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It depends on the goals, but it might be needed after a certain event.
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I've already tried two options, both with a custom name and with the in-game name, and there's no difference.
Added 1 minute ago
This was also present in the original campaigns and in the Unicorn Empire campaign, in the 4th mission.
Added 5 minutes ago
Do you need a trigger for this?
SetObjectOwner("Nemor", PLAYER_5);
EnableHeroAI("Nemor", nil);
SetObjectEnabled("Nemor", nil);
DoNotGiveTurnToPlayerAIIfNoTownsAndActiveHeroes(5, true);I was making a map and a question of this nature arose:
Is it impossible to build bridges?
I tried two ways:
1. via CreateStatic
2. I placed them with the orientation already set where they should be, then moved them to reserve (the corner of the map) and used the SetObjectPosition function to place them when needed
these methods do not allow the bridge to be used; it's just an object that the hero passes through
Kiom, did you use the correct object for the bridge? Which bridge exactly, underground or above ground? If you place the bridge from the very beginning, can the hero walk across it without any problems?
In general, it's strange.
If it's not too much trouble, could you describe what's in the last line of the scripts? I'm curious.
What's wrong with the script? "dub1" is the name of the entity; the script's purpose is to prevent interaction with the entity and to remove the faction circle.
Added 7 minutes later
Oops, here's the script:
SetObjectEnabled("dub1", nil);
SetDisabledObjectMode("dub1", DISABLED_INTERACT);
sleep(1)
SetMonsterSelectionType("dub1", 0);