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Hello!
I have a question:
Is it possible to create a town that functions like a garrison?
That is, it could allow its own and allied heroes to pass through while detaining enemy heroes.
At the same time, the town should not lose its main original functions.
Ideally, it should be possible to do this without scripts, so that such a town can be integrated into a multiplayer map.
P.S. I apologize in advance if this is off-topic.
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The simplest solution is to use scripts with a touch handler for the town and a question: "Do you want to enter the town or continue?" But I don't understand why this doesn't suit you... after all, most functions work in multiplayer!
С уважением, }{0TT@6bI4
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}{0TT@6bI4
The simplest solution is to use scripts with a touch handler for the town and a question: "Do you want to enter the town or continue?" But I don't understand why this doesn't suit you... after all, most functions work in multiplayer!
I saw a message on a forum somewhere that scripts don't work in multiplayer, that the developers have blocked them.
I only wrote this because of that, so that we don't use scripts.
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Combat doesn't work. Regular movement does.
But in general, try simply creating a garrison geometry with one green tile in the center. In my opinion, this is exactly what's needed. However, you won't be able to automatically traverse such a town; instead, it should allow you to "enter and exit on the other side."
 

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Ment
Combat doesn't work. Regular movement is possible.
But in general, try simply creating a garrison geometry with one green tile in the center. In my opinion, this is exactly what is needed. However, it won't be possible to automatically traverse such a town, but it should allow you to "enter on one side and exit on the other."
I'm not sure if I understood correctly what you meant, but I replaced the town's geometry with garrison geometry, and the result was that the town model was replaced with a garrison model, although I didn't touch the model itself.
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Hmm. I was speaking figuratively, meaning not to copy the geometry, but to look at how the tiles are arranged and create something similar.
That is, it will most likely be active tiles at (0, 0), and then blocked tiles at (-2, 0), (-1, 0), (1, 0), (2, 0), and so on. A red line with a green square in the center.
 

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Ment
Hmm. I was speaking figuratively, meaning not to copy the geometry, but to look at how the tiles are arranged and create something similar.
That is, it will most likely be active tiles at (0, 0), and then blocked tiles at (-2,0), (-1,0), (1,0), (2,0), and so on. A red line with a green square in the center.
So, as I understand it, you're simply suggesting creating a path of passable tiles through the city?
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Yes.
I implemented this idea. It worked. To enter the area behind the city, you first need to capture the city, then enter it with a hero, exit the city interface itself, and then the game will be able to plot a route to the closed area behind the city. It doesn't work in any other order.

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DevoRevo
I implemented this idea. It worked. To enter the area behind the city, you first need to capture the city, then enter it with a hero, exit the city interface itself, and then the game will be able to plot a route to the closed area behind the city. It doesn't work in any other order.
However, only the owner of such a city can pass through it, as allies cannot enter allied cities, which immediately negates this idea compared to implementing it through a script that teleports across the map.

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