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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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6 years ago
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Someone has probably asked this question before, but I'll ask it anyway: is it possible to copy pieces of the landscape from one map to another?
In reply to DevoRevo
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6 years ago
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DevoRevo
Someone has probably asked this question before, but I'll ask anyway: is it possible to copy pieces of the landscape from one map to another?

Only those who know how to work with the binary Underound.bin and Terrain(Ground).bin files, which store information about the landscape, can copy. You can copy the entire landscape by simply replacing the Ground/Underground.bin files of the new map with the corresponding files from the old map.
In reply to }{0TT@6bI4
6 years ago
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Hello, I started creating a cutscene for my map, I open it, set up the camera, try to run the video, and the editor crashes.
Has anyone else had this problem?
Thank you in advance.
In reply to Fight
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6 years ago
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Fight
Hello, I started making a cutscene for my map, I open it, set up the camera, try to run the video, and the editor crashes.
Has anyone else had this problem?
Thank you in advance.

The editor crashes if:
a) The duration of the sentence is zero
b) Incorrect (or missing) link to the actor
c) A link to a hero is specified (in some cases)
d) A link to a non-existent resource is specified

Check if the cause of your error lies in these points
________________________________________________________________________
________________________________________________________________________

I encountered the following problem: here is this piece of code
print(GetGameVar("morale_bonus"));   */Returns 0 to the console/*
-------------------------
if GetGameVar("morale_bonus")==0 then
my_talkbox_params=
{
icon="/PATH_TO_MAP/BonusGeneratorIcon.xdb#xpointer(/Texture)",
name="BonusGeneratorName.txt",
text="BonusGenerator_ChooseAmount.txt",
ans1="Add_1.txt",
ans2="Add_2.txt",
ans3="Add_3.txt",
func="BonusGenerator_Callback_2"
};
TalkBoxWith3A2(my_talkbox_params);
BonusType= HERO_BATTLE_BONUS_MORALE;
elseif GetGameVar("morale_bonus")~=0 then
print(GetGameVar("morale_bonus")); */Also returns 0 to the console/*
MessageBox(path.."YouAlreadyHaveThisBonus.txt", "BonusGenerator");
end;
-------------------------
displays the message "YouAlreadyHaveThisBonus.txt", which is in the block that runs if the variable is not equal to zero, but in the same block, the print statement outputs that the variable value is 0 (!)

I would be very grateful if someone could explain what is wrong here:smile35:
:smile15:
In reply to }{0TT@6bI4
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6 years ago
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}{0TT@6bI4
Only those who know how to work with the binary Underound.bin and Terrain(Ground).bin files, which store information about the landscape, can copy it. You can simply copy the entire landscape by replacing the Ground/Underground.bin files of the new map with the corresponding files from the old map.
Is it possible to completely copy the terrain of one map and insert it into the terrain of another map, which is larger in size, replacing only one section of the map with the copied terrain, while leaving the rest of the terrain unchanged?
In reply to DevoRevo
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6 years ago
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DevoRevo
Is it possible to completely copy the terrain of one map and paste it into the terrain of another map, but one that is larger in size, replacing only one section of the map with the copied terrain, while leaving the rest of the terrain unchanged?

I'll repeat once more: if you don't know how to work with bin files, nothing will work, and most attempts will likely result in the map crashing.
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6 years ago
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I wanted to place Laslo from the Hammers of Fate campaign onto a map. I did so, and he appeared as a regular Knight from the tavern, but with a red icon and the campaign biography. I used the Tribes of the East editor.
In reply to }{0TT@6bI4
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6 years ago
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}{0TT@6bI4

[/U]I encountered the following problem: this code snippet
print(GetGameVar("morale_bonus")); */Outputs 0 to the console/*
-------------------------
if GetGameVar("morale_bonus")==0 then
my_talkbox_params=
{
icon="/PATH_TO_MAP/BonusGeneratorIcon.xdb#xpointer(/Texture)",
name="BonusGeneratorName.txt",
text="BonusGenerator_ChooseAmount.txt",
ans1="Add_1.txt",
ans2="Add_2.txt",
ans3="Add_3.txt",
func="BonusGenerator_Callback_2"
};
TalkBoxWith3A2(my_talkbox_params);
BonusType= HERO_BATTLE_BONUS_MORALE;
elseif GetGameVar("morale_bonus")~=0 then
print(GetGameVar("morale_bonus")); */Also outputs 0 to the console/*
MessageBox(path.."YouAlreadyHaveThisBonus.txt", "BonusGenerator");
end;
-------------------------
displays the message "YouAlreadyHaveThisBonus.txt", which is located in the block that is executed if the variable is not equal to zero, but in the same block, the print statement outputs that the variable's value is 0 (!)

I would be very grateful if someone could explain what is wrong here:smile35: :smile15:

GetGameVar returns a string value, i.e., '0'. To correctly compare this value with a number, you should write it like this:
if (GetGameVar("morale_bonus") + 0) == 0 then...
In reply to Gerter
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6 years ago
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Gerter
GetGameVar returns a string value, i.e., '0'. To correctly compare this value with a number, you should write it like this:
if (GetGameVar("morale_bonus") + 0) == 0 then...

Thank you very much, it helped. Damn dynamic type assignment!

By the way, congratulations on winning a prize in the contest, you deserve it!
In reply to }{0TT@6bI4
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6 years ago
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Hello, I placed a Seer's Hut on the map, but instead of receiving a quest, the starting hero Ilfina (scripted name: Itil) should receive the "Phantom Power" spell as a blessing. Therefore, I set the task condition to "hero gains a level" and selected Ilfina's first level. However, when this character visits the hut, it says that it is abandoned. What did I do wrong?
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In reply to Navkratis
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6 years ago
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Navkratis
Good afternoon, I placed a Seer's Hut on the map, but instead of giving a quest, the starting hero Ilfina (scripted name Itil) receives the "Phantom Power" spell as a blessing. Therefore, I set the task condition to "hero gains a level" and selected Ilfina's first level. However, when this character visits the hut, it says that it is abandoned. What did I do wrong?

You need to set the reward type; in the Type field, select AWARD_SPELL.
In reply to EnterEsc
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6 years ago
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The hut activates, but instead of the planned dialogue with a reward, it displays "quest type - unknown" and "reward - unknown" :(
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6 years ago
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Instead of HERO_ATTRIB_DEFENCE, use HERO_ATTRIB_NONE.
In reply to }{0TT@6bI4
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6 years ago
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Unfortunately, nothing has changed; it seems I'm just not cut out for this :D For now, I'll try adding a couple of other things and finishing the test playthrough, because I can't seem to stick with it for more than a month.

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