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Post by dreadlord on Nov 20, 2016 20:35:00 GMT
No problem, take your time
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Post by angelsm on Nov 21, 2016 13:58:49 GMT
I've imported the package and I've followed the steps, but it seems that it doesn't work. I save the inventory but when I load the game it appears an error in the console. I'm calling it in this way:
using UnityEngine; using System.Collections; using ChronicmanSystems;
public class LoadGame : MonoBehaviour { public static bool Cargando; public Button b;
GameObject loadinventory; void Start() { b.interactable = PlayerPrefs.HasKey("Player z");
loadinventory = GameObject.Find("vInventorySaverLoader"); }
public void cargar() { loadinventory.GetComponent<InventorySaverAddon>().Load();
Application.LoadLevel("Base"); Cargando = true; } public void NoCargar() { Cargando = false; Application.LoadLevel("0_Intro"); } }
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Post by Chronicman on Nov 22, 2016 0:59:59 GMT
I've imported the package and I've followed the steps, but it seems that it doesn't work. I save the inventory but when I load the game it appears an error in the console. I'm calling it in this way: using UnityEngine; using System.Collections; using ChronicmanSystems; public class LoadGame : MonoBehaviour { public static bool Cargando; public Button b; GameObject loadinventory; void Start() { b.interactable = PlayerPrefs.HasKey("Player z"); loadinventory = GameObject.Find("vInventorySaverLoader"); } public void cargar() { loadinventory.GetComponent<InventorySaverAddon>().Load(); Application.LoadLevel("Base"); Cargando = true; } public void NoCargar() { Cargando = false; Application.LoadLevel("0_Intro"); } } You don't need to find the Inventory saver to call a load or save you just need to use these methods. I have made a static instance of the component. InventorySaverAddon.instance.Save(); InventorySaverAddon.instance.Load(); InventorySaverAddon.instance.Delete();
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Deleted
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Post by Deleted on Nov 25, 2016 12:33:05 GMT
Is there a way to not use inventory saver 2?
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Post by Chronicman on Nov 28, 2016 7:14:39 GMT
Is there a way to not use inventory saver 2? Sorry Zelda I didn't see your post. Um you could write your own saving code yeah it is possible.
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Post by Chronicman on Dec 6, 2016 3:15:26 GMT
This system is a lot faster now that I'm doing the saving and loading sequentially. I have not got the Rpg pack saving yet so I'm not sure how much faster it will be after that but I'm no longer using tag to save so it should be smooth.
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Post by Chronicman on Dec 6, 2016 5:24:46 GMT
Quests are able to be saved now, I stress tested the saving and loading and 20 is the max amount of quests able to be saved or loaded without a fps spike, "that will do donkey, that will do".
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Post by Chronicman on Dec 6, 2016 17:59:39 GMT
Would you guys be interest in a starting scene with this add-on ? The only way I can save & load player locations properly is if its loaded from a start scene. I have finished Integrating the Rpg pack for saving and loading. Let me know something like this:
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Post by dreadlord on Dec 6, 2016 18:27:24 GMT
I've made this similar with playmaker. Main menu -> continue button -> load last scene and position and all the other stuff. But my method is very dirty :-) not recommended hehe
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Post by Chronicman on Dec 6, 2016 18:52:21 GMT
lol you dirty boy!
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Post by Deleted on Dec 8, 2016 3:18:58 GMT
I'm interested, though is it possible you could integrate with a free save? Or is it the same?
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Post by Chronicman on Dec 8, 2016 4:06:44 GMT
I only really know ES2 mate. 8(
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Post by Deleted on Dec 8, 2016 17:09:37 GMT
No problem
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Post by Chronicman on Jan 1, 2017 19:08:24 GMT
Character Selection menu - I had to do this for loading scenes correctly. This will eventually load the characters gear, quests, level ect on select and when confirmed what character you want it will load to the last saved location if there is any. If its a new character obviously will not load any gear and send player to start scene. The menu can be changed with your art work for uniqueness.
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Post by uberwiggett on Jan 1, 2017 23:01:43 GMT
Would this system be useful for saving a character between scenes? So can carry over from one to the other? Can the player spawn position be set by the scene to allow this or will it load with thw coords of the old scene?
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