Staredit Network > Starcraft I Database > File: Load and Save Concept

Sunken Treasure
(Reload)
Load and Save Concept
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Filename: Load and Save Conzept.scx
Filesize: 47.37KB

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File Information
General
Uploaded on:Aug 6 2008, 12:09 pm
Uploaded by:Devourer
Author:Not Given.
Downloads:286

Map-Data
Tileset:Twilight
Dimension:64x64

Forces
Load and Save Concept
Human (Zerg)
Rescuable (Protoss)
Rescuable (Zerg)
Made by: DeVouReR(ChaR)
Neutral (Terran)
Rescuable (Protoss)
Computer (Zerg)
Computer (Terran)
Observer
Human (Terran)
Force 4

Map-Statistics
Units:82
Triggers:22
Locations:8
Strings:956
File Description
This is a concept where you are allowed to save and load INGAME!
This map is a very very very early beta version! So there may are some glitches

When you Mindcontrol the Ghost [Save] , following things will be saved in the map:
-> Where you Marine stands.
-> How many Enemys are alive.
-> Where the enemys stands.

If You load : Exactly these datas will be back in the game...
-> Your Marine will stay there where he stand while the game was saved
-> all enemys who was alive will be loaded on it's saved place

Made by: DeVouReR(CHaR)
[I may upload a newer version soon with more then 1 enemy typ]

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Comments
Basteille wrote on Feb 10 2009, 12:17 am:
I have come up with a save system based on location and lock codes. I have also given a cheat menu to get better stats if you beat the game. And ONLY when you beat the game. Save locations do better for me. 9 numbers, 1-9, 4 digits. Make individual units for each number, 1137 would have a civ on 1, a hero ghost on 1, an infested terran on 3, and a firebat for 7. Also including a message detailing what number the unit stands for. So you may use each individual unit in the rpg for any use. This is very good considering you can load from start menu.

Commanda_Panda wrote on Aug 13 2008, 3:32 am:
Very nice, although main challenge behind save/load programs are typically saving and loading in a new game. This map, however, does great in loading previous progress in the same game.

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