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
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.
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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).