(12 ratings)
Currently looking into this. Looks like this is a known bug on the blizzard forums with Preloaded filesHello guys, is there a solution to the problem that the list of characters to load does not update during the game.
Example: When I save my level 5 hero in slot 2 and he goes up to level 6 or higher and saves in slot 2 again and uses a hero pick up system he returns to the level of the first time I saved in slot 5 and not level 10, but if I create the map again and load space 2 it returns to level 10.
I don't think so, because that bug was solved in the 1.35 versionCurrently looking into this. Looks like this is a known bug on the blizzard forums with Preloaded files
BUG: Preload files are being cache’d
Among other things, yes. Just a few files being cached this way has serious consequences for a lot of things. Think about everything from AI breaking in some specific circumstances, to user preferences not saving instantly in W3Champions, even LegionTD scores being buggy and some more, all of...us.forums.blizzard.com
We will need more information, such as how you are saving and loading the data. I am not sure you are aware that you have to load data in the reverse order that you saved the data in.A bit of a random post from me, however I would very much like if this system was operational.
I've tried numerous of times to make this work but to no avail.
- I've set the Aerial Shackle to 2 and it's thing to ''!'' but that didn't affect it one bit.
- I'm simply trying to store Integer data, such as: Wins / Losses, MMR, win rate and basic stuff like that.
Has anyone had success with the mentioned things above?
We will need more information, such as how you are saving and loading the data. I am not sure you are aware that you have to load data in the reverse order that you saved the data in.
Apparently not in this case. If you test out the save/load feature in the example map it can write/save the contents multiple times, but only loads what what was first initially read by the Preloader no matter how many times you write to the files.I don't think so, because that bug was solved in the 1.35 version
One question is how do I disable it for a moment so that the hero doesn't save in the same slot?Found a fix!
Using backup files we can save our current character on these backup files along with the main file. Then by storing the current number of the backup per slot in udg_NumberOfSaves[playerNumber*12+slot] we can load our character's progress without restarting the map by loading the most recent backup file. Each time the map is re-loaded udg_NumberOfSaves is reset, however since we still save our character to the mainfile the game still knows what our current character's progress is. The backup files are then overwritten from the last game as new saves are made in the current one.
TL: DR;
Save, Load, and Delete via the GUI dialog now all work correctly, regardless of caching.
See changes in
- SampleDialogSystem,
- SaveHelperLib,
- SaveFile
One question is how do I disable it for a moment so that the hero doesn't save in the same slot?
Example: My game has the -repick command that allows you to choose another hero, but even the new hero saves in the old one's slot.
Another question is what command saves the hero in a slot of my choice.
Example: I don't want to give the player the choice of saving the same hero in a different slot, as already happens, but it only causes problems when the player tries to change heroes and play with another with the -Repick command.
Man, it was really good!So I had a similar challenge with my map. The specifics of your repick system will depend on how you've implemented it. But I made a version of the save and load map with a button to create a new character. Look at the code for this button and implement a call to your repick code there.
Can you tell me how you solved it? I have the same issue. It says I have to enable local files, but I have it enabled in the Registry Editor.i have figured it out
Download the version that DarkePacific posted above.Can you tell me how you solved it? I have the same issue. It says I have to enable local files, but I have it enabled in the Registry Editor.
Sadly it doesn't seem to be any diffrent. I still have the issue where it says that I need to enable local files. :/Download the version that DarkePacific posted above.
How big are the variables being saved? The maximum value I noticed is 99,999; greater than that, it will work at some point.After some test I made lately, it seems that the created code has a limit because if is long enough it won't load properly.
In my case I didn't do that, what I did is saving an string using the same logic, I saved each character by converting it to its ASCII value because the system only works with integers.How big are the variables being saved? The maximum value I noticed is 99,999; greater than that, it will work at some point.
I noticed you changed a lot of the libraries since I used it back when his PlayerUtils was version 1.28. Now you have it as 1.29 and apparently saving in a much different method. So does this mean it is now more multiplayer compatible? TriggerHappy told me a couple years ago I shouldn't use this (I didn't listen, I'm still using it because I have other causes for desyncs in my map already). Curious if changing to your version will help with that, though.Someone asked for the New Character button to be moved to the bottom, and another person asked for the items to be loaded in the exact order they were saved. Here's a version where these changes have been made.
I believe it can help you, I use this version of DarkePacific and it is doing well in multiplayer.I noticed you changed a lot of the libraries since I used it back when his PlayerUtils was version 1.28. Now you have it as 1.29 and apparently saving in a much different method. So does this mean it is now more multiplayer compatible? TriggerHappy told me a couple years ago I shouldn't use this (I didn't listen, I'm still using it because I have other causes for desyncs in my map already). Curious if changing to your version will help with that, though.
Got the updates working. Finally found that I hadn't been saving the unit as SavePlayerHero when it's picked. I fixed it by declaring it when the hero is chosen. Can't remember why I didn't need that using the previous version of this.I believe it can help you, I use this version of DarkePacific and it is doing well in multiplayer.
And also, how can you disable the dialog system for a player once he loads once or lets say, twice?