Sincerely,
ID:148633
Dec 1 2002, 9:23 am
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Hey, I need some assistance here, players are getting a little mad when they go to new server, and they must start over again, does anyone know of a library, or tutorial where it saves the player.sav to the player's cpu, and then loads it into any server they play? Sort of like SuperSaiyanGokux's DBTC Save system...If you choose not to provide me with information on it without a price, I have dimes to anyone who can give me info on how to do this.
Sincerely, |
In response to Nick231
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Who needs a hex editor? There's already a library that lets you edit save files. You better have a good encryption aglorithm, unless if you want 5,000 SSJ42904698296356376189480927547286395863s running around. I would suggest pointing out that your players are too untrustworthy, and that the files are stored on the host's computer, not theirs. Besides, since you probably give hosts GM powers to add/remove levels and all that, it's even easier to screw with the save files. But, to answer your question, look up client.Export() and then inport it with ver/upload(F as file).
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In response to Garthor
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I haven't a really fast connection, so not any peeps join my server when I'm hosting, but would this work?
client/proc/SaveMob() var/firstletter=copytext(src.ckey, 1, 2) var/savefile/F = new("player/[firstletter]/[src.ckey].sav") var/char_ckey = cKey(src.mob.name) F["/[ckey]/[char_ckey]"]<<src.mob usr.client.Export(F) client/proc/LoadMob(char_ckey) var/firstletter=copytext(src.ckey, 1, 2) var/savefile/F = new("player/[firstletter]/[src.ckey].sav") usr.client.Import(F) F["/[ckey]/[char_ckey]"]>>src.mob |
Goku72 wrote:
Hey, I need some assistance here, players are getting a little mad when they go to new server, and they must start over again, does anyone know of a library, or tutorial where it saves the player.sav to the player's cpu, and then loads it into any server they play? No, because the CPU is the chip that runs program instructions. This is like asking if they can save their character to the cooling fan or the keyboard. A savefile can be sent to the player's computer, however. Lummox JR |
In response to Goku72
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Look, yes, people CAN edit these, I'd suggest getting an encryption algorithm, and then changing it every couple of versions so that people won't figure it out. OR, you can have a main cache that loads from a website, I'm not sure how this would work, but the savefiles would have to be relatively small on most free web-hosting server. I think you COULD do this with a private acess download, which temporarily uploads this savefile to the world and then updates it during a shutdown, once again I have no idea how to do this, try looking up the Import() and Export() procedures... what? I'm not sure, just a suggestion.
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In response to Ter13
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you can use this
mob/verb/save() var/savefile/F = new() F << usr usr.client.Export(F) client/New() var/client_file = Import() if(client_file) var/savefile/F = new(client_file) //open it as a savefile F >> usr //read the player's mob return ..() which can be found by going to the BYOND Help/Help On ---> then going to Search and type or copy and paste this Export proc (client) AND IT DOES WORK I used it for myt megaman game so I know it works... |
In response to Lummox JR
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Alays have to be technical...Geesh!!! ~.^
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In response to Goku72
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Actually, it's a very important distinction, in my opinion - people always seem to misuse the term CPU. It can get very confusing sometimes, when they're trying to explain a computer problem to you.
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Just my 2 cents, but I think there is something like your looking for somewhere out there... i'll look and post back if i find it...