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Posts from Current questions and answers regarding the map editor.

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#1020
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Hello. So, I have a question: when creating your own arena, how are the blocked tiles calculated? I did it this way - and it worked on the first arena: I took 30.42 for MountPoint with a rotation of 0. I made a fixed ObstacleGroup with an empty model and a block of tiles - and calculated it using trial and error (I took coordinates 27, 29 as zero). The arena is 72x72. I'm trying the 2nd arena - everything is the same, but now it seems like the 'zero' has shifted. I managed to make a tile block of 30, 30 (and it was in the upper right corner of the arena) - but in theory, if you calculate from 'zero' (27, 29), the tile should be outside the accessible battlefield. So, how are these Obstacles calculated? Are there any specific features?
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#1021
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How does the attack animation look? I tried it, but the monster just stands there with its arms spread out in different directions. I tried this: PlayObjectAnimation ("name", "attack00", IDLE);
Not all models have this animation. For example, the version of the Sylvan archer intended for the map does not have it. But you can replace its model with the one intended for battles, and then this animation will appear. They look completely identical.
 

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#1022
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Ment
Not all models have this animation. For example, the version of the forest archers intended for a map does not have it. But you can replace their model with the one intended for battles, and then this animation will appear. They are completely identical in appearance.
And how do you replace it?
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#1023
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In the property tree, select the "shared" property of the creature. You will see a model and animation labeled with "LOD," which means they are intended for the map. Replace both (or just the animation, if you prefer) with similar ones, but without this "LOD" label.
 

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#1024
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Hello everyone. I've already figured out what not to do when creating my own arena to avoid unnecessary hassle, but the question is still interesting:
how are the blocked tiles calculated? I did it this way - and it worked on the first arena - I took 30.42 for MountPoint with a rotation of 0. I made a fixed ObstacleGroup with an empty model and a block of tiles - and calculated it by trial and error (I took coordinates 27, 29 as zero). The arena is 72x72.
I'm trying the 2nd arena - everything is the same, but now it seems like the 'zero' has shifted. I managed to make a tile block of 30, 30 (and it was in the upper right corner of the arena) - but in theory, if you count from 'zero' (27, 29), the tile should be outside the accessible battlefield.
So, how are these Obstacles calculated?

Has no one encountered this problem?
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#1025
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JonnyP
Hello everyone. I've already figured out what not to do when creating my own arena to avoid unnecessary hassle, but the question is still interesting:
how are blocked tiles calculated? I did it this way - and it worked on the first arena - I took 30.42 for MountPoint with a rotation of 0. I made a fixed ObstacleGroup with an empty model and a block of tiles - I calculated it by trial and error (I took coordinates 27, 29 as zero). The arena is 72x72.
I'm trying the 2nd arena - everything is the same, but now it seems like the 'zero' has shifted. I managed to make a tile block 30, 30 (and it was in the upper right corner of the arena) - but in theory, if you count from 'zero' (27, 29), the tile should be outside the accessible battlefield.
So, how are these Obstacles calculated?

Has no one encountered this problem?
I might be wrong, but aren't the tiles on the arena calculated using doubled coordinates?
Моды для HeroesV:
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...
In reply to Dyrman
#1026
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Dyrman
I might be wrong, but aren't the tiles on the arena counted using doubled coordinates?
I've seen this somewhere before, about using doubled coordinates. But again, it doesn't quite fit. I think it has something to do with the height. It would be great to know exactly what and where :smile50:
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#1027
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JonnyP
I think I've seen this somewhere before, something about doubled coordinates. But again, it doesn't quite fit. I think it has something to do with the height. It would be great to know exactly what and where :smile50:
Who knows. Maybe not many people have explored and modified the arena. Ask here. If there are any "old-timers" there, they might be able to answer.
Моды для HeroesV:
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...
In reply to Dyrman
#1028
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Dyrman
"old-timers" are hanging out
:smile52:
Old-timers rule....
Everyone there is dead. :smile34:
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#1029
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I experimented a bit with arenas in connection with my latest map. But I didn't create my own; I just found a standard one, and I only needed it to have absolutely no obstacles.
However, I did look at arenas in the editor. I might be wrong, but it seems that the battlefield itself isn't always in the same place. This is evident, at least, because the battlefields are always the same size, while the maps for them vary greatly in size.
 

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#1030
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Ment
I experimented a bit with arenas in connection with the latest map. But I didn't create my own; I just found a standard one, and I only needed it to have absolutely no obstacles.
However, I did look at arenas in the editor. I might be wrong, but it seems that the battlefield itself isn't always in the same place. This is evident because the battlefields are always the same size, while the maps for them vary greatly in size.
Yes, you need to specify the initial position of the arena (I described it as a MountPoint). If you leave everything at the default settings, the battle will be shifted to the lower-left corner, outside the map. (And that's not even mentioning that you can make the battle take place knee-deep in water or in the air at any height :D)
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#1031
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Yes, you need to specify the initial position of the arena there (I described it as MountPoint).
Well, that's great. What's the problem then, if the initial position is known?
 

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#1032
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Ment
That's great. So, what's the problem then, if the starting position is known?
calculating the coordinates of obstacles on the arena. Masks or any object will be ignored. Therefore, we create an ObstacleGroup - with a block of tiles - either random or fixed (like in ship battles, for example). A simple offset from the starting point or a doubled offset does not always produce the desired effect.
#1033
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I don't know, maybe this will help – I vaguely remember that the height of the tiles is calculated as 2/3 of the height of regular horizontal tiles. Check this information.