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Posts from Current questions and answers regarding the map editor.

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In reply to Рон54
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2 years ago
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Ron54
How do you place dead and attacking units in the editor?

If the question is only about adding "decorative" non-fighting units, then it's not difficult. Create a new object in the editor and specify the desired geometry/texture/animation for it... (I think it's already been explained here).

Added 3 minutes later
}{0TT@6bI4
I recommend reading the FAQ by Jack_of_Shadows! Place the unit, remove the "skirt," and set the desired animation using PlayObjectAnimation(sName, sAnimName, nRepeatType).

You can also create a new AdvMapStaticShared static object, specify the creature's model as the model; in AnimSet, create a new one using the New button, in the properties animations=>right-click=>add=>name=idle00, anim — choose the BasicSkelAnim of the desired animation of the same creature!

Do I understand correctly that this is exactly the mechanic that was used in the campaigns (original, starting with the DLCs)? When mobs on the map could play different animations. Or are scripts also needed there? Especially if you need to create a sequential animation. For example, an Archer shoots, waits, stands, looks around, shoots again, and rejoices... and repeats.
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2 years ago
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Using a script is generally more convenient. Firstly, it allows for creating complex animations. For example, if you need a goblin chopping wood, simply setting an infinite attack will look unnatural. Instead, you can start a thread, create random intervals between strikes, and the result will be much better. Secondly, if you need to place, for example, a hundred decorative corpses in different parts of the map, you don't need to configure each one manually. Just place them, give each one a name like corpse1, corpse2, etc., and then iterate through all the names in the script. You could say that almost all script functions were not created just to allow us to make elaborate maps, but only because they were needed in a specific campaign to implement the authors' ideas.
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2 years ago
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Using the effects method, you can create both simple and complex animation and effect cascades. For me, the obvious advantage of this method is that "removing the skirt" from units is a very resource-intensive process: maps lag for a long time. There is also a more "advanced," but actually simpler, level – AdvMapStandShared. It is free from all the problems of the scripting approach and has all its advantages!
In reply to Jack_of_shadows
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2 years ago
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Jack_of_shadows
Using a script is generally more convenient. Firstly, it allows for creating complex animations. For example, if you need a goblin chopping down a tree, simply setting an infinite attack will look unnatural. Instead, you can start a thread, create random intervals between attacks, and it will look much better. Secondly, if you need to place, for example, one hundred decorative corpses in different parts of the map, you don't need to manually configure each one. Just place them, give each one a name like corpse1, corpse2, etc., and then simply iterate through all the names in the script. You could say that almost all script functions were not created just so that we could later create elaborate maps, but only because they were needed in a specific Campaign to implement the authors' ideas.
I agree about "more advanced" features, but regarding the 100+ decorative corpses. In principle, if you can create it as a new Object, then nothing prevents you from simply "copying" and "pasting" it as many times as needed. Just place it like any other object.
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*But of course, I'm not very good with scripts in Heroes, so I can't fully assess all their capabilities, I can only assume what they should theoretically be able to do... 😩
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2 years ago
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In my map editor, for some reason, there are no tiles, and the objects tab is empty. I can create water on the green map field and terraform the grass, but I can't color it with winter or sand tiles, for example – there are no such tiles. Also, I don't see any objects – no monsters, no buildings, no heroes. Why is this happening? Or am I doing something wrong (although I watched videos – in the tabs where I have nothing, the person has everything in place)? Maybe something else isn't displaying – but I haven't noticed it yet (in any case, if there are no items, then scripts aren't needed yet).
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2 years ago
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Go to the data folder of your game, open the a2p1-data.pak archive (for Tribes of the East) or data.pak, take the index.bin file from the root of the archive, and put it in the data folder next to the archives. This file is responsible for displaying the file system links within the editor, so no objects are displayed – a broken index.bin file weighing 1 kilobyte remains from one of the maps. In the original, there were links for 32 MB.
In reply to }{0TT@6bI4
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2 years ago
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}{0TT@6bI4
Go to the data folder of your game, open the a2p1-data.pak archive (for Tribes of the East) or data.pak, take the index.bin file from the root of the archive, and put it in the data folder next to the archives. This file is responsible for displaying the file system links within the editor, so no objects are displayed – a broken index.bin with a size of 1 kilobyte remained from one of the maps. In the original, there were links for 32 KB 🙂

Thank you, it helped. Although the broken index was not 1 but 17 kb.
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2 years ago
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Looks like it came from some map.
In reply to Azmadon
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2 years ago
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Ismail
If the question is only about adding "decorative" non-combat units, then it's not difficult. We create a new object in the editor and specify the necessary geometry/texture/animation for it... (I think this has already been explained without me).

Added 3 minutes later

Did I understand correctly that this is the mechanic that was used in the Campaigns (original, starting with the DLCs)? When mobs on the map could play different animations. Or are scripts also needed for that? Especially if you need to create a sequential animation. For example, an Archer shoots, waits, stands, looks around, shoots again, rejoices... and repeats.
And if the creature is non-combat? Can you explain it with screenshots, because I don't know where to find such things?
In reply to Рон54
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2 years ago
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Ron54
What if the creature is an NCF file? Can you explain it with screenshots, because I don't know where to find these things?
It depends on what you're interested in. I have a mod installed for the creatures of the Unicorn Empire, as I have the campaign of the same name installed. I suggest you go to the thread about this campaign on the forum, download the NCF_EU_Creatures.pak file, and take a look inside. All files related to the new units are located inside.
2 years ago
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Good night, I currently have about 6,000 areas on my map, but I need to delete half of them, rework part of the map, and insert a smaller number of areas in other places. This raises the question: how can I quickly delete the created areas, other than clicking on each one in the editor and deleting them? Where are the created areas actually stored? Is there a file where I can quickly get rid of them? (I assume they are stored in the map itself and cannot be deleted any other way, right?)
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2 years ago
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In the map.xdb file, under the regions tag, all the map's regions are listed; it might be easier to delete them from there.
In reply to Азгалор
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2 years ago
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Azgalor
It depends on what you're interested in. I have a mod for the creatures of the Unicorn Empire, as I have the campaign of the same name installed. I suggest you go to the forum thread for this campaign, download the NCF_EU_Creatures.pak file, and take a look inside. All files related to the new units are inside.

I was looking for where this folder is, and accidentally gave the wrong model NCF to the Kutrub creature, and before that, I broke the Gnoll. Where is this folder located?
2 years ago
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Hello everyone, could you please advise how to create a bot (without installing mods) using the map editor, so that it has only one hero, but can re-hire it if it's lost in its tavern? (I understand that if you simply disable taverns in cities, the bot's hero will be disposable). I found a script called AllowHeroHiringByRaceForAI on page 355, but I don't know where to enter it. The goal is to create a map with a bot that has one (or a limited number of) heroes, but with the ability to revive them. As far as I understand, Dungeons are also disposable hires.
In reply to Deff2420
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2 years ago
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Deff2420
Hello everyone, please tell me how I can create a bot (without installing mods) using the map editor, so that it has one hero, but can re-hire him if he is lost in the tavern (I assume that if I simply disable taverns in cities, his hero will be a one-time use hero, right?). I found a script called AllowHeroHiringByRaceForAI on page 355, but I don't know where to enter it. The goal is to create a map with a bot that has one (or a limited number of) heroes, but with the ability to revive him. I understand that prisons are also one-time hires.
Look for descriptions of these functions in the manual: AllowPlayerTavernRace(), AllowPlayerTavernHero(), MakeHeroReturnToTavernAfterDeath(). I warn you that the last function is a bit buggy, and it is quite possible that it will stop returning the hero to the tavern. Although, maybe it breaks if it needs to return more than 2 heroes? Who knows... But it often happens to me that the heroes that it should return to the hiring pool for the bot stop appearing in the taverns.

Added 49 seconds later
Рон54

I was looking for where this folder is, and accidentally gave the wrong NCF model to a creature, and before that, I broke a gnoll. Where is this folder located?
I don't understand, what "kutrubu"? What gnolls?

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