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The problem is that any shift of the active tiles can disrupt the normal functioning of the map; for example, a tile may cease to be guarded or be blocked by trees/rocks, etc. I suggest leaving the mobs near the portals on the map as they are, without adding them to Haffad's array and without disabling them or adding triggers.
Added 2 minutes ago
By the way, you can make the entrance and exit tiles different ;)
You don't have to fight the one BEHIND the portal, but to return, you have to defeat him :)
Added 1 minute ago
In IRMG, there are unlikely to be a lot of rocks near the portal, and all other maps have artificial support anyway ;)
Added 5 minutes ago
By the way, I think the portals need to be reworked anyway: because they can be easily blocked by an enemy creature that won't even fight! You can also check all the mobs BEHIND the portals. Add a function to the scouting perk to reveal the troops behind the portal ;)
When touching the portal, we will open the exit area behind it, but then you need to somehow determine whether it is possible to find out to which groups the portals belong, and if so, solve the IRMG problems almost once and for all!
Added 5 minutes ago
And there are also one-way portals, descent portals, and exit-to-land portals!
Added 1 minute ago
And if there is AI on the map, then you should only do it as RedHeavenHero said
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NHF 0.90 : NHF - группа в VK
Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...