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I've been seeing a lot of maps lately with save/load system that is automated, meaning once you start the map it automatically loads your stats. (just like in starcraft 2)
I've never seen it before reforged, so I was just wondering what they changed or added to make this possible.
I attached an edited version of the above system. I cut out some of the unwanted features and made examples of autosaving/autoloading and manually typing -save/-load.
If you want more than 1 Save Slot you'll have to edit it slightly (I think it has a limit of 5 save slots).
The save slot is the Integer that is used in the custom script that you can find at the bottom of the Save/Load triggers.
So if I want to save 2 values like in this example "footman count" and "player gold" I need to create 2 save slots, right? I didn't manage it to work without it.
Autosave
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Set VariableSet SaveLoadEvent_Player = (Picked player)
I imagine the system isn't designed to handle something like that.
You'd probably have to run the trigger twice, with different Save Files chosen in each trigger.
It would probably be easier to test this out using the type commands. Add an Integer variable to it that is set to whatever you type, like -save 1, -save 2, -save 3, etc... Then reference this Integer in the Custom Script.
And don't forget to adjust the Custom Script in the Load triggers as well.
Oh, I misread your post. No, you don't split up what you want to save between your Save Files.
Separate Save Files are used for saving separate sets of Data. So for example, say in your RPG you wanted to save 2 Characters. You can save your Level 60 Warrior to Save File 1, and your Level 40 Mage to Save File 2.
Here's an example of Autosaving Player Gold, Lumber, and Footman Count. It's all being saved to Save File 1. When I load Save File 1, I will load these values.
Autosave
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Set VariableSet SaveLoadEvent_Player = (Picked player)
-SaveMaxValue needs to match between your Save/Load triggers. Try to keep this value on the lower side when possible. So in my example, I set the SaveMaxValue for Footman Count to 500, as i'm confident that the player won't be able to have more than 500 Footman. When I load this data, I need to set the SaveMaxValue to 500 as well.
-You must Load your Saved Data in the reverse order of how you Saved it. So in my example, I would need to load Footman Count 1st, Lumber 2nd, and Gold 3rd.
-This ones weird but extremely IMPORTANT. The Codeless Save/Load System relies on the Aerial Shackles ability as part of its's design. This ability needs to have TWO levels otherwise it won't work. If you're already using this ability in your map then I recommend creating a copy of it and using that copy instead.
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