Skip to content

Posts from Current questions and answers regarding the map editor.

5.0 (12 ratings)
In reply to Prosecutor
User Avatar
14 years ago
Auto-translated
Prosecutor
He already has the expansion pack, see the second screenshot.
By the way, I keep forgetting to ask - how do you rotate objects (treasures, monsters, etc.) by 45 degrees? The standard tool only rotates by 90 degrees.
There was already an answer on the forum.
Select the object, hold down the Ctrl key, and, without releasing it, rotate it with the left mouse button.

Added 5 minutes later
Prosecutor
The game doesn't see the map, one. FullEditor doesn't work, two:mad:
You don't even have it in the Multiplayer menu, and you said it was only in the scenario menu....
It's all clear: set up the main character and the opponent, and it will appear, and there will be happiness.
User Avatar
14 years ago
Auto-translated
I apologize for being so direct, but could you please outline the steps for getting the Full Editor working, starting from the game installation? I just can't seem to get it working. And the best solution would be to archive the entire game folder and upload it to a file-sharing service. It seems I'm not meant to do this myself.
In reply to Prosecutor
User Avatar
14 years ago
Auto-translated
Prosecutor
I apologize for being so blunt, but please tell me what steps you take to get the Full Editor working, starting from the game installation. I still can't figure it out. The best solution would be to archive the entire game folder and upload it to a file-sharing service:o I guess I won't be able to do it myself.
With my mobile internet... The only option would be to send a disc by mail :smile14: :D
User Avatar
14 years ago
Auto-translated
If you can't find it directly, you can find everything through Shared. Place a stone or something, and in the list (like with a hero), select the desired replacement. Various gates to Shio can be found in Effects/Selections, or something like that.
User Avatar
14 years ago
Auto-translated
Okay, thanks, I found the gates. Is there a keyboard shortcut that, when pressed in the editor, immediately tests the map?

P.S. That guy from the "glorious people's clearing" in the editor is called... uhm, "Chmo":smile04:
User Avatar
14 years ago
Auto-translated
No, unfortunately, that's not possible.
P.S.
Yeah, there's a lot of fun stuff to find if you look in the hidden resources.
User Avatar
14 years ago
Auto-translated
Hooray, I found a solution – in the map properties, I entered the name and description of the map in Russian and added an enemy hero.

Now there’s another problem – the death animation doesn’t play for the archers, and you can approach them. Although I copied the script from your topic. Do I need to enter the script name of the unit where I entered it (the red oval on the left), or somewhere else? Or is the animation not playing because I immediately go to the observatory at the beginning of the map, and a large part of the map is revealed right away?
Attachments 2
2 files attached • Total size: 709.0 KB
In reply to Prosecutor
User Avatar
14 years ago
Auto-translated
Prosecutor
Hooray, I found a solution - I placed an enemy hero.
:smile11: :smile33:
I already wrote this above:
Dyrman

It's clear: place the opponent's hero, and she will appear, and everything will be fine.
Why am I even writing then...? :smile35: :smile30:
Prosecutor

Now there's another problem - the death animation for archers doesn't play, and you can approach them. Although I copied the script from your topic. Do I need to enter the script name of the squad where I entered it (red oval on the left), or somewhere else? Or is the animation not playing because I immediately go to the observatory at the beginning of the map, and a large part of the map is immediately revealed?
Why is the name enclosed in [], and not ""?
User Avatar
14 years ago
Auto-translated
Sorry :smile41: It just wasn't in the original message, and I didn't notice. Okay, now I have this in the scripts: PlayObjectAnimation("crossbowman1", "death", IDLE); SetObjectEnabled("crossbowman1", nil); But I don't see any changes.
In reply to Prosecutor
User Avatar
14 years ago
Auto-translated
Prosecutor
Sorry :smile41: It just wasn't in the original message, and I didn't see it.
Next time, I'll make the font bigger, much bigger... :D
Prosecutor

Okay, now I have this in the scripts:
PlayObjectAnimation("crossbowman1", "death", IDLE);
SetObjectEnabled("crossbowman1", nil);
But I don't see any changes.
You need to enter this not in the object's script, but in the map's script, i.e.: View - Map Properties - Script
And also, for aesthetic reasons, swap the lines around.

Read the manual. It's all written there... It's okay, I have nothing else to do right now....
In reply to Prosecutor
User Avatar
14 years ago
Auto-translated
Prosecutor
Sorry :smile41: It just wasn't in the original message, and I didn't see it.

Okay, now I have this in the scripts:
PlayObjectAnimation("crossbowman1", "death", IDLE);
SetObjectEnabled("crossbowman1", nil);
But I don't see any changes.


After "death", it should be ONESHOT_STILL, not IDLE. Try that.
In reply to Олегарх
User Avatar
14 years ago
Auto-translated
Oligarch
After death, it doesn't go into IDLE mode, but rather ONESHOT_STILL mode. Try that.
Well, it's a matter of aesthetics. Both options work.
User Avatar
14 years ago
Auto-translated
Yeah, the archer in IDLE always died:cool:
With ONESHOT_STILL, he fell and went silent, but you can still interact with the squad for some reason:confused:
In reply to Prosecutor
User Avatar
14 years ago
Auto-translated
Prosecutor
Yeah, the archer died endlessly with IDLE:cool:
Because IDLE defines a constant cycle, while ONESHOT_STILL triggers only once. This applies to all.
You can also replace "death" with "happy" - in this way, you will give them happiness and love...
User Avatar
14 years ago
Auto-translated
Is it possible to change the default player color? For example, instead of the default red color for player 1, can I make it blue?

Statistics

Welcome our newest member: recijeb