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Posts from Current questions and answers regarding the map editor.

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#5063
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Hello, when I was creating a map in the editor, I changed the textures and appearance of the creatures recruited by some buildings using the -Shared string. When I entered single-player mode, I noticed that the changed parameters apply to all maps and scenarios. Questions: Is this how it should be, or am I doing something wrong? And how can I make sure that such changes only apply to one specific map? (only through scripts?). Thank you in advance.
In reply to Vladislav A-V
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#5064
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Vladislav A-V
Hello, when I was creating a map in the editor, I changed the textures and appearance of recruitable creatures in some buildings using the -Shared string. When I entered single-player mode, I noticed that the changed parameters apply to all maps and scenarios. Questions: Is this how it should be, or am I doing something wrong? And how can I make sure that such changes only apply to one specific map? (only with scripts?). Thank you in advance.
As far as I know, that's how it's supposed to be... and it's not possible to make specific changes apply only to a specific map.
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#5065
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If you modify the parameters of objects, it will affect all maps. But this isn't a major issue, as everyone does it, and it has become standard practice to keep only one map in the maps folder, the one you are currently playing.
Alternatively, you can create copies of objects, give them unique names so they don't overwrite the game's resources, and then nothing will be affected.
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In reply to SSSobak
#5066
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Downloaded the clean version, now everything works, thank you.
#5067
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Good afternoon!
Please advise what to do. I am new to mapmaking. I drew a new map. In one of the towns, when selecting a hero from the menu, it is not possible to choose a hero. In the HeroInTown section, I selected true. I am attaching a screenshot.
Link to the screenshot from the editor: https://yadi.sk/i/miq1TcGOLZHlIw (I couldn't embed the image in the message)
In the other towns, heroes are available.
Please advise what can be done!
Thank you in advance!
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#5068
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Hello, could you please tell me how to change the number of movement points a hero has on the map?:smile33:
#5071
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How do I set a time limit for completing a quest? For example, I need the quest to be completed within 1 day; otherwise, the mission will be failed.
In reply to Narhiz
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#5072
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Narhiz
How to set a time limit for completing a quest.
When the quest is received, save the current day:
quest_start_time = GetDate(ABSOLUTE_DAY);
Using a trigger for a new day, check if the time has expired:
Trigger(NEW_DAY_TRIGGER, 'NewDay');
function NewDay()
if ((check if the quest is active) and (GetDate(ABSOLUTE_DAY) >= (quest_start_time+1))) then
fail the quest
end
end
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In reply to Jack_of_shadows
#5073
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Jack_of_shadows
When you receive the quest, save the current day:
quest_start_time = GetDate(ABSOLUTE_DAY);
Using a trigger for a new day, check if the time has elapsed:
Trigger(NEW_DAY_TRIGGER, 'NewDay');
function NewDay()
if ((check if the quest is active) and (GetDate(ABSOLUTE_DAY) >= (quest_start_time+1))) then
fail the quest
end
end

Thank you.

Added 59 minutes later
How do you create a quest with sub-quests, i.e., so that one quest includes 3 others, for example? And so that it is considered completed when all 3 of these quests are completed.
#5074
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UPD: Perhaps my addition wasn't noticed, so I'll duplicate it: How do you create a task with sub-tasks, i.e., so that one task includes 3 sub-tasks, for example? And so that it is considered completed when all 3 sub-tasks are completed.
In reply to Narhiz
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#5075
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Narhiz
UPD:
Perhaps my addition wasn't noticed, so I'll duplicate it:
How do you create a task with sub-tasks, i.e., so that one task includes 3 others, for example? And so that it is considered completed when all 3 of these tasks are completed.

The simplest way is to start a thread at the beginning of the main task that checks whether the 3 secondary tasks have been completed. For example, like this:
function CheckSecondaryQuestsCompleted()
while 1 do
if GetObjectiveState('quest_1') == OBJECTIVE_COMPLETED and
GetObjectiveState('quest_2') == OBJECTIVE_COMPLETED and
GetObjectiveState('quest_3') == OBJECTIVE_COMPLETED then
SetObjectiveState('main_quest', OBJECTIVE_COMPLETED)
break
end
sleep()
end
end
Нет войне.
In reply to Gerter
#5076
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Does anyone know if it’s possible to set the initial size and weekly growth rate of neutral armies in the map editor? By default, on Recruit difficulty, it’s half the weekly rate and 5% growth, and on Veteran, it’s 1.5 times the weekly rate and 10% growth. I want to play on a map with weak creatures on an incredibly difficult level.
In reply to MikeGreen
#5077
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How can I create an animation of a city or object being destroyed on the map? (For example, when a Barbarian approaches or captures a hut or castle in the Tribes of the East campaign, and it collapses). And how do I create a script so that a siege of an enemy castle begins when a hero approaches it, allowing the player to initiate the siege themselves (so that there is no automatic battle)?
#5078
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Does anyone know why the enemy hero, a dwarf, in my map doesn't use the magic spells I gave him? I specifically copied him into the map to be like my player's hero, and all the spells are there, but the AI ignores them (I thought it might be a difficulty setting, but no, the heroes don't use the spells, only the creatures do).
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#5079
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Jelus, as far as I understand, these are standard problems with the hero AI. It doesn't deem it necessary to use magic in the situation you've put it in. I had the exact same issue.
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