Auto-translated
Hey everyone, does anyone know if there's a way to fix the talkboxforplayers function? Or maybe there's a decent alternative to this function? Just a reminder that when used in multiplayer, it breaks save files.
New here? I'm Roha — want a quick tour?
Does anyone know if there's a way to fix the talkboxforplayers function? Or maybe there's a suitable alternative to this function? Just a reminder that when used in multiplayer, it breaks saves.
It didn't help. Do you have any idea why this is happening? Why was that particular advice given?
Is it possible to modify the landscape using scripts?
I think the only way to work around this is by using removable rocks, stones, trees, etc., under which you can hide a different landscape. Scripts only work with objects, i.e., everything that is described in map.xdb, while the landscape is stored in the binary GroundTerrain.bin file.
Min_Carolin, check the Beginner's Guide, in the Tactical Mode section. It contains a fairly comprehensive description. The script is written in a separate file and assigned to a hero using the command:
SetHeroCombatScript(HERO_NAME, '/combat_script.xdb#xpointer(/Script)');
You can find examples on many maps; just browse through popular ones and search for this command.
Can I update/add texts to the quest description?
How do I set the day for executing a specific function, starting the count from the day another function is executed?
start_day_for_waiting_something_important = GetDate(ABSOLUTE_DAY);Then, check in a trigger for a new day whether the required time has passed:Trigger(NEW_DAY_TRIGGER, 'NewDay');
function NewDay()
if ((GetDate(ABSOLUTE_DAY) - start_day_for_waiting_something_important) == REQUIRED_TIME) then
YOUR CODE
end
end
if newowner == PLAYER_1 == nil then
""Bobruisk"", ""TownCaptured""
for i = 1, 14 do
total = total + GetHeroCreatures( heroname, i ) * costs;
end;
AddHeroCreatures( heroname, 15 + i, factor[i + 15] * coeff );