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I have a map where regular saving is disabled by removing the "Save Game" button frame, but it's still possible to quick save with F6. One solution is to trigger an infinite loop with an OSKEY event, but I want something less... "intrusive". Any ideas?
Should have phrased my question differently. Since my map is in Lua mode, I asked if the map would compile with your JASS code, if I removed the "call" prefixes. It does not compile though, already tested. Got compilation errors, so I have to make a new Lua function the proper way instead. I'll see what I can do, and let you know if it works.
Should have phrased my question differently. Since my map is in Lua mode, I asked if the map would compile with your JASS code, if I removed the "call" prefixes. It does not compile though, already tested. Got compilation errors, so I have to make a new Lua function the proper way instead. I'll see what I can do, and let you know if it works.
Lua and JASS use the same API, it's the same old Warcraft 3 that you're used to.
It's just that different programming languages have different syntax rules:
Lua:
function Test()
local t = CreateTrigger()
BlzTriggerRegisterPlayerKeyEvent(t, Player(0), OSKEY_F6, 0, true)
TriggerAddAction(t, function()
print("F6 pressed")
PauseGameOn()
TriggerSleepAction(0.2)
PauseGameOff()
end)
end
Anyway, polardude did not provide the DisableQuickSave_Actions function in his example so I added it in the above code. But like Polar said, this probably doesn't work even if you can get it to compile.
Another possible solution would be to disable the frame(s) related to saving.
Lua and JASS use the same API, it's the same old Warcraft 3 that you're used to.
It's just that different programming languages have different syntax rules:
Lua:
function InitTrig_DisableQuickSave()
local t = CreateTrigger()
TriggerRegisterPlayerEventOsKey(t, Player(0), OSKEY_F6, true)
TriggerAddAction(t, function()
PauseGameOn()
TriggerSleepAction(0.2)
PauseGameOff()
end)
end
Anyway, polardude did not provide the DisableQuickSave_Actions function in his example so I added it in the above code. But like Polar said, this probably doesn't work even if you can get it to compile.
Another possible solution would be to disable the frame(s) related to saving.
The solution I have come up with for now is to just ruin the quicksave file by removing units before it's saved, locking the camera, fading to black, and disabling all functions. That way, if they load the quicksave file, they just load into black nothingness. Kinda sucks, since the players unsaved progress will be lost, but that's a mistake they only do one time.
The solution I have come up with for now is to just ruin the quicksave file by removing units before it's saved, locking the camera, fading to black, and disabling all functions. That way, if they load the quicksave file, they just load into black nothingness. Kinda sucks, since the players unsaved progress will be lost, but that's a mistake they only do one time.
In what way does this manipulate the save file? I tried it, but the game saved fine, and I could load the generated save file. I see you attempt to load a file called LoadFile.w3z, but that didn't do anything I think.
As for loading an older save, sure, but a quicksave file will still be generated that players can load, making save scumming possible (or at least easier).
In what way does this manipulate the save file? I tried it, but the game saved fine, and I could load the generated save file. I see you attempt to load a file called LoadFile.w3z, but that didn't do anything I think.
As for loading an older save, sure, but a quicksave file will still be generated that players can load, making save scumming possible (or at least easier).
You have to edit the code to work for your map since I don't know the name of your save files. That's just the load game function from GUI converted to code.
It's also just an idea. There are a bunch of actions related to saving/loading that you can experiment with.
Detecting the F6 hotkey gives you a way to intercept the quick save process, either before or after it generates the file.
You have to edit the code to work for your map, I don't know the name of your save files. It's also just an idea. There are a plethora of actions related to saving/loading that you can experiment with.
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