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Posts from Current questions and answers regarding the map editor. Auto-translated

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#1170
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"What about scripts? Writing an awesome function? After all, we need to 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."

Again, there's a misunderstanding. One thing is to make it possible to recruit 1 random (or specifically selected) creature from a designated set of creatures each week.

And another thing is to make the recruitment window like in a city (I asked you about this above).

Added 2 minutes later
Regarding the "awesome function" – it will be quite simple at first glance; however, you need to clearly understand the tasks you want to solve (they are not entirely clear yet).

Added 2 minutes later
JonnyP
Maybe it's not exactly what's needed – you can use Interact to touch the desired dwelling (depending on the day of the week), and hide the dwellings themselves :smile08:


As I understand it, Dyrman wants the level of creatures in a specific building to depend on the week number; creating multiple buildings is impractical (the script weight won't decrease significantly) and unaesthetic.
In reply to antonag07
#1171
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antonag07

As I understand it, Dirman wants the level of creatures in a specific building to depend on the week number; creating multiple buildings is not practical (the script weight won't decrease significantly) and it's not aesthetically pleasing.
Yeah, right – one array, several dwellings, and a couple of conditions. And aesthetics don't matter; the result is what counts.
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#1172
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antonag07

As I understand it, Dirman wants the level of creatures in a specific building to depend on the week number; creating multiple buildings is not practical (the script weight won't decrease significantly) and it's not aesthetically pleasing.
Hmm.

antonag07, and if you don't use a hiring window, how do you control the number of creatures selected from those available for hiring?
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In reply to Dyrman
#1173
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Dyrman
Ughm-s.

antonag07, and if you make it without a hiring window, how do you control the selected number of creatures from those available for hiring?


At first glance, I see a solution to this problem through a dialog box - a script displays the message "Do you want to hire this many creatures?"

JonnyP has implemented this idea excellently ;)
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#1174
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JonnyP
Oh, really – one structure, a few dwellings, and a couple of conditions. And who cares about aesthetics, the main thing is the result.
Random buildings in the underground for all 7 levels. It's certainly not the most elegant solution, but it's an option.
But:
-If these are dwellings, they will increase in number (you'll have to intercept them again on a specific day), and dwellings also have guards from level 4 and above (of course, you can create them without guards, but you'll have to create new objects). But they will be captured! And they will be destroyed in the underground.
-If they are camps, then something completely different will appear.

Added 2 minutes later
antonag07
I see a solution to this problem through a dialog box – a script displays the message "Do you want to hire these creatures?"

JonnyP has implemented this idea perfectly ;)
Rather: how many creatures do I want to hire, and which ones will be determined randomly.

For example, there are 22 peasants. I want to hire 17. How can I present this beautifully?
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#1175
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Why do you need dwellings or outposts? Any static object (tree/stone/scissors:)) and with a script, you can assign the desired creatures to it.

Added 1 minute ago
More precisely: how many creatures I want to hire, and which ones, will be determined by random chance.

For example, I have 22 peasants. I want to hire 17. How can I present this in an appealing way?

I explained it above – this is already implemented in JonnyP's map "Path of the Fallen".
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#1176
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antonag07
I explained it above – it’s already implemented in JonnyP’s map, “The Fallen Path.”
:smile52: Everything is done there, even using a ‘larger seat.’
There are many calculations – :smile33:
Regarding the Dwellings – there are always workarounds – to prevent them from burning in the Dungeon, you can create a ‘black plane’ and raise it to the ceiling level, or use an empty model without effects…
In general, it’s better to put in the effort to create a hiring window ;)
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#1177
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antonag07

I explained it above – this is already implemented in JonnyP's map "The Fallen Path."
This isn't very good :(
Well, if static objects and items aren't captured by the player, then you can make it interactive.
I'm already starting to realize that there will be many such options. Forgot to mention: there will be at least 5 buildings! And that's already 35 camps. It's like preparing the Syrian rebels! Crazy)

Added 7 minutes later
JonnyP

In general, it's better to struggle with the recruitment window ;)
In the camp's tree settings, there is a parameter: CreatureEnabled (sorry for my Albanian). Does anyone know how to use it?
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In reply to Dyrman
#1178
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Dyrman

Forgot to mention: there will be at least 5 of these buildings! And that's already 35 camps. It's like preparing Syrian rebels! Crazy)
:D
Then definitely use scripts. If I knew how to do it, I would have done it too.
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#1179
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JonnyP
:D
Then definitely use scripts. If I knew how, I would have done it too.
There should be an option without the tent camp. We shouldn't really make "less" and "more" buttons (although the intricacies of an optimized function in this direction might actually yield a more positive result). It would be great to put the scrollbar in the message box.
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In reply to Dyrman
#1180
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Dyrman
There should also be an option without the tent camp. We don't need to create "less" and "more" buttons (although clever optimization of the function in this direction might yield a more positive result). It would be great to put the scroll bar in the message box.
Yeah, that would be great. I was also racking my brain about this issue during the development stage (the number of available and desired options) - so far, I've only found this solution, which isn't ideal.
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#1181
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By the way, you can link four parameters to TalkBox: Maximum/hire, greater than, less than, minimum. And the face of the desired creature will be inserted there (although you'll have to put these faces for all races - it's easier to move bricks...). But it needs thorough testing, because TalkBox itself is buggy to the extreme.
So, it turns out to be a fairly simple procedure. But the constant "flickering" of TalkBox will definitely be annoying.
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In reply to Dyrman
#1182
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Dyrman
By the way, you can link four parameters to TalkBox: Maximum/hire, greater than, less than, minimum. And the face of the desired creature will be inserted there (well, you'll have to put these faces for all races...). But it needs thorough testing, because this TalkBox itself is buggy.
It seems like I did something similar. I wouldn't say it's buggy - at least I haven't noticed. Could you elaborate on the four parameters? (I don't quite understand).
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#1183
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JonnyP
I think I did something similar. I wouldn't say it's buggy – at least, I haven't noticed. Could you elaborate on the four parameters? (I don't quite understand).
Something like this:

----A smiling unit's face----Quantity (highlighted in green if available, in red if not)

Choice. Less
Choice. More.
Choice. Maximum.
Choice. Minimum (or hire here)

OK (hire). Cancel (expensive, darn it, I'm leaving!)

The transition is simple: a link to itself, meaning that even with 500 creatures, you won't need more than one component.

But this constant "flashing" of Tal'k will be annoying... :( It would definitely bother me. And such an awesome hiring function...
And what if there's mixed hiring after the 7th week? Then you'll really want to hang yourself...
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In reply to Dyrman
#1184
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Dyrman

But this constant "flashing" of Talka will be so annoying... :( It will definitely annoy me.
I understand. Thanks for the advice, but in reality, it will consume a lot of computer resources and constantly update... It would be great if we could somehow "tame" the standard hiring window. :)