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In reply to Ment
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14 years ago
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Ment
You are right, such a script does exist:
SetAmbientLight(floorID, lightName, fade = false, time = 1); (fade=true if you want the lighting to change gradually, by default it changes instantly)
Okay. Then, how do I specify lightName, and what is time for?
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14 years ago
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time -- is the time after which it will change. lightname -- is the name of the light in the list of resources (that is, there will be a complex path, approximately of the same type as in the case of effects on the map or playing dialogue scenes).
 

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In reply to Ment
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14 years ago
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Is it possible to change the descriptions of monsters on the map, and if creating voice acting for a scripted dialogue, what format should the voice acting be saved in?
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14 years ago
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Yes, you can. Select a monster and edit its Description property in the ObjectPropertiesTree. I saved the audio in ogg format, but it won't work just like that. You need to export the audio file into the game using the editor's tools.
 

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In reply to Ment
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14 years ago
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Ment
You can. You select a monster and edit its Description property in the ObjectPropertiesTree.

I meant the name and description. OverrideObjectTooltipNameAndDescription works with objects, but with monsters...
In reply to Олегарх
14 years ago
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Oligarch
I meant the name and description. OverrideObjectTooltipNameAndDescription works for objects, but what about monsters?
Have you tried SetMonsterNames? The manual provides detailed information about this function.
In reply to JonnyP
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14 years ago
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JonnyP
Have you tried SetMonsterNames? The manual describes this function in detail.
Oh, that's exactly what I need! This script has monsterNamesFilterID, which indicates that it's the ID for setting the names. How do I assign it?
In reply to Олегарх
14 years ago
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Olegarch
Oh, that's exactly what I needed! This script, monsterNamesFilterID, contains the ID for the names being set. How do I specify it?
Just put the number 2 and don't worry about it. By the way, you can only change the name of the monsters this way.
In reply to JonnyP
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14 years ago
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JonnyP
set the value to 2 and don't worry about it. By the way, you can only change the name of the monsters this way.
Thank you. Is it possible to remove the fog of war from a specific location for a player and then restore it?
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14 years ago
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It cannot be returned. As in the second campaign of the original game, you can modify its dissipation capabilities.
 

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In reply to Ment
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14 years ago
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Ment
It cannot be reversed. Like in the second campaign of the original game, you can modify its dissipation capabilities.
Could you elaborate?
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14 years ago
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SetWarfogBehavior(1 or 0, depending on whether the war fog disappears when the player moves across the land; the second parameter is similar to the first, but applies to movement across water).
 

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In reply to Ment
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14 years ago
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I tried creating a DialogScene, and I have some questions. Why is it necessary to specify a hero link or monster link? How can I make the video have a specific duration, because when I run it, I just get a black screen for a second? And another thing: in the camera settings, there are "start camera" and "finish camera." What is "startcameradiff"? And how do you even create effects like movement or attacks? Thanks in advance.
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14 years ago
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Why specify a hero link or a monster link?
It indicates a specific character. However, the hero link doesn't work very well (neither I nor Ser9K could get it to work properly), so it's better to use a monster link with a parameter for its own name. The duration is specified in Delay, if I don't confuse the name.
What is startcameradiff?
I have no idea. In general, based on my experience, it's difficult to configure the camera blindly; it's better to use Ser9K's method: /topic/3747/
By the way, everything should be written in the latest issue of this magazine. Only there is nothing about effects and animations.
 

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In reply to Ment
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14 years ago
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Ment
it's better to use Ser9K's method:


i.e., create a camera? And thanks for the info about the messenger!

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