Posts from Current questions and answers regarding the map editor.
Thank you for your trust, but I'm afraid I can't live up to it. I tried to do what you needed, but I couldn't succeed. There are animations there, but it seems that they were not created for this object (however, this is clear. The gates in CombatArena are monolithic, together with the wall, and we need gates that are separate from the walls. Then there will be separate death animations for the gates and for each section of the walls, which is logical). An attempt to find another model for the animation I chose was unsuccessful. When I looked through the maps that the developers made for battles, I didn't find an example of gates that would help me; they are probably placed during the battle. That's how it is... :(
The mod for the map was made by someone other than the author, but you can still see how it works.
NHF 0.90 : NHF - группа в VK
Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
we need gates that are separate from the walls.
Thank you for pointing me in the right direction. I figured it out. The necessary gate models are located in \Arenas\CombatArena\NewGrassarena_siege and are named gate_u1r0.xdb, gate_u1r1.xdb, gate_u1r2.xdb. They are linked to animations in the s_gate.(ArenaModObject).xdb file in the same folder. This file contains the paths to these animations.
The trick is that when you place this model on the map, it appears far outside of it; I noticed this by chance. But after that, everything works – the necessary animation is specified, and it is launched with a script.
Here is a video with the resulting result:
http://www.youtube.com/watch?v=uKcpuhkK7c4
After that, the map stopped loading in the editor; I guess I need to examine the contents of that map mod from the Outcast map.
Added 1 minute ago
Hold on, where did you find "skale percent"?
Just a moment, where did you find the "skale percent"?
In the external properties of a static object, which are visible when you select this object on the map.

Added 3 hours 58 minutes ago
You need to extract the model from the game, process it in Maya, and import it back.
It seems I can manage without it for now. I found a simpler way. Some models change size if you assign them random animations. The most significant increase, surprisingly, came from the giant's animation: Characters\Creatures\Academy\Giant_LOD-adv.
Here's what I got:

I'll use this on my map.
However, this method is clearly not applicable to all models. Besides, I only checked some animations; there might be even larger ones, but many don't have any effect at all.
Added 1 minute ago
However, this method is clearly not applicable to all models. Besides, I only checked some animations; there might be even larger ones, but many don't produce any effect at all.
Exactly. The player needs to defeat the clone.
Does anyone have any ideas on how to determine if a person didn't answer the Sphinx's riddle? I have an idea, but it's poor and doesn't work well.
There is a solution:
SetTrigger( COMBAT_RESULTS_TRIGGER, "MyCombatResultsHandler" ) -- the trigger is activated at the end of each battle on the map, including battles between computers
function MyCombatResultsHandler( combatIndex )
if (GetSavedCombatArmyHero( combatIndex, 1 )==GetSavedCombatArmyHero( combatIndex, 0 )) -- the functions read the script names of the winning and losing heroes
then print('It's a Sphinx') -- if the names are equal, then it was definitely a Sphinx
else print('It's not a Sphinx')
end
end;
A description of this trigger and the functions for reading battle results can be found in HOMM5_A2_Script_Functions.pdf in the TRIBES OF THE EAST FUNCTIONS section.
And how do Masks work?
How do you enable the pathfinding mode?
And how do Masks work?
Paint the areas that should be impassable in yellow. If you want to restore pathfinding to these areas, erase the paint using Erase.
Added after 6 hours and 48 minutes
antonag07, I'm sure that's not the case. In this case, no experience is given, only gold.
I haven't been on the site for a couple of days, and I have many questions!
Question #1
Is it possible to have some text appear at the top when approaching a prophet's hut, for example, "Find these items for me, and in return, I will give you the item you need."

Question #2
I would like to know more about what a mirror match is.
Does this mean you have to fight your own clone?
Question #3
What is the ROYAL MAUSOLEUM for?
What is its purpose?
Question #4
How can I make a monster not let anyone pass until you bring him the item he needs, and only then will he open the way?
Question #5
And one more question about the video: besides creating dialogues, are any other scripts needed?
If possible, please provide a map with an example!
Thank you in advance for answering my questions!
2. This is related to the sphinx. If you answer correctly, you can choose a reward (20,000 gold, 15,000 experience, or an artifact); if you answer incorrectly, you'll have to fight a hero with the same army – a mirror image.
3. It serves no purpose. It was just standing there for decoration in the second mission of the second campaign in the original game. It can be used for scripts.
4. Only through scripts.
5. A video on the map? Enter StartAdvMapDialog(0);. I think this has already been mentioned.
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"
Кампания для "Кодекса Войны"
"Выбор Сагиттеля"