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In reply to Рыцарь Бездны
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6 years ago
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Knight of the Abyss
Hello! I need some help. I'm creating a cutscene in the map editor, and the editor displays and plays it perfectly. Everything seems fine. I save it, switch to the regular map editor, select this scene in the StartScene tab of the properties tree, the path to it remains correct, and the editor sees it. But when I enter the game, nothing happens; not even a black screen appears for a second. It's as if the cutscene doesn't exist. Then, I tried to launch it using the StartDialogScene script. I made sure the path was correct, but when I enter the game, nothing happens again, and the console says "DialogScene not exist." Can you please explain how the editor can see and play the cutscene, but the console claims it doesn't exist?
The script looks like this:
StartDialogScene("/DialogScenes/MyM1/S1/DialogScene.xdb#xpointer(/DialogScene)");
The path is correct, and the script seems to be as well, but the console says otherwise...
The console is not wrong. You made a mistake; you wrote the wrong address...
Write this in the script:
StartDialogScene("/Maps/SingleMissions/MyM1/S1/DialogScene.xdb#xpointer(/DialogScene)")
Your cutscene is located in your map, not in the root of the data.pak archive...
In reply to }{0TT@6bI4
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6 years ago
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}{0TT@6bI4
The console doesn't make mistakes. You made a mistake; you wrote the wrong address...
Write this in the script:
StartDialogScene("/Maps/SingleMissions/MyM1/S1/DialogScene.xdb#xpointer(/DialogScene)")
Your video is located in your map, not in the root of the data.pak archive...

Initially, my video was located at that path, and the problem was the same, and I wrote the path correctly. Then, I used an archiver to create a DialogScene/MyM1 folder in the root of the map and moved everything related to the video there. I decided to create a folder structure similar to the developers', thinking it would help, but alas. So, I have both Maps and DialogScene in the root folder, which means the script should be written correctly. Also, I copied the path to the video from the string in the property tree of the editor and checked it 100 times... Everything seems to be correct, and the StartScene window in the property tree sees this cutscene and doesn't reset when it's selected, and it opens and plays normally in the editor, but in the game itself, neither through the script nor through StartScene, there is no reaction. I suspect that maybe my game version is corrupted because this doesn't make any sense, but everything else works perfectly, which is strange.
In reply to Рыцарь Бездны
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6 years ago
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Knight of the Abyss
Initially, I had a similar animation sequence, the entire scene was the same, and the path was written correctly. I then created a folder called DialogScene/MyM1 in the root directory of the map using an archiver and moved everything related to the animation there. I decided to organize the folder structure similarly to how the developers do it, thinking it would help, but unfortunately, it didn't. So, I have both Maps and DialogScene in the root folder, which means the script should be written correctly. And I wrote the path to the animation from the string in the property tree of the editor and checked it 100 times... Everything seems to be correct, the StartScene window in the property tree sees this cutscene, and when it's selected, it doesn't reset, and in the editor, everything opens and plays normally, but in the game itself, neither through the script nor through StartScene, there's no reaction. I suspect that maybe I have a corrupted version of the game because this doesn't make any sense, but everything else works perfectly, which is strange.
If you're manually changing data.pak, all these changes will only apply to you... But please do this: create a very simple animation with 1-2 sentences, and in the script, write the same thing that I wrote to you, only replace S1 with the new name of your MyM1 animation folder. And don't bother with archives; it won't see them anyway because the game won't automatically extract your animation. Moreover, the game always looks for the animation in the MAP FOLDER, NOT ITS ARCHIVE, i.e., at the address /Editor/H5MMods/MAP_NAME/, where Maps/SingleMissions/blah-blah-blah is located. There's an interesting point related to this: if the map hasn't been opened in the editor after downloading (i.e., you need to open the map once), the animation might not play.
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6 years ago
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I recommend this video; a friend suggested it.
https://www.youtube.com/watch?v=O1-xIeHk-EY
To be honest, I didn't learn anything new, but it explains everything clearly for beginners.
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6 years ago
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Hello, dear experts in map creation!
Recently, I started creating my own map, and after watching a video by someone on YouTube, I decided to create an animated scene as well. And this has led to a few problems:

1) Saving. After performing the necessary manipulations with the camera, characters, etc. (saving every few minutes) and exiting the editor, I discovered the next day that my project was gone. Neither in the editor, nor in the game files, nor in the script editor.

2) StartCutScene and StartDialogScene. What is the difference between them (the definitions of these scripts don't give me an answer), which one should I use to play my animation, and are triggers needed?

3) HeroLink. The editor displays the herolink for one hero, but when I add another one, the editor doesn't see it.

The most unpleasant thing is that I can't predict the behavior of my editor, as it may, for example, not save the work, or it may save it, but it will be a save from an hour ago. The same goes for herolink: it may show it, or it may not.

The game, as well as the editor, is not a pirated version; everything is completely legal. If possible, please suggest solutions to these problems. Thank you in advance!
In reply to USBc0nnect
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6 years ago
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USBc0nnect

1) Saving. After performing the necessary manipulations with the camera, characters, etc. (saving every minute) and exiting the editor, I discover the next day that my project is gone. Neither in the editor, nor in the game files, nor in the script editor.
After saving the animation, it disappears, but not from the map files. (It will be located at Maps/SingleMissions/MapName/SceneName/)
It cannot be accessed, so it is better not to close the map.
To resolve the problem, tell me: how do you close the editor with an open map? Do you simply click on the close button or go to File => Close? This is important.
2) StartCutScene and StartDialogScene. What is the difference between them (the definitions of these scripts do not give me an answer), which one should I use to play my animation, and are triggers needed?

StartDialogScene launches a dialog scene (which is what you were doing). StartCutScene launches a cutscene, the technology for creating which has been lost.

3) HeroLink. The editor displays the herolink for one hero, but when I add another, the editor does not see it.

The most unpleasant thing is that I cannot predict the behavior of my editor, as it may, for example, not save the work, or it may save it, but it will be a save from an hour ago. The same applies to herolink: it may show it, or it may not.

The game, as well as the editor, is not a pirated version; everything is completely legal. If possible, please suggest a solution to the problems (issues). Thank you in advance!
I didn't mention this in the video, but I use the following function when creating: pressing the Spacebar opens the suggestion list window. By pressing Add, you can add a new suggestion, immediately specifying (through the unit name, e.g., Svey 16:32) the "actor," text, duration (Pause after actors). Here you can specify a link to any unit in the animation. BUT: when choosing a link to a hero, the game may crash.
In reply to USBc0nnect
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6 years ago
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USBc0nnect
Hello, dear map-making experts!
Recently, I started creating my own map, and after watching a video by someone on YouTube, I decided to try my hand at creating an animated scene. This has led to a few problems:

1) Saving. After performing the necessary manipulations with the camera, characters, etc. (saving every few minutes) and exiting the editor, I found the next day that my project was gone. Neither in the editor, nor in the game files, nor in the script editor.

2) StartCutScene and StartDialogScene. What is the difference between them (the definitions of these scripts don't give me an answer), which one should I use to play my animation, and are triggers needed?

3) HeroLink. The editor displays the herolink for one hero, but when I add another, the editor doesn't see it.

The most unpleasant thing is that I can't predict the behavior of my editor, as it may not save the work, or it may save it, but it will be a save from an hour ago. The same goes for herolink: it may show it, or it may not.

The game, as well as the editor, is not a pirated version; everything is completely legal. If possible, please suggest solutions to these problems. Thank you in advance!

Just in case, I'll share my experience; it might help.
When creating a dialogue scene, the very first thing I do is place a monster (an object in the Monsters tab) Random Any in some out-of-the-way place that will definitely not be in the frame. In each sentence, I specify MonsterLink (a link to this monster), and not HeroLink. In the MonsterName field, I choose the appropriate file with the name of the speaking character, or a file with empty text. For each sentence, use the same MonsterLink. If you do this and don't make any major mistakes, the probability of a crash will be close to zero.
In reply to }{0TT@6bI4
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6 years ago
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To troubleshoot the issue, please tell me: how do you close the editor with an open map? Do you simply click the close button, or do you go to File => Close? This is important.
I close the editor by clicking the close button.
StartDialogScene launches a dialog scene (which is what you were doing). StartCutScene launches a cutscene, but the technology for creating those has been lost.
I understand. What about scripts?
I didn't mention this in the video, but I personally use the following function when creating: pressing the Spacebar opens the suggestion list window. By pressing Add, you can add a new suggestion, immediately specifying the "actor" (e.g., Svey 16:32), the text, and the duration (Pause after actors). You can specify a link to any unit in the animation here. HOWEVER: if you choose a link to a hero, the game may crash.
I'll try it.

Added 2 minutes later
MasteR
Just in case, I'll share my experience, which might help.
When creating a dialog scene, the very first thing I do is place a monster (an object in the Monsters tab) Random Any in some out-of-the-way place that definitely won't be in the frame. In each suggestion, I specify MonsterLink (a link to this monster), and not HeroLink. In the MonsterName field, I choose the appropriate file with the name of the speaking character, or a file with empty text. For each suggestion, the same MonsterLink is used. If you do this and don't make any major mistakes, the probability of a crash will be close to zero.
Thank you. I'll try this method. And how do I change the name in this case, i.e., so that the monster's name is not the default, but a custom one?
In reply to USBc0nnect
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6 years ago
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USBc0nnect
I close the editor by clicking the "X".
USBc0nnect

I understand. What about scripts?

I'll try it.

Added 2 minutes ago

Thank you. I'll try this option. And how do I change the name in this case, i.e., so that the monster's name is not the default, but a custom one?
We launch the video using the function
StartDialogScene("/Path/DialogScene.xdb#xpointer(/DialogScene)", sSavename --Save name before the video (optional), sFunc --Name of the function to be launched after the scene ends (optional));

A custom name is specified in the CustomMonsterName parameter of the prefab's properties. A text file is created with the name, saved, and that's it.
In reply to }{0TT@6bI4
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6 years ago
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}{0TT@6bI4
We launch the video using the function
StartDialogScene("/Path/DialogScene.xdb#xpointer(/DialogScene)", sSavename --Save name before the video(optional), sFunc --Name of the function to be executed after the scene ends(optional));

The custom name is specified in the CustomMonsterName parameter of the prefab's properties. A text file is created with the name, saved, and that's it.

Thank you for your help! You have a quote about closing the editor highlighted, but there is no text. But, as I understand it, you need to close it via File -> Close, right? Or is it generally better to avoid closing it?
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6 years ago
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Yes, it's still best to close the map through File => Close (at least, this causes fewer crashes for me when packing large resources), but when working with a multi-map, it's desirable not to close the editor or to create the multi-map in one go.
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5 years ago
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Hello, I'm encountering a strange problem. I created a new map. It's almost finished. All that's left is to create the dialogue. But when I select any creature on the map, I can't assign it an animation (I press the 9 key on the keyboard, but nothing happens). I created a new video – the issue persists. Please advise on what the problem is and how to fix it.
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5 years ago
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Make sure you are pressing the number 9 on the numeric keypad (with Num Lock enabled).
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5 years ago
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Thank you very much. I didn't notice such a small detail myself.
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5 years ago
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Hello. Sorry to bother you, but I have another question. How do I open a video that I created earlier for editing? It was created a long time ago, so it doesn't appear in Recent Resources. I hope there's another way to open it. Thank you in advance.

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