Game Cache

TwoHeadedBoy

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I've been experimenting with the campaigns and the game cache. Im making a test campaign that takes a hero (RPG style) from one area to the other (outside and a cave).

Im having troubles with clearing the game cache. I seem to be using the function "Game Cache - Clear Game Cache" incorrectly.

The loading of the character from area to area is working fine.

The problem is that I cannot start the campaign over, even if I quit Warcraft III. It keeps loading the game cache from before. Right now my triggers are something like this

Map 1:
Trigger:
E -Map initialization
C - none
A - Create Cache and all that jazz
- If Boolean - Game Cache contains (blah blah blach) THEN restore unit ELSE create unit
- Clear cache

Map 2:
Trigger:
E - Map initial
C -
A - create cache and all that jazz
- Restore unit
- Clear cache


The first map is the map that you start at and the second is the cave (which doesnt have a button assigned to it).

The problem is when i start a new campaign it loads the hero from the other campaign that I did. (YOU WONT GET THIS THE FIRST TIME YOU PLAY, because naturally, you dont have the cache, but start over, and you will have your previous hero)

If any of that didnt make any sense ill attach the map.



If you have any other questions ill do my best to answer them.
 

Exide

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TwoHeadedBoy

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I guess my question is:

How do you make campaigns like the Beastmaster one, where the cache saves stuff between maps, but doesn't keep it saved, so that you can always start a new campaign with a new hero by just going back and clicking on "Chapter One." (So that the only way to continue your game after quitting is to actually save the game)
 

Exide

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You can flush the stored data after each new map has been loaded.

Here's a trigger that I made for my campaign, you will get the picture by looking at it:

Trigger:
  • Reset Game
    • Events
    • Conditions
    • Actions
      • Game Cache - Create a game cache from FallenMonk.w3v
      • Game Cache - Store False as Boolean_First of Map2 in (Last created game cache)
      • Game Cache - Store False as Boolean_Second of Map1 in (Last created game cache)
      • Game Cache - Store 1 as Which_Map of Where in (Last created game cache)
      • Game Cache - Store 0 as CryptLordSpawn of Quests in (Last created game cache)
      • -------- - Quests - --------
      • Game Cache - Store MainQuestInt as MainQuest of Quests in (Last created game cache)
      • -------- -------- --------
      • Game Cache - Store 0 as Highland_Quests1 of Quests in (Last created game cache)
      • Game Cache - Store 0 as Highland_Quests2 of Quests in (Last created game cache)
      • Game Cache - Store 0 as Highland_Quests3 of Quests in (Last created game cache)
      • Game Cache - Store 0 as Highland_QuestCounter1 of Quests in (Last created game cache)
      • Game Cache - Store 0 as Highland_QuestCounter2 of Quests in (Last created game cache)
      • -------- -------- --------
      • Game Cache - Store 0 as Rustbone_Quests1 of Quests in (Last created game cache)
      • Game Cache - Store 0 as Rustbone_QuestsCounter1 of Quests in (Last created game cache)
      • Game Cache - Store 0 as Rustbone_Quests2 of Quests in (Last created game cache)
      • Game Cache - Store 0 as Rustbone_Quests3 of Quests in (Last created game cache)
      • -------- -------- --------
      • Game Cache - Store 0 as IceRidge_Quests of Quests in (Last created game cache)
      • Game Cache - Store 0 as IceRidge_Quests2 of Quests in (Last created game cache)
      • Game Cache - Store 0 as IceRidge_QuestsCounter of Quests in (Last created game cache)
      • -------- -------- --------
      • Game Cache - Save (Last created game cache)


My trigger resets all data to 0. Which means that if you start the campaign again (without loading a saved game), the game will start from the beginning.
Simply create a similar trigger that runs a second after each map has finished loading.

If you want to transfer other data, than just the Hero, between maps. (Such as start a quest in Map 1, go to Map 2, kill a monster, return to Map 1, recieve reward.
-Then this sort of trigger, obviously, won't work.

You can't detect when the player leaves the game, and flush the data, either. -Because then the game will shutdown before it has a chance to write anything to the Game Cache file.
 

TwoHeadedBoy

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Ahhhh thanks, got it. I didnt really use your idea, but you got me started in the right direction.

ok heres a few more questions:

Does it matter at all what you put in LABEL and CATEGORY for game cache triggers?

Do you know how to save the amount of map that you've revealed? (So you can go between maps without having to re-explore the regions)
 

Exide

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>Does it matter at all what you put in LABEL and CATEGORY for game cache triggers?
Had you read my Tutorial you would already know the answer. :p
-No, it doesn't matter. It's like variables; you can name them 'zAsdQf' - if you like. (It's just a matter of logic. Choose a logical name that will help you know with what you're dealing with. Such as: 'tempgroup' = a unit group that will be destroyed after use.)

I guess you could create regions that gives player vision, and store data in Game Cache to transfer between the maps - so that you may use it when loading the new map.
 
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