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Posts from Current questions and answers regarding the map editor. Auto-translated

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#867
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Ah, I see. Well, yes, I have maps like that. They simply contain modifications to the game that can cause other maps to stop working or function incorrectly.
 

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#868
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1) How do you reserve a hero?

Added 2 hours and 49 minutes ago
2) Could someone create a small guide on how to make videos (not dialogues, but actual videos)? For example, like Ment did in the thread "Video on a map (adventure dialog)". I understand a lot on my own (for example, I easily made fighting creatures on a map with their subsequent death), but I couldn't make a video no matter how hard I tried:mad:
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#869
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1) Well, I think I used this feature in Adept of War, but it glitched: the stats of the reserved hero somehow didn't match what I had set up. It's better to place heroes in hidden areas of the map and then teleport them.
2) And did this thread help?
 

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#870
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1) What if I need a hero with an army to join the player after 30 days? 2) I tried to do it based on that, but I didn't understand much:(. I created the dialogue file, but I don't know what to do next:confused:
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#871
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1) Excellent, let's do it as I said (while also locking the hero), and then use SetObjectOwner(hero, 1); unlock the hero, and teleport him to where you need him.
2) Okay, now we run: StartDialogScene(resource name);
 

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#872
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1) Thank you. 2) No, I don't understand how to add words, animations, etc. In general, I don't understand how to create the video itself.
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#874
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Yes, then select tables, and so on, create a folder, create a dialogue file, and that's it.
#875
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Could you please tell me if there is anywhere I can download the editor for "Tribes of the East"?
I bought the licensed version a while ago, but the disc is scratched, and when I try to unpack the archive, it gives me an error.
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#876
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32MeTpa
Yes, then select tables, and so on, create a folder, create a dialogue file, and that's it.
Then double-click on the file name, using special keys (Ser9K listed them), you first create cameras, then CameraSets, and then you configure the dialogues themselves. I personally configured the animation through the properties tree.
Could you please tell me where I can download an editor for "TOTE" (Tribes of the East)?
My internet connection doesn't allow me to download it right now, but I think I know a way that might work for you with a good internet connection. Find a complete NCF pack; there's an editor inside, and it's only slightly different from the standard one (or maybe it's not different at all). While you're at it, take a look and see what it is.
 

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#877
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Ment
Then, double-click on the file name, and using special keys (Ser9K listed them), create cameras first, then CameraSets, and then configure the dialogues themselves. I personally configured the animation through the properties tree.

Right now, my internet connection doesn't allow me to download it, but I think I know a way that might work for you if you have a good internet connection. Find a complete NCF pack; it contains an editor inside, which is only slightly different from the standard one (or perhaps completely different). At the same time, take a look and see what it is ;)

Could you provide a link?
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#878
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Ment
Then, double-click on the file name, and using special keys (Ser9K listed them), create cameras first, then Camera Sets, and then configure the dialogues themselves. I personally configured the animation through the properties tree.

So, I pressed "E", and what's next? And what are Camera Sets? I found the dialogues in the properties tree, but I didn't understand how to use them:confused:
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#879
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32MeTpa
So, I pressed "E", but what's next? And what is CameraSet? I found the dialogues in the property tree, but I don't understand how to use them:confused:
Okay, position the camera as you need it. Press the "E" button (English keyboard!), and enter the camera name. To create a floating camera, make another frame just like that, then press the "T" button (English keyboard!). In this menu, select the starting and ending frames (i.e., how the camera will move), enter the camera name, and press "OK". Now, this CameraSet can be entered into the corresponding field in the menu by pressing the spacebar. There, you create a dialogue (Add button), select a character (not a hero!), enter a name for them (not required), enter their phrase (not required), select the CameraSet from the list, and confirm with Enter. Something like that :). I myself took a very long time to figure out the property tree; I think Ment can explain it to you more simply.
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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#880
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Winner, thank you very much for the shortcut keys. You can also do the same thing through the properties tree, but this way is much easier.
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#881
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Exorcist, here.
There isn't much to say about the tree structure in general. But, if needed, I'll go through everything:
1) map -- the path to the map where the action takes place. You can use standard maps (arena maps are used for this) or create a new one: click "new," enter a name, then find it in the resources, double-click, and configure it.
2) soundSet -- I haven't used this.
3) music -- the music that plays by default in the video.
4) CustomSceneAmbient -- the lighting in the video.
5) sentences -- this contains the settings for the text and the associated camera positions, animations, and effects. A new item in this menu corresponds to a new line of dialogue.
5.1) text -- the text itself.
5.2) sound -- the sound that accompanies the dialogue (usually with speech). In principle, you can add your own dialogue to the game, but I only managed to do this after applying Psatkha's advice on adding custom models to the game: some of the advice turned out to be applicable to sounds as well.
5.3) heroLink -- it's best not to use this.
5.4) monsterLink -- a link to a monster. Ser9K advised using a random monster to link to, and then giving it a different name, which is what I do. In principle, this item (as well as text) can be easily configured in the menu that opens when you press the spacebar.
5.5) MonsterCustomName -- another item that is configured automatically. But if needed (just in case you enter something incorrectly), this is where the name of the monster that MonsterLink points to is located.
5.6) cameraSet -- this is always set to null.
5.7) NewCameraSet -- contains information about the initial and final camera positions in the dialogue; this can also be configured automatically.
5.8) duration -- the duration of the dialogue in seconds.
5.9) CustomSounds, CustomEffects, CustomAnimations -- contain lists of sounds, effects, and animations, respectively, that correspond to this dialogue; I couldn't configure this automatically.
When specifying the coordinates of effects, remember that their actual coordinates do not correspond to the specified ones; they will be twice as small, as far as I remember.
5.10) MusicOverride -- here you can change the music from the default (see 3) to something else.
6) objects -- a list of objects that will be added to the map during the video playback. They have a clear advantage over those that are already placed on the map in advance: they can be moved, animations can be started, and so on.
 

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