Posts from Current questions and answers regarding the map editor.
In the seer's hut? It's there, it's just that the reward isn't displayed in this case due to a developer oversight, but it is awarded.
function play_anims()
if GetCurrentPlayer() ~= 1 then return end
Trigger(REGION_ENTER_AND_STOP_TRIGGER, "udar1", nil)
PlayObjectAnimation("limon", "attack00", IDLE)
sleep(5)
PlayObjectAnimation("limon2", "attack00", IDLE)
sleep(5)
PlayObjectAnimation("limon3", "attack00", IDLE)
sleep(5)
PlayObjectAnimation("limon4", "attack00", IDLE)
end
Trigger(REGION_ENTER_AND_STOP_TRIGGER, 'udar1', 'play_anims')
Everything works, all the creatures are fighting on the map. But the creature named limon3 is standing with its arms spread. Does anyone have any ideas?
Added 15 minutes later
And another script to make the creatures on the map fight from the very beginning, but if you enter the region, a battle starts with one creature from the pair that is fighting. And as soon as the battle is won, the creature immediately wants to join. Does anyone know how to implement this?
The problem is that the creature named limon3 stands with its arms outstretched.
And also, a script so that creatures on the map start fighting from the beginning, but when you enter a region, a battle starts with one creature from the pair that is fighting. And as soon as the battle is won, the creature immediately wants to join. Does anyone know how to implement this?
UPD: or are you referring to the spell IDs? Then the file is HOMM5_A2_IDs_for_Scripts.pdf.
Added 8 minutes ago
If I understand correctly, how can I create 2 functions with the REGION_ENTER_AND_STOP_TRIGGER trigger? Both functions with animations, but one animation is a spell, and the other is attack00.
Added 30 minutes ago
And no, I'm not talking about their IDs; I've found those. I'm talking about the spells themselves, for example, /Effects/_(Effect)/Spells/Armageddon.xdb#xpointer(/Effect).
Added 47 seconds ago
Specifically, where can I find such spells, in which folder?
Thank you in advance.
Am I correct in understanding that there should be only one trigger for the entire script on the map?
That's exactly where I can find such spells, in which folder?
Good afternoon, I have a question: How can I make it so that after capturing a garrison (let's give it a scripted name Garnizon01), a dialogue is played (let's take, for example, the very first one DialogScenes/A2C0/M1/S1/DialogScene)
Thank you in advance.
Do you happen to know how to remove corpses? I mean, I cast a spell on the map, killed the creatures, but the remains are still there, like a vampire sword, etc. How do I remove these remains from the map?
You need to perform the deletion after the death animation; it's obvious why.