_________________
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"
_________________
New here? I'm Roha — want a quick tour?
There are 2 animation sets. One for the arena, the other for the adventure map.
Usually, developers assigned all the features to the arena animation sets. For the adventure map, they mainly use an animation set with only one animation (Idle00 - this is the idle animation).
Link the adventure animation set to the arena animation set.
Here's an example above: I assigned the druid appearance to the hero, and to prevent him from flying around the map, I linked it to the arena animation set.
I also suggest moving the discussions about questions and help with problems to "Modding".
The link is broken; I understand that you need the entities from the beta version. They might have issues with paths, meaning they usually replace the existing entities, and it's possible that some important files of the original entities have been replaced. So, you should use the dendroids from psatkha.
The link is broken; I understand that you need the entities from the beta version. They might have issues with paths, meaning they usually replace the existing entities, and it's possible that some important files of the original entities have been replaced. So, you should use the dendroids from psatkha.
The editor doesn't recognize mods from maps that haven't been opened, but the game does, so if you create a hero in a map that hasn't been opened and doesn't contain the dendroid mod, the model won't be visible.
In the fifth game, there's a problem with this. You can create a city of mages that hires elementals, or a city of humans that hires undead, and they won't replace the existing cities, but you'll need to input the damn ID, and you'll get cities of the vanilla factions with different units. And even if you add them to the list of random cities, these cities won't appear randomly on maps, but if you add them above the vanilla cities, then the vanilla cities won't appear.
Aha, so the number 8 (the number of vanilla factions) is somehow fixed in the game's code? That's why this mess is happening...
Added 5 minutes later
P.S., weren't the buildings changed? I'm talking about this "mage city with elemental hiring"...
Actually, ID 10 represents neutral factions TOWN_NO_TYPE and the unused ID TOWN_SPECIAL. Using these in their cities breaks the game in the building window.
You can create a hero with ID TOWN_NO_TYPE, but they will disappear from the map when the game starts because they won't receive an army from levels 1, 2, and 3. However, if you organize such heroes using an NCF file, the hero will be almost functional, but you'll need to adjust the dotted outline on the map.
I didn't quite understand the ID thing. Is this number 10 for 8 factions, plus 2 for neutrals and the "game-breaking element in the construction window"? So, if you create a new faction, you need to assign it an ID of 11, but the game doesn't allow that? (Is it the game engine, the modding program, or something else?)