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Multiple save/load codes per map?

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Jun 7, 2008
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Hi, wondering if its possible to have multiple save/load codes per map? Say one for lumber, and another for hero exp? Because the clan has decided to create a series of interconencted maps, with some earning lumber for another map but does not allow heroes. Therefore to get the lumber to carry over to the main map, a seperate save/load is needed.
So is it possible to have 2 seperate save.load codes?
Those plans are FAR in the horizon but wondering if it is indeed possible.

THanks!!!
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
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This can be done easilly. Just pass different values to the save system to create new unique codes. To prevent people getting annoyed at the number of codes, I advise keeping the number of non data related characters to 2 per code (these are checksums and name protection).

If your clan is at a miss as to how to do this (you have no idea how to set this up), I could always give and help you with my bog standard generic save system I created in under a day. Yes it might not be the ultimate save system, but it has all the basic features of good save systems.

An example of my code system's work. . .
A name protected, edit protected lumber save system saving any lumber from 0 to 1000000 (max) in exactly 6 characters.

Or you could use one of the generic ones in the spells section, the choice is yours.
 
Level 10
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Ah ok, so I just slap your lumber system on top of the new system, and it theoratically should work?

Also, any idea on what kind of map protection I should use? Want to deter the average hacker whos just gona put it on singleplayer and get lots of wood, but those guys at wc3edit can hack ANYTHING so I'm aware it aint really protected. For advancement, of course a map without the save code is avaliable and will be uploaded alongside so as not to hinder map development.

Thanks!!
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
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Use vexorians optimizer, it protects and optimizes. Widigitizer protects, and reduces load time but increases map size and requuires a WC3 restart to play a different map. Use both for ultimiate map loading and optimization but you need to have a warning about the wigitization (to stop people splitting randomly from other games after playing yours).

I also forogt it was you I made the save/load system for lol. Silly me. Anyay, that save engine I made can do more than just that (is customizable to a reason).
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,285
Well, it can encode and decode any number of integers as long as you specify their range (how many characters to use). To decode you load the integers in the same order as you saved them giving the same widths. Each load returns the integer that was saved.
Yes it could be better to use but I did make it in under 1 day.

To codewipe, change the order of the characters in the character map string. Preferably shuffling them. Even just moving the far left character to the far right should render most codes unusable (sadly there is alwasy a chance any output can be valid, but that is highly unlikly.
 
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