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Posts from Current questions and answers regarding the map editor.

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6 years ago
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In short, sounds need to be imported as resources; then, everything will work properly! So that the editor assigns an ID and handles everything automatically.
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6 years ago
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Ment
In short, sounds need to be imported as resources; then it will work properly! So that the editor assigns an ID and handles everything else automatically.

I added a new sound like this: I checked the box when adding it, which said "Export after creation." I didn't find another way to add it.

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6 years ago
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MasteR
I added a new sound like this; I checked the box when adding it that said "Export after creation." I didn't find another way to add it.

Try creating a new sound file, right-clicking on the resource in the file system tree, and selecting Export.
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6 years ago
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Tried it out (
)
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6 years ago
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Okay. Since we are not interested in how it doesn't work, but how it does work, I will tell you how it worked for me. I downloaded the sound in wav format and placed it in the Complete folder of the game's folder. I opened my map and found the line in the Map Properties Tree => Loading Screen Sound (it doesn't really matter which one, the main thing is that it's for the Sound type). I clicked New and entered the name — SecretAreaSound.(Sound). I clicked OK, and in the window that appeared, in the parameters, I selected my sound from the Complete folder in Srcfile. Then I set Is3D to false and NeedLocalization to true. I hovered over the sound resource in the file system tree on the left, right-clicked => Export. The editor automatically reloaded, and I clicked OK in the window, and it closed. I go to the script and write there:
Play2DSound("/Maps/SingleMissions/Map Name/SecretArea.(Sound).xdb#xpointer(/Sound)");
The sound played. Guarantee ~75%
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6 years ago
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}{0TT@6bI4
Okay. Since we are not interested in how it doesn't work, but how it does work, I will tell you how it worked for me. I downloaded the sound in wav format and put it in the Complete folder of the game folder. I opened my map and found the line in the Map Properties Tree => Loading Screen Sound (it doesn't really matter which one, the main thing is for the Sound type). I clicked New and entered the name — SecretAreaSound.(Sound). I clicked OK, and in the window that appeared, in the parameters, in Srcfile, I selected my sound from the Complete folder. Then I set Is3D to false and NeedLocalization to true. I hovered over the sound resource in the file system tree on the left, right-clicked => Export. The editor automatically reloaded, and I clicked OK in the window, and it closed. I go to the script and write there
Play2DSound("/Maps/SingleMissions/Map Name/SecretArea.(Sound).xdb#xpointer(/Sound)");
The sound played. Guarantee ~75%

I remember once even trying to do something similar when I needed to add voice acting to the loading screen.

Thank you, it worked.
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6 years ago
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MasteR
I remember once trying to do something similar, when I needed to add voiceovers to the loading screen.

Thanks, it worked.
Glad I could help you.
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6 years ago
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Hello everyone. As a child, I loved this game and even created my own silly maps because I really enjoyed it back then. Now, I want to create a series of complex maps with a storyline, and I noticed that through modification, you can upload your own campaign. I've already learned the editor quite well and want to create something complete. I'm interested in how to add my fan-made campaign to Heroes 5 and link the leveled-up heroes between missions. I would be very grateful for any help.
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6 years ago
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Kusacka
The editor has been studied at a decent level, and I want to create something complete. I am interested in the topic of how to add my fan-made campaign to Heroes 5 and link the leveled-up heroes between missions. I would be very grateful.
Hello. Campaigns are created through Tools => Create Campaign. It is not necessary to have all the missions created; campaigns can be edited by simply opening them in the editor. After creation, a new window will appear; you will quickly figure it out. If not, ask.
After creation, the campaign file will be sent to the folder: Game folder/User campaigns/.
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6 years ago
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}{0TT@6bI4
Hello. Campaigns are created through Tools => Create Campaign. It's not necessary to have all missions created; campaigns can be edited by simply opening them in the editor. After creation, a new window will appear; you'll quickly figure it out. If not, feel free to ask.
After creation, the campaign file will be saved to the folder: Game folder/User campaigns/.

Thank you)

Added 7 hours 52 minutes ago
Hello again. I have a couple more questions.

1. How can I make it so that only my edited heroes appear in the tavern? I've looked everywhere, even found how to change building prices and how to modify the units added, but I don't know how to place my desired heroes in the tavern, with their own biography, army, and payment.

2. How can I make a caravan with a unit of troops appear from nowhere and head to a specified city?

3. Is it possible to restrict certain weeks? That is, to prevent some creatures from spawning because they ruin the atmosphere of the map?
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6 years ago
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Kusacka
1. How can I make it so that only my edited heroes appear in the tavern? I've looked everywhere, even found how to change building prices and how to modify the units added, but I don't know how to put my desired heroes in the tavern, with their own biography, army, and payment. I'm aware of the AllowPlayerTavernRace command, but I specifically want my edited heroes, with their own biography, army, and payment.

2. How can I make a caravan with a squad of troops appear out of nowhere and head to a specified town?

3. Is it possible to limit certain weeks? That is, to prevent some creatures from spawning because they ruin the atmosphere of the map?
1. To prevent unnecessary heroes from appearing in the tavern, work with Map Properties => Heroes => Uncheck all the heroes you don't want to see in the taverns. Note: Are the new heroes completely new, or are they modified old ones? P.S. I don't know if it's possible to set the price of a hero in the tavern using scripts...

2. Use the CreateCaravan function. In the end coordinates, specify the cell in front of the city exit.

3. Yes, Map Properties Tree => Moon Calendar Modifications => Block Monster Weeks => true.
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6 years ago
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}{0TT@6bI4
1. To prevent unnecessary heroes from appearing in the tavern, adjust the Map Properties => Heroes settings. Uncheck the boxes for all the heroes you don't want to see in the taverns. Note: Are the new heroes completely new, or are they modified versions of existing ones? P.S. I'm not sure if it's possible to set the price of a hero in the tavern using scripts...

2. Use the CreateCaravan function. Specify the coordinates of the end point as the tile just before the exit from the city.

3. Yes, Map Properties Tree => Moon Calendar Modifications => Block Monster Weeks => true.

Regarding the first point. I've created a series of scripted heroes, both main and secondary. I simply don't want to release a single hero to explore the map, as it's always annoying that the computer tries to seize a captured Castle, or I just want to save time and level up my main hero faster. But I don't want to allow regular, non-scripted heroes to appear. Let's just say I'm trying to create my own world. Perhaps it will help if I specify that a secondary hero is not a scripted hero; will it then appear in the tavern?
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6 years ago
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It probably won't work because user-created heroes don't have their own unique ID. And the developers have a reserved list of these IDs somewhere. Simply put, in AdvMapHeroShared, set IsHideInEditor = false. Then, in Map Properties => Players => Player Number => ReserveHeroList, add your scripted heroes. It's best to do this for computer-controlled heroes. Then, by setting a trigger (for example, touching a tavern), use:
DeployReserveHero(...);
SetObjectOwner(..., PLAYER_1);
Note: this is necessary if you have reserved the hero for the computer.
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6 years ago
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}{0TT@6bI4
It probably won't display because user-created heroes don't have their own unique ID. And the developers have a reserved list of these IDs somewhere. Simply put, set IsHideInEditor = false in AdvMapHeroShared. Then, in Map Properties => Players => Player Number => ReserveHeroList, add your scripted heroes. It's best to do this for computer-controlled heroes. Then, by setting a trigger (for example, touching a tavern), use:
DeployReserveHero(...);
SetObjectOwner(..., PLAYER_1);
Note: this is necessary if you have reserved the hero for the computer.

Thank you. I'll try it. I hope I won't bother you too much here. I have a feeling I'll have a couple more questions.
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6 years ago
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You are asking questions that I already have ready-made answers for, and it doesn't take much time.

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