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There are many ways to do this. Here is one of them:
SetObjectEnabled("garrison_name", nil);
Trigger(4, "garrison_name", "capture_gar");

function capture_gar(hero)
local a = {};
a[1], a[3], a[5], a[7], a[9], a[11], a[13] = GetObjectCreaturesTypes("garrison_name");
for i = 1, 7 do
if a[i*2-1] ~= 0 then
a[i*2] = 2 * GetObjectCreatures("garrison_name", a[i*2-1]);
end;
end;
SetObjectEnabled("garrison_name", 1);
Trigger(4, "garrison_name", nil);
MakeHeroInteractWithObject(hero, "garrison_name");
local i = GetLastSavedCombatIndex();
while i == GetLastSavedCombatIndex() do
sleep(1);
end;
if not IsHeroAlive(hero) then
SetObjectEnabled("garrison_name", nil);
Trigger(4, "garrison_name", "capture_gar");
return
end;
for i = 1, 7 do
if a[i*2] then
AddObjectCreatures("garrison_name", a[i*2-1], a[i*2]);
end;
end;
DenyGarrisonCreaturesTakeAway("garrison_name", 1);
end;
Here, you only need to replace "garrison_name" with the script name of your garrison. In the script, it should be written in quotes, and in the editor (in the Name field in the object's properties) - without quotes.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

Существа NCF
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