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.
Posts from Current questions and answers regarding the map editor.
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.
Mirror1. Description.
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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...
Even though all of this can be done without any mods using the editor, I thought that this is what was meant:
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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
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
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
I think a brief instruction could be written – as not everyone will want to install this mod.
Added 6 minutes later
I don't remember exactly on which maps this is implemented – something like on "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.
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 ;)
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...
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?
P.S. And I have several mods, and they make the game more enjoyable; I don't want to get rid of them.
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.
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
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?
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
SetAmbientLight(0, "/Lights/_(AmbientLight)/Scenario/C6M3/Dirt.xdb#xpointer(/AmbientLight)", true, 5);
try setting it with a delay and check:
SetAmbientLight(0, "/Lights/_(AmbientLight)/Scenario/C6M3/Dirt.xdb#xpointer(/AmbientLight)", true, 5);