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Posts from Heroes 5.5 WarGame Edition - Tactical Edition.

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In reply to Nargott
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13 years ago
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Nargott
That's true, but following that logic, battles also "added slowdowns" due to reduced speeds, albeit to benefit tactics. The question is what is more valuable. Plus, consider that the length of a hero's turn will be significantly increased.

However, Dirman writes to me in ICQ that technically it's impossible to do this, to nullify or reduce a turn when heroes meet, because the event isn't triggered (unlike meeting neutrals). If that's the case, the concept will have to be revised in any case.
The event is tracked by trigger #16, after temporarily disabling the hero (in this case, all heroes) using SetObjectEnabled.
In reply to RedHeavenHero
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13 years ago
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Actually, there are technically up to 5 ways to track this (so it's definitely not impossible), but none of them work without drawbacks.
So far, there doesn't seem to be a truly effective method.
RedHeavenHero
The event is tracked using trigger #16, after temporarily disabling the hero (in this case, all heroes) using SetObjectEnabled.

With the hero disabled, they don't have a "normal mount" (they can't interact with all objects themselves). Also, the hero will be perceived as an impassable object.
For example, when two heroes interact, the attack from the enemy hero won't be recognized as an event – on simultaneous turns.



Added 1 minute ago
Also, the coordinate method, as used in The Restoration of Erathia, is not suitable. Because it's not necessary for them to be in contact for the event to work.
In reply to Dyrman
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13 years ago
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Dyrman
If a hero is disabled, they won't have a mount. Also, the hero will be perceived as an impassable object. This method is not suitable.
I checked. I didn't notice that.
RedHeavenHero
Maybe you have a screenshot of this?
Oh, yes. I forgot that cursors don't appear in screenshots. :(
In reply to RedHeavenHero
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13 years ago
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RedHeavenHero
I checked. I didn't notice anything like that.
Oh, yes. I forgot that cursors aren't displayed in screenshots. :(
What is meant by trigger N16? Maybe I'm confusing it with something else?
A disabled hero cannot interact with all objects on its own, for example.

Yes, I confused it with another trigger. I checked with this one, and it partially works. Is there a list of all triggers, even the hidden ones?
It would also be possible to attach triggers to some objects, which would eliminate the problem.
In reply to Dyrman
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13 years ago
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Dyrman
What is meant by trigger N16? Maybe I'm confusing it with something else?
The first argument of the Trigger function.
Dyrman
A disabled hero cannot interact with all objects, for example.
I haven't noticed that either.
In reply to RedHeavenHero
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13 years ago
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RedHeavenHero
The first argument of the Trigger function.
Okay, ID is understandable. What is its semantic meaning?
So, are there also triggers 13, 14, and 15?
In reply to Dyrman
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13 years ago
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Dyrman
Well, ID is understandable. What is its semantic load?
Here's what it is.
scripts\advmap-startup.lua

NEW_DAY_TRIGGER = 0
PLAYER_ADD_HERO_TRIGGER = 1
PLAYER_REMOVE_HERO_TRIGGER = 2
OBJECTIVE_STATE_CHANGE_TRIGGER = 3
OBJECT_TOUCH_TRIGGER = 4
OBJECT_CAPTURE_TRIGGER = 5
REGION_ENTER_AND_STOP_TRIGGER = 6
REGION_ENTER_WITHOUT_STOP_TRIGGER = 7
HERO_LEVELUP_TRIGGER = 8
WAR_FOG_ENTER_TRIGGER = 9
COMBAT_RESULTS_TRIGGER = 11
CUSTOM_ABILITY_TRIGGER = 12
REGION_EXIT_TRIGGER = 13
HERO_ADD_SKILL_TRIGGER = 14
HERO_REMOVE_SKILL_TRIGGER = 15
HERO_TOUCH_TRIGGER = 16 -- works only for heroes disabled by SetObjectEnabled function
In reply to RedHeavenHero
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13 years ago
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RedHeavenHero
Here's what it looks like.
Great! I was wrong. I assumed a different trigger (I didn't know there were 16). This will have to be applied to all maps.
In reply to Dyrman
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13 years ago
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Dyrman
This will have to be applied to everyone.
Yes, unfortunately, delays are inevitable.:(
Let the author decide whether he needs MP reset and one big bug as a bonus or not.;)
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13 years ago
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Let the author decide whether they need MP reset and one big bug as a bonus, or not.
What specific bug are you referring to?
Yes, unfortunately, delays are unavoidable.
I understand that an analog of DELAY is used for a specified time?

Is the method for "resetting" MP after a battle the same?

I haven't personally worked on the practical part of scripts yet.
In reply to Nargott
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13 years ago
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Nargott
What specific bug are you referring to?

As I understand it, a DELAY function is used for a specified duration?

Is the method for "resetting" mana points after a battle the same?

I haven't personally delved into the practical aspects of scripting yet.
On some computers, such large-scale processes as disabling and assigning triggers to a large number of objects can cause significant slowdowns in the game for several minutes.
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13 years ago
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On some computers, such large-scale processes as disabling and assigning triggers to a large number of objects can cause the game to slow down significantly for several minutes.
But triggers are only linked to heroes, and there aren't that many of them.
In reply to Nargott
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13 years ago
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Nargott
But triggers are only linked to heroes, and there aren't that many of them.
Then, maybe there won't be the Falmer-Hafad syndrome.:) At least partially...
However, such a function would significantly increase the load due to the sleeps required between disabling the trigger and the makeinteract.
In reply to RedHeavenHero
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13 years ago
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RedHeavenHero
Then, perhaps, there won't be the Falmer-Hafad syndrome.:) At least partially...
However, such a function will significantly increase the load due to the delays required between disabling the trigger and making the interaction.
This mod implies rare transfers of an army between heroes, which will further reduce the load. By the way, if we ignore players with weak computers and don't care about the delays, we can use this moment for many new ideas (but the system requirements need to be increased in the real game :D).
If only this script existed. But there will be many more. Together, they will have an even stronger braking effect.
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13 years ago
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If only this script existed. But there will be many more. Together, they will have an even stronger braking effect.
There will be a minimum number of scripts, only when necessary. I don't add a bunch of new special abilities that rely on scripts, like some do.

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