Hi, just getting into the SC2 editor coming from WC3 and wondering if it is possible to save data for new games? For example, an RPG hero which can start new games with his old level and gear. Or a persistant stats/rank feature which saves statistics based on all the times you have played a specific map.
If so, is it advanced stuff? like will I need to learn some form of coding? Are there any tutorials or existing threads somewhere which go into detail on it? (I did look but couldn't find any, though it is hard to word out for a search).
In case there is no memory thing like that available, perhaps you could do it like the WarCraft 3 map "Dark Deeds" did:
Develop some sort of encrypted code that players can type in at the beginning of the game, that contains all hero-related info and applies it into the game?
I read somewhere that it is possible to hold hero features and levels and such across multiple maps so you could have multiple levels / indoor/outdoor in one RPG for example. Don't remember where i read that though :(
Yeah that is very possible, I used to do that in the WC3 editor. You can save cache values for the session easily enough, but the way I want to do this is so that you could go through all the levels, then exit the game, start a new game all over from the beginning but with the statistics/level you had acquired from your last playthrough.
To put it more easily, I need a cache that retains it's value even upon exiting/restarting the map.
These banks work for multiplayer, they're used in the Card Game by Clord to save something like player experience.
But I think these banks are stored locally, so they might be hackable.
True, but its the easiest but most efficient way known right now unless you want to have like really complicated passwords for creating your stuff
Edit: Plus its only the 2 weeks since release, so I don't think people are gona hack it...yet. This would be great to use until we have another way to save this.
Syncourt, you are looking for something called Banks. Banks are used inside the trigger editor to store and access data across multiple maps. It's how the campaign deals with things like tracking mercenary/tech purchases for use inside missions outside of story mode. Banks will allow you to store the progress of a Hero in one map and utilize it in another.
Ok, thanks a heap for the info guys. I'm glad these features were implemented it should help a lot.
Hmm... I sort of expected that if they were there, they would be hackable somewhat. I decided not to be too worried though as most people wont care about another players stats/levels anyway, I'm just implementing it for people who enjoy keeping track of it themselves.
Hi, just getting into the SC2 editor coming from WC3 and wondering if it is possible to save data for new games? For example, an RPG hero which can start new games with his old level and gear. Or a persistant stats/rank feature which saves statistics based on all the times you have played a specific map.
If so, is it advanced stuff? like will I need to learn some form of coding? Are there any tutorials or existing threads somewhere which go into detail on it? (I did look but couldn't find any, though it is hard to word out for a search).
I just need to know if it is possible so I can start preparing the rest of the map. Nobody knows?
In case there is no memory thing like that available, perhaps you could do it like the WarCraft 3 map "Dark Deeds" did:
Develop some sort of encrypted code that players can type in at the beginning of the game, that contains all hero-related info and applies it into the game?
Very interesting suggestion. Like a password system... I like!
Thanks a lot for that. At least I can start working now knowing there is a system to fall back to. :)
I read somewhere that it is possible to hold hero features and levels and such across multiple maps so you could have multiple levels / indoor/outdoor in one RPG for example. Don't remember where i read that though :(
Yeah that is very possible, I used to do that in the WC3 editor. You can save cache values for the session easily enough, but the way I want to do this is so that you could go through all the levels, then exit the game, start a new game all over from the beginning but with the statistics/level you had acquired from your last playthrough.
To put it more easily, I need a cache that retains it's value even upon exiting/restarting the map.
The answer is yes you can do that. I can't tell you how tho right now because my code is at home and I am at work =/
The password system could work too for online maps but I hear you can save data now so you don't need the passwords.
Well, there is a way to save this, but it would mostly be only for single player use(as i dont know if it works for multi player yet):
Saving the map data in banks
These banks work for multiplayer, they're used in the Card Game by Clord to save something like player experience. But I think these banks are stored locally, so they might be hackable.
@LonZealot: Go
True, but its the easiest but most efficient way known right now unless you want to have like really complicated passwords for creating your stuff
Edit: Plus its only the 2 weeks since release, so I don't think people are gona hack it...yet. This would be great to use until we have another way to save this.
@kioSkSC2: Go
Syncourt, you are looking for something called Banks. Banks are used inside the trigger editor to store and access data across multiple maps. It's how the campaign deals with things like tracking mercenary/tech purchases for use inside missions outside of story mode. Banks will allow you to store the progress of a Hero in one map and utilize it in another.
@DarkFireDragoon: Go
http://forums.sc2mapster.com/development/galaxy-scripting-and-trigger-lib/5091-library-starcode-v1-2/#posts
This is a rather easy-to-use library designed to make using banks easier and more efficient. With it you can encrypt your values using any password. The resulting string is basically un-hackable.
Ok, thanks a heap for the info guys. I'm glad these features were implemented it should help a lot.
Hmm... I sort of expected that if they were there, they would be hackable somewhat. I decided not to be too worried though as most people wont care about another players stats/levels anyway, I'm just implementing it for people who enjoy keeping track of it themselves.