:37 PM#4
darkwulfv
Quote:
local file stored on your computer
No, JASS can't really do that, for security reasons. Otherwise, people could attach trojans, viruses, etc. to the map, have it save on your computer, and infect it.

What the system does is it has... well, a code. A = whatever, B = whatever, and so on. It then translates the savecode to check that it's the proper player and proper code.
07-21-2007, 11:51 PM#5
Ammorth
If you are not into JASS as much, there was a GUI save-load system that worked. You can check it out here: http://www.mindflare.com/wc3maps/gobbledygook/index.htm
07-22-2007, 12:17 AM#6
Kratos
Quote:
Originally Posted by darkwulfv
No, JASS can't really do that, for security reasons. Otherwise, people could attach trojans, viruses, etc. to the map, have it save on your computer, and infect it.

What the system does is it has... well, a code. A = whatever, B = whatever, and so on. It then translates the savecode to check that it's the proper player and proper code.

Yes, that makes sense. I was thinking of a method where there's an encrypted file generated by wc3 that stores binary; but I guess that's not possible. Do you know if name spoofing really would break the system? I've never tried myself. I guess people should load in observer chat.

Oh and thanks for the link Ammorth, any idea when that system came out?

I guess I'll just try different things and see what works best. All I really need to do is just store an array of item data, not load an entire hero.
07-22-2007, 12:58 AM#7
Ammorth
With that system, I believe you can disable the hero saving with a boolean somewhere.

The system came out less than a year ago for sure, but i cannot remember the exact date.
07-22-2007, 09:01 AM#8
blu_da_noob
The thread where that system was 'released' is here: http://www.seiken.co.uk/momm/forum/i...showtopic=6853 . October last year.
07-22-2007, 09:29 AM#9
Captain Griffen
Hmm...how much data do you need?

Say you need 128 levels, 32 unit types, up to 12800 of each resource (multiples of hundreds) and 16 different types for stored items.

That's 7+5+14+(6*4) = 50 bits.

Hmm...using 1024 words, you could do that in a 5 word sequence. Hmm...interesting.