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Posts from Current questions and answers regarding the map editor.

5.0 (12 ratings)
In reply to Dyrman
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Froska
Oh, we really don't want to use search :(
Here are links to the posts: here
This post doesn't contain anything I didn't already know. I think it would have been better to read my question more carefully (and even better – the answers to it).
Regarding the search: It was malfunctioning for me (it displayed a strange error message in English).
And thank you for the program! :)
In reply to Akat
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Akat
I think you should have read my question more carefully (or even better, the answers to it).
And thank you for the program! :)
Now, let me explain what you didn't understand: I wasn't answering your question; I wanted to solve the problem you highlighted and gave you a link to something similar, but in Russian!
+ The program's help section contains all the scripts and Russian descriptions for them.
But since that's not what you need, and you need something else, then
Akat

2. Now the question: How do I assign an army of 1000 or more to a hero or garrison?
why do you need scripts?????
On the left, when selecting a hero or object, there is a field called "creatures" or something like that; you can write any number there, even 100,000.
Akat

3. Here, it's more out of curiosity: Can I create my own specializations for heroes? If so, how?
Yes, you can create as many as you want, but only at the script level and practically only in single-player! I won't go into detail. You need to know the scripts well. :)
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Froska, in the army field, you can't place a stack of units larger than 999. I haven't noticed any limitations in the Creatures field (I think it's on the left, where the tree-like settings for the map and objects are located), I hope you can set a larger number there. Thank you.
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I looked more closely; it's called armySlots, and that field is count.
I just set it to 22,222, and it works fine.
Where is the tree-like menu?
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Is it clearer now? In the hero settings (which are opened with the spacebar), you can't set a value higher than 999. You can indeed do it in ArmySlots, but I rarely use the menu on the left and didn't notice it.

Added 3 hours and 2 minutes later
Recently, I encountered another problem. I'm attaching a screenshot (from the game). I think everything is visible in it. Thank you in advance to whoever can help.

If anyone still doesn't understand what's bothering me: in the game, you can see the edge of the map and a void. How can I remove this?
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Regarding the first question (if it's still relevant): grass doesn't always appear; it only appears as a distinct border, for example, when using a rectangular brush size. But you can set the size to 1 or 3. Then the border will be smooth, and the more you hold it down, the clearer it will be. Froska, you also helped me with ArmySlots. Thank you. Akat, regarding the last point... A script definitely won't help you here. You can reduce the effect by properly configuring the terrain; then the camera might become less free. Or redesign the game ;). But that's all.
 

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In reply to Akat
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Akat

Is it clearer now? In the hero settings (which you open with the spacebar), you can't set a value higher than 999. You can indeed do it in ArmySlots, but I rarely use the menu on the left and didn't notice it.
Why do you need a screenshot? I already know that you can't set a value higher than 999 there. That's why I didn't mean it that way initially and hinted at the tree-like properties. I've solved your problem.
Now you'll use the menu on the left ;)
Akat

If anyone still doesn't understand what bothers me: in the game, you can see the edge of the map and it just disappears into nothing =(. How can I fix this?
If the map is yours:
Have you tried changing the lighting? Try setting a different one.

By the way, regarding the green grass. You can slightly adjust it a couple of times with the terrain you want at the border, so that the green strip is in the middle - that way, at least the strip will blend a little with the surface.
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Changing the lighting really solves the problem, but unfortunately, it creates another one – I can't find the lighting I need (all the ones related to Inferno produce something like this).
And regarding the green grass, it disappeared after I selected the "Rect" brush size and covered the entire map with all the tiles from Lava.
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Akat
Changing the lighting really solves the problem, but unfortunately, it creates another one – I can't find the lighting that I need (all the ones related to Inferno produce something like this).
Take someone else's lighting as a basis and modify it. You can change the colors there, but in order for everyone to have the same lighting, you'll have to copy the lighting file into the map itself.
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Akat
Changing the lighting really solves the problem, but unfortunately, it creates another one – I can't find the lighting that I need (all the ones related to Inferno produce something like this).

Maybe you could just create a map in the Dungeon? There definitely won't be a 'gap into nowhere' there.
 

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Ment, that's a good idea, but: My map is already 80% complete, so it would be a shame to redo everything. The map's action should take place on land, and the Dungeon serves other purposes. And there are a bunch of other, minor problems. So, this is more of a general solution than one specifically for my map.
Froska, what program should I use to edit the artifact file? Notepad?
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Akat

Froska, what editor should I use to edit the illumination file? Notepad?
Map editor ;)
You make a copy of the illumination, change it as you see fit, and export it to the map. I hope it's not too difficult to understand?
Here's where to find the settings to modify:
Map properties on the left-hand tree panel -> GroundAmbientLights -> 0 -> ... -> and you'll see the menu you need. Right-click and copy the illumination file. Then paste it anywhere and experiment without fear of ruining the map.
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Could you please tell me how to connect a bridge to the land?
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Oh, I used to do this: I would take a bridge and reduce its z-coordinate by a certain number (like 3.3). I'm not sure if this is the most efficient method, but it works. It doesn't work with underground bridges, they seem to be unfinished. However, in the list of objects (available in the advanced editor), there are other underground bridges that work perfectly. You just need to dig around a bit.
 

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Thank you very much.

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