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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Codeless Save and Load (Multiplayer) - v3.0.1

Submitted by TriggerHappy
This bundle is marked as approved. It works and satisfies the submission rules.
Information

If you've ever wanted to transfer progress between multiplayer maps, you probably needed to type in a long code.

That is no longer needed with this system. This will allow you to read save data from your WC3 folder and sync it to all other players in the map.

The demo map features:
  1. Load without typing anything
  2. Save Hero
    • Level/XP
    • Items
    • Abilities
    • Hero Name

  3. 5 Save Slots
* Everything is customizable and you can make the system save & load anything you want.

* This system is intended for GUI users.

Installation

To import the system, all you have to do is copy the trigger folders over to your map and save it.

Screenshots


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Credits

Pipedream (optimal save system)
Previews
Contents

Codeless Save & Load v1.3.9 (Map)

Codeless Save & Load v3.0.1 (Map)

Reviews
Moderator
Awaiting further review
  1. CanFight

    CanFight

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    Same problem here...

    Tried to copy all the triggers into an empty map same problem. Guessing its a problem with the editor.
     
    Last edited: Aug 4, 2019
  2. CanFight

    CanFight

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    @PurpleHephalump , @uiuinpp you need to give the ability Aerial Shackles (Amls) 2 levels instead of 1. And set the Level 2 - Text - Tooltip - Normal to "!". Otherwise it wont work.
     
  3. uiuinpp

    uiuinpp

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    Hi thank you but...
    I can't save the characters created in world editor.
    2019-08-07 18-16-44.mp4
     
  4. CanFight

    CanFight

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    Look under the examples for GUI Saving you will find there how to define what to save. In this case its not what hero is "selected" but what hero is pointed at by a variable.
     
  5. PurpleHephalump

    PurpleHephalump

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    Thank you @CanFight, it works to save a character now. I'm having the problem now that it crashes every time I try to load the character through the GUI or even type the -load command and the -save command doesn't do anything.
     
  6. blanabasjim

    blanabasjim

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    Wait how exactly do I point this to my Hero? o_O

    (SavePlayerHero[((Player number of (Triggering player)) - 1)] is A Hero) Equal to True

    ^ That right ? o_O
     
  7. blanabasjim

    blanabasjim

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    How did you get the Variable set to save your Hero? :(
     
  8. Azoth

    Azoth

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    It's possible, to just autosave everything every 10 seconds (with GUI), saves all at 1 slot and load this slot with map initialization?
     
  9. Azoth

    Azoth

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    Its realy no one out there, who can help me with this?
     
  10. Uncle

    Uncle

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    • Autosave
      • Events
        • Time - Every 10.00 seconds of game time
      • Conditions
      • Actions
        • Set SaveLoadEvent_Player = Player 1 (Red)
        • -------- ------------------- --------
        • Set SaveCount = 0
        • -------- ------------------- --------
        • -------- PUT YOUR SAVE ACTIONS HERE --------
        • -------- ------------------- --------
        • -------- Save to disk --------
        • -------- ------------------- --------
        • Custom script: set udg_SaveTempInt = Savecode.create()
        • For each (Integer A) from 0 to SaveCount, do (Actions)
          • Loop - Actions
            • Custom script: call Savecode(udg_SaveTempInt).Encode(udg_SaveValue[bj_forLoopAIndex], udg_SaveMaxValue[bj_forLoopAIndex])
        • Set SaveTempString = <Empty String>
        • Custom script: set udg_SaveTempString = Savecode(udg_SaveTempInt).Save(udg_SaveLoadEvent_Player, 1)
        • Custom script: call SaveFile.create(udg_SaveLoadEvent_Player, "Save", 1, udg_SaveTempString)


    • Autoload
      • Events
        • Time - Elapsed game time is 0.00 seconds
      • Conditions
      • Actions
        • Set SaveLoadEvent_Player = Player 1 (Red)
        • -------- ------------------- --------
        • -------- This runs the Event used in Load GUI and tells it to load Save Slot 1 --------
        • Custom script: call LoadSaveSlot(udg_SaveLoadEvent_Player, 1)
    Check out the map I posted. I got rid of the multiple save slots/hero requirement/dialog stuff. It will load Save Slot 1 at the start of the game for the selected player. Then it will save to Save Slot 1 every 10 seconds for the selected player.

    I use Gold as an example in the map. Press ESCAPE to add 1 Gold and you'll see that your Gold is saved/loaded between games. (Can only save up to 1000 gold)

    To customize what you save/load you will have to edit the "Autosave" and "Load GUI" triggers. Make sure to load everything in the reverse order.

    Since I deleted a bunch of stuff from the original system then you probably want to only import the Autosave, Autoload, and Load GUI triggers into your map. Keep everything else the same. Then edit those triggers to work for you.
     

    Attached Files:

    Last edited: Sep 30, 2019
  11. Azoth

    Azoth

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    Thank you man, i will try it out. Currently with just copy and pasting everything into my map, i get the message "invalid code (check your name"
     
  12. Uncle

    Uncle

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    You don't want to copy and paste everything. I deleted a bunch of stuff from the system in my map that you probably use in your map. Just import the "Autosave", "Autoload", and "Load GUI" triggers from my map. Then edit "Autosave" and "Load GUI" so that they save/load what you want.

    Also, you might want to change the Event on Autoload to Time Elapsed 0.00 seconds instead of Map Initialization because if Autoload runs BEFORE Save Init it will cause problems. Or you could run the Autoload trigger at the end of the Save Init trigger like this:
    • Save Init
      • Events
        • Map initialization
      • Conditions
      • Actions
        • -------- This willl be the directory the save codes will be saved to. Set it to your Map Name. --------
        • Set MapName = CodelessDemo
        • -------- ------------------- --------
        • -------- This message will display to players who don't have local files enabled --------
        • Set LocalFiles_WarningMessage = |cffe53b3bYou need to enable local files to load your character from disk on patches prior to 1.30!
        • Custom script: set udg_LocalFiles_WarningMessage = udg_LocalFiles_WarningMessage + "\n\n"
        • -------- ------------------- --------
        • Trigger - Run Autoload <gen> (ignoring conditions)
     
    Last edited: Sep 30, 2019
  13. Azoth

    Azoth

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    And then i have to create my own saveini with everything i wanna make saveable, right?
     
  14. Uncle

    Uncle

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    Correct. Keep all of the triggers you had before and then replace the "Save GUI" and "Load GUI Manual" triggers with my "Autosave" and "Autoload" triggers. This way the Player can no longer type -save/-load and instead it autosaves every X seconds and loads at the start of the map.

    And if you don't want the the Dialog Menu for saving/loading then delete the "Dialog System" trigger.

    Also, check out my previous post, I added some stuff to the bottom that you might want to do. If Autoload runs BEFORE Save Init it will cause problems.
     
    Last edited: Sep 30, 2019
  15. Azoth

    Azoth

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    Yes!!!
    It works, thank you :*

    Will this work too, with a loop or "Pick all Player and do actions"? For Autosave/load each player with just these triggers?
     
  16. Uncle

    Uncle

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    Create 2 new triggers:
    • Autosave All Players
      • 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 SaveLoadEvent_Player = (Picked player)
            • Trigger - Run Autosave <gen> (ignoring conditions)

    • Autoload All Players
      • Events
        • Time - Elapsed game time is 0.00 seconds
      • Conditions
      • Actions
        • Player Group - Pick every player in (All players) and do (Actions)
          • Loop - Actions
            • Set SaveLoadEvent_Player = (Picked player)
            • Trigger - Run Autoload <gen> (ignoring conditions)

    Then delete the Events in Autosave/Autoload and delete this Action from them:
    • Set SaveLoadEvent_Player = Player 1 (Red)
     
    Last edited: Oct 1, 2019
  17. Azoth

    Azoth

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    Many thanks, again :)
     
  18. Clanzion

    Clanzion

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    Someone mentioned earlier that it might interfere with unit indexers, was that or still the case?
     
  19. Opex

    Opex

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    Hey, I would like to use this save/ load system for a 4 player rpg I have been working on. Problem is I keep getting errors when i try to save my map. I put the triggers in with my triggers as copy/ paste.
    Please any help/ suggestions would be great!
     

    Attached Files:

  20. Deadreyo

    Deadreyo

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    Can someone show me how to save additional variables in this system?

    Edit: Solved.
     
    Last edited: Oct 27, 2019