- Joined
- Dec 17, 2007
- Messages
- 431
So, I am like many others going to move to the Galaxy editor when it arrives for StarCraft II, but before that I'd love to create something great for Warcraft III. Apart from my maps, and here is my thought:
This application only has to run for the host. SO when the game start's the program retrieves the name of all the players in the map and post it to my third-party application running in the background. These names are one by one looked up in a database located on my server, and if the name exists already, a value containing level, XP, items, abilities etc. this value is then posted back into the game, maybe just through key-commands which the host then "types" into the map, and the selected hero then gets his hero loaded this way.
If the player does not exist in the database, he simply goes to the hero-creation area and create a new hero there
If you know of SQL, this is how the selection string will look like:
"SELECT userValue FROM wc3DB WHERE mapName='[name of the map]' AND username='[name of the current user]'"
Do you think this will work, I have seen a program retrieving the message-log in-game, so I guess that it IS possible.
So what does this mean? It means that we can finally say goodbye to loading codes, at least typing them ourselves, and A LOT more can be stored, close to unlimited actually.
Anyway, I would love to get some info on how to send/receive info from the Wc3 log. As I already know about WebServices and know VB.net, which I plan writing it in.
And for saving it's kinda the same thing, it is probably going to save once every 2 minutes or so, IF the host all of a sudden should disconnect.
What do you think
And please help me on how to communicate with WC3 through VB.net(Visual Basic 2008) Thanks
This application only has to run for the host. SO when the game start's the program retrieves the name of all the players in the map and post it to my third-party application running in the background. These names are one by one looked up in a database located on my server, and if the name exists already, a value containing level, XP, items, abilities etc. this value is then posted back into the game, maybe just through key-commands which the host then "types" into the map, and the selected hero then gets his hero loaded this way.
If the player does not exist in the database, he simply goes to the hero-creation area and create a new hero there
If you know of SQL, this is how the selection string will look like:
"SELECT userValue FROM wc3DB WHERE mapName='[name of the map]' AND username='[name of the current user]'"
Do you think this will work, I have seen a program retrieving the message-log in-game, so I guess that it IS possible.
So what does this mean? It means that we can finally say goodbye to loading codes, at least typing them ourselves, and A LOT more can be stored, close to unlimited actually.
Anyway, I would love to get some info on how to send/receive info from the Wc3 log. As I already know about WebServices and know VB.net, which I plan writing it in.
And for saving it's kinda the same thing, it is probably going to save once every 2 minutes or so, IF the host all of a sudden should disconnect.
What do you think