Skip to content

Posts from Current questions and answers regarding the map editor. Auto-translated

5.0 (12 ratings)
In reply to Mооnst@r
User Avatar
#5898
Auto-translated
Mооnst@r
Maybe the path should be included in DestName, and SrcName can be omitted?
Thank you, that helped!
#5900
Auto-translated
How do you create a mob on a map that always joins your army for gold and cannot be recruited for free or fight independently?
#5901
Auto-translated
Hottabych or any of the forum regulars! Is it possible to edit the battlefield as in the extended editor of Heroes of Might and Magic III (removing and adding obstacles manually, creating overpowered cells)? Or can you only indirectly influence it through settings in a file, such as the number of obstacles, etc.?
In reply to sifon233
User Avatar
#5902
Auto-translated
sifon233
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?
Only through scripts. To make it look better, you can use the TalkBoxForPlayers() function (available only for game version 3.1), which allows you to display dialog boxes with icons. Otherwise, use QuestionBox() with answer choices.

Всякое/карты:

Добавление недостающей музыки гномам

In reply to Nameless Hero
User Avatar
#5903
Auto-translated
Nameless Hero
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.?
I have a guide on creating battle arenas. It's available on the forum and in the VK group in my signature.
С уважением, }{0TT@6bI4
_________________
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"
_________________
In reply to }{0TT@6bI4
User Avatar
#5904
Auto-translated

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 Click on the image to enlarge<br />Name: 2024-11-29_16-47-40.png<br />Views: 5<br />Size: 895.0 KB<br />ID: 73837

I also activated the heroes available on the map Click on the image to enlarge<br />Name: 2024-11-29_16-49-23.png<br />Views: 5<br />Size: 27.1 KB<br />ID: 73838 Click on the image to enlarge<br />Name: 2024-11-29_16-50-57.png<br />Views: 6<br />Size: 47.2 KB<br />ID: 73839

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?
Click on the image to enlarge<br />Name: 2024-11-29_16-52-41.png<br />Views: 3<br />Size: 17.4 KB<br />ID: 73840

Thank you for your help!

In reply to Dogenator
User Avatar
#5905
Auto-translated
Dogenator
I also activated the heroes available on the map there Нажмите на изображение для увеличения<br />Название: 2024-11-29_16-49-23.png<br />Просмотров: 5<br />Размер: 27.1 Кбайт<br />ID: 73838 Нажмите на изображение для увеличения<br />Название: 2024-11-29_16-50-57.png<br />Просмотров: 6<br />Размер: 47.2 Кбайт<br />ID: 73839

When checking in the game itself, none of this works

Try adding the heroes to Academy.xdb, Dungeon_Standart.xdb, Fortress.xdb, etc. along the path MapObjects\_(AdvMapSharedGroup)\Heroes, so that they can be selected at the start and hired at the tavern.
If the map is multiplayer, you need to change <ScenarioHero>true to false in the hero files.
In reply to Mооnst@r
User Avatar
#5906
Auto-translated

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.

User Avatar
#5907
Auto-translated
Check 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 make changes.
С уважением, }{0TT@6bI4
_________________
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"
_________________
User Avatar
#5908
Auto-translated
Dogenator, try experimenting with Dugalu, following the example of Haggesh (<**CentaurMistress**_StartATBBonusPerHeroLevel>0.01). 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 reply to Mооnst@r
User Avatar
#5909
Auto-translated
Mооnst@r
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 😂
Ссылка на мой мод Heroes 5 Armageddons Blade

Ссылка на мои уроки по модостроению в Героях 5

Ссылка на мой Artstation
In reply to }{0TT@6bI4
User Avatar
#5910
Auto-translated
}{0TT@6bI4
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.

}{0TT@6bI4
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!

User Avatar
#5911
Auto-translated
Hello everyone,
I have a question: Why doesn't my new hero appear in the map editor under the AdvMapHeroShared section? The hero's file is present in the map file.

However, it does appear in AdvMapSharedGroup.


I followed the manual by Khottabych and Waterfall's video.
Attachments 2
2 files attached • Total size: 61.0 KB
In reply to Dogenator
User Avatar
#5912
Auto-translated
Dogenator
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 =)
Ссылка на мой мод Heroes 5 Armageddons Blade

Ссылка на мои уроки по модостроению в Героях 5

Ссылка на мой Artstation
In reply to Waterfall_13
User Avatar
#5913
Auto-translated

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.