Do you want to put the map on bnet? If not a normal save will do. Any number you can save as an integer you can save as a bank tho if direct download is not an option, though there is no direct way to save placements of buildings/units on a map.
runling run doesnt have buildings, it just uses the same map terrain and spawn drones according to the level.
If you want to do this for buildings, one way I can think of is to have a loop go through each unit/structure the player owns, and record the type and position of it, and store that using banks. Then when the player loads up the game, go back through that list and rebuild everything. If you need more help on that part of it, I could probably take a closer look and tell you what actions it would require to use.
Since buildings are aligned to tiles you can compress position into tile coordinates instead of a fixed (real) pair saving much bank space. With the right compression it should be more than viable to have a few hundred buildings per player.
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I want to make an Anno or SimCity style map where the player can load the map at a later date and have their structures saved.
Anyone know if there a way to do this with triggers and the bank?
Do you want to put the map on bnet? If not a normal save will do. Any number you can save as an integer you can save as a bank tho if direct download is not an option, though there is no direct way to save placements of buildings/units on a map.
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It is possible running run does it.
runling run doesnt have buildings, it just uses the same map terrain and spawn drones according to the level.
If you want to do this for buildings, one way I can think of is to have a loop go through each unit/structure the player owns, and record the type and position of it, and store that using banks. Then when the player loads up the game, go back through that list and rebuild everything. If you need more help on that part of it, I could probably take a closer look and tell you what actions it would require to use.
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Since buildings are aligned to tiles you can compress position into tile coordinates instead of a fixed (real) pair saving much bank space. With the right compression it should be more than viable to have a few hundred buildings per player.