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2 years ago
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Regarding the camera settings for Heroes, there is a tag for unique camera settings... it can be found at the following path: MapObjects \ faction \ hero.(AdvMapHeroShared).xdb. In this file, find the tag HeroIndividualCamera, which, for many campaign Heroes, references content from the Cameras \ Interface \ HeroScreen folder.
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2 years ago
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I don't think there's a bug here, as fktifzobr@mail.ru believes. In fact, the opposite is happening: the individual camera is disabled by the general camera when viewing it in the castle's garrison. The suggested solution of copying the general camera for everyone and placing the ruler in the original camera would result in everyone except the ruler becoming tiny in the garrison. Adjusting everyone to fit one giant, and furthermore, using a scripted approach, is not the right way to go. There probably is a file that specifies the camera for the castle garrisons. If it's based on race, there's nothing to be done, but if it specifies a general camera, it might be possible to add an individual camera or delete the general one.
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2 years ago
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I don't think there's a bug here, as fktifzobr@mail.ru believes. In fact, the opposite happens: the individual camera is disabled by the General camera when viewing the castle garrison.
The suggested solution of creating a copy of the General camera for everyone and placing the hero in the original camera would result in everyone except the hero becoming tiny in the garrison. Adjusting everyone to fit one giant is not the right approach, and it's also a scripting issue.
There probably is a file that specifies the camera for castle garrisons. If it's race-specific, there's nothing to be done, but if it specifies a General camera, it might be possible to add an individual camera or remove the General camera.
I still think it's a bug; the individual camera is disabled by the General camera on the map, but the camera is lost in the city.

Where is the individual camera defined? - In the hero file for the map.
What happens when the hero hides in the castle? - His model disappears from the map.

I think the hero is removed from the map, but his model and stats are saved in the map's cache, but the path to the individual camera file is not saved
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2 years ago
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fktifzobr@mail.ru
I still think it's a bug. The individual camera turns off on the map, but the camera gets lost in the town.

Where is the individual camera defined? - In the hero file for the map.
What happens when a hero hides in a castle? - His model disappears from the map.

I think the hero is removed from the map, but his model and stats are saved in the map's cache, but the path to the individual camera file is not saved.
Interesting. Put a hero with an individual camera in a boat or hide him in a Sanctuary, buy a regular hero in the castle, and switch to the hidden hero from his interface.
I don't remember if the hero's icon remains when he's in a boat or in a Sanctuary. Maybe this isn't the same as a castle garrison.
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2 years ago
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Mооnst@r

Interesting. You can place a hero with an individual camera in a boat or hide him in a Sanctuary, buy a regular hero in the Castle, and switch to the hidden hero from his interface.
I don't remember if the hero's icon remains when he's in a boat or Sanctuary. Maybe this isn't the same as the Castle garrison.
It's really interesting... well, there is a difference: when a hero is in a Castle, he disappears from the panels, but in boats and Sanctuaries, he remains.
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2 years ago
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I checked, and the icon remains. So, it was a false alarm.
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2 years ago
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Done. In the Sovereign (AdvMapHeroShared) file, I wrote in HERO_CLASS_DEMON_LORD_1, and in UIGameRoot (UIGameRoot), I added what is highlighted in the screenshot below. If needed, we can create a mod for the mod that unlocks campaign heroes. And another question: will changing the "class" parameter in the Sovereign file affect anything else? If so (in a significant way), then let's forget about it.
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2 years ago
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There is no such class, so it is difficult to say whether the Warlord will work at all.

Also, he does not have a skill wheel, skill drop chances, or attribute drop chances.
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2 years ago
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fktifzobr@mail.ru
There is no such class, so it's hard to say whether the Warlock will work at all.

Also, it doesn't have a skill wheel, skill drop chances, or attribute drop chances.

The game displays "uncategorized" where it used to say "Demon Lord." Skills and abilities drop, I skip a turn, and the game doesn't crash.
Could it be possible to somehow link it to the class in an unconventional way so that the camera doesn't glitch?
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2 years ago
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Mооnst@r

The game now displays "uncategorized" where it used to say "demon lord." Skills and abilities still appear, I can skip my turn, and the game doesn't crash.
Could there be a workaround to link it to a class so that the camera doesn't glitch?
I don't know anything about the "uncategorized" class, so I can't say anything about it.
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2 years ago
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Mооnst@r
Done. In the Sovereign lord's file (AdvMapHeroShared), I wrote HERO_CLASS_DEMON_LORD_1, and in UIGameRoot.(UIGameRoot), I added what's highlighted in the screenshot below.
If needed, I can create a mod for the mod to unlock campaign heroes.
And another question: will changing the "class" parameter in the lord's file affect anything else? If so (in a significant way), then forget about it.

It's not worth the effort. It's better not to do something like that, lol. I'll try from time to time, but something tells me that nothing will come of it.
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2 years ago
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Hello everyone,
For my upcoming map, I plan to add two custom creatures to replace the Yeti and Black Knight. And I have a question about the camera angles for these creatures in the hiring window. As I understand it, the Yeti uses a camera from the data.pak file, which is located in \Cameras\Interface\HireCreatures.(Camera).xdb (correct me if I'm wrong), and the Black Knight uses the camera of the Death Knight. So, my question is: in which file is it specified which camera these two creatures should use? I want to change the camera angle for the creature that will replace the Black Knight without affecting the camera angle of the Death Knight. How should I do this?
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2 years ago
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I remember that the black knight shares a chamber with the dark elf lizards (basic and upgraded versions, without alteration). And this is permanently fixed.
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2 years ago
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IchGViji
The question is: in which file is it specified which camera these two creatures should use? I want to change the camera for a creature that will replace the black knight, without affecting the camera of the death knight. How should I do this?

Is this it?
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2 years ago
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AstralLein
The black knight, as I recall, shares a camera with the dark elf lizards (basic grade and upgraded grade, without alteration). And this is permanently fixed.
If that's the case, it's a shame; I'll have to settle for the default configuration. Or, I can slightly adjust the camera for the lizards; ideally, no lizard should be harmed during this experiment. 🥲

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Mооnst@r
Is this it?
Yes, exactly, the camera for the lizard on the black knight, thank you!
So, I have three options:
1) change the lizard's camera itself
2) move the black knight to a more optimal camera
3) create my own file and specify the settings for the camera I need (but it might not work).

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