Save Point Device and Trackers

Hello, hope all is well.

I recently noticed the Save Point Device is back! There is only one issue (at least for me) with regards to game progression.

I want to save tracker progress along with what the Save Point Device saves. Has anyone discovered a work around via Verse (or any other means) for this?

I’ll be digging through the documentation and source code to see if I can find a solution to this.

Thanks folks. ^^

I currently thought of a workaround: Use the scoreboard manager to assign scores to a player when they complete a tracker or increment the tracker. I’m going to see if this works.

At the very least, the player will feel rewarded for their game time, despite the tracker resetting even with the Save Point Device enabled.

Update: Score isn’t working as well as I intended. seems to reset when you start game again.

Another solution: Use resources (gold, metal, wood, stone as a way to reward players for their incremental progress through trackers and completion of trackers. Resources are persisted nicely.

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I’m having an issue with Score Manager not saving correctly also. I’m able to get it to load the Score from the last session using the “Set to Player Score” whenever the save device “On Player Loaded” is called.

However, the score incrementation is incorrect.

Yes unfortunately the score numbers do not add up correctly at times as you move between going back into a game with the Save Point device.

I gave up on score persisting and just moved to resources for the feeling of “getting something” for your work. hopefully that can work for you, good luck!

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Im very new to programming so I’m not sure if this is even possible but can we track the amount of gold someone has and make a rank system off that? Like when a player gets eliminated we remove gold from their inventory, they get gold for elims and objective wins. But can we even remove gold on elims? As well as make a series of if statements to track if a player has x amount of gold display a specific hud to show their rank as well as only play an audio device once for when you rank up? Any help is greatly appreciated!

Yes, the resources/materials are the best way to store information on players.
There are something like 30 different resources and crafting materials which you would then use to represent values within verse.
How you go about implementing and enforcing that varies on the map. If you want players to be able to drop items, then you have a lot of design work to do :sweat_smile:

My first thought would be to tie gold to score. So you can grant score on elimination. If you can do that, you can say 1 score = 1 gold lets say. And if I kill an opposing player, I can use an Item Granter device to give that player negative gold (e.g. -20 gold).

The problem would be, what would trigger the Item granter to remove gold from that specific player?

I would guess that a score manager could help with this - when the score of a player changes, remove that players gold at the same time (all using devices)

TLDR: you can remove gold from a player using item granter (im almost certain). Wish i could be of more help! Gl.

The tracker device can now track custom values so no need anymore for this setup.
Just setup a tracker for each type of value you want to persist. You can even show the progress on the HUD.

Tracker devices

How can I have a specific call to action with the tracker?

I’m trying to display on a billboard persistent gold stats
which saves in the HUD so I know it’s working but I can’t find any way to access it in verse. I have a scoreboard that works fine - it takes the values of a score manager and prints them onto my billboard via

CheckTeamScores():void=
loop:
Players:=GetPlayspace().GetPlayers()
var Team1Score:int = 0
var Team2Score:int = 0
for(Player : Players):
if(PlayerTeam := GetPlayspace().GetTeamCollection().GetTeam[Player]):
if(Agent:agent = agent[Player]):
if(PlayerTeam = Teams[0]):
set Team1Score += SavePoint.GetCurrentScore(Agent)
else if(PlayerTeam = Teams[1]):
set Team2Score += SavePoint.GetCurrentScore(Agent)

I’ve tried pairing the gold to score cause I know I can Print values from that device but it won’t be persistent. Is there a way I could pull the Gold value from the HUD after the SavePoint Loads while also hiding it on the HUD?