Maybe the path should be included in DestName, and SrcName can be omitted?
Posts from Current questions and answers regarding the map editor.
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How do you create a mob on a map that always joins your army for gold and cannot be recruited for free or fight on its own?
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Hottabych or someone from the forum regulars! Is it possible to edit the battlefield like in the extended editor of Heroes of Might and Magic III (remove and add obstacles manually, creating overpowered cells)? Or can you only indirectly influence it through settings in a file, such as specifying the number of obstacles, etc.?
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Hello everyone. I have a question about adding custom rumors to the tavern and adding new heroes for hire.
After reading several threads on this topic and repeating the required steps, I created my own rumors and activated the heroes at the map level, but none of this appears in the game.
In Maps Properties, I added new rumors
I also activated the heroes available on the map
When checking in the game itself, none of this works.
In the Maps properties tree, I found the "TavernFilter" setting, and within it, "Allowed heroes." If I specify all the heroes there, will they become available? And what should I enter in the empty field? - the script name of the hero?
Thank you for your help!
I also activated the heroes available on the map there![]()
When checking in the game itself, none of this works
If the map is multiplayer, you need to change <ScenarioHero>true to false in the hero files.
Thank you very much! Everything finally works.
I have another question: where can I find the parameter to change the formulas for hero specializations for specific creatures (Dugald, Kifrah, Ellaina, etc.)?
I looked in DefaultStats.xdb, but there are no such parameters there.
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Dogenator, try experimenting with Dugalu, using Haggesh as a template (<CentaurMistress_StartATBBonusPerHeroLevel>0.01), and insert <Archers_StartATBBonusPerHeroLevel>0.01 into DefaultStats. Put the special ability name at the beginning, and take the rest from the others, as needed. It's nonsense, of course, but who knows.
In theory, it shouldn't work like that. If the function isn't created in that format, then using an empty value won't work either.
It will be funny if it works 😂
Take a look to see if there are any patches for the exe file with the fixes you need in the 5.5 repository: https://github.com/Might-Magic-Heroes-5-5
If not, unfortunately, it won't be possible to change it.
Take a look to see if there are any patches for the exe file with the fixes you need in the 5.5 repository: https://github.com/Might-Magic-Heroes-5-5
If not, unfortunately, it won't be possible to change it.
Hottabych, you are right, the hero specializations for specific creatures are indeed hardcoded into the exe file.
Thank you for the help everyone!
Hello everyone,
I have a question: Why doesn't my new hero appear in the map editor under AdvMapHeroShared? The file is present in the map.
Attachment 74065
However, it does appear in AdvMapSharedGroup.
Attachment 74066
I followed Hottabych’s manual and Waterfall’s video instructions.
I haven't touched the heroes section for a long time because I already added everything I needed.
But if I remember correctly, the map editor has its own separate existence from the game. And it displays its data without taking into account newly added items (in my case, it also doesn't show new creatures or artifacts).
And to make the map editor recognize custom "things," you need to configure it separately; there's a video on YouTube by "Es100nec" where he configures the map editor so that additional items are displayed. I once tried to follow his tutorial to create an additional section, and I even managed to do something, but eventually, I gave up. You also have to resave everything because each time you launch the editor, it starts with a clean slate; overall, it's quite tedious. I didn't delve too deeply into it. Search for Es100nec's YouTube channel, and you will find his video tutorial. I can't provide a link because YouTube isn't working for me, and my VPN is acting up... it wants money =)
I watched Esto100nec's video, where he shows how to add objects to the Objects toolbar, but that's not exactly what I need.
I followed the manual, added a new hero to AdvMapHeroShared, and specified the path to it in AdvMapSharedGroup in "Academy" and "Any". This is to ensure that the game recognizes the hero at all.
The only problem I encountered was adding face textures, so for testing purposes, I used textures from Or.
I launch the map, and the hero is not there.
Honestly, I don't know what else I need to do because I followed the "instructions" exactly.
UPD: The file appears in the editor in AdvMapHeroShared, but the hero is still not in the game.