Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"
Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
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I do it through the editor. There's nothing complicated in the xdb, the only small problem is getting the sound itself into the game's resources.
Here's how it's done: you create an xdb file for the sound, and in it, you need to specify a link to the sound. Then, you right-click on the created object and select Export. The problem is, I'm not sure if this will work if you don't follow steps 3 and 4 in this guide: http://psatkha.narod.ru/tutorial_ru.html
I just haven't tried it; I still have these files from when I was trying to import models into the game.
It was necessary to use Unicode. By default, txt files were saved in ANSI. Thank you :).
Another point. When a ranged unit moves, possible targets are highlighted with a frame. And there are only two frame sizes. As a result, a 3x3 frame appears around the boss, but it only displays as 2x2. Is it possible to stretch it somehow?
Then everything should work.
After the Play3DSound command in the console, it writes "Can't load 3D Sound." Here's the xdb:
0DDC8CCB-CD23-479D-938A-FE06F27625BF, which is essentially the name of the exported file. And this is just the path used during export. But here's the question: Are you sure the export was successful? To check, you can go into the h5m archive, find the sound with the name above, and try playing it in an audio player.No, it shouldn't affect anything. During export, the sound is included in the game resources as a mod, so the operation of the xdb file is only affected by the string, which essentially represents the name of the exported file. And this0DDC8CCB-CD23-479D-938A-FE06F27625BFis just the path used during export. But here's the question: Are you sure the export was successful? To check, you can go into the h5m archive, find the sound with the name mentioned above, and try playing it in an audio player.
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And yes, you know in what format links to xdb files are given, right? You need to append the pointers to the end.
How do you create such scripts:
2. To remove the resource pile, preferably only for the human player, and the computer shouldn't be able to do it (like in mission 4 for Arantir).
How do you make a hero move to a specific point? There's a move animation, but it doesn't seem to work.