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Posts from Current questions and answers regarding the map editor.Auto-translated
Hello! Does anyone know how to create weather effects? For example, I would like to add rain, snowfall, or a sandstorm to the game. I saw rain on the last map in Unicorn Empire, but I don't know how it all works.
Weather is created using lighting. But the main problem is that there are only rain and fog available. Unfortunately, snowfall cannot be created, but rain or fog in the style of a sandstorm is possible. The editor has many different templates, and perhaps the developer-made ones will suit you.
The weather is created using lighting. But the main problem is that there is only rain and fog. Unfortunately, it is not possible to create snowfall, but rain or fog in the style of a sandstorm is quite possible. There are many different presets in the editor; perhaps the developers' presets will suit you.
I haven't encountered rainy weather at all; I've seen fog, but not rain. What is the lighting called?
Try this: /Lights/_(AmbientLight)/Day_light_foggy.xdb I don't quite remember if it has rain by default, but the Es-arenas mod definitely includes it. If not, you can open the mod and check.
Try this: /Lights/_(AmbientLight)/Day_light_foggy.xdb I don't quite remember if it has rain by default, but it definitely does with the Es-arenas mod. If not, you can open the mod and check.
Yes, this lighting includes rain, and it looks really nice.
Jewill, I haven't encountered such a function before; I need to test it. The idea is promising, except for one point: why track exiting the window? If we can't determine which window it is, then there isn't much point in the action...
Jewill, I haven't encountered this function before; I need to test it. The idea is promising, except for one point: why track when the window is closed? If we can't determine which window it is, then there isn't much point in the action...
Let me provide an example, which can be considered pseudocode. I decided not to record specific timestamps, but rather record them conditionally, as absolute time is not really needed here.
Correct me if I missed something in the logic – I didn't think through the details too much; this is just a general principle. This isn't the most important task, but if the function that checks for message display works on the principle of "If you see a message, you can't see another one," then it opens up possibilities for writing scripts for the aforementioned mines, garrisons, and factories without any issues. For example, you could check if a particular war machine has been acquired.
-- Define variables somewhere, preferably separately for each player. --
WINDOW_CLOSED = nil;
WINDOW_NAME = "";
-------------------------------------------------------------------------
Trigger(OBJECT_TOUCH_TRIGGER,"mine_name","myCallback")
----------Let's assume we triggered a system message somewhere. -----------------
----------For example, by approaching a mine. In principle, you don't have to attach the trigger to a specific name. -------
----------------- I wrote this just as an example. -------------
--In general, since each building that triggers pop-ups (or any interactive windows) has a TYPE,---------
----you can attach this script to all buildings on the map in a separate file. ----
---- I'm not talking about custom windows; it's obvious how to handle them. ----
---- As for the city, that's a dark forest where I'm not very knowledgeable, and I'm not very interested either. But this principle won't work there. ---.
function myCallback(heroname,obj) -- Callback function, one for any of the buildings, because all it does is start another code.
local player = detectInteractor(heroname) -- Here, we simply determine the player based on the hero. (I invented the function; it's very easy to implement.)
WINDOW_NAME = "MINE_WINDOW"
startThread(checkWindowState,player);
end;
function checkWindowState(player)
while(CanShowPlayer(player) == nil) do
sleep(2);
end;
WINDOW_CLOSED = not nil;
end;
function windowClosed()
while(1) do
sleep(3);
if(WINDOW_CLOSED ~= nil) then
--------Iterate through calls based on WINDOW_NAME --------
if(WINDOW_NAME == 'MINE_WINDOW') then
--- Call the corresponding function, and start the thread to close the window again in it.----
--- In this same function, reset our variables before starting the thread. -----
break;
end;
end;
end;
end;
startThread(windowClosed);
Не уходи безропотно во тьму, Будь яростней пред ночью всех ночей, Не дай погаснуть свету своему!
Хоть мудрый знает – не осилишь тьму Во мгле словами не зажжёшь лучей – Не уходи безропотно во тьму.
I understand how it works, but what's the point of this? If you're determining the window type through a trigger on specific objects, then you should also link the action to the object, not to the opening or closing of its window. I still don't understand what opens the possibility of performing an action after the window closes. You could just as easily link the action to a simple touch trigger, and it would execute after that. And if a window opens immediately after a touch (for example, like the Dwelling's recruitment window), then the script written for the touch trigger will wait for you to exit the window and then execute!
It would be great if it were possible to determine when a player enters or exits a specific window, for example, in the city window – when they exit the city description window.
I understand how it works, but what's the point of this? If you're determining the window type through a trigger on specific objects, then you should also link the action to the object, not to the window's opening or closing. I still don't understand what opens up the possibility of performing an action after the window closes. You could just as easily link the action to a touch trigger, and it would execute after that. And if a window opens immediately after a touch (for example, like the Dwelling's recruitment window), then the script written for the touch trigger will wait for the window to close and then execute!
You broke my bike! I was so sure that the trigger would execute before the window opens. Well, I guess it's a Sisyphean task.
I couldn't find it through search: how do you embed a mod into a map? I'm particularly interested in your mod for the talk boxes.
Не уходи безропотно во тьму, Будь яростней пред ночью всех ночей, Не дай погаснуть свету своему!
Хоть мудрый знает – не осилишь тьму Во мгле словами не зажжёшь лучей – Не уходи безропотно во тьму.
You broke my bike! I was sure that the trigger would execute before the map ends)). Well, then yes, it's a Sisyphean task.
Couldn't find it through search: how do I embed a mod into a map? I'm particularly interested in your mod for talk boxes.
You just need to unpack the mod and then put it into the map file (you need to make sure that the paths don't get messed up, most often just put it in the map file without any internal folders).
You just need to unpack the mod and then put it into the map file (make sure not to mess up the paths; most often, you just put it directly into the map file without any subfolders).
Thank you very much! :)
Не уходи безропотно во тьму, Будь яростней пред ночью всех ночей, Не дай погаснуть свету своему!
Хоть мудрый знает – не осилишь тьму Во мгле словами не зажжёшь лучей – Не уходи безропотно во тьму.
Hello! Could you please tell me how to create my own landscape and make it appear in the editor among the existing landscapes? Do I need to modify the standard game files for this?
Hello! Could you please tell me how to create my own landscape and make it appear in the editor among the existing landscapes? Do I need to edit the standard game files for this?
Good evening. I used the guides from Hottabych and Esto100nec, and I added tile copies. I don't know how it works with custom textures, but I don't think it's particularly difficult; everything is described very clearly in the guide. P.S. Guides from Hottabych's group The link seems to be broken, so I'm attaching a link to the topic with the guides (find the one you need by its title).
Не уходи безропотно во тьму, Будь яростней пред ночью всех ночей, Не дай погаснуть свету своему!
Хоть мудрый знает – не осилишь тьму Во мгле словами не зажжёшь лучей – Не уходи безропотно во тьму.
Good evening!
Is it possible to attach an ownership icon to a non-capturable object? Preferably, using a script, i.e., by creating a static object or using PlayVisualEffect. However, I don't quite understand the types of entities, so I might be suggesting something nonsensical right now.
In general, I would appreciate any information about this effect and the possibility/impossibility of adding it to objects of any type.
Не уходи безропотно во тьму, Будь яростней пред ночью всех ночей, Не дай погаснуть свету своему!
Хоть мудрый знает – не осилишь тьму Во мгле словами не зажжёшь лучей – Не уходи безропотно во тьму.