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Posts from Current questions and answers regarding the map editor.

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1 year ago
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Dogenator
I didn't quite grasp the point you made. Are you using Titan as an example?

Did I understand correctly that animations are responsible for the zoom? I looked at the file containing the hero-arena animations (AnimSet).xdb, as well as each individual animation, such as cast, attack00, rangeattack. None of the files contain any mention of the camera/zoom.

No, the cameras are responsible for the zoom. If you look in the advanced editor for the Camera and CameraSet tables, you will find cameras corresponding to the zoom levels.

However, the algorithm by which they are activated is unclear. In the console, you can change the configuration parameter that controls the maximum number of consecutive "zooms," so the connection is likely through the executable file.
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1 year ago
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Dogenator
I didn't quite grasp the point you were making. Are you using Titan as an example?

I used Titan (your hero) to show that he has zoom, when you say he doesn't on the heroes you created. And from the P.S., it follows that when adding "shooting," "casting," etc., to a new hero in ...(AnimSet).xdb, you lose the zoom on them, as happened with my hero, where melee combat was renamed to ranged combat. I assumed that your creatures, which you used for the heroes, didn't initially have either ranged attacks or casting.
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1 year ago
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Thank you all for your responses. I asked a couple more people and finally found a solution, although it's not ideal, it's still better than nothing.

The camera responsible for the zoom (for heroes) is located at this path: ArenaObjects\_(CombatCamera)\Heroes. Let's take the Necromancer folder as an example. It contains the files Spell_Cast and Attack.



In this file, in the "creatures" parameter, we specify the paths to our new hero CreatureVisual files.

Now we have a standard camera zoom for the Necromancer's spell cast for all our new heroes.

This solution is not ideal because, in my specific case, I am using new models, so sometimes the camera cuts off part of the visuals, but this can be fixed by creating new cameras for the spell casts:


The Necromancer has 4 cameras for spell casts (I don't know what the difference is, other than the values inside the camera). In these cameras, you can change the values, thereby adjusting them to the new hero models

This should also work for RangeAttack; I'm going to try it now :)

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In reply to Dogenator
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1 year ago
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Yes, RangeAttack works on the same principle.

The only thing is that there wasn't an initial "Creatures" line, which was a bit misleading, but after adding lines and the same creatureVisual files, zooming appeared when attacking designated heroes from a distance.

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1 year ago
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Hello everyone, when I create a map for 8 players, I can only buy a maximum of 6 heroes in the tavern. Can you tell me how to fix this on the map so that I can buy 8 heroes in the tavern for a game with 8 players?
In reply to prostoi988
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1 year ago
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Hello everyone.

I have a question. The task is to move a Lich to the top of a Tower.

Is it possible to move a group of creatures along the Z-axis in any way?

I'm trying to change the value, but nothing changes.

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In reply to Dogenator
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1 year ago
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Dogenator

Hello everyone.

I have a question. The task is to raise a Lich in the Tower.

Is it possible to move a unit of creatures along the Z axis somehow?

I'm trying to change the value, but nothing changes.

Attachment 74402

Take a look at this mod.

Added after 32 minutes
Maybe you need this, but unfortunately, the mod is no longer available there, so I can't see how it was done. Maybe someone will share it if they have it.
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1 year ago
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units don't appear on the map; you need to create an object similar to these towers and assign it a model and animations for the Lich; such an object will appear.
In reply to fktifzobr@mail.ru
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1 year ago
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fktifzobr@mail.ru
Units don't appear on the map; you need to create an object similar to these towers and assign it a model and Lich animations. An object like that will appear.

Thank you for your help. I replaced the unnecessary object with a Lich, and now I can move it).

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1 year ago
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And can I now assign some animation to these objects via a script?

I know that it's possible for creatures, but I'm not sure about modified objects.

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1 year ago
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Well, I'm not sure, I'm more into mods than maps. If a Lich needs to play an animation continuously without stopping, then you need to create a new animation set and specify the desired animation instead of idle00.
In reply to fktifzobr@mail.ru
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1 year ago
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fktifzobr@mail.ru
Well, I'm not sure, I'm more into mods than maps. If a Lich needs to play an animation continuously without stopping, then you need to create a new animation set and specify the desired animation instead of idle00.

This really helped. It made my task much easier. Now I don't have to write a script.

Thank you!

1 year ago
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Dear Hottabych, I have another question for you! In battles, is the randomness fixed or conditionally "pure"? In other words, will the actions be completely repeatable when the same creature takes its turn, or will it be different each time? For example, I need to blind the red dragons on the first turn with a stack of vampire princes when capturing a utopia. If I can't blind them on the first turn, is it worth replaying the battle until the vampires successfully blind the dragons on the first turn? Or will it all be fixed because the seeds are set in a certain way and cannot be changed?
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1 year ago
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Unfortunately or fortunately, the hero's pseudo-random number generator (PRNG) is strictly deterministic, so after reloading, all "random" events will repeat. To change this, you need to perform some actions before entering the battle, such as visiting a building, dividing creatures, or selling a single unit of a resource.

So, reload, but do something new before the battle.

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