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Posts from Current questions and answers regarding the map editor.

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#4738
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Gerter
SetObjectiveVisible() should affect the visibility of the quest in the interface; perhaps if the second parameter is nil, something might be displayed incorrectly. Also, there's a possibility that quests of the KIND_DEFEAT_HERO type cannot be processed by the script. According to Jack_of_Shadows' guide, KIND_MANUAL is required for this. But I'm not sure about that.

That's the thing, I don't have nil there. I changed it to KIND_MANUAL, but it didn't produce any results.
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#4739
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How do you even start a quest in the game? I always use SetObjectiveState('quest name', OBJECTIVE_ACTIVE) and it works fine. The settings are the same in the editor.
Нет войне.
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#4740
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Gerter
How do you even start a quest in the game? I always use SetObjectiveState('quest name', OBJECTIVE_ACTIVE) and it works fine. The settings are the same in the editor.
Well... I create them in the editor, hide them there, and then when a hero interacts with an object, I put a trigger on that object that activates a function... to display... in the interface... of the quest...? Yes, probably that's how it is.:smile32:
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#4741
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could you then share a snippet of the script that activates a certain quest? maybe there's something wrong with it.
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#4742
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Gerter
Could you then share a snippet of the script that activates a quest? Maybe something is wrong there.

function ActQgoldenArmada()
MessageBox("/Maps/SingleMissions/rework (4)/golden.txt");
MoveCamera(206,6,0,30,1,2,1,1);
OpenCircleFog(206,6,0,5,PLAYER_1);
OpenCircleFog(172,7,0,3,PLAYER_1);
SetObjectiveVisible("armada", PLAYER_1);


Trigger(OBJECT_TOUCH_TRIGGER, "Qgolden", nil );
end;

Trigger(OBJECT_TOUCH_TRIGGER, "Qgolden", "ActQgoldenArmada" );

Basically, everything works, except for the notification that a quest has appeared and the checkmark indicating that the quest has been completed.
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#4743
поменяй SetObjectiveVisible() на SetObjectiveState("armada", OBJECTIVE_ACTIVE)
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#4744
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Gerter
change SetObjectiveVisible() to SetObjectiveState("armada", OBJECTIVE_ACTIVE)
Nothing happens. Now there isn't even a quest line.
I made some minor adjustments to the quest in the editor, and everything seems to be working, it's all displayed, activated, but it doesn't register as completed... I'll go look for typos.
update: it's quite strange. It's not a typo, but the quest just won't complete, even though the "kill enemy hero" task has been completed. The "Kind Manual" also won't accept it. Maybe I need an additional trigger for killing that hero, which will complete the quest? But isn't that strange? Shouldn't it just complete automatically? D:
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#4745
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And what did you write as the hero's name, Garmada? Was it the name that was initially in the hero's properties? You need to understand that it's pointless to write something in the script name field and then refer to it (I'm saying this just in case, in case that's the issue).
 

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#4746
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Ment
What did you write as the hero's name, Garmada? Was that the name that was initially in the hero's properties? You need to understand that it's pointless to write something in the script name field and refer to it (I'm saying this just in case, in case that's the issue).

Yes, indeed. I'm saved. I had already forgotten that heroes don't need script names. The task works correctly. Thank you all very much!
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#4747
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Hey everyone, can you help me out? I want to edit a map so that players can choose their starting faction when selecting opponents in the game. I've already tried all the options in "map properties - player properties," but nothing happens. The option to choose a city is only active for the player (me), and it's not active for the AI.
In reply to padonkoff
#4748
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padonkoff
Hey everyone, can you help me? I want to edit a map so that there's an option in the game to set the starting faction when choosing opponents. I've already tried all the checkboxes in "map properties - player properties" - no reaction:( The option to choose a city is only active for the player (me), not for the AI.
This is changed in the settings tree. These are the advanced map options; look for the "Map Properties Tree" button, which is next to the "Map Properties" button where you were trying to make changes before. In the tree, find the "players" section, select the desired profile, and experiment; I think you'll figure it out from there.

My question for experienced mapmakers: Is it possible to remove the multiplayer attribute from a map? I'm creating my own scenario, and I generated the skeleton using IRMG (it has very convenient templates). Because of this, I'm having some problems with testing.
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#4749
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Is there a way to remove the multiplayer attribute from a map?
Try opening the map with an archiver and changing the name in Maps Multiplayer to SingleMissions.
РПГ-сценарий для HoMM5: Путь героя
ЧаВо по созданию карт для HoMM5: ЧаВо
In reply to Jack_of_shadows
#4750
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Jack_of_shadows
Try opening the map with an archiver and changing the name in Maps Multiplayer to SingleMissions.
It helped, thank you.
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#4751
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Does anyone know how to use this function?
Play2DSound(SoundName);
I tried, but nothing useful came of it.
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In reply to am-wrag
#4752
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am-wrag
You can change this in the settings tree. These are advanced map options; look for the "Map Properties Tree" button, which is next to "Map Properties," where you were trying to make changes before. Then, in the tree, find the "players" section, select the desired profile, and experiment. I think you'll figure it out from there.

Unfortunately, nothing works. I even took a map where all the race and starting hero selection windows for the AI are active in the game and compared the settings in the "Map Properties-players" section, but I couldn't find any differences...