Skip to content

Posts from Current questions and answers regarding the map editor.

5.0 (12 ratings)
User Avatar
#5325
Auto-translated
The link above is available, in any case. You're welcome.
С уважением, }{0TT@6bI4
_________________
Группа картостроителей
Там ответы на вопросы, руководства, гайды и прочее
Discord-сервер "Герои 5: S.T.A.L.K.E.R"
Сервер по модификации "Герои 5: S.T.A.L.K.E.R"
_________________
User Avatar
#5326
Auto-translated
Hello. Could you please tell me how to configure mini-artifacts for the Wizard through the army editor?
User Avatar
#5327
Auto-translated
I need to implement a few functions: 1) a text message should pop up only when a specific hero approaches a certain location, and 2) after capturing a town, a quest should be activated: "prevent the town from being captured" (by other players).
Dishonestly yours, Liza
In reply to Florkingold
User Avatar
#5328
Auto-translated
Florkingold
I need to implement a couple of functions: 1) a text message should pop up only when a specific hero approaches a certain location, and 2) after capturing a town, a quest should be activated: "prevent the town from being captured" (by other players).

Please refer to the guide by Ogo-i and the FAQ by JackofShadows; they contain similar examples.
Code 1:
function Message(hero)
if hero==Hero Name then
MessageBox("/Path/File.txt")
end;
end;

Trigger(REGION_ENTER_AND_STOP_TRIGGER, "Region Name", "Message")
Code 2:
function DefendtownObjectiveActivate()
SetObjectiveState("Quest Name", OBJECTIVE_ACTIVE, PLAYER_1)
end;

Trigger(OBJECT_CAPTURE_TRIGGER, "Castle Name", "DefendtownObjectiveActivate");

Don't forget that the quest in MapPropertiesTree should have IsInitialyActive=false in its properties.
С уважением, }{0TT@6bI4
_________________
Группа картостроителей
Там ответы на вопросы, руководства, гайды и прочее
Discord-сервер "Герои 5: S.T.A.L.K.E.R"
Сервер по модификации "Герои 5: S.T.A.L.K.E.R"
_________________
In reply to }{0TT@6bI4
User Avatar
#5329
Auto-translated
Is there a way to remove the restriction that limits players to building only one Capitol?
User Avatar
#5330
Auto-translated
I don’t think so.
С уважением, }{0TT@6bI4
_________________
Группа картостроителей
Там ответы на вопросы, руководства, гайды и прочее
Discord-сервер "Герои 5: S.T.A.L.K.E.R"
Сервер по модификации "Герои 5: S.T.A.L.K.E.R"
_________________
User Avatar
#5331
Auto-translated
Hello, forum users. Can anyone help with installing a loading screen and a map icon in the description when selecting maps?
User Avatar
#5332
Auto-translated
I recommend joining our map-making group; you'll find answers to such questions there.
HoMMV Mapmasters Community
How do I add images to the loading screen and the map selection menu? First, let's add an image to the main loading screen, or the PWL picture. Start by choosing any image you like, then in any graphics editor (I'll use paint.NET as an example here, but you can also use Adobe Photoshop or others; a simple paint program won't work), change its size to 1024x766, then change the canvas size to 1024x1024. Fill the resulting white (transparent) area with black. Create a folder in your game's directory (if one doesn't already exist) named "Complete," and no other name. Save your image in it in .tga format, preferably 32-bit. Open your map in the map editor, then go to Map Properties Tree => PWL => New => Enter a name in English and click Add Type; after the name you entered, the text .(Texture) should appear. Click OK, and in the window that appears, select the Src file property => ... => Choose your image. You don't need to change any other properties; the default settings are correct. Hover over your texture file on the left in the file system tree and right-click => Export. Done. If everything is correct, 1024 and 1024 will appear in the Width and Height parameters on the right side of the window. We can now see the result in the game. However, something terrible might happen: the image will be sent to the upper left corner, its border will be stretched to the side, and a wide black bar will appear at the bottom. This is fixed by setting the texture settings within the editor, as for previews (see "Making Previews"). Now, let's create additional satellite images that are displayed in the scenario selection menu. To do this, choose an image you like and change its size to 240x180 in a graphics editor, save it in .tga format in the Complete folder, 32-bit. In the map editor, open your map, then go to Map Properties Tree => Thumbnail images => Right-click => Add => New => Enter a name in English and remove Add Type, i.e., the text .(Texture) should not appear. Click OK, in the window, select your image in Src file, properties - Type, change REGULAR to TEXTURE_2D, Conversion Type, set CONVERT_TRANSPARENT, Format - TF_8888, Instant load => true. Hover over the texture file in the file system tree, right-click, Export. Repeat the procedure as many times as you want images (previews).

And, I apologize, but please try to find the answer to your question online before asking. This will save not only the forum members' time but also yours.
С уважением, }{0TT@6bI4
_________________
Группа картостроителей
Там ответы на вопросы, руководства, гайды и прочее
Discord-сервер "Герои 5: S.T.A.L.K.E.R"
Сервер по модификации "Герои 5: S.T.A.L.K.E.R"
_________________
User Avatar
#5333
Auto-translated
Happy New Year to everyone! Google didn't help. I'm asking here. Is there a way to remove the limit for the player to have 8 heroes?
User Avatar
#5336
Auto-translated
Hello. Please help me with a script. The task is: if a unit is lost in the army, it results in a defeat. But after a *certain point*, the unit needs to be lost. How can I make it so that the scripted loss of the unit is not penalized with a defeat, but if the loss occurs before *this point*, then the defeat is counted? Below is the code that tracks the unit in the hero's army, and if it's not there, the map is lost. function lostDragon() -- Checks for the loss of the dragon     while 1 do         sleep (10);         if GetHeroCreatures("Ohtarig", 83) == 0 and dragon == 1 then             SetObjectiveState("q5", OBJECTIVE_FAILED);             sleep (10);             Loose();             break         end;     end; end; startThread(lostDragon)
Автор карт:
Долина расхитителей
Выбор мира
User Avatar
#5337
Auto-translated
Enter a state variable, true/false, depending on which the check for the presence of a unit will be performed, or not.
С уважением, }{0TT@6bI4
_________________
Группа картостроителей
Там ответы на вопросы, руководства, гайды и прочее
Discord-сервер "Герои 5: S.T.A.L.K.E.R"
Сервер по модификации "Герои 5: S.T.A.L.K.E.R"
_________________
User Avatar
#5338
Auto-translated
dragon = 1

function lostDragon() ---- Checks if the dragon is lost
	while 1 do
		sleep ( 10 );
		if GetHeroCreatures("Ohtarig", 83) == 0 and dragon == 1 then
			SetObjectiveState("q5", OBJECTIVE_FAILED);
			sleep ( 10 );
			Loose();
			break
		elseif GetHeroCreatures("Ohtarig", 83) == 0 and dragon == 0 then
		   SetObjectiveState("q5", OBJECTIVE_FAILED);
     end;
	end;
end;

startThread (lostDragon)

--first video and boss fight--
function PokaAstrida()
         dragon = 0
         RemoveHeroCreatures('Ohtarig', 83, 1)
         print('Zdes byl multik')
         sleep(5)
         StartCombat('Ohtarig', nil, 1, 41, 1, nil, nil, nil, nil)
         sleep(5)
         MessageBox("/Maps/SingleMissions/ChoiseOTW1/MagiPoka.txt");
         sleep(5)
         SetObjectiveState("q5", OBJECTIVE_FAILED);
         Trigger(REGION_ENTER_AND_STOP_TRIGGER , "Corrupted", nil);
end

Trigger(REGION_ENTER_AND_STOP_TRIGGER , "Corrupted", 'PokaAstrida');

It still doesn't work. There are no errors in the console. The game simply ends in defeat.

UPD: An interesting feature - during a normal playthrough, EVERYTHING IS FINE, but when I test it - I give myself max. level, upgrade the first units - the game ends in defeat without errors. I'm going gray soon.
UPD: It turns out that the dragon's position in the army slots matters... That's crazy. By the way, now at least the battle starts, and after the victory, I lose... The console says - an error, that the message is empty. I noticed that all my messages on the map, which are inside the map in .txt format, suddenly... became empty for the game. But in the map itself, they are there and with text, but the game says that they are empty. I created them using the script editor. It has the correct encoding right away, right..?
Автор карт:
Долина расхитителей
Выбор мира
User Avatar
#5339
Auto-translated
Yes, the encoding is correct...
Add some print statements to the script and catch the moment when it fails. But it seems that the main task is failing anyway, right? Then set Ignore=true in its properties.
С уважением, }{0TT@6bI4
_________________
Группа картостроителей
Там ответы на вопросы, руководства, гайды и прочее
Discord-сервер "Герои 5: S.T.A.L.K.E.R"
Сервер по модификации "Герои 5: S.T.A.L.K.E.R"
_________________