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AceHart's save/load system help

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Level 7
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Mar 5, 2009
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254
m using this system http://www.thehelper.net/forums/show...hlight=AceHart it works fine but it was only for player 1,2,3,4 i added commands for players 5,6,7,8 and 9 every1 can save but only player 1,2,3 and 4 can load.Can any1 help me to make player 5,6,7,8 and 9 to can load too ?Here are the triggers im using now :
Trigger:

  • * SaveLoad Initialization All
    • o Events
      • + Map initialization
    • o Conditions
    • o Actions
      • + -------- List of Heroes --------
      • + Set SaveLoad_Heroes[1] = Novice
      • + Set SaveLoad_Heroes[2] = Defender
      • + Set SaveLoad_Heroes[3] = Evocator
      • + Set SaveLoad_Heroes[4] = Novice (Male)
      • + Set SaveLoad_Heroes[5] = Mage
      • + Set SaveLoad_Heroes[6] = Fighter
      • + Set SaveLoad_Heroes[7] = Naga Lord
      • + Set SaveLoad_Heroes[8] = Frost Lord
      • + Set SaveLoad_Heroes[9] = Vampire Lord
      • + Set SaveLoad_Heroes[10] = Acolyte
      • + Set SaveLoad_Heroes[11] = Archer
      • + -------- Number of Heroes --------
      • + Set SaveLoad_Heroes_LastIndex = 11
      • + -------- List of Items --------
      • + Set SaveLoad_Items[1] = Novice Ring
      • + Set SaveLoad_Items[2] = Novice claw
      • + Set SaveLoad_Items[3] = Novice Shield
      • + Set SaveLoad_Items[4] = Magic Key Chain
      • + -------- Number of Items --------
      • + Set SaveLoad_Items_LastIndex = 4
      • + -------- List of Abilities --------
      • + Set SaveLoad_Abilities[1] = Banish
      • + Set SaveLoad_Abilities[2] = Flame Strike
      • + Set SaveLoad_Abilities[3] = Phoenix
      • + Set SaveLoad_Abilities[4] = Siphon Mana
      • + -------- Number of Abilities --------
      • + Set SaveLoad_Abilities_LastIndex = 4
      • + -------- These three lines may be changed if needed --------
      • + Set SaveLoad_Alphabet = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789
      • + Set SaveLoad_CaseSensitive = False
      • + Set SaveLoad_UsePlayername = True
      • + -------- Required: false --------
      • + Set SaveLoad_Initialized = False
      • + -------- Leave as is. Used to autocreate variables when copy & pasting to a new map --------
      • + Set Code = AceHart
      • + Set Save[1] = 0
      • + Set SaveCount = 1
      • + Set Validate = False
      • + Set SaveLoad_Compress[1] = 0
      • + Set SaveLoad_Uncompress[1] = 0



Number 2 :
Trigger:

  • * SaveLoad Save All
    • o Events
      • + Player - Player 1 (Red) types a chat message containing -save as An exact match
      • + Player - Player 2 (Blue) types a chat message containing -save as An exact match
      • + Player - Player 3 (Teal) types a chat message containing -save as An exact match
      • + Player - Player 4 (Purple) types a chat message containing -save as An exact match
      • + Player - Player 5 (Yellow) types a chat message containing -save as An exact match
      • + Player - Player 6 (Orange) types a chat message containing -save as An exact match
      • + Player - Player 7 (Green) types a chat message containing -save as An exact match
      • + Player - Player 8 (Pink) types a chat message containing -save as An exact match
      • + Player - Player 9 (Gray) types a chat message containing -save as An exact match
    • o Conditions
    • o Actions
      • + -------- Prepare the save array with this player's Hero --------
      • + Set SaveCount = 0
      • + -------- Player's Gold --------
      • + Set SaveCount = (SaveCount + 1)
      • + Set Save[SaveCount] = ((Triggering player) Current gold)
      • + -------- Take all Heroes --------
      • + Set UnitGroup = (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True))
      • + Set SaveCount = (SaveCount + 1)
      • + Set Save[SaveCount] = (Number of units in UnitGroup)
      • + Unit Group - Pick every unit in UnitGroup and do (Actions)
        • # Loop - Actions
          • * -------- Save the Hero --------
          • * Set SaveCount = (SaveCount + 1)
          • * Set TempUnit = (Picked unit)
          • * Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Unit2Integer( udg_TempUnit )
          • * -------- Hero Experience --------
          • * Set SaveCount = (SaveCount + 1)
          • * Set Save[SaveCount] = (Hero experience of (Picked unit))
          • * -------- Hero Position X --------
          • * Set SaveCount = (SaveCount + 1)
          • * Set Save[SaveCount] = (Integer((X of (Position of (Picked unit)))))
          • * -------- Hero Position Y --------
          • * Set SaveCount = (SaveCount + 1)
          • * Set Save[SaveCount] = (Integer((Y of (Position of (Picked unit)))))
          • * -------- How many items does he carry --------
          • * Set SaveCount = (SaveCount + 1)
          • * Set Save[SaveCount] = (Number of items carried by (Picked unit))
          • * -------- Add all items --------
          • * For each (Integer A) from 1 to 6, do (Actions)
            • o Loop - Actions
              • + If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • # If - Conditions
                  • * ((Item carried by (Picked unit) in slot (Integer A)) is owned) Equal to True
                • # Then - Actions
                  • * -------- The actual item --------
                  • * Set SaveCount = (SaveCount + 1)
                  • * Set TempItem = (Item carried by (Picked unit) in slot (Integer A))
                  • * Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Item2Integer( udg_TempItem )
                  • * -------- The number of charges it has --------
                  • * Set SaveCount = (SaveCount + 1)
                  • * Set Save[SaveCount] = (Charges remaining in (Item carried by (Picked unit) in slot (Integer A)))
                • # Else - Actions
      • + -------- Turn values into code --------
      • + Custom script: set udg_Code = SaveLoad_Encode()
      • + -------- Show code to player --------
      • + Quest - Display to (Player group((Triggering player))) the Secret message: Your code:
      • + Game - Display to (Player group((Triggering player))) for 60.00 seconds the text: Code

Number 3 :
Trigger:

  • * SaveLoad Load All
    • o Events
      • + Player - Player 1 (Red) types a chat message containing -load as A substring
      • + Player - Player 2 (Blue) types a chat message containing -load as A substring
      • + Player - Player 3 (Teal) types a chat message containing -load as A substring
      • + Player - Player 4 (Purple) types a chat message containing -load as A substring
      • + Player - Player 5 (Yellow) types a chat message containing -load as A substring
      • + Player - Player 6 (Orange) types a chat message containing -load as A substring
      • + Player - Player 7 (Green) types a chat message containing -load as A substring
      • + Player - Player 8 (Pink) types a chat message containing -load as A substring
      • + Player - Player 9 (Gray) types a chat message containing -load as A substring
    • o Conditions
      • + (Substring((Entered chat string), 1, 6)) Equal to (Matched chat string)
      • + (Length of (Entered chat string)) Greater than 6
    • o Actions
      • + -------- Try to decode what was typed --------
      • + Set Code = (Substring((Entered chat string), 7, (Length of (Entered chat string))))
      • + Custom script: set udg_Validate = SaveLoad_Decode( udg_Code )
      • + If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • # If - Conditions
          • * Validate Equal to False
        • # Then - Actions
          • * -------- Invalid code --------
          • * Game - Display to (Player group((Triggering player))) the text: There's some error ...
          • * Skip remaining actions
        • # Else - Actions
      • + -------- It worked, let's do something with it --------
      • + 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
      • + Set SaveCount = 1
      • + -------- Restore Gold --------
      • + Player - Set (Triggering player) Current gold to Save[SaveCount]
      • + -------- For "number of Heroes", do --------
      • + Set SaveCount = (SaveCount + 1)
      • + For each (Integer B) from 1 to Save[SaveCount], do (Actions)
        • # Loop - Actions
          • * -------- Restore Hero --------
          • * Set SaveCount = (SaveCount + 1)
          • * Custom script: set udg_TempUnitType = SaveLoad_Integer2Unit(udg_Save[udg_SaveCount])
          • * Unit - Create 1 TempUnitType for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
          • * -------- Set Experience --------
          • * Set SaveCount = (SaveCount + 1)
          • * Hero - Set (Last created unit) experience to Save[SaveCount], Hide level-up graphics
          • * -------- Move to saved position --------
          • * Set SaveCount = (SaveCount + 1)
          • * Unit - Move (Last created unit) instantly to (Point((Real(Save[SaveCount])), (Real(Save[(SaveCount + 1)]))))
          • * Set SaveCount = (SaveCount + 1)
          • * -------- Recreate all items --------
          • * Set SaveCount = (SaveCount + 1)
          • * For each (Integer A) from 1 to Save[SaveCount], do (Actions)
            • o Loop - Actions
              • + -------- The actual item --------
              • + Set SaveCount = (SaveCount + 1)
              • + Custom script: set udg_TempItemType = SaveLoad_Integer2Item(udg_Save[udg_SaveCount])
              • + Hero - Create TempItemType and give it to (Last created unit)
              • + -------- Number of charges --------
              • + Set SaveCount = (SaveCount + 1)
              • + Item - Set charges remaining in (Last created item) to Save[SaveCount]


And the jass thing from AceHart save/load system map name offcourse. +rep and credit if u help
 
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