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#169
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the thing is, this bug occurs in this case after the move animation with a delay of -40 (instantaneously), and then on the 3rd second of the scene.

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I made a huge pause between the effects – it didn’t help.

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#170
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Ah, move! There, I think you shouldn't set the move animation (that is, if the camera isn't pointed there, it's not necessary, as far as I remember). Or do it like this. Make a move to -40, and at -39, make some kind of idle animation. And then, on the third second, do what you need.
 

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#171
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Thank you for your help.

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#172
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Hello, I have a question. The problem is that when I add data to the "sentences" tab and then run the video in the editor, the editor crashes. I think I followed the instructions correctly. What could be wrong? Thank you in advance.
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#173
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It is quite possible that this is just a bug in the editor. Try not to run the video in the editor, but save it with the map and run it on the map instead.
 

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#174
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I tried, but the video won't save.
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#175
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I know, I had the same problem. Sentences won't work until:
1) In the editor: The video won't play in the editor if you don't add a link to the hero/object created when creating the video for each sentence. (Highlighted in red)
2) In the game: The video won't play in the game until you create a custom name for the speaker. (Highlighted in black)

And also - the video won't be saved until you officially create it within the map (go to the properties tree in the desired map and create a start scene. Then - open the advanced editor mode, go back to the same map, find the dialog scene in the special window, and go to the video creation window. i.e. - if you try to create a video/creature/spell - anything, without first going to any map - all changes will be deleted after exiting the editor. In that case, they will be saved, but will be linked to that map.
"And create backups more often."
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#176
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Thank you for your help.
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#177
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Can anyone help me with the videos? I open everything as instructed. I press the E, S, P keys, etc., but nothing happens. I can't create Herolink and Monsterlink – I don't have the necessary objects in the list. Someone mentioned a video with detailed instructions, but no one has posted it yet. Also, I created a file with a new scene, saved it, and when I load the map next time, this file disappears from the list.
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#178
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1) Did you create it inside the map? The cutscene. 2) Are you absolutely sure that nothing is happening? P is generally responsible for launching the scene, but you don't have one. 3) Regarding the links – they only take into account the first object of that type that appears in the cutscene. Here's what I do: immediately after starting to create the cutscene, I place a random box with a monster at the end of the cutscene map. Then I create a scene, and in the monster link, I make a reference to this object. And since this is a box, the cutscene simply allows me to insert any name for the speaker (two posts above are my instructions). And it's not difficult to work with this – I always make a reference to this object, but I always change the names of the speakers – that's the basis of the cutscene. 4) Yes, deleting things is the best and most beloved thing about cutscenes. I also wrote above why saving doesn't protect against deletion. If the editor crashes, 100% everything you did in the cutscene during that time will be erased. Therefore, I try to: open the map – create a dialogue scene – go to the cutscene – make the cutscene – save – close the editor – enter the editor. By the way, after exiting, the cutscene may "hide," and it will be difficult to find it in the editor again. If this happens, it's best to check inside the map to see if it's there. If it is, I open the "map.xdb" file in the archive with the map, which is our properties tree, in Notepad, scroll down to the dialogue scene, and manually enter the path to the cutscene – save. I open the editor – the cutscene appears again. And also – if that doesn't help, in the advanced editor mode, if you right-click on the wall (the list of internal game folders, which is only in the advanced editor), click "refresh tables." There's a chance that the cutscene will appear.

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#179
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In my opinion, it's better to create a mod in the editor and package the dialogues separately, and then embed them into the mod as needed. This creates a magical index.bin file, which ensures that the dialogues don't disappear.

Have you tried using the spacebar? You can find anyone in the dropdown list.
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#180
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3) Regarding the links – they only take into account the first object that appears in the video of that type. Here's what I do: immediately after starting to create the video, I place a random box with a monster at the end of the video map. Then, I create a scene, and in the monster link, I create a link to this object. And since this is a box, the video simply allows me to insert any name for the speaker (two posts above are my instructions). And it's not difficult to work with this – I always create a link to this object, but I always change the names of the speakers – that's the basis of the video.
That's correct, but there's one more small nuance: the objects that need to be referenced MUST be inserted not into the map for the video, but directly into the video itself (by the way, there may also be a problem with the first point, check that you are pressing the key combinations specifically in the dialogue scene, and not on the map for it, Juss). At the same time, in my observation, it is HIGHLY DESIRABLE to insert them not by selecting them through the object menu, but by editing the dialogue scene file (there is a drop-down list of objects inside the DialogScene file), otherwise it will again be difficult to select them. And yes, Heroist is right that only one name is saved; everyone does it that way. Ser9K also recommended linking to a monster (and specifically to a monster, you can't link to a hero, because you won't be able to rename him).
4) Yes, deleting things is the best and most favorite thing in videos.
I always save the name in MapPropretiesTree -> StartScene. This item does not perform any function, but it saves the names of the videos, so they can be easily restored later.
 

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#181
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Ment - yes, that's exactly what I meant, the object within the video. As for objects within the map, they will simply become decorations in the video, without animation or the ability to "click" on them. =)
Regarding inserting a monster, someone here suggested it to me. Or maybe I read it at the beginning of the thread by Ser9K...

2) Yes, I also save them that way. I used to just put them... I don't remember where anymore, but the point is that if they are inside the map after closing the editor, then it's unlikely that anything will happen to them. =)

RedHeavenHero - I definitely had that issue a couple of times, where the video is on the map, but it's not visible in the editor (neither in the dropdown list nor in the regular list of the extended version). Then I came up with inserting the video as a start scene in the properties tree of the map using a text editor, and then, already in the editor, I just did a refresh, after which it reappeared. I know, it's not a quick method, but it seems to work. =)

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#182
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but the point is that if they are inside the map after the editor is closed, then it's unlikely that anything will happen to them =)
They keep disappearing. The editor loads them in a strange way and doesn't care whether they are there or not. That is, they don't disappear from the map itself, but access to them through the editor's interface becomes difficult, and I haven't been able to identify a pattern. I'm just working with a video, and for example, three times everything is fine, but on the fourth time, I have to do some tricks. Only StartScene saves me ;)
RedHeavenHero - I definitely had this happen a couple of times, where the video is on the map, but it's not visible in the editor.
Yeah, that's exactly it.
 

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#183
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That’s exactly what I’m saying: if you create a mod using the editor (Resource -> New MOD) and pack the dialogues (and other things) into it, then the archive with the mod will contain a file called index.bin, which makes the newly created objects visible in the editor (as you can see in the screenshot – these are custom dialogues). If you delete index.bin from data.pak and a2p1-data.pak, then even the developers’ objects will not be visible in the editor.
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Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
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