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Posts from Current questions and answers regarding the map editor.

5.0 (12 ratings)
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4 years ago
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Deleting the map will remove it; however, you should also clear the Editor/H5MMods/Map Name/ folder.
In reply to }{0TT@6bI4
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4 years ago
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Here's another incredibly silly question. Where do you create videos? Directly on the map using StartScene, or somewhere else? I'm talking about the creation process, not working with an existing video.
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4 years ago
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As in the video guide, in the extended editor, I create a new object in the file tree. I highly recommend reviewing the updated guide again.
In reply to }{0TT@6bI4
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4 years ago
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How do the moveEnd and moveStart animations work in a scene? I can't seem to get them working.
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4 years ago
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The moveStart and moveEnd animations work perfectly, but they don't trigger the movement. Here's how to fix it: 1. moveStart - delay X 2. move - delay X + N, where N is the animation playback time (1-1.5 seconds). Specify the movement coordinates for this animation. 3. moveEnd - delay X+N+0.01 - i.e., 0.01 seconds more than the move animation. Then, the move animation will play instantly.
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4 years ago
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Can anyone tell me why there are no dwarf objects for the Dungeon faction in the map editor? Version 3.1.
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4 years ago
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Yes, there seem to be dwarf objects in the Subterrain tab.
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4 years ago
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}{0TT@6bI4
Yes, there seem to be dwarf-related objects in the Subterrain tab.
There are objects like torches and so on, but not specifically walls and statues.
In reply to Winraelin
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4 years ago
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Winraelin
There are objects like torches and so on, but not walls and statues.
Because these are not objects, but "walls." The last tab in the tool selection. There are 8 types of walls, the first four are ordinary, like those of the Dungeon, and the last four are gnomish, of different types.
In reply to Waterfall_13
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4 years ago
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Waterfall_13
Because these aren't objects, but "walls." It's the last tab in the tool selection. There are 8 types of walls; the first four are regular ones, like those of the Dungeon, and the last four are different types of dwarven walls.
Thank you very much!
In reply to }{0TT@6bI4
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4 years ago
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}{0TT@6bI4
The moveStart and moveEnd animations work perfectly, but they don't trigger the movement. Here's how to do it:
1. moveStart - delay X
2. move - delay X + N, where N is the animation playback time (1-1.5 seconds). Specify the movement coordinates for this animation.
3. moveEnd - delay X+N+0.01 - i.e., 0.01 seconds more than the move animation.
Then the move animation will play instantly.
Could you show me where I need to enter this? I don't quite understand.
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4 years ago
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Do you know how to add animations? Here, you need to add the animations I wrote, with delays. You set the number X, depending on when you want the animation to play.
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4 years ago
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I think I figured it out; I'll try it this evening.

Added 1 hour 34 minutes ago
And could you also tell me how to add my own map when I want to create a campaign? It simply doesn't appear in the list. Could you tell me the animation time for the Devil? It didn't work for me.
In reply to Alinksolo
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4 years ago
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Alinksolo
I think I understand now, I'll try it this evening.

Added 1 hour 34 minutes ago
And could you also tell me, when I want to create a campaign, how do I add my own map? It simply doesn't appear in the list.
Tell me the animation time for the Devil, because it didn't work for me.
 
You need to create the campaign manually, using a text editor and an archiver. There were more detailed explanations about this 100-200 pages back in this thread. Also, I plan to release a guide on creating campaigns within a week. You can wait for that. As for the animation time, you need to find it through trial and error. Or look in its AnimSet. The durations should be indicated there.
In reply to Andrei_21
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4 years ago
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Why does the hero disappear from the map and the quest is marked as completed after using the SetObjectEventState command, which is supposed to trigger the quest to kill the hero?

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