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ForumsCog Forum → Storing values between levels...and after the game closes?
Storing values between levels...and after the game closes?
2004-08-30, 10:42 AM #1
Is this possible? The closest thing I've found thus far...is JKArena storing a value in the autoswitch stats for the game settings. I haven't looked into that a lot, but I think it didn't keep the values after the game shutdown.

One thing I've been thinking of...is it possible to change the number of force power stars ingame...using setinv() and related verbs? And are those stars changed for the character forever? I doubt it...

God I wish I could just dump to and read from a txt file! Argh!

Edit: Oh yes, I forgot to mention this is for MP of course.

[This message has been edited by Wave_Of_Mutilation (edited August 30, 2004).]
2004-08-30, 11:39 AM #2
Inbetween levels, should be possible. After game closes... no. Sorry, just no way, once the game closes, those values are gone.

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_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
_ _ _____________ _ _
Wolf Moon
Cast Your Spell On Me
Beware
The Woods At Night
The Wolf Has Come
2004-08-30, 1:04 PM #3
Cog variables and heap contents are saved cross-levels, as long as they arent deliberatly cleared.

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Gonads are useful for their purpose, but they are no substitute for brains.
:wq!
And when the moment is right, I'm gonna fly a kite.
2004-08-30, 11:46 PM #4
Well so far as dynamically giving/taking force power stars to/from the player, its certainly possible (I know I'm not the first to have done it...). As far as how long the player has these abilities, well that depends only on your imagination - one MP level I'm working on at the moment (seems like forever now [http://forums.massassi.net/html/rolleyes.gif] - one day soon I promise... [http://forums.massassi.net/html/wink.gif]) has the player start with no force-powers and only if they find the lightsaber do they receive force powers; upon the player's death, the lightsaber is removed from their weapon inventory backpack and force-powers are removed from them ("none-jedi" state).

But as I said, the realms of assigning/deassigning force powers lie commpltely at your disposal and are distinct realities (by way of the "SetInv()" and "SetInvActivated()" verbs) [http://forums.massassi.net/html/smile.gif]

Hope this info helps [http://forums.massassi.net/html/biggrin.gif]

-Jackpot

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"lucky_jackpot is the smily god..." - gothicX
"jackpot is an evil evil man... so evil, in fact, that he's awesome." - Seb

"Life is mostly froth and bubble, but two things stand in stone,
Kindness in another's trouble, courage in your own"
("Ye Wearie Wayfarer" - by Adam Lindsay Gordon)
"lucky_jackpot is the smily god..." -gothicX
"Life is mostly froth and bubble, but two things stand in stone,
Kindness in another's trouble, courage in your own"
- "Ye Wearie Wayfarer"
|| AI Builder: compatible with both JK & MotS || My website ||
2004-08-31, 12:52 AM #5
Hmmm, are you saying that the force stars you assign dynamically in an MP game are saved in the character file? That would allow for some serious RPG stuff...

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"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2004-08-31, 3:14 AM #6
I did try doing the dynamically assigned force powers in game a long time ago, and it worked. I believe they even showed up on the character force power screen. (There were some niggles with selection) However, I don't remember if the assigned values remained after the game was exited, or if they returned to their original values. I wasn't concerned with saving them at the time so I didn't even really bother to check.

lucky, did you have a chance to see if the values remained in the character files after exit or if they went back to their old values? Like zagibu said...it would really open up some RPG possibilies which is what my project is focusing on.

I'm planning to setup a co-op fantasy adventure/RPG for MotS. 4 different races with unique abilities. I don't HAVE to save values to make the project work, but it would really help with the feel I'm going for. I'm still in the early stages of writing new MP synced AI saber actors (real sabers, not saber projectiles!).



[This message has been edited by Wave_Of_Mutilation (edited August 31, 2004).]
2004-08-31, 5:43 AM #7
I must confess, I didn't test whether or not the changes were written to file (ie such that the actual player details [including setup options and configs] and force-power assignments were saved)... [http://forums.massassi.net/html/redface.gif]. What I've only tested is only what Wave_Of_Mutilation mentioned in his first paragraph.

In my humble opinion (although I haven't done any testing, let alone serious testing of this) I'd say that it would be fair to assume that the changes that are made dynamically in game, would be for that play-session only (ie: when the game ends/JK is exited then the settings are forgotten). My reasoning for this is based on the fact that outside of an editing environment, there's no way of writing to any of JK's files (like setup, config, force-allocation, player-model decisions) and thus, save the information. Sure you can get a handle and manipulate the data via COG in-game but there's no way to permanently store them (writing the data to disk).

However, this is only my interpretation based on aspects and experience of JK that I've gleaned over the years. In a nutshell:

1.) Player creates character and original force-power allocations via JK's Options screen.

2.) Player enters game (SP or MP). Certain settings may be manipulated via COG but not permaently stored in the player's character settings (no data writing operations in-game).

3.) Player exits game. The original settings (in 1) that are manipulated (in 2) are lost.

This is just my take on things - sorry it isn't as good news as I hoped it would be... [http://forums.massassi.net/html/frown.gif]

-Jackpot

PS: If I'm wrong and it can be done, then imagine the possibilities - especially (in JK) where the player's force alignment were concerned! [http://forums.massassi.net/html/biggrin.gif]. In an RPG, you could set specific limits for certain actions and certain paths based on the player's alignment... just "wow"... [http://forums.massassi.net/html/biggrin.gif]

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"lucky_jackpot is the smily god..." - gothicX
"jackpot is an evil evil man... so evil, in fact, that he's awesome." - Seb

"Life is mostly froth and bubble, but two things stand in stone,
Kindness in another's trouble, courage in your own"
("Ye Wearie Wayfarer" - by Adam Lindsay Gordon)
"lucky_jackpot is the smily god..." -gothicX
"Life is mostly froth and bubble, but two things stand in stone,
Kindness in another's trouble, courage in your own"
- "Ye Wearie Wayfarer"
|| AI Builder: compatible with both JK & MotS || My website ||
2004-08-31, 5:54 AM #8
Couldnt you do something with the force morality thing, so depending on what you do in the game effects how the game progresses?
2004-08-31, 6:27 AM #9
No changes made in-game affect MP save files.

QM
2004-08-31, 6:56 AM #10
If it's for MP, I'm sorry to say, that you can't do it. (I've experimented with a few good coggers, and besides some unwanted children, we didn't get anything out of it) But what you may want to do, is create a startup .bat controller file, like TDIR does. With this, you could set multiple variables. As well, you could save different kinds of .bat files for different characters. As long as they passed checksum, it'd work well.

JediKirby

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jEDIkIRBY - Putting the Romance back into Necromancer.
Proud Leader of the Minnessassian Council

Live on, Adam.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2004-08-31, 12:48 PM #11
Crap, a quick test confirms...the values are returned to their originals after the player exits the level. [http://forums.massassi.net/html/frown.gif]
2004-08-31, 1:28 PM #12
Dang I hate it when I'm right... [http://forums.massassi.net/html/wink.gif] [http://forums.massassi.net/html/frown.gif]. Can't explain why I have this bittersweet taste in my mouth though... [http://forums.massassi.net/html/redface.gif] [http://forums.massassi.net/html/wink.gif]

-Jackpot

------------------
"lucky_jackpot is the smily god..." - gothicX
"jackpot is an evil evil man... so evil, in fact, that he's awesome." - Seb

"Life is mostly froth and bubble, but two things stand in stone,
Kindness in another's trouble, courage in your own"
("Ye Wearie Wayfarer" - by Adam Lindsay Gordon)
"lucky_jackpot is the smily god..." -gothicX
"Life is mostly froth and bubble, but two things stand in stone,
Kindness in another's trouble, courage in your own"
- "Ye Wearie Wayfarer"
|| AI Builder: compatible with both JK & MotS || My website ||

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