Connection ErrorBad RequestSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Error Details:
Share Link
Current questions and answers regarding the map editor.
Yes, that happened before, Heroist. There's a setting for this in the cities, something like it's in the properties tree.
Let's get started.
We need to extract all the files from the dialogue scene... But we need to find out where they are in the scripts: there should be a link to the main dialogue scene file, and from there to all the other files.
Rhenish, open the script belonging to the map with the video you selected. Find the line StartDialogScene(blah-blah-blah). This "blah-blah-blah" is the path to the file named dialogue_scene_name.xdb, which is what you need. However, there may be several StartDialogScene lines if there are multiple videos in the scenario, but you'll have to find a way to distinguish them! Or try it randomly, but that will take a relatively long time. So, let's go back to dialogue_scene_name.xdb. In fact, the easiest way is to copy this file to your map (preserving the paths) and all the files associated with it. How do you determine which files are associated? There are two ways: external signs (they are all in the same folder, which is named something like dialogue_scene_1, or they all have similar names, like dialogue_scene_1.xdb, dialogue_scene_1_replica_1.txt, and so on). This method has a drawback: you might miss something. For example, the replicas are in the right place, but the sounds are in a different place, which will be a problem, and the video won't be transferred 100%. You can, of course, dig deeper into the archive and still find the missing files... Or you can open dialogue_scene_name.xdb in a text editor and simply look for links to external files. This is not difficult, because you need ALL the links, all the file paths that are there. That is, you search through the document, find the name of some file - that means you need to copy the file to your map.
That's roughly how it works. I'll write the script now.
--------
Unless you prevent hiring the corresponding upgrade in the city using the CreaturesUpgradesFilter property.