is it possible with the new world editor to build a multyplayer campagin alike
for something similar to DnD?
you and some other people exploring maps defeating bosses .
if the campgain alike mod isnt possible , then something like dnd map 1, map 2,map 3
so you can continue the story part by part
i think of it as a great idea, whats your opinion?
does something like this already exists?
In the past to pretend you had a multi map experience you could use Camera - Set Current Camera Bounds or something like that. Its name might be slightly different from what I’m remembering.
Then, in 1.31 they added a function to dynamically change the background image of the minimap.
With these two together, you can effectively “change map” during map, and you can do it per player. So I used to have a way gate that would go to a new map.
Yes you can but if you want separate campaign maps, you will need to program your map to generate a code for each player that mentions all important information for the next map. Shown below are some things the code may include:
- Total hero experience or hero level + remaining experience
- Hero inventory items
- Hero inventory item positions
- Hero skill specs
Yea but save the code to a file and load it in the next map and beam it out to all the other players and do it all automatically so they dont waste all their time writing and copying a code manually. I saw this done with Codeless Save Load. A guy played Minecraft in Warcraft 3 and then placed all the blocks and made a minecraft house and then he did Quit Mission out of single player, went on battlenet, joined a game someone else hosted, and then while the game was running loaded his minecraft world complete with the house and everything and the host of the game could see his minecraft house and everything.
These new ways are possible because of Reforged
My first 2003 map was a D&D game.
But well, it remains ‘simple’, it’s an individual multiplayer map, not a campaign.
There’s no ‘save’ ‘load’ feature, outside the game saving.
The game is a one shot play, you leave it’s over.
There’s no true ‘role playing’ quests, it’s more like a hack&slash but with slow timings and stats adapted to be ‘D&D alike’. All units have some kind of evasion & critical strike to simulate dice randomness.
You have some classes and races inspired from D&D, spells are custom but remained War3 based.
As my first D&D / Baldur’s Gate experiences, the difficulty is overall hard, I my self never could win it ^^ and expected time duration is between 3-5 hours.
Can you really do that? You got a procedure for how to save codes to files? You know, other than the obvious writing it down manually of course.
Yes, look up TriggerHappy’s codeless save/load system on the Hive Workshop. You can also read about how he does it.
How it was described to me is this:
- abuse the preloader usage recording system to record a preload script to the CustomMapData folder where the recorded strings are code statements that write values to Ability Data like tooltips and icon paths
- after quitting the map and launching it again, call the function to “run the preloader” which then ends up executing and changing those ability tooltips
- Blizzard new players are doing this exploit and so the function to “run the preloader” is allowed to load scripts from the CustomMapData folder rather than only ones imported in the map like it was in the old days
- then now you have a sync problem, let’s say it is a 5 player game and only Player 1 ran this hack and reloaded embedded data to ability tooltips, to fix it once the preloader finishes running and you’re back in normal lua or JASS map user code, you can then call new natives that were made for “Sync” (there is a new trigger event that is basically “A player receives a sync packet of data” and it fires for all 5 players even if only Player 1 PC calls send)
- Thus you can send it out and then have all 5 players in the game see and load data that was from the last time Player 1 played the map, in a previous session, such as a saved hero from last time for Player 1
(NOTE: Reforged doesn’t correctly allow modifying ability tooltips so this stuff is harder to do on Reforged but you can still do it with other ability string settings)
Now, a friend asked me, can we skip all this balogna and use the old Game Cache system that was previously only for single player, and then sync it in multiplayer using the new Sync functions? I have no idea, but it would be cool if this was possible. It would make the system more straightforward and make it not require Preload exploits. I have not experimented, but it would be cool if someone did.