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I tried to use the AllowPlayerTavernRace command to make it so that only heroes of a specific race could be recruited, but for some reason, the game still randomizes the initial pool of heroes from all races, despite the restrictions.
As far as I remember, strict limitations on the number of heroes that can be recruited were successfully implemented in the last mission of the campaign for Arantir (Undead) in Tribes of the East.
There, you can only recruit about 3-4 heroes, and all of them are Necromancers; no other types of heroes can be recruited.
I need to take a look at how this is done there.
The simplest option in Map Properties => Heroes is to uncheck all heroes except for the desired faction. After that, you won't be able to hire them in the tavern.
An even simpler solution has been found: in the map properties, there is a filter for the tavern for each individual player, where you can ban both individual heroes and entire factions.
Yes, that's possible. But the method I mentioned above has a slight advantage: you can discard individual heroes you don't like, so I recommend using it.
Good day, I'm having trouble again with simple scripts that display text messages :( For some reason, when I write a script like this:
--Starting messages path=GetMapDataPath(); MessageBox(path.."message-day1.txt"); function newday() if GetDate(DAY)==2 then MessageBox(path.."message-day2.txt"); end; end; Trigger(NEW_DAY_TRIGGER, "newday");
everything works perfectly, but when I try to expand these messages to include several other days:
--Starting messages path=GetMapDataPath(); MessageBox(path.."message-day1.txt"); function newday() if GetDate(DAY)==2 then MessageBox(path.."message-day2.txt"); if GetDate(DAY)==3 then MessageBox(path.."message-day3.txt"); if GetDate(DAY)==7 then MessageBox(path.."message-day7.txt"); if GetDate(DAY)==9 then MessageBox(path.."message-day9.txt"); end; end; Trigger(NEW_DAY_TRIGGER, "newday");
nothing happens, not even the initial message loads. Of course, the text documents with the desired names have been created:)
I am developing a cooperative scenario. I have created several combat scripts. When I launch the map through a single-player game, everything works perfectly. But when I launch it through multiplayer, the console says that the combat scripts are not available. Is there a way to make them work in multiplayer?
in general, it's possible through an EXE patch; dredknight posted it here, and you can find the message in this thread. Currently, if I'm not mistaken, this patch is already used in RTA, although there's one problem that RedHeavenHero fixes with a rather crude method. I should say that I managed to find another way to fix it, but that's a secret for now.
Added 40 minutes later
Excellent, everything works. Thank you again. You mentioned some kind of problem. What is it? Perhaps it will affect my map as well.