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Posts from Current questions and answers regarding the map editor.

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#5820
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Azgalor
I don't understand anything, what are "kutrubu"? What are "gnolls"?
Kutrubu and gnolls are examples of NCF creatures.

The problem is that I didn't see the folder with NCF creatures in the editor, even though I downloaded NCF_EU_Creatures.pak.
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#5821
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Hello! The question might be slightly off-topic, but I've often seen an extended dialog box (with 2 or more answer options) with a scrollbar in story maps. Without it, excessive text overflows the window, making it unreadable and aesthetically unappealing. I know there's supposedly a mod to solve this problem, but I haven't been able to find it, no matter how many times I've searched. I would be very grateful if you could provide a link to this mod.
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#5822
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Hello! Wow, I was just working on developing a similar window, but I encountered obstacles with ScrollableContainers. If you can name the campaign map where this was used, I'll quickly go and extract that mod and post it on the forum with the author's permission! If I understand correctly, you mean TalkBox, which has 1 to 5 user-defined answer options?
С уважением, }{0TT@6bI4
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#5823
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}{0TT@6bI4

Hello! Wow, I was just working on developing such a window, but I encountered obstacles with ScrollableContainers. If you name the campaign map where this was used, I'll quickly go and extract that mod from there and post it on the forum with the author's permission! I understand you mean TalkBox, where there are 1 to 5 user-defined answer options?


Okay, at the very least, I've seen this in "Path of the Hero" by Jack of Shadows and in "Heart of the Night" by Gerter.
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#5824
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Drumroll... they aren't there. I'm serious, there isn't any smile11.
С уважением, }{0TT@6bI4
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#5825
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Hello! Please tell me, is there a simple way to add a campaign hero to the Dungeon faction? For example, Agrael? I'm asking because I want to slightly modify someone else's map to make it more interesting to play, but not all specializations are available for multiplayer heroes.
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#5827
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Azgalor
MrZub, you place a dungeon, select it, press the spacebar, choose Custom in the window that opens, and then select Agrael. Okay. Done.

I've already tried that. Agrael isn't in that list – it only contains multiplayer heroes. Maybe something needs to be enabled in the advanced editor, but I don't understand which module is responsible for that. I tried clicking on several that I thought might add heroes, but they still didn't appear in the dropdown list.

But thanks for the advice.
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#5828
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In the properties of the dungeon as an object, specify a reference to the AdvMapHero object of the hero. Create a new one using the New button, specify the path to Agrael's Shared file (if I remember correctly, MapObjects/Heroes/DS/Agrael_M or Inferno/Agrael). Be sure to specify Shared; otherwise, the game will start crashing.

Then, by pressing the spacebar, you will open the dungeon, and Agrael will be there.
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#5829
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}{0TT@6bI4
In the prison's properties as an object, a link to the AdvMapHero object of the hero is specified. Create a new one with the New button, specify the path to Agrael's Shared file (if memory serves, MapObjects/Heroes/DS/Agrael_M or Inferno/Agrael). Be sure to specify Shared, otherwise the game will start crashing.

Then open the prison with a space — it will be Agrael

Thank you very much! It works! =)

But, in pursuit of improvements, I keep diving deeper into this rabbit hole, which has led to new questions:
1) In your guide on weeks (Thank you very much, it's great!) it says that you need to specify the path to the new file with weeks in map.xdb. What should this path be? For some reason, when I created my MyCalendar, it was created in the map's folder, in the GameMechanics subfolder, meaning the map archive contains 2 folders — GameMechanics/MoonCalendar/MyCalendar.xdb and Maps/Multiplayer/MapName/many files, including map.xdb. Is that how it should be? And will the path be <MoonCalendar href=GameMechanics/MoonCalendar/MyCalendar.xdb#xpointer(/MoonCalendar)/>. Or do the quotes matter too, and if so, should they be single or double, because in the manual on the left there are two single quotes, and on the right — doubled ones?

2) Is there any way to view the water passability map? By default, the editor fills all water with red, but it would be interesting to check rock collisions, and where you can and cannot sail around them. 

Thank you very much! (And I have a feeling I'll be back with more questions=))
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#5830
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MrZub
<MoonCalendar href=GameMechanics/MoonCalendar/MyCalendar.xdb#xpointer(/MoonCalendar)/>
It needs to be done like this:
MoonCalendar href="/GameMechanics/MoonCalendar/MyCalendar.xdb#xpointer(/MoonCalendar)"/>

Is it supposed to be that the edits appear in the root of the map, and not in Maps/SingleMissions.

There's no way to check the "passability" of water territory without workarounds) You can either assess it visually, or by placing water objects: for example, if a cell on water is blocked by a rock, then placing a buoy there won't work.
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#5831
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}{0TT@6bI4
Drumroll... they're not there. I'm serious, it's not there smile11
That's strange. I just read the ReadMe for "Paths of the Hero," and it explicitly states that the "Large Message box" mod is being used. Perhaps we can ask the esteemed Jack of Shadows about this.

P.S. I figured it out. The mod only applies to MessageBoxes, but not to TalkBoxes.
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#5832
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I also experimented with adding a scrollbar to the TalkBox, but simply replicating the MessageBox approach didn't work. As a result, I ended up with a tedious and cumbersome solution that involves splitting long messages into parts with a "Next" button.
РПГ-сценарий для HoMM5: Путь героя
ЧаВо по созданию карт для HoMM5: ЧаВо
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#5834
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Hello everyone.

Has anyone managed to

1. Control combat units using scripts.

2. Use scripts to resurrect combat units in some way during battle (including through Gremlins).

Мои карты

Возрождённый v 1.5 (обновление от 25/09/2016) :smile24:

готовится продолжение.

Великая Пустыня ( 25%) - про Маркела
Тьма над Иролланом (0%) - про Николаса

Мои моды (скорректированы мод на чумных энтов и циклопов зомби)
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#5835
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Machines can be controlled, but only if they can be steered. That is, you must have the skill to manually control a specific machine; otherwise, its turn will not be detected by the script. You can definitely fire a catapult/ballista using commandShot, and you can probably heal with a tent using commandDoSpecial, but I can't say for sure which ability it is.

Of course, you can repair machines by casting a repair spell on them using a script.
Нет войне.