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Current questions and answers regarding the map editor.Auto-translated
}{0TT@6bI4 thank you very much, it worked. And thank you for the quick response. I was about to go crazy over the past three days, and I thought I would have to wait for an answer for three months.
Hello! Could you please tell me how to edit the victory conditions in a random map in the map editor, so that after checking the "Tear of Ash" box, the victory condition remains "defeat all" instead of "find the tear"? I'm creating the map in the map editor.
Thank you in advance!
In the properties of a map created with these settings, find the "objectives" tab => "primary" => "common" => "[1]" ([0] means to defeat all). Go to the properties of the task "[1]" by clicking "+", and find the "ignore" line; set it to "true".
In the properties of a map created with these settings, find the "objectives" tab => "primary" => "common" => [1] ([0] means "defeat all"). Go to the properties of task [1] by clicking "+", and find the "ignore" line; set it to "true".
I think I found another solution – I chose "Defeat all" instead of building the Grail. If that doesn't work, I'll try your suggestion.
Hello, I have a couple of questions: 1) I know how to create a new hero specialization using a script. But I don't know how to create something like the Avatar of Death (where the hero's level affects the creature's stats and abilities). 2) There is a function called WarpToMap. Is it possible to create a campaign where the final mission depends on the player's actions? The main question is: does this function work within a campaign?
First, you can create multiple copies of the same creature and, depending on the hero's level, summon the desired one in battle. However, it's not possible to create a separate spell for summoning. If it's not critical, you can modify the original avatar – its file is located in GameMechanics/RPGStats/AvatarOfDeath.xdb. Second, it doesn't work in the campaign.
}{0TT@6bI4, I'm contacting you because you made a guide on DialogScene and might know something. Could you please help me? Yesterday, I had a strange problem: at noon, I temporarily finished working on a video, saved everything, and closed it using Close, and then in the evening, I opened... well, the scene, I guess? Anyway, I opened the scene in the editor, and for some reason, all the objects, cameras, texts, basically all the files, somehow reverted to the version from the day before yesterday. How is that possible? Does the editor store files somewhere else? Also, sometimes it happens that after creating a new scene and replacing its files with my own from the previous scene, it still continues to open the scene with the default settings, i.e., with the Orcish Citadel, which is very strange, because the scene files have already been changed, they are packed with the changes, but it opens the default template. I was very surprised yesterday when my edits reverted to the version from the day before yesterday, because everything was checked, saved correctly, and closed. Do you know how to solve this kind of problem?
And, I have a couple more questions: 1. I noticed in your video that you smoothly rotate the heroes towards the cursor. Was it just my imagination, or is there really some key combination for that? 2. Can you recommend the right camera angle so that the camera doesn't stretch during transitions from one to another? Or is this done in the camera settings itself? Because I made one like that, and it's just awful :D 3. In the camera creation and link settings, I noticed the Relative Camera and Actor items, but I don't fully understand what they do. 4. In the actor animation settings, I noticed the MovementSpeed line. I set it for a test with Duncan, gave him a point to go to, and set MovementSpeed to 150, and... nothing. He walks at the same speed. How does it work then? If it even works at all :)
First, I'll answer the latest questions: 1. Selecting an object + Ctrl rotates the object towards the cursor. If you hold and move the cursor, the object will smoothly rotate along with it. 2. What do you mean by "didn't stretch"? 3. RelativeCamera and Actor – camera attachment to an actor. It works through a known method (rather, it doesn't work), so don't use it. 4. It seems that MovementSpeed only works when viewed in the game.
Now, the main question. How did you work with the video? Like in my latest guide, or the first one? Don't touch the map and videos yet if you want to be able to restore them. Depending on how you worked and what you did, it determines where the "latest" version of the video is located.
First, I'll answer the latest questions: 1. Selecting an object + Ctrl rotates the object towards the cursor. If you hold and move the cursor, the object will smoothly rotate along with it. 2. What do you mean by "didn't stretch"? 3. RelativeCamera and Actor – this is for attaching the camera to an actor. It works through a certain method (or rather, it doesn't work), so don't use it. 4. It seems that MovementSpeed only works when viewed in the game.
Now, the main question. How did you work with the video? Like in my latest guide, or the first one? Don't touch the map and videos yet if you want to be able to restore them. Depending on how you worked and what you did, it determines where the "latest" version of the video is located.
1. Thank you. 2. Like this (13th block/stage/step, I don't know what to call these elements). I have a couple of these "defective" cameras in the scene (and, of course, because of file corruption, the editor no longer sees them, but I set them up through a workaround and everything is fine), which break the view. But as I understand it, the view is restored if there is a transition to a normal camera after such a camera. Probably, all this happens because of the RelativeCamera and Actor settings in the camera. 3. I understand. I tested it, and the camera with this setting seems to be slightly pulled towards the selected "actor". 4. Aha, that's what it is... Well, okay, I'll keep that in mind.
No, not at all. I've already started working on the video, and then I decided to check out your updated guide with Arantir and vampires. I'm working on the video, and at the same time, I'm also refining the map for which the video is intended, and now I make a backup of the entire scene folder after any major changes to the video files so that I can restore it later, so it's not really a problem for me anymore. And again, I have no idea about the latest version. The video files are located in the files of the map being developed.
Now I understand what you mean. I often encounter this, and usually recreating the camera helps. (E => Camera List => Desired Camera => If the camera is positioned correctly, then => New Camera => Same Name => OK; if the camera is positioned slightly further away, as in your case, then press Page Up once, and then repeat the camera recreation steps.)