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
Posts from Current questions and answers regarding the map editor.
I want to create a dragon/phoenix hero. In this regard, I have a question: is it possible to make the hero fly, as if he were wearing angel wings?
If not, how can I edit the wings so that they don't appear behind the hero when he wears them? Otherwise, it will look like a flying cherub, not a dragon.
Another question: where is the model of the cyclops zombie, which is made from a yeti in the Dark Messiah mod?
RedHeavenHero
DeathKnights, at the very least, is not very compatible: in this mod, the DefaultStats.xdb file (which contains the undead raising table) is changed, and its structure is different in 3.0 and 3.1. In particular, the tournament strike will stop working, and the one-turn delay between the application of the devastating pike and its execution will disappear.
Added after 12 minutes By the way, this mod is incompatible specifically with version 3.1; it will work normally on 3.0.
How can I change the undead raising table so that it is compatible with 3.1?
I have almost created a mod that will replace the yeti with this cyclops, but I would also like to add it to the undead raising table
How can I modify the undead summoning table to make it compatible with version 3.1? I've almost finished creating a mod that will replace the Yeti with a Cyclops, but I'd also like to add the Cyclops to the undead summoning table.
To ensure the mod works with version 3.1, you need to extract the xdb files from the patch package (a2p1-data.pak), if available. And, only if the required file is not found in this archive, should you extract the xdb files from the regular data.pak.
How do I set a weekly schedule for a specific map in the editor?
In the map properties tree, there is a MoonCalendar property that controls the weekly schedule. Since it is "hardcoded" in the editor, you will have to modify it manually by opening the map file. Nevertheless, it works.
I need a script like this:
I approach an allied hero standing near their city.
Then, this hero runs away, the city becomes mine, and I receive reinforcements.
After that, various areas on the map are shown to me.
+ The allied hero should not do anything at all.
I need a script like this: I approach an allied hero standing near their town. Then, this hero runs away, the town becomes mine, and I receive reinforcements. After that, various locations on the map are shown to me. + The ally should not do anything at all.
Scripts that are needed:
MoveHeroRealTime - the hero runs as soon as you approach him (must have movement points)
SetObjectOwner - makes a certain object belong to someone
OpenCircleFog - shows an area of the map from a specified point with a certain radius
OpenRegionFog - shows a selected region to a specific player
And what about just moving without doing anything else?
AddHeroCreatures - gives the selected hero the desired creatures
It should cover everything in the manual
WE ALSO NEED A FUNCTION
I NEED TO WRITE IT
Кампании К оружию! ______________________________ Нужна помощь: Делать ролики Писать скрипты
How do I make a neutral hero? Because when I change it in the tree, it disappears.
You can't do it directly. But... If there's an unused player slot on the map (let's say PLAYER_8) that hasn't been edited at all, it will also have a neutral color. You can place a hero from an active player on the map in the editor, and then use a script to change its owner to the unused player. SetObjectOwner('Numys', PLAYER_8); Then the hero will actually become neutral. (This example refers to the map RedHeavenHero "The Veil Falls" - the mage Fazim).
When visiting standard treasure chambers, adding resources displays beautiful images of them to the player. How can this be achieved manually if the treasure chamber is scripted?
(The manual states that ChangeResource Changes the amount of a specified resource for the player who owns the specified hero. At the same time, a "floating" message appears from this hero, indicating the change in the resource. But if you write it in a script, it doesn't work/Attempt to call nil value ''ChangeResource). Version 3.1
When visiting standard treasure chambers and adding resources, the player sees nice pictures depicting them. How can this be achieved manually if the treasure chamber is scripted?
(The manual says that ChangeResource Changes the amount of a specified resource for the player who owns the specified hero. At the same time, a "flying" message appears from this hero, indicating the change in the resource. But if you write it in a script, it doesn't work/Attempt to call nil value ''ChangeResource). Version 3.1
The trick should work if you use SetPlayerResource, while setting the fourth parameter to the name of the hero from whom the message with the resource picture should appear.
Hello! I'm new to the Map Editor and don't understand anything. I have a problem... I decided to create a map. I worked on it every day for a week, and everything was going well. But one day, I decided to open my Map Editor, selected my map, and THIS happened! The ground disappeared. Some buildings disappeared too! Rivers and mountains have been removed... What is this? What causes this? Is there a way to fix it?