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Current questions and answers regarding the map editor.Auto-translated
In the script, specify `SetPlayerStartResource(PLAYER_1, Wood, Ore, Mercury, Sulfur, Crystals, Gems, Gold)`. It works in both single-player and multiplayer modes.
I have a question.
I want to increase the number of heroes for duels (not just 3 from each faction, but more).
When a random hero tries to access, for example, AcademyPreset6.xdb, the game crashes.
How can I bypass this?
I was wrong, the game doesn't crash (the reason for the crash is different), the question remains relevant only in terms of bypassing the limit of 3 - how?
There's a map for duel presets where 3 heroes of each faction are displayed for duel presets. Adding another hero to the map will likely add them to the list of duel heroes. I'll share the link to this map for presets a bit later.
I also recommend talking to those who have already added duel heroes. I know for sure that it was Waterfall and the author of the mod, Er_presets.
Hello everyone. Could you please tell me what values should be set in the DDS file for creating character icons? And one more question: what values should be in the WAV file for voice acting in cutscenes?
The texture format for the icon is TF_8888 (8888). There are no specific requirements for the WAV sound file. WAV is WAV, even in Africa. However, it's best to configure the icons and sound within the map editor; this guarantees 100% functionality.
The texture format for the icon is TF_8888 (8888). For the WAV sound, there are no specific requirements. WAV is WAV, even in Africa. But it's best to configure icons and sounds from the map editor; that way, you're guaranteed they'll work.
Understood, thank you. But can you really configure sounds/icons there?
Regarding WAV, I mean what bitrate, etc., because some games don't support certain values. But if it doesn't matter, that's great.
In the editor, anything is possible. I can simply explain how to configure sounds and textures in the editor without unnecessary tricks.
P.S. If the sound suddenly doesn't work (;)), remember my words.
Is it possible to connect the standard Lua library? So that there would be access to _G (globals), math, require, and other features, and not just use the limited set of allowed functions, the complete list of which has not been disclosed?
Good afternoon, I have a major question regarding creating quests using scripts, which breaks down into three separate questions:
1) One of the guides lists the scripts responsible for this, separated by commas:
GetObjectiveState( sObjectiveName, nPlayerID = PLAYER_1 ),
SetObjectiveState( sObjectiveName, nState, nPlayerID = PLAYER_1 )
IsObjectiveVisible( sObjectiveName, nPlayerID = PLAYER_1 )
SetObjectiveVisible( sObjectiveName, bVisible, nPlayerID = PLAYER_1 ),
but it doesn't explain what the differences are and in what specific situations each one is used. Phrases like "Returns the status of the objective," found in another guide, don't mean much to me as someone who isn't familiar with programming. I would like an explanation in plain language. Also, as I understand it, sObjectiveName is the content of the Name graph in the quests in Map Properties Free, and nPlayerID is the player number, but what do nState and bVisible mean?
2) There is a standard quest to capture a city, but I need it to appear in the journal on a specific day. In the code, I wrote:
if GetDate(DAY)==5 then
MessageBox(path.."day5.txt");
GetObjectiveState("dopzadanie1", 1);
end;
In Map Properties Free, I set the kind to objective_kind_manual and also left it at the default value; in both cases, the preceding scripts were executed, and no red messages appeared in the console, but the quest did not appear in the journal.
3) Another quest should also appear in the journal on a specific day and be completed when the hero enters a specific region. Accordingly, the question is what to write after if GetDate(DAY), and after Trigger(REGION_ENTER_AND_STOP_TRIGGER, 'region name', 'function name').
I hope this isn't too confusing. Thank you for your attention
Is it possible to disable animations for objects? I'm creating an abandoned town and its surroundings, and for that, I need a mill that doesn't rotate.
Place any small stone; in AdvMapStaticShared, click New, enter a name, and click OK. In the new window, in the Model parameter, select Buildings => WindMill. Save it – you’re done. And don't forget to paint over the area under the future windmill with a mask because I can't be bothered explaining how to create block cells.
I recommend that you familiarize yourself with this guide: /post/1179040/; you will quickly figure out how to create new objects with the models and animations you need.
Hello, readers! I have a question regarding campaign creation. In the first mission, I created a hero (by making a copy of the standard hero using Shared and modifying it). Then, in the campaign creation menu, I selected this hero so that he would carry over to other missions. Now, I'm curious about how he will appear in the subsequent missions. Will he appear in the reserved heroes, replace the starting hero, or do I need to export this hero file to the other missions?
If I'm not mistaken, for the heroes to successfully transfer from one mission to another, they must be present on both maps. Therefore, you will have to copy the hero's file.