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Posts from Current questions and answers regarding the map editor.

5.0 (12 ratings)
In reply to KioM
14 years ago
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KioM
in the standard editor, there is a "Military Post" for each faction in the "Dwellings" tab, and in the object settings, you can prohibit, for example, hiring creatures of levels 4, 5, and 6, leaving only level 7 or allowing all, or allowing one creature of each level in each object.
You didn't quite understand me. I need a specific creature generator, not just an outpost. That is, I don't want to place a bunch of outposts on the map, but rather 4 different buildings, each for a specific level.
In reply to Kehich
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14 years ago
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Kehich
You misunderstood me slightly. I need a specific creature generator, not an outpost. That is, I don't want to place a bunch of outposts on the map, but 4 different buildings, each for its own level.
Even though all of this can be done without any mods using the editor, I thought that's what was meant:

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In reply to Dyrman
14 years ago
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Dyrman
Even though all of this can be done without any mods using the editor, I thought that this is what was meant:

Mirror1. Description.
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Mirror3
Thank you, the first link is exactly what I needed.
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14 years ago
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Wouldn't it be easier to use the editor and take 4 ready-made structures, assign a hiring level to each, and change their appearance for "variety," since players on your map won't see these structures, and downloading additional patches is an extra hassle?
In reply to Dyrman
14 years ago
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Dyrman
Although all of this can be done without any mods using the editor, I thought that's what was meant:

Mirror1. Description.
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I think a brief instruction could be written, as not everyone will want to install this mod.

Added 6 minutes ago
KioM
antonag07, can you say (if you know) whether there is a map here that implements similar things? It's not clear yet... I easily figured out how to allow any creature to be recruited in any building, but I don't know how to change the quantity...

I can't remember exactly which maps this is implemented on anymore, but something like "La Cordee", maybe somewhere else.

The quantity and type of recruitable creatures can be changed through the map property tree.

If you're making a mod, then you need to go into the data folder.

Added 1 minute ago
KioM
Wouldn't it be easier to take 4 ready-made buildings in the editor, set a recruitment level for each, and change the appearance for "variety," since players on your map won't see these buildings, and downloading additional patches is an extra hassle?


It's up to each person – some find it easier to download a mod and place ready-made buildings on the map; others find it easier to tinker with the editor themselves
In reply to antonag07
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14 years ago
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antonag07
I think a brief instruction could be written – as not everyone will want to install this mod.
An instruction for what? It already explains how to install it...
antonag07

Added 6 minutes later

I don't remember exactly on which maps this is implemented – something like on "La Cordee", maybe somewhere else.
The Outcast.
antonag07

The number and type of creatures that can be recruited seem to be changed through the map property tree.

If you're making a mod, then you need to go into the data folder.

Added 1 minute later

It's up to each person – some find it easier to download a mod and place ready-made buildings on the map; others find it easier to tinker with the editor themselves ;)
The developers didn't provide buildings for the global map. Therefore, you either have to install a mod (which is very simple) or change the model of the creature recruitment object.
In reply to KioM
14 years ago
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KioM
Wouldn't it be easier to take 4 ready-made structures in the editor, assign each one a hiring level, and change their appearance for "variety," since players on your map won't see these structures, and creating additional patches is an extra hassle?
You see, I don't think I'll be playing these maps with anyone, let alone uploading them anywhere, as they won't appeal to everyone. My maps are mainly for fighting, and I create quest maps in a ratio of about 1:12 compared to regular maps (judging by the 3 heroes, I haven't made that many in the 5th one yet). Accordingly, I wanted this mod just for myself.
P.S. And I have several mods, and they make the game more enjoyable; I don't want to get rid of them.
In reply to Dyrman
14 years ago
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Dyrman
Instructions for what? There's already information on how to install it...


Instructions on how to place unavailable objects (e.g., a tavern) without installing the aforementioned mod (i.e., using the editor).

Installing the mod is straightforward.
In reply to antonag07
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14 years ago
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Could you please take a look at that lighting script? It doesn't seem to be working.
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In reply to antonag07
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14 years ago
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antonag07
I think a short guide could be helpful, as not everyone will want to install this mod.

Added 6 minutes later


I can't remember exactly which maps it's implemented on, but something like "La Cordee", maybe somewhere else.

The number and type of creatures that can be recruited seem to be changed through the map property tree.

If you're making a mod, then you need to go into the data folder.

I haven't looked at the map, but thanks for the tip. For now, I've come up with this:
function dwellingnpc (randomhero)
player = GetObjectOwner(randomhero);
if GetDate(DAY_OF_WEEK) == 1 and player >= 0 then
SetObjectDwellingCreatures("dwellings",id,count);
end;
end;

SetObjectEnabled ("dwellings", false);
Trigger(NEW_DAY_TRIGGER,"dwellingnpc");

Please check if this is correct, or if there's an even simpler way to do it?

Added 8 minutes later
Oligarch
Could you take a look at that lighting script? It's not working.
function regF()
SetAmbientLight(0, "/Lights/_(AmbientLight)/Scenario/C6M3/Dirt.xdb#xpointer(/AmbientLight)", false, 0);
end;
Trigger (REGION_ENTER_AND_STOP_TRIGGER, "reg", "regF");

Try this.

Added 21 minutes later
another question:
function TransformTownA(nameofhero)
player = GetObjectOwner(nameofhero);
QuestionBox(GetMapDataPath(player).."text.txt","TransformTownB");
end;

function TransformTownB(nameofhero)
TransformTown(nameofhero, TOWN_TYPE);
Trigger(OBJECT_TOUCH_TRIGGER,"town",nil);
end;

Trigger(OBJECT_TOUCH_TRIGGER,"town","TransformTownA");

a function for transforming a Castle when it is theoretically captured.
the question is, is this function correct? will the hero be destroyed if he enters the Castle during the transformation? or would it be better to use TOWN_HERO_DEPLOY_TRIGGER?
In reply to KioM
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14 years ago
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KioM
function regF()
SetAmbientLight(0, "/Lights/_(AmbientLight)/Scenario/C6M3/Dirt.xdb#xpointer(/AmbientLight)", false, 0);
end;
Trigger (REGION_ENTER_AND_STOP_TRIGGER, "reg", "regF");

try this
no, it doesn't work. It says "value was NIL" and something else with the word "false". When I change "false" to "nil", nothing happens at all.
User Avatar
14 years ago
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try setting and checking it over time:
SetAmbientLight(0, "/Lights/_(AmbientLight)/Scenario/C6M3/Dirt.xdb#xpointer(/AmbientLight)", true, 5);
In reply to KioM
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14 years ago
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KioM
try setting it with a delay and check:
SetAmbientLight(0, "/Lights/_(AmbientLight)/Scenario/C6M3/Dirt.xdb#xpointer(/AmbientLight)", true, 5);
still nothing. :mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad:
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14 years ago
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Maybe it’s not working? According to the example, everything is correct.
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14 years ago
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I don't know, I tried it myself, but it didn't work. Maybe you could take a look at how the developers did it on the relevant map?

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