I was wondering if theres a way to save a sc ums game and load it and play with different people then before?
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No, unless the map has a built in Save/Load system.
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thats what i was talking about, I just dont know how to do it.
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It's exactly the same system as a password system which would unlock certain things in a map (like in RUSH, of Tuxedo-Templar). For an example of save/load system into a RPG, try out Land of Arex [Central] or something like that.
If ever you want more explanations, just ask me via PM
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oh ok. I understand. I thought there was someway in triggers to do something in game that would make it so that when you saved the game you could load it with different people at exactly the same spot.
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Well, I can actually think of ridiculously complex systems that would do that, but it would also allow the user to change their location and such when entering their password, so meh.
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I'm interested, falk, Can you elaborate, or give an example? I've been thinking of maybe adding something like this into the RPG me and sticky are working on.
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It takes a lot of triggers to do a save/load in SC maps. Need to convert values like hero experience, gold, hero unit, etc. into an encryption key containing a random assortment of characters that represent the different values. Just think of it this way, when you save, a code will be displayed that represents assigned values for say your hero unit. When you load, you input that same character to create the hero unit again. Knowing number bases other than 10 will help with compression.
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Basically, you'd use mobile grids to find the coordinates of the player on the map, and then basically have the password system have first, a password to stop random guesses, and then have a sort of encrypted system of entering the variables for money, location(based on the mobile grid), and other things, that would be calculated when the user "saves" the game.
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Unless you made the location sizes really large, the password section for player coordinates will take up most of the entire code.
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Unless you made the location sizes really large, the password section for player coordinates will take up most of the entire code.
If you
brute-forced it, yes, but since you're using Mobile Grids, you can actually do it relatively simply, since you'd figure out how many times the mobile grid has to move to get from, say the top left, 0x0, to your hero's coordinates.
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On a 256x256 map using a 1 tile mobile grid gives you 65536 possible locations for your hero to be. If you know nothing about compression that will use up 6 slots for the code. By combining variables to compress: base 10 will take 5 slots; bases 16 to 40 will take 4 slots; and bases 41 to 256 will take 3 slots. I'll assume you know what you're doing and manage to get it to 3 slots using something like base 62 (numbers, capital letters, lower case letters). You still need all the other variables which will be comparatively less than what it takes to save character coordinates, especially if you want to save custom score and minerals. And let me amend my quote, I mean it will take up an unnecessary amount of space in the code when you could just as easily make the player start in a town or something.
Also, using a location grid would be a better substitute for a mobile grid. Faster and less laggy, but more work.
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I don't really want a 1x1 location, more like a 2x2, as long as it's close I'm happy, and basically all I'd find is 2 numbers, how many times the grid has to move right, how many times it has to move down, it really wouldn't require that complex of a system..
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It's not complex at all, but if you want compression or a shorter code you have to know how to work the numbers.
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I think that saving the location isn't the best idea, what if the player was in an area of the map that a Higher level character cleaned up, you got 2 choices: Having the player die at spawn or put even more numbers to save the enemy units near the player. If you REALLY want to save the position, use big locations and place a second one in a safe spot, so that way you can be sure the player will not get totally raped at startup.
Look at the TBR map on warcraft 3, the saving system saves almost everything. It would be easy to make a system, i just thougt of one, entering numbers and letters 1 by 1, and transform them into character/money/xp/inventory.
The only 2 downsides i see is the need of EUD, but you can use a dropship or building system to enter the letters, and maybe use all the factories in the game to make a Ûber code, with wich only one bad entry will make the password start over.
The second downside is that any player can give his password to someone else, and have all the players being last level barbarians or something like that. In Warcraft 3, it is possible to detect player with triggers, so only the player that saved can load the character again... but I fear it is impossible without EUD in StarCraft.
Post has been edited 1 time(s), last time on May 19 2009, 10:10 pm by Dungeon-Master. Reason: Lots of typo caus i'm french canadian.
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http://www.staredit.net/maplantis/index.php?sid=a0bc288e42;map=595You wouldn't have to use EUDs to easily detect what code the player put in. It would probably just be a hassle to do it that way.
You would, however, need them to detect player name, but again, still annoying to work with those kind of triggers.
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SDE, BWAPI owner, hacker.
No, unless the map has a built in Save/Load system.
Actually, if the previous players who were in the game shared their Saved Game with the new players, it would work.
Actually, if the previous players who were in the game shared their Saved Game with the new players, it would work.
Hm, I do like that idea much better
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