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Posts from Current questions and answers regarding the map editor.

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Maybe the object is named incorrectly? :) In such a situation, a console would be very helpful, try activating it. And also: in the MakeHeroI function, the first argument should be the hero's name. And also: I'm not sure, but I think the hero's name is incorrect there. I don't remember a hero named "Agata". You need to write the name that is in the hero's properties, not your own name.
 

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The object is named correctly, and the hero is too; I completely edited it. I took Illia as a base and made her without the lizard and with black hair, and I also changed the name in the properties. This is 100% working. I'll try to create something else.
Thanks anyway! Can you tell me more about the console and how to use it to check things?
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In post 452, I provided a link. It explains how to activate it. And it's easy to check: launch the mission, open the console, and if the script contains an error, it will be displayed there.
 

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Value was NIL when getting global with name false
I'm getting this error, how do I understand it?
Could the problem be that the object I want to disappear from the map isn't configured correctly?
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This error occurs when an incorrect argument is passed to the function. In this case, the game automatically replaces it with NIL, i.e., with a logical zero. By the way, this is the reason for
SetObjectEnabled("skel", false);
I intentionally wrote in my post
SetObjectEnabled("skel", nil);
However, this usually does not lead to a critical error. If there is nothing else in the console, try checking the object's setting. You can only delete objects that have the IsRemovable property set to true.
 

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Tell me, I created a map, saved it, and put it in the maps folder. But it doesn't appear in the list of maps in the game. It's not finished yet, but I just wanted to take a look at it directly in the game. What's the problem?
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A mandatory requirement: the map must be passable. For example, if there is a quest like "Kill All" (which is a standard quest), there must be an enemy. It is also desirable to have towns on the map.
 

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Yeah, it seemed passable. I’ll still try to finish it, and then, if necessary, I’ll post it here for review.
I just have one idea.

Added after 13 hours and 29 minutes
There’s a problem. I can’t make a bridge. More precisely, I can’t properly connect the bridge to the banks; I more or less align everything by height, but at the point where the bridge ends and the land begins, a thin red line lights up in the AI Passability, meaning the hero won’t be able to enter. I’ve been struggling with it all day. Maybe there’s a special way to connect the bridge to the land? Or are they just decorative and you can’t walk on them? The editor’s manual doesn’t say anything about this, except that the bridge consists of two parts.

Here are the screenshots:



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One more bridge section is missing, the one at the very end.
 

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So, you need to connect both parts of the bridge with land, and then check if it's passable? And is my sequence of actions correct in general?
In reply to codenameray
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codenameray
So, you need to connect both parts of the bridge with land, and then check for accessibility? And is my approach correct in general?
The bridge consists of two parts: the beginning (which is the same as the end) and the middle (the base). Your bridge doesn't have a beginning or an end :rolleyes:. The second part looks the same as the bridge itself, but on one side, it has a worn-out road. You need to replace these parts of the bridge.

After all, a hero can't walk onto an endless bridge :p ;) .
Карты для Heroes of Might and Magic V
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"

Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
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Looks like everything worked out. We'll see in the game if it actually works.
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Guys, can you provide the script text so that the town is destroyed when it is captured?

Added 9 hours 0 minutes ago
I figured it out. Initially, the town was random, and I wrote the following script:
function town_nameF()
void =TransformTown("town_name",0)
RazeTown("town_name");
Trigger(OBJECT_CAPTURE_TRIGGER,"town_nameF",nil);
end;
Trigger(OBJECT_CAPTURE_TRIGGER,"town_name","town_nameF",nil);
In the editor, I set the destruction model for this town, and the hero who captures it does not die.
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I have two questions.

First, in the editor, in the "cities" section, the Demons have two alternative cities – the Biara Castle, and I don't remember the name of the second one. They look different from the regular cities, but the problem is that their properties cannot be customized.
I don't understand – are they purely decorative, or are they functional? If they are functional, is there a way to configure them beforehand?
I really need a Castle of this type as the central city for the Demons on the map I'm currently working on.

And my second question is: why can only one stack of creatures be added to the city garrison? I tried to add two units, but in the end, only one remains.

Added 4 hours 20 minutes later
A couple more questions:

If there is a sea between the cities, can a caravan travel from one city to another across the sea? If not, can this problem be solved with portals? I'm interested in a one-way portal – can a caravan pass through it?

Also, if I set a creature to increase in numbers over time, what is the approximate increase per week for such creatures?

And one more question – how do I create a neutral group of creatures on the map that includes different creatures? That is, how do I add other creatures to a group? And how are such groups divided into stacks, or are they divided automatically?
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codenameray
I have two questions.

First, in the editor, in the "cities" section, the Demons have two alternative cities – the Biara Castle, and I don't remember the name of the second one. They look different from the regular cities, but the problem is that their properties cannot be customized.
I don't understand – are they purely decorative, or are they functional? If they are functional, is there a way to configure them beforehand?
I really need a Castle of this type as the central city for the Demons on the map I'm currently working on.

And my second question is, why can only one stack of creatures be added to a city garrison? I tried to add two squads, but in the end, only one remains.

Added after 4 hours 20 minutes
A couple more questions:

If there is a sea between cities, can a caravan travel from one city to another across the sea? If not, can this problem be solved with portals? I'm interested in a one-way portal – can a caravan pass through it?

Also, if you set a creature to increase in numbers over time, what is the approximate increase per week for such creatures?

And one more question – how do you create a neutral group of creatures on the map that includes different creatures? That is, how do you add other creatures to a group? And how are such groups divided into stacks, or are they divided automatically?
Cities: they are functional and need to be managed through a script.
I didn't understand the second question.
A caravan cannot travel across water, but it can definitely travel through two-way portals, and probably through one-way portals.
The increase is, I think, approximately the minimum weekly increase in a city.
Click on the creature, find the "AdditionalStacks" item in the left panel, click "add," and configure it.
 

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