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In reply to Pavlinho
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#823
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The hero's walking animation is determined by the "move" animation from the "AdvMapAnimSet" animation set. If this animation is not specified in the hero's character file, but only the "ArenaAnimSet" is specified, then the creature will likely perform a T-pose instead of walking.
С уважением, }{0TT@6bI4
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In reply to Pavlinho
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#824
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And I suggest moving the discussions of questions and assistance with problems to the "Modding" section.
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In reply to Waterfall_13
#825
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Waterfall_13
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.


Thank you, I'll try it in the evening.

Added 8 hours 30 minutes ago
}{0TT@6bI4
I also suggest moving the discussions about questions and help with problems to "Modding".

And I added the files to the datapack and just tried to use all the models, but I couldn't make an Ent hero with a skin from the mod http://www.heroesofmightandmagic.com/heroes5/mods_and_fixes.shtml (yellow or green enhanced Ent, even a regular one. Still, this behemoth looks cool).
These Ents were downloaded with some map - I don't know which one. In the game itself, the new Ents are used on all maps. But in the editor, it's unsuccessful - no matter what I choose, the depleted model of the old basic Ents always appears, which runs around the world at a speed that dragons cannot achieve!)))))

If you can help me create an Ent hero, I will be very grateful (with the specialization of Direal "the one with the bees"). Even for a fee.

P.s. While browsing the contents of the Ent mod, I found the Sylvan folders (in model), and they are in the mod. But they are not in the editor... It's a miracle... Even considering that I put the Ent mod in the root of the map. I suspect I'm just a complete newbie)
In reply to Pavlinho
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#826
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The link seems to be broken; I understand that we need the entities from the beta version. These entities might have issues with paths, meaning they usually replace existing entities, and it's possible that some important files from the original entities have been replaced. Therefore, we should use the Dendroids from Psatki.
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In reply to fktifzobr
#827
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fktifzobr@mail.ru
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.


Yes, from the beta. I'm trying to add a picture from that site here or just a link...

Added 1 hour 11 minutes ago
fktifzobr@mail.ru
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.


http://psatkha.narod.ru/creature_221.html 
Found it, although I didn't immediately understand. But these are the dendroids
http://psatkha.narod.ru/creature_221.html
In reply to Pavlinho
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#828
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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.
С уважением, }{0TT@6bI4
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In reply to }{0TT@6bI4
#829
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}{0TT@6bI4
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.

Please help with the Ancient Factory; I'm running out of ideas. XD
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#830
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Good afternoon!
I decided to improve the loading screens, for now, for scenarios. Could someone who understands the game's code tell me which text parameters (the text that is overlaid on the image before the scenario starts) can be changed, such as size, color, or the darkening around it? The goal is to make the font more visible against the background image.
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#831
https://vk.com/wall-197578149_214
С уважением, }{0TT@6bI4
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#832
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fktifzobr@mail.ru
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 it turns out that the number 8 (the number of vanilla factions) is somehow fixed in the game's code? That's why this mess happens...

Added 5 minutes later
P.S., didn't they change the buildings? I'm talking about this "city of mages that hires elementals"...
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#833
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Pavlinho
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 is for neutral TOWN_NO_TYPE and the unused ID TOWN_SPECIAL; if you use them in their cities, the game breaks in the building window.

You can create a hero with ID TOWN_NO_TYPE, but he will disappear from the map when the game starts because he won't get an army from levels 1, 2, and 3. But if you organize such a hero, for example, using an NCF file, the hero will be almost functional, only the dotted line on the map will need to be adjusted.

If we create a city, we can also create new buildings specifically for it; here, the ID will only affect the location of the building and its properties. Units are recorded separately. Heroes 5 is a bunch of text files referencing other text files. A city is a text file; it contains paths to building files (also text files). In the buildings, it is recorded what kind of building it is and who is hired there. If there is a requirement for construction, it is also recorded as a path to another building's text file
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In reply to fktifzobr
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#834
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fktifzobr@mail.ru
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 don't quite understand the ID. Is the number 10 referring to the 8 factions plus 2 more – neutrals and the "game-breaking element in the building window"? So, if you create a new faction, you need to assign it an ID of 11, but the game doesn't allow this? (Is it the game engine, the modding program, or something else?)
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#835
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Pavlinho
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?)
I'm not an expert in code, I don't know all the nuances.
You can add an ID – there are already mods for artifacts and creatures that do this. The question is how to make these IDs work.
If you add an ID, you'll get another neutral city – you go into the construction menu, and the interface disappears because the city doesn't have a construction scheme. It's unclear whether the scheme is tied to the ID in the code or if there's a list of these scheme files somewhere. It's also unclear how to make the faction playable, how to give it icons for captured buildings, how to link buildings and building effects to it...
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#836
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Hello. Does anyone know why combat arenas that are launched via a map script, where a battle takes place with an enemy hero, always have the opponent as a neutral player? Except when a city siege is launched via a script, then everything works normally. Is it possible to fix this?
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#837
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How do you create Selection.(Texture) and Hilight.(Texture)? They appear to be empty textures, but they have a colored background.