Save System Question ;)

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HawkX
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Save System Question ;)

Post by HawkX »

Hey again! :)
Hope you are doing well!

I have a question regarding the save system that comes with the Dialogue System...
I noticed there are 3 "save system" sub forums, but wasnt sure if this question should go in either of them since they might be from completely separate modules... Let me know if I should have written this elsewhere!! :)

The question is regarding the "keys"
I added an "active" saver as well as a "position" saver to some items drops from our game...
I did check the append save type to prevent "duplicate" key...
However, as is often the case, if there are 2 crates that produces a potion (clone) item, they both share the same name...
and since the key uses the name by default, when i reload, only 1 of the X amount of potion item remain on the ground...
Same thing happen with many other types of objects in the save system (3 destructible crates) for example...

When I took a "RPG class" from gamedev.tv, they also made a very rudimentary save system that I hesitated to use... and eventually opted to use yours (not only because of the AMAZING support you have been giving over the years, but because your save system seems a lot more robust, suporting destructibles, position, multiple save slots, etc...) --- That being said, in the basic tutorial I did, the "key" used to save was always uniquely generated "hash" and had 0 chances of ever having a duplicate... Why isnt yours doing the same thing? :) Or do you have a quick and easy solution I could implement to solve this?

As always, thanks a lot for your time and have a nice day!
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Tony Li
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Re: Save System Question ;)

Post by Tony Li »

Hi,

The Pixel Crushers save system gives you the option of specifying a key value or using a unique hash. To automatically add unique hashes to the savers in your scene, select menu item Tools > Pixel Crushers > Common > Save System > Assign Unique Keys....
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HawkX
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Re: Save System Question ;)

Post by HawkX »

This looks really nice... but seems to only work on stuff that is already in the scene...
and not for items that are spawned (for example when breaking a crate)
Anyway to make that "unique key" setting permanant for every saver in every scene and (most importantly) every version of every prefab? :)
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Tony Li
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Re: Save System Question ;)

Post by Tony Li »

If you're spawning stuff, you may want to use the Spawned Object Manager. The folder Assets / Pixel Crushers / Common / Documentation has a save system manual that explains how to set up the Spawned Object Manager.
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HawkX
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Re: Save System Question ;)

Post by HawkX »

This seems to work indeed... im getting errors on the restored items (because they were not spawned "their normal way" and not setup properly)... but i'll try to fix that :)

Final thing (for now) lol..
Any "suggestion" on how best to save "data" along with everything else...
like player stats, hp, mp, time played, inventory/equipments, (floats/ integers/ item(class),equipments/ etc.)
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Tony Li
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Re: Save System Question ;)

Post by Tony Li »

See: How To: Write Custom Savers.

If you're using an Asset Store product such as Opsive's Ultimate Character Controller or More Mountains' TopDown Engine, the Dialogue System's integrations for them include saver components.
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HawkX
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Re: Save System Question ;)

Post by HawkX »

I used the unity 3rd person controller (from unity) as a start... but heavily modified it

The inventory system is pretty much the one from gamedev.tv in the "rpg course"

besides those two, not using anything else pre-made

for the stats, everything is stored manually in a public static class I created :)
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Tony Li
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Re: Save System Question ;)

Post by Tony Li »

Alright, then a simple custom saver script should do the trick.
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HawkX
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Re: Save System Question ;)

Post by HawkX »

yeah thats what i was thinking...

just didnt know if you had any "custom saver" template hidden somewhere :D hehe...
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Tony Li
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Re: Save System Question ;)

Post by Tony Li »

There is! :-) The starter template is named SaverTemplate.cs. Just duplicate it, move it into your scripts folder, and customize it where the comments indicate. Then add it to a GameObject.
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