There might be a more elegant solution (without rotations) – this can be achieved with the help of 2 peasants running towards each other (but with a time delay) – then the player will have the illusion that it is the same character running back and forth (although in reality, they are two twin brothers).
Posts from Scripts
Auto-translated
Regarding him appearing: Are you sure you did everything correctly? If not, there's another option: surround him with regions so that there's no way through, and for each region, write in the script: SetRegionBlocked('region name', true, player number);
That is, call it after capturing the town, and the building that was previously impossible to construct will become constructible. Something like that.
------
Or, disable the town using SetObjectEnabled('town name', nil); and then unlock it when attacked.
Overall, it's an interesting idea, and I'll give antonag a plus for creativity.
Otherwise, it deploys only 1 peasant at a time.
How can I, as a player, deploy troops like in a neutral army?
Otherwise, he deploys only 1 peasant for me.
Do you mean you want to create a mixed army (besides the peasant, there will also be, for example, archers, griffins, monks...)?
Added 1 minute ago
I still don't understand: if a monster just runs in place, how does it move in space?
It runs from point x(x;y) to point y(x;y) (these coordinates are what you set).
He didn't accept a simple "yes" as an answer.
Absolutely!
When you add two or more types of creatures to the squad, the circle under the flag will immediately change its radius – this will indicate that the mixing operation was successful.
I've figured everything out.
he runs from point x(x;y) to point y(x;y) (you define these coordinates).
Best regards.
SinglePlayer: Выбор Зехира
Падение Стедвика(pre-release)
Готовится: Зима Титанов, Столетняя война
SetAmbientLight(floorID, lightName, fade = false, time = 1); (fade=true if you want the lighting to change gradually; by default, it changes instantly).