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Posts from Current questions and answers regarding the map editor.
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Tieru, please help.
I have two questions:
1) How can I make it so that on a map, you can recruit not 6, but 8 heroes?
2) For some reason, the effects on a finished map aren't working (for example, the gas effect for Necromancers or the little green dots).
I have two questions:
1) How can I make it so that on a map, you can recruit not 6, but 8 heroes?
2) For some reason, the effects on a finished map aren't working (for example, the gas effect for Necromancers or the little green dots).
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Help with Tieru
I have 2 questions:
1) How can I make it so that on the map you can recruit not 6, but 8 heroes;
2) For some reason, the effects on the finished map don't work (for example, the gas of the Necromancers or the little green dots).
2. Does it happen on all maps or just yours?
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Tieru, regarding the effects on the map, they don't trigger only on my maps. But I'm more interested in how to make it possible to recruit 8 heroes, as I create large maps and it's difficult to manage with only 6 heroes. If you find out how to do this, please let me know.
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Regarding the effects: it's most likely a bug in the editor; that's what I think, and there might be more than one reason for it.
If I find out anything, I'll let you know.
If I find out anything, I'll let you know.
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Here are the manuals.
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I will be waiting.
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I'm creating a map, and to complete it, the player needs to capture a town. How can I change the victory condition from "Defeat all enemies and capture all towns" to "Capture a town"?
Is it possible to add custom heroes to my map (not just changing the portrait, but the actual appearance)?
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For questions like this, there’s a dedicated thread: /topic/3556/
1. You can do it using scripts.
2. You can if you have knowledge in creating volumetric graphical models and know a programming language (although there probably is an easier way, but I don't know it)
1. You can do it using scripts.
2. You can if you have knowledge in creating volumetric graphical models and know a programming language (although there probably is an easier way, but I don't know it)
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Is it possible to create a portal that is active only for one side of the conflict? Specifically, I need to create a demon that will appear from the portal (and be able to retreat if necessary), but the Knight will not be able to follow him and destroy him in his own fortress...
If this is possible, please tell me how.
If this is possible, please tell me how.
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There's a question: how do you add Nicholas (the vampire) and a few other heroes that aren't in the object list to the editor? I've seen these heroes in maps created by forum users, and I need to add them to my map urgently.
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Okay... Place the hero you want to change on the map and select him. On the right, in the hero tree, look for the "Shared" option. Select it and press Enter. Then, click the button with three dots; in the window that opens, navigate to the Necropolis folder and double-click on the name "Nikolay." Voila, the hero you didn't need transforms into a fully functional Nikolay)).
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Tell me, is it possible to create a portal that is active only for one side of the conflict? In particular, I need to create a demon that will appear from the portal (and be able to escape if necessary), but the knight will not be able to follow him and destroy him in his own fortress...
If this is possible, please tell me how.
As far as I know, the only way is to block the region >> SetRegionBlocked( "region name here", true, PLAYER_1 ); But if there is another way, it must be quite complicated.
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Thanks! I didn't think of that myself.
Is there a way to fill an area with palm trees, like with the "fills" function?
I need to create a fairly large area of the map for a desert... without using objects of the SandMountain class. Does anyone have any ideas or experience with creating this relatively simple landscape?
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Okay... Another problem... How do I make an object (a peasant corpse) inactive? Meaning, so that it doesn't have a "skirt" and doesn't trigger a battle when approached. The idea is to use the scripting function SetObjectEnabled, but I can't figure it out... Can anyone provide an example of how this function should look, assuming the object's name is "1"? And also: How do I make a creature perform actions (like attacking or taking damage - atack00 and hit) multiple times? I'm using the function PlayObjectAnimation(, "hit", ONESHOT_STILL), but there's a problem: the monster on the global map either attacks once (hit) or stands completely still (Atack00)... Please explain what's wrong. I've just started working with scripts, and a lot is unclear. I read the beginner's manual, and... I was horrified 0_o Now I'm trying to figure it out through practice. Thanks in advance.
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