- Joined
- Jul 19, 2007
- Messages
- 5
First Post! YAY
I got frustrated with all the complex and hard to use save systems, so I made a very easy save/load system using Game Caches in GUI. It is very simple and I was wondering if experts could determine if there would be any leaks in a Multi-instance game like a RPG. It's obviously not set up to be implemented yet (It doesn't remove your old guy) but I think it will work. Just 2 Triggers I tested it in-game and it worked great.
I got frustrated with all the complex and hard to use save systems, so I made a very easy save/load system using Game Caches in GUI. It is very simple and I was wondering if experts could determine if there would be any leaks in a Multi-instance game like a RPG. It's obviously not set up to be implemented yet (It doesn't remove your old guy) but I think it will work. Just 2 Triggers I tested it in-game and it worked great.
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Save
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Events
- Player - Player 1 (Red) types a chat message containing -Save as A substring
- Player - Player 2 (Blue) types a chat message containing -Save as A substring
- Player - Player 3 (Teal) types a chat message containing -Save as A substring
- Conditions
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Actions
- Game Cache - Create a game cache from (Substring((Entered chat string), 7, (Length of (Entered chat string))))
- Game Cache - Store Paladin 0000 <gen> as Hero of (Name of (Triggering player)) in (Last created game cache)
- Game Cache - Save (Last created game cache)
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Events
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Load
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Events
- Player - Player 1 (Red) types a chat message containing -Load as A substring
- Player - Player 2 (Blue) types a chat message containing -Load as A substring
- Player - Player 3 (Teal) types a chat message containing -Load as A substring
- Conditions
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Actions
- Game Cache - Create a game cache from (Substring((Entered chat string), 7, (Length of (Entered chat string))))
- Game Cache - Restore Hero of (Name of (Triggering player)) from (Last created game cache) for (Triggering player) at (Center of (Playable map area)) facing 0.00
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Events