- Joined
- Jan 6, 2008
- Messages
- 2,622
Umm, its basicly a jass problem, so i thought that would be the prefix, as i use custom scripts tho xD...
Okay, i use a load trigger, which looks like this:
The save trigger is like this
But the
Wont load
btw: Big credits to TriggerHappy who gave me the functions xD
Okay, i use a load trigger, which looks like this:
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Load
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Events
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Time - Elapsed game time is 0.01 seconds
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Conditions
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Actions
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Game Cache - Create a game cache from Map1.w3v
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Set GameCache = (Last created game cache)
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Set Point = (Player 1 (Red) start location)
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Game Cache - Restore Hero of Hero from GameCache for Player 1 (Red) at Point facing 0.00
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Set Unit = (Last restored unit)
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Custom script: call RemoveLocation(udg_Point)
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Custom script: call SaveGameCache(udg_GameCache)
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Game Cache - Create a game cache from Map1.w3v
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Set InvCache = (Last created game cache)
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Custom script: call SaveGameCache(udg_InvCache)
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Wait 0.01 seconds
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For each (Integer A) from 1 to 1000, do (Actions)
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Loop - Actions
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Custom script: set udg_GameCacheIntegerY[bj_forLoopAIndex] = GetStoredInteger(udg_InvCache, "Y+I2S([bj_forLoopAIndex])", "Category")
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Custom script: set udg_GameCacheIntegerX[bj_forLoopAIndex] = GetStoredInteger(udg_InvCache, "X+I2S([bj_forLoopAIndex])", "Category")
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Custom script: set udg_CacheString[bj_forLoopAIndex] = GetStoredString(udg_InvCache, "S+I2S([bj_forLoopAIndex])", "Category")
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Wait 0.01 seconds
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Game - Display to (All players) the text: (String(GameCacheIntegerX[12]))
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For each (Integer A) from 1 to 1000, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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CacheString[(Integer A)] Equal to ES
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Then - Actions
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Game - Display to (All players) the text: :>
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Game - Display to (All players) the text: (String(GameCacheIntegerX[(Integer A)]))
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Set Point = (Point((Real(GameCacheIntegerX[(Integer A)])), (Real(GameCacheIntegerY[(Integer A)]))))
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Destructible - Create a Empty Slot at Point facing 0.00 with scale 0.75 and variation 1
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Set SlotDests[(Integer A)] = (Last created destructible)
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Custom script: call RemoveLocation(udg_Point)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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CacheString[(Integer A)] Equal to EX
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Then - Actions
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Set Point = (Point((Real(GameCacheIntegerX[(Integer A)])), (Real(GameCacheIntegerY[(Integer A)]))))
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Destructible - Create a Exit at Point facing 0.00 with scale 0.75 and variation 1
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Set SlotDests[(Integer A)] = (Last created destructible)
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Custom script: call RemoveLocation(udg_Point)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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CacheString[(Integer A)] Equal to DR
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Then - Actions
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Set Point = (Point((Real(GameCacheIntegerX[(Integer A)])), (Real(GameCacheIntegerY[(Integer A)]))))
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Destructible - Create a Drop at Point facing 0.00 with scale 0.75 and variation 1
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Set SlotDests[(Integer A)] = (Last created destructible)
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Custom script: call RemoveLocation(udg_Point)
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Else - Actions
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Custom script: call SaveGameCache(udg_InvCache)
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The save trigger is like this
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GameCache
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Events
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Time - Elapsed game time is 0.69 seconds
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-

Conditions
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Actions
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Game Cache - Create a game cache from Map1.w3v
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Set InvCache = (Last created game cache)
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Wait 0.01 seconds
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Destructible - Pick every destructible in Region 004 <gen> and do (Actions)
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Loop - Actions
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Set InvInt = (InvInt + 1)
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Set GameCacheIntegerX[InvInt] = (Integer((X of (Position of (Picked destructible)))))
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Set GameCacheIntegerY[InvInt] = (Integer((Y of (Position of (Picked destructible)))))
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Game Cache - Store TrackX[InvInt] as (X + (String(InvInt))) of Category in InvCache
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Game Cache - Store TrackY[InvInt] as (Y + (String(InvInt))) of Category in InvCache
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Destructible-type of (Picked destructible)) Equal to Empty Slot
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Then - Actions
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Set CacheString[InvInt] = ES
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Destructible-type of (Picked destructible)) Equal to Exit
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Then - Actions
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Set CacheString[InvInt] = EX
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Destructible-type of (Picked destructible)) Equal to Drop
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Then - Actions
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Set CacheString[InvInt] = DR
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Destructible-type of (Picked destructible)) Equal to Background
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Then - Actions
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Set CacheString[InvInt] = B1
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Destructible-type of (Picked destructible)) Equal to Background
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Then - Actions
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Set CacheString[InvInt] = B2
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Destructible-type of (Picked destructible)) Equal to Border1
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Then - Actions
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Set CacheString[InvInt] = BO1
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Destructible-type of (Picked destructible)) Equal to Border2
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Then - Actions
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Set CacheString[InvInt] = BO2
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Destructible-type of (Picked destructible)) Equal to Border3
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Then - Actions
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Set CacheString[InvInt] = BO3
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Destructible-type of (Picked destructible)) Equal to Border4
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Then - Actions
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Set CacheString[InvInt] = BO4
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Destructible-type of (Picked destructible)) Equal to Corner1
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Then - Actions
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Set CacheString[InvInt] = C1
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Destructible-type of (Picked destructible)) Equal to Corner2
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Then - Actions
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Set CacheString[InvInt] = C2
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Destructible-type of (Picked destructible)) Equal to Corner3
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Then - Actions
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Set CacheString[InvInt] = C3
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Destructible-type of (Picked destructible)) Equal to Corner4
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Then - Actions
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Set CacheString[InvInt] = C4
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Else - Actions
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Game Cache - Store CacheString[InvInt] as (S + (String(InvInt))) of Category in InvCache
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Custom script: call SaveGameCache(udg_InvCache)
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But the
JASS:
Custom script: set udg_GameCacheIntegerY[bj_forLoopAIndex] = GetStoredInteger(udg_InvCache, "Y+I2S([bj_forLoopAIndex])", "Category")
Custom script: set udg_GameCacheIntegerX[bj_forLoopAIndex] = GetStoredInteger(udg_InvCache, "X+I2S([bj_forLoopAIndex])", "Category")
Custom script: set udg_CacheString[bj_forLoopAIndex] = GetStoredString(udg_InvCache, "S+I2S([bj_forLoopAIndex])", "Category")
Wont load
btw: Big credits to TriggerHappy who gave me the functions xD




