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TRIGGER HELP!!!

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Level 6
Joined
Sep 17, 2005
Messages
276
Hi there,

im building a real new - and a GREAT - resident evil map and im almost done. Only this 'little' problem i
have.
-------------------------------------------------------------------
To attract people to play my map longer i want to
implement a simple save system to my map.
-------------------------------------------------------------------
I only want the lumber of each player (there are 10
possible slots for b.net) to be saved in a code,
which you can type to load your lumber next game.
-------------------------------------------------------------------
To prevent cheating the player-name which belongs to
the kills (lumber) must be saved too. I tried several
things but nothing works correctly.
-------------------------------------------------------------------
Now i hope one of you is an experienced mapper and
might help me with my problem.
-------------------------------------------------------------------
PLZ HELP A LOST MAPPER-NEWB ^^ !!!

ty anyway. good forum
 
Level 10
Joined
Jul 2, 2004
Messages
690
my friend made the first dawn of the dead but some idiot ripped it off.
zombies arent that bad, but making the game after a movie/ another game isnt very appealing. especially when there are dozens of other versions
 
Level 6
Joined
Sep 17, 2005
Messages
276
Oh thanks that is exactly what i (not) need -.-

i tried this map because of many of my friends said, the old resevil maps are too simple and too short. So i thought 'Lets make a new one'. And if you are personally bored i cant oppose but many others would like it.

Secondly i didnt say that i copied the old one. NO.
I startet with an empty map and i didnt make it from facts of the film.

Third point: Didnt u answer my question because u are bored of zombies or because u didnt know the answer?
I asked in a polite way for your help and u criticized my project which i worked so long for....

THANKS A LOT
 
Level 9
Joined
Aug 27, 2004
Messages
471
I can give you the basis of a save/load code -,-.

Save code basis:
Level:
Code:
For A 1 to (Hero unit level) do
  Set Randomizer = (Randomizer+1)

If randomizer = 1 then
  Loading code(string)= (Loading code + "AMQ")

If randomizer = 2 then
  Loading code(string) = Loading code + "CVX"

(ect)

If (player (owner of hero unit) lumber = 1) then
  Loading code = (Loading code + "APX"

If (player (owner of hero unit) lumber = 2) then
  Loading code = (Loading code + "DIE"

(ect)
Yes it sucks! Its long boring and gaym but hey, it works!

Now to load it up, its as simple as:
Code:
A player types a string containing "-Load" then
If (Typed string) is equal to (6 chars) then
  If (Typed string) contains "AMQ" then
    Set (hero level) to 1
  If (Typed string) contains "CVX" then
    Set (hero level) to 2
  If (Typed string) contains "APX"
    Set (Owner of hero) lumber to 1
  If (Typed string contains "DIE"
    Set (Owner of hero) lumber to 2
  Else
    Game - Send a message to all with the message: "Its a six letter loading code and you couldent hack it, thats sad :P"

So theres your basis it sucks, its lame, its how it is :p.
 
Level 6
Joined
Sep 17, 2005
Messages
276
:D
Ah finally. Thats almost exactly what i was searching for. Well i have to change a lot but...

THOUSAND THANKS for the base trigger.

but there appears another problem. Is there a way to compare the player saving with the player loading
because otherwise everybody would use the codes of others and this destroys game fun....

If u have an idea how to prevent that cheating,
post it plz...

but ty anyway for your help so far.
 
Level 10
Joined
Jul 2, 2004
Messages
690
Modeler said:
I can give you the basis of a save/load code -,-.

Save code basis:
Level:
Code:
For A 1 to (Hero unit level) do
  Set Randomizer = (Randomizer+1)

If randomizer = 1 then
  Loading code(string)= (Loading code + "AMQ")

If randomizer = 2 then
  Loading code(string) = Loading code + "CVX"

(ect)

If (player (owner of hero unit) lumber = 1) then
  Loading code = (Loading code + "APX"

If (player (owner of hero unit) lumber = 2) then
  Loading code = (Loading code + "DIE"

(ect)
Yes it sucks! Its long boring and gaym but hey, it works!

Now to load it up, its as simple as:
Code:
A player types a string containing "-Load" then
If (Typed string) is equal to (6 chars) then
  If (Typed string) contains "AMQ" then
    Set (hero level) to 1
  If (Typed string) contains "CVX" then
    Set (hero level) to 2
  If (Typed string) contains "APX"
    Set (Owner of hero) lumber to 1
  If (Typed string contains "DIE"
    Set (Owner of hero) lumber to 2
  Else
    Game - Send a message to all with the message: "Its a six letter loading code and you couldent hack it, thats sad :P"

doesnt that mean that anyone who types anything as long as it has "DIE" or "APX" in it would work? if so, then wouldnt it be unsafe?
 
Level 6
Joined
Sep 17, 2005
Messages
276
qwerty said:
doesnt that mean that anyone who types anything as long as it has "DIE" or "APX" in it
would work? if so, then wouldnt it be unsafe?

YE that was my problem but i think i got that problem too:
I inserted the current player name into the save code
and i declared at beginning of map init a var to player name.

So i can compare the substring (pl name) of save code
with the current player name and only if this is true
the code works.
Needs a bit more savety but im not rdy yet.

:arrow: Now i try to encrypt the saved lumber but im stuck at
the moment....
What i need is a trigger which encryps a number so
not everyone can write what he wants to have...


Any ideas?
 
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