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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?
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.
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 (!)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 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?
[/U]I encountered the following problem: this code snippetdisplays 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 (!)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;
-------------------------
I would be very grateful if someone could explain what is wrong here:smile35: :smile15:
if (GetGameVar("morale_bonus") + 0) == 0 then...
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...
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?