frOg man
F
frOg man
Anyone know how to put a load/save option on a map? if you do could you tell me how?
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frOg man said:i need to save the hero and items (the items that the hero carries)
Eusira said:If that's the save code in AoD, then that's bad. It was hella easy to crack, horribly faulty, and other crap. I recommend trying to crack some game with a good save like Dark Lineage or CoT. I already did lineage, but I couldn't recover the triggers. However, I did learn how they got the item system.
It's a good idea to use game caches because it's plain great. They are pretty faultless if used right, but only work on single player. I think I'm gonna do this fun little thing. If someone tries playing an RPG I make, It will save an instant ban unit onto their comp and keep them from palying :twisted:
Eusira said:If that is so, I would expect you making some sort of Godlike hero auto-loading when you play? :shock: ... Heh, Just kidding. The only flaw I see is the fact there will be a lot of triggers and that you would drain hella memory
As for this, a game cache is a great way to ban people.
I will see if I can crack CoT simply because the maker is so full of himself and a literal ass
redscull said:I don't understand how you can say some codes are easier to crack than others. Can't you just look at the triggers for any save/load system to see how it works, thus cracking it? Do you consider some harder because the map-maker makes the JASS code really messy so that it's difficulty to follow?
Also, how do you know to kick people for hacking the code? How can you possibly determine that the code they entered is illegit? If they looked at your save/load triggers, couldn't they easily create a completely legit code to use in the game?
redscull said:Ahh! That makes complete sense. One player sees what another player typed, and you remove him for trying that same code. That does seem logical.
I forgot about that problem entirely because I use dialogs for my players to enter their code so that no one else can see what code they used (and of course codes are specific to a player's account name anyway as a backup measure against deliberate sharing).

