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Current questions and answers regarding the map editor.

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#5871
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Thank you!

I've confirmed my hypothesis.
The map crashes when calling the function due to a discrepancy in the Floor variable within the reserved hero's parameters. You don't need to edit the stats; leaving them at 0 doesn't affect anything, and DeployReserveHero works correctly.
Ultimately, you just need to check MapPropertiesTree / Players / [2] / ReservedHeroes, opening the hero's line by clicking the three dots on the right, in the Property column, the Floor value should be 0 or 1, and it should match the location (land/Dungeon) where the hero is summoned from the reserve. Some heroes are assigned to land, others to Dungeon.
Also, to prevent the console from displaying a red warning, don't forget to assign some units to the heroes in the reserve. I added 1 unit. If you do nothing, the game assigns basic units itself. But the red message irritates my perfectionist soul.)



Added 2 hours 2 minutes ago
And I have a related question: to avoid manually copying 100500 text descriptions of specializations and the heroes themselves, how can I correctly specify the path in the code so that it can be displayed in a pop-up message? I see that there are these paths in the hero properties. I'll have to either specify them in a separate array for each hero, or if there's an option for a universal property/field, use a single variable to pull the data from there. But something tells me that I'll have to go through each one individually.

Added 1 hour 28 minutes ago

upd: I found a section in the FAQ by Jack_of_shadows: "How to find and correctly write paths to icons, effects, sounds, and other internal game resources?" It's described there. I'll try to do it similarly, taking the data from the hero properties. If I run into trouble, I'll come back with this question.😅

Ещё только учусь =)