Place any object on the map, open the settings tree, and there, in the shared section, select W_Dno_Down.xdb. It's located in buildings/subterra, if I'm not mistaken (this isn't a tool, though).
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Thank you, the object fell down and created a chasm :) . However, you'll need to use larger objects, otherwise it will take too long.
the abyss will always be the same size. w_dno_down, in my opinion, does not depend on the initially placed object.
I started making a map, but I forgot to switch it from single-player to multiplayer. Is it possible to do this with a finished map, or will I have to recreate it for multiplayer?
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Does anyone remember how to manage the Refugee Camp on a map:
-Set the starting creature,
-Change it whenever you want (maybe with scripts),
-Set several creatures for recruitment?
I know there was such a feature, but I don't know how it works.
I didn't quite understand the question. ;)
You can set it up with a script - then we make the camp disabled and write a script to give out the desired creatures.
You can also do it by modifying it - then the camp works in normal mode (for example, I gave it Orcish and Dwarven creatures; or you can make only one type of creature available there).
I didn't quite understand the essence of the question ;)
You can implement it with a script - then the dwelling is disabled, and a script is written to provide the desired creatures.
You can also do it by modifying the game - then the dwelling works in normal mode (for example, I gave it Orcish and Dwarvish creatures; or you can make only one type of creature available there).
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Added 4 minutes ago
there's already a recruitment window there; the script window (when pressing "space") doesn't work correctly, as far as I remember; you need to write scripts the usual way.
"I need to randomly change the creature recruitment, but within a certain range, specifically with the recruitment window" - I didn't quite understand what you meant by a certain range.
Added 5 minutes ago
can we make it so that when entering a camp, we get a random creature from this list: bone thrower, priest, tank (and their upgrades - a total of 9 types) - is that what you mean?
Added 5 minutes ago
[/U]Is it possible to implement a system where, upon entering a camp, we receive a random creature from a specific set: Bone Thrower, Priest, Tanglewood (and their upgrades – a total of 9 types)? Is that what you mean?
-A specific range (the creature level available for hiring changes depending on the week: 1-1 level, 2-2 level, etc. – the selection is random for each faction)
-I enter a camp, see 8 Scouts available for hire, and buy 5 of them.
etc...
But I'm also interested in understanding the settings tree: it's there, which means it controls something.
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regarding the settings tree, try it out – maybe it actually works.
Well, you can achieve such a distribution using scripts;
regarding the settings tree, try it out; maybe it actually works.
But I think I was doing something wrong, which is why it didn't work.
And how would you do it with scripts? Write an amazing function? Because you need to somehow make it so that you can recruit any number of creatures from the available ones (2 out of 5, 3 out of 5), and not just all at once or one at a time. And how will this work with the recruitment window? Can scripts be linked to it?
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What about using scripts? To write an awesome function? After all, we need to somehow make it so that you can recruit any number of creatures from the available ones (2 out of 5, 3 out of 5), and not just all at once or one at a time. And how will this work with the recruitment window? Will scripts be linked to it?