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Video clip on the map (adventure dialog).Auto-translated
A user had a question related to this topic. For this reason, I will explain what I know (in more detail).
First, in the MapPropretiesTree, you need to create a new dialog:
Then, expand the "dialog" tab, the newly appeared "sentences" tab, and add new lines.
Click the "New" button next to the "text" line, and a window will appear where you need to enter a name.
After filling in all the fields (including those initially hidden), the result will look something like this:
From the list at the top:
- Rod, Pitch, Yaw, Roll - camera parameters related to its orientation. Pitch is the vertical angle in radians; I'm not sure about the others.
- FOV - focal length. As you can guess, the smaller it is, the greater the zoom.
- ClipDistanceMin/Max - apparently, not used.
- x, y, z - camera coordinates. It is known that the coordinates for x and y are exactly twice as large as their corresponding coordinates on the map.
- Floor - level. 0 - on the ground, 1 - below it.
- Next are the parameters that determine the volume of various sounds.
To launch the resulting scene, you need to write the line StartAdvMapDialog([scene number, in our case, this is 0]); in the script.
The result will look something like this:
Hello!
I have the following situation: when I was creating a video based on the example shown in the Ment topic, it didn't work, even though I followed all the steps, but something still went wrong. And another question: how can I make it so that it doesn't just say "Hello, hero," but something like this, for example: "Why did you come here? We won't let you pass until you defeat us!!!" and so on.
If anyone knows, please write where I made the mistakes.
Thank you in advance!
You can see the pictures of my failed video below...
P.S. When I wanted the video to work in the game, I ran the character back and forth about 5 times, but nothing happened:
I didn't launch it through a script; I tried to launch it the same way I launch the Prophet's Hut. But if that doesn't work, to enable the script, you need to go to Map Properties, and then what should I write in it – dialogue or something else???:smile21: :smile21: Or should I only write a script? You showed an example, and I wanted to do it based on your example, but unfortunately, it didn't work...:smile05: :smile05: :smile05: P.S. Please write what script I should enter approximately.
Added after 18 hours and 35 minutes And also, how do I make it so that a unit with a 100% chance of joining neutral creatures on the map joins any, even the weakest, hero's army and doesn't join the enemy's army???:smile45:
In the example, there isn't anything; you showed everything like in the example of the prophet's hut, and there are no scripts there if I'm not mistaken... Check the link: /topic/7468/. Your topic and example are yours, but there is no script that I need for the example... :smile39: :smile39: :smile39: I don't need to do anything complicated right now. I just need a video with voiceover and a few words like: "We won't let you pass until you defeat us!"
What do you mean, everything is in English? I'm writing from my phone, which makes it a bit inconvenient, but I assure you that I wrote everything that was needed there.
Okay, I enabled the console for script input and entered everything you wrote, including the text, but unfortunately, it doesn't work. Could you take a look at this screenshot: Where did I make another mistake? Please help! :smile45: !!! If possible, please provide an explanation of the error with a screenshot. Thank you in advance!
If I'm wrong again, what should I write after `StartAdvMapDialog(0);`? And where should I write the dialogue lines? As I understand it, I need to rename the monster names to Monster1, Monster2, and so on. Could you provide examples with pictures, as I'm having trouble understanding. Also, if I'm in the wrong place, please correct me. Thank you all for your answers.
The winner is right. Duncan, have you never done any programming? Here, as well as there, there should be no improvisation; everything is done only through functions, and a list of them can be found in the manual (game folder/Editor Documentation/A2_Script_Functions.pdf). And the text is indeed not created through a script. How to do it is shown in the example. The principle is roughly the same as with the description of the prophet's hut quest.