Skip to content

Posts from Questions about the Heroes 4 map editor.

4.7 (3 ratings)
User Avatar
Auto-translated
The cross is actually the same color as the Oracles. It seems like there's some kind of bug in the game...

That can't be right – try placing an Oracle of a different color.

And did you place the local event directly on the cross? If so, try placing them around this cross.
We'll try to implement the same idea in some other way.

For example: place Gargoyle statues (or any other object) on the map, and around it, at a distance of one cell, place local events. In the descriptions of the subsequent actions, simply indicate that the player needs to approach this object very closely, and when the player approaches the object, assign one variable to the events, for example, "variable1." Then, when the player approaches the second object, assign "variable2," and so on – provided that the player approaches these objects in a specific order, and not in a free order. If it's in a free order, then it's a bit more complicated. And when the player passes all the objects and receives all the variables, the trigger for the desired event will activate.
:smile17:
In reply to General ZeT
User Avatar
Auto-translated
General ZeT
Did you place the local event directly on the cross? If so, try placing them around the cross.

Yes! I think that's it! Thanks for the idea.

As for other methods, believe me, esteemed General ZeT, I know how to write scripts for Heroes 4, even of any complexity. So I would have found a solution in any case. But still, thank you for your concern. :smile02: I'm just finishing a small campaign of two maps in parallel with the dragon battles, and the oracle option would have worked much better. And indeed, following your advice, I removed the local event from the cell where the local events are, and left it only around the cross (there, identical local events cover a fairly large area). I checked it twice - it seems to work. It's just frustrating when you've almost finished a campaign, and then you can't do anything because of a bug. So, thank you again.
User Avatar
Auto-translated
The question is as follows:
The idea is that at the start, the player receives one pre-determined city, but it's not a fixed city; rather, it's a city chosen by the player's race. Please suggest ways to implement this.

I had an idea where three cities would be placed in one area (for Blue, Red, and a neutral city – this one doesn't depend on the race), and then two unnecessary cities would be removed. For example, if Red is supposed to play in that area, the castles for Blue and the neutral city would be destroyed. But the "dynamite" method didn't work.
So, I need some help.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



User Avatar
Auto-translated
Zybr, in the random town properties, check the box "Link town type to player" - and, accordingly, the player's color. Or am I misunderstanding something?
You won't be able to remove towns, monsters, heroes, and objects that the player can interact with using dynamite. Dynamite is only for decorations, it seems.
Просто еще один
User Avatar
Auto-translated
SandroXXL, in that case, there's no guarantee that you'll get a Castle of the faction you chose. But I did find a solution after all).


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



In reply to Zybr
User Avatar
Auto-translated
Zybr
SandroXXL, then it's not a given that you'll get a castle of the race you chose. But I did find a solution.
How is that not a given? That's exactly what racial affinity is for.
Я в мечеть не за праведным словом пришёл.
Не стремясь приобщиться к основам пришёл.
В прошлый раз утащил я молитвенный коврик,
Он истерся до дыр, - я за новым пришёл.

© О. Хайям

User Avatar
Auto-translated
in the properties of a random town, check the box "Link town type to player".
If the link is removed, the town type will be random.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



User Avatar
Auto-translated
Am I correct in understanding that you want to implement a system similar to the one on Spleen (but with the race being preserved)? You choose a race, and you are placed in one of the starting locations, but the race remains the same?
Модератор форума Лиги Героев (http://forum.heroesleague.ru)



User Avatar
Auto-translated
Not quite. Sylvan only has 2 starting points, and the castles are tied to players. My idea is as follows: Let's say there are 6-10 neutral castles on the map initially. And at the start, a player gains control of one of them (it's unknown which one beforehand). Previously, the difficulty was that since the castles are neutral and not tied to a player (with a tie, the choice would be smaller, and having a bunch of native castles isn't very good), there's no guarantee that if a player chooses, say, Sylvan, they'll get that type of castle. But this issue has almost been resolved; I just need to test a few more things.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



In reply to Zybr
User Avatar
Auto-translated
Zybr
Not quite. On Spleen, there are only 2 starting points, and the castles are tied to players.
My idea is as follows:
Let's say there are 6-10 neutral castles on the map, initially. And at the start, the player gains control of one of them (it's unknown which one beforehand). Previously, the difficulty was that since the castles are neutral and not tied to a player (with a tie, the choice will be smaller, and having a bunch of native castles is not very good), it's not a given that if a player chooses, say, Nature, they will get such a castle.
But this issue has almost been resolved; I just need to test a few more things.
I'm not an experienced mapmaker, but I see the following option:
The castles are stationary (a "template" is prepared for each race), and the respawn point is a two-way teleport that will take you to a random zone. That is, there is nothing around the castle at all, only a teleport. :)
Модератор форума Лиги Героев (http://forum.heroesleague.ru)



User Avatar
Auto-translated
Castles are stationary (each race has its own "pre-assigned" one), but a two-way teleporter leads directly to the respawn point, which will drop you into a random zone. That is, there is nothing at all near the castle, only a teleporter.
So, in this case, the exploration of respawn points will be random?

In general, at this stage I am testing the following scheme:
Neutral castles are generated as they wish, but each castle has a variable, and each castle's "race" is checked for a match with the player's race. If there is a match, the variable is assigned the value true. Accordingly, if there are multiple "matches", the choice will probably be among them (I'm not sure yet, the scheme is at the implementation stage). In short, as a result of all these machinations, the player gets a castle of their race on a previously unknown respawn point.
Something like that:)


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



User Avatar
Auto-translated
And what if all the castles turn out to be Chaos castles? :-D
So, in this case, will the respawn exploration be random?
What exactly is a castle of one's own faction on an unknown respawn? There are several respawns. The player does not know which one they will end up on. Naturally, their castle is located there. Correct?
What did I suggest to you? There is a castle. From it, the player ends up on an unknown respawn. The same thing? Seems like it. ;)
Модератор форума Лиги Героев (http://forum.heroesleague.ru)



User Avatar
Auto-translated
What if all the castles turn out to be Chaos castles? :-D

Well, that scenario seems unlikely. I'll add it to the readme so that a restart is offered in that case =D
What exactly is a "castle of your own faction" on an unknown respawn point? There are several respawn points. The player doesn't know which one they'll end up on. Their castle is located there, of course. Is that correct?
What I suggested is this: there's a castle. The player starts from it and ends up on an unknown respawn point. Is that the same? Seems like it.
Now I don't understand...
If the castles are predetermined and unchanging, then the player can also anticipate where to start. That is, the basic respawn point will always be the same. If, for example, there are 2 Nature castles, then it's a 50/50 chance.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



User Avatar
Auto-translated
Cover the map with castles (using the subway system so as not to spoil the appearance of the upper map), and place a teleport near each one, as Monsieur Shnurov would say. The types of castles are fixed. At the top is the starting zone, where the teleports randomly explode when the map is initialized. Let's say 6 castles – that's one respawn point, another 6 – another respawn point, and so on, until there is enough space on the map.
Я в мечеть не за праведным словом пришёл.
Не стремясь приобщиться к основам пришёл.
В прошлый раз утащил я молитвенный коврик,
Он истерся до дыр, - я за новым пришёл.

© О. Хайям

In reply to oxygen_hl
User Avatar
Auto-translated
oxygen_hl
Cover the subway with castles (the subway is there so as not to spoil the drawing of the upper map), and place a teleport near each one, as Monsieur Shnurov would say. The types of castles are fixed. At the top is the starting zone, where the teleports randomly explode when the map is initialized. Let's say 6 castles – that's one spawn point, another 6 – another spawn point, and so on, until there is enough space on the map.
Yes, that's what I meant.
Модератор форума Лиги Героев (http://forum.heroesleague.ru)



Statistics

Welcome our newest member: Emil