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Current questions and answers regarding the map editor.
That is, it is written in the creature's script?... Yes, I'm an idiot.
function InitBuildings()
for i, building in GetObjectNamesByType"PEASANT_HUT" do
Trigger(5, building, "TransformBuilding")
end
for i, building in GetObjectNamesByType"ARCHERS_HOUSE" do
Trigger(5, building, "TransformBuilding")
end
for i, building in GetObjectNamesByType"BARRACKS" do
Trigger(5, building, "TransformBuilding")
end
for i, building in GetObjectNamesByType"HEAVEN_MILITARY_POST" do
Trigger(5, building, "TransformBuilding")
end
end
function TransformBuilding(_, _, hero, building)
if hero == "Pelt" then
ReplaceDwelling(building, TOWN_NECROMANCY)
end
end
function TransformHavenTown(_, _, hero)
if hero == "Pelt" then
TransformTown("Sian", TOWN_NECROMANCY)
sleep(10)
SetObjectPosition("Pelt", GetObjectPosition("Sian"))
end
end
startThread(InitBuildings)
Trigger(5, "Sian", "TransformHavenTown")
function InitDungeonCreatures()
for i, mob in GetObjectNamesByType"CREATURE" do
local type = GetObjectArmySlotCreature(mob, 0)
if (type >= CREATURE_SCOUT and type <= CREATURE_BLACK_DRAGON) or (type >= CREATURE_STALKER and type <= CREATURE_RED_DRAGON) then
SetObjectEnabled(mob, nil)
Trigger(4, mob, "TouchDundeonCreature")
end
end
end
function TouchDundeonCreature(hero, monster)
if hero == "Dalom" then
SetMonsterCourageAndMood(monster, 1, 0, 0)
end
SetObjectEnabled(monster, 1)
Trigger(4, monster, nil)
sleep(1)
MakeHeroInteractWithObject(hero, monster)
end
startThread(InitDungeonCreatures)
And regarding the region... he just selected a region for me, and that's it. I can't access its properties, and the tree doesn't react to it...