Posts from Current questions and answers regarding the map editor.
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1024x1024, but some pixels at the bottom won't be visible (apparently starting from 801).
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If anything, the format is dds.
Added 6 minutes later
1024x1024, but some pixels at the bottom won't be visible (apparently starting from 801).
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If anything, the format is dds.
No, DDS doesn't read that format. There isn't one at all. It's either TGA or PSD. Neither worked. Maybe I'm doing something wrong?
By default, Photoshop doesn't know how to save in that format.
Therefore, for DDS, if you are using Photoshop, you need a special plugin (Google can help you find the plugin, because I don't remember the link).
Added after 8 minutes
And how do I make it so that, for example, in the Seer's Hut, the player gets 1000 gold for 20 sulfur?
We attach a trigger to the building. (An event happens when entering it)
In the trigger execution function, we write the code to receive gold for sulfur.
(if GetPlayerRe.... == 20 then SetPlayerR....(GetPlayerRes...(Player_id,(gold)+1000))
If it's not clear, then study the script alphabet ;)
You can learn it in the Manuals, on this and many other forums, using the internal search, and if you need specific details, then you just have to wait for our forum's "Archivist" ;)
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DDS, you are right, as Ment said.
By default, Photoshop cannot save in this format.
Therefore, for DDS, if you are using Photoshop, you need a special plugin (Google will help you find the plugin, because I don't remember the link).
Added 8 minutes later
Using scripts.
We attach a trigger to the building. (An event occurs when entering it)
In the trigger execution function, we write the code to receive gold for sulfur.
(if GetPlayerRe.... == 20 then SetPlayerR....(GetPlayerRes...(Player_id,(gold)+1000))
If it's not clear, then study the script alphabet ;)
You can learn it in the manuals, on this and many forums, using the internal search, and if you need specific details, then you just have to wait for our forum's "Archivist" ;)
Yes, and regarding DDS, it is even written in the editor that it does not see TGA or PSD.DDS, or am I still doing something wrong?
The editor really doesn't see it. But no one uses the editor; instead, they create an integrated mod. You can explore the developers' maps and see its principle; it's quite simple.
Clarified: the format isn't just dds; its subtype is tf_dxt1.
Personally, I don't use Photoshop for editing dds files (I don't use it at all :P); there's a free editor called paint.net that does all this without any plugins.
function Sera_Gold(hero)
if GetObjectOwner(hero)==1 then
if GetPlayerResource(1,SULFUR) > 19 then
SetPlayerResource(1,GOLD,GetPlayerResource(1,GOLD)+1000);
SetPlayerResource(1,SULFUR,GetPlayerResource(1,SULFUR)-20);
Trigger(OBJECT_TOUCH_TRIGGER,hut_name, nil);
end;
end;
end;
SetObjectEnabled(hut_name, nil);
Trigger(OBJECT_TOUCH_TRIGGER,hut_name, "Sera_Gold");However, in this case, I would use the built-in functions of the hut: it has an assignment editor in the ObjectPropertiesTree, and you can create an assignment to collect resources in exchange for another resource. This method is good because the entire script is already written, and when you enter the hut, a beautiful window with pictures appears.
used the built-in features of the hut: it has a task editor in its ObjectPropertiesTree, and you can create a task to collect resources in exchange for another resource. This method is good because the entire script is already written, and when you enter the hut, a beautiful window with pictures appears.
Also, a script will be needed, albeit a simple one, to later remove these resources. Here's an example:
function Sera_Gold()
if GetObjectiveState(quest name)==OBJECTIVE_COMPLETED then
SetPlayerResource(1,SULFUR,GetPlayerResource(1,SULFUR)-20);
Trigger(OBJECTIVE_STATE_CHANGE_TRIGGER,hut quest name, nil);
end;
end;
Trigger(OBJECTIVE_STATE_CHANGE_TRIGGER,hut quest name, "Sera_Gold");
In the Kind property, set it to COLLECT_RESOURCES. In Parameters, first specify the resource type, and then the quantity.
Also, a script will be needed, to later remove these resources, but it will be simpler, specifically:function Sera_Gold()
if GetObjectiveState(objective name)==OBJECTIVE_COMPLETED then
SetPlayerResource(1,SULFUR,GetPlayerResource(1,SULFUR)-20);
Trigger(OBJECTIVE_STATE_CHANGE_TRIGGER,hut objective name, nil);
end;
end;
Trigger(OBJECTIVE_STATE_CHANGE_TRIGGER,hut objective name, "Sera_Gold");