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Posts from Current questions and answers regarding the map editor.

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14 years ago
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It really should have been done in Unicode. By default, txt files were saved in ANSI. Thank you :). Another point. When an archer unit moves, possible targets are highlighted with a frame. And there are only two frame sizes. As a result, the 3x3 frame around the boss only appears as a 2x2 frame. Is it possible to stretch it somehow?
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14 years ago
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That's where the problem lies, yes. Maybe it's possible, but I haven't managed to achieve it.
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14 years ago
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Ment
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.
Could you elaborate? How do you do it through the editor, and what's the problem?
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14 years ago
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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 that I'm not sure if this will work if you don't follow steps 3 and 4 of 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.
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14 years ago
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Ment
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.
Ah, I saw that guide, so I've already completed those steps.
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14 years ago
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Well, then everything should work out.
In reply to Победитель
14 years ago
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Winner
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?


I think it's possible - in any case, you can try.
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14 years ago
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Ment
Then everything should work.
After the Play3DSound command in the console, it displays "Can't load 3D Sound". Here's the xdb file:
Attachments 1
1 file attached • Total size: 510 B
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14 years ago
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xdb, as usual.
In reply to Олегарх
14 years ago
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Oligarch
After the Play3DSound command in the console, it writes "Can't load 3D Sound." Here's the xdb:


It's clear – the folder for loading the sound file is selected incorrectly (it should be either from the game's database or from the music folder).
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14 years ago
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No, it shouldn't affect anything. During export, the sound is included in the game resources as a mod, so the xdb file is only affected by the string
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.
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And yes, you know what format the links to xdb files are given in, right? You need to append the pointers to the end.
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14 years ago
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Ment
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
0DDC8CCB-CD23-479D-938A-FE06F27625BF
, which essentially represents 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 mentioned above, and try playing it in an audio player.
----
And yes, you know in what format links to xdb files are given, right? You need to append the pointers to the end.
I entered the pointer, and I manually put the sound into the map.
Maybe the xdb file itself is incorrect?
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14 years ago
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Manually? Meaning, not through export? Then it won't work; it needs to be done through export, just like with 3D models.
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14 years ago
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How can I make a hero move to a specific point? There's a "move" animation, but it doesn't seem to be working.
In reply to Олегарх
14 years ago
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Kirovchanin
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).

Use the RemoveObject function.

Added 1 minute ago
Oligarch
How do you make a hero move to a specific point? There's a move animation, but it doesn't seem to work.


Use the MoveHeroRealTime function.

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