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Posts from Current questions and answers regarding the map editor.

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Heroist
Does anyone know where I can find the models of the Haven houses that appear in some of the videos? I couldn't find them in the editor...
They are located in Shared at MapObjects-Grass-Combat_arena-Grass_Combat B1 and B2.
It's better to use the file I posted above; it will save you some trouble. If not in this thread, then in Current Questions and Answers about the Map Editor.
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Готовится:Чума (40%), Сосиска(42%), Война Грааля
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Thank you very much.

Whatever
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how to make a creature model for a hero? screenshots with a sequence of actions would be helpful.
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Whew, screenshots can be tricky. Let me explain it in simpler terms. First, select your hero by left-clicking. Then, go to the left panel (ObjectPropertiesTree) -> Shared -> Character. In the list that appears, choose the desired character (this will include both the model and the animation). You might need to go a bit further, specifically to Animation, and add extra animations to the right list. The most important one is "cast." However, you should clarify this based on the specific model you're using.
 

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Ment
Ugh, screenshots are tricky. Let's try explaining it in simpler terms. You select your hero with a left-click, then go to the left panel (ObjectPropertiesTree) -> Shared -> Character. In the list that appears, select the desired character (this will be both the model and the animation at the same time). You might need to go a bit further, specifically to Animation, and add additional animations to the right list; the main one should be "cast." But you'll need to clarify this based on which specific model you're using.
Yes, but if you're creating a hero in the form of an archdemon, it's fine to create a casting animation without problems. But how will he perform a regular attack? That's what I didn't understand when I tried to create such a hero.
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A regular attack is undesirable; it will most likely cause glitches. It's better to set it to rangeattack.
 

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The problem with a regular strike lies primarily in the fact that the game doesn't understand how to execute it. Therefore, it defaults to the attacked creature's cell and then moves the "hero" to the same cell, playing the animation specified in the editor. As a result, the Archdemon ends up standing on the attacked creature. Unfortunately, I don't know how to fix this at the moment...

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Does anyone know how to customize the default "OK" and "Cancel" options in QuestionBox to display different answer choices? And it doesn't necessarily have to be just two options.
Кампании для Heroes V 3.1 (Трилогия):

Пробуждение зла
Нашествие из Преисподней
Смена эпох

Скачать все кампании одним архивом: Яндекс.Диск Google.Диск

You can download the set of 3 Campaigns (English version) here


Одиночные сценарии Heroes V 3.1:


Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы

Мультиплеерные карты для Heroes V 3.1:

Легендарная война
Сердце вулкана
Передел мира
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if there are more than two, it already turns into a TalkingBox. Question - it exists precisely for questions with two answer options.
And I haven't fully learned how to work with voice prompts yet; there are just too many different functions there.

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This requires heroes of version 3.1.
TalkBoxForPlayers "Opens a dialog with multiple answer options (from 1 to 5) for selected players (playersFilter).
The function does not output error messages because if the parameters are incorrect, default values are used."
playersFilter PlayersFilteringConstantsID Identifier of the selected players
iconRef Reference to the icon texture
iconTooltipRef Path to the icon tooltip text
textRef Path to the dialog text
addTextRef Path to the dialog text (additional)
callback String with the name of the Lua function, through the first parameter of which the player's answer is communicated (number: 0 - cancel, -1 - closed by the game, 1.. - the number of the answer selected by the player)
mode Type of mode: 0 - with an OK button, 1 - OK/Close
titleTextRef Path to the window title text
selectTextRef Path to the text of the title before the selection options
defaultOption Number of the answer that is highlighted by default (number: 0 - no, 1.. - the number of the answer)
optionTextRef Path to the text of answer #1
[optionTextRef] Path to the text of answer #...
… [Answer Number]

Here is an example:
a1=(GetMapDataPath().."a1.txt");

a2=(GetMapDataPath().."a2.txt");

a3=(GetMapDataPath().."a3.txt");

a4=(GetMapDataPath().."a4.txt");

TalkBoxForPlayers (PLAYER_1, "/Textures/Icons/Heroes/Academy/Academy_Razzak_128x128.(Texture).xdb#xpointer(/Texture)", "", GetMapDataPath().."v.txt", "", "func", 0, GetMapDataPath().."v.txt", "", 0, a1, a2, a3, a4)
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Готовится:Чума (40%), Сосиска(42%), Война Грааля
In reply to Олегарх
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Oligarch
This requires heroes from version 3.1
TalkBoxForPlayers "Opens a dialog with multiple answer options (from 1 to 5) for selected players (playersFilter).
The function does not display error messages because if the parameters are incorrect, default values are used."
playersFilter PlayersFilteringConstantsID Identifier of the selected players
iconRef Reference to the icon texture
iconTooltipRef Path to the icon tooltip text
textRef Path to the dialog text
addTextRef Path to the dialog text (additional)
callback String with the name of the Lua function, through whose first parameter the player's answer is communicated (number: 0 - cancel, -1 - closed by the game, 1.. - the number of the answer selected by the player)
mode Type of mode: 0 - with an OK button, 1 - OK/Close
titleTextRef Path to the window title text
selectTextRef Path to the title text before the selection options
defaultOption Number of the answer that is highlighted by default (number: 0 - none, 1.. - the number of the answer)
optionTextRef Path to the text of answer #1
[optionTextRef] Path to the text of answer #...
… [Answer Number]

Here is an example:
a1=(GetMapDataPath().."a1.txt");

a2=(GetMapDataPath().."a2.txt");

a3=(GetMapDataPath().."a3.txt");

a4=(GetMapDataPath().."a4.txt");

TalkBoxForPlayers (PLAYER_1, "/Textures/Icons/Heroes/Academy/Academy_Razzak_128x128.(Texture).xdb#xpointer(/Texture)", "", GetMapDataPath().."v.txt", "", "func", 0, GetMapDataPath().."v.txt", "", 0, a1, a2, a3, a4)

Thank you for the advice, but I probably won't need it right now, as I'm making maps for version 3.0. If I ever use version 3.1, I will definitely try it out.

I have a couple more questions.

Firstly, when a hero touches a specific object that gives him a skill, no animation is displayed (like "you have gained the Logistics skill"). The skill is added, but no information about it is communicated to the player. Is there a way to fix this?
Secondly, is it possible to add some kind of anti-cheat to the map? Of course, you can write a lot of things in the scripts to ban a player for cheating in certain situations, but is there a simpler way to do this?
Кампании для Heroes V 3.1 (Трилогия):

Пробуждение зла
Нашествие из Преисподней
Смена эпох

Скачать все кампании одним архивом: Яндекс.Диск Google.Диск

You can download the set of 3 Campaigns (English version) here


Одиночные сценарии Heroes V 3.1:


Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы

Мультиплеерные карты для Heroes V 3.1:

Легендарная война
Сердце вулкана
Передел мира
In reply to MasteR
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Juss456
Thanks for the advice, but I probably won't need it right now, as I'm making maps for version 3.0. If I ever use version 3.1, I'll definitely try it out.

I have a couple more questions.

First, when a hero touches a specific object that gives him a skill, no animation (like "you have gained the Logistics skill") appears. The skill is added, but no information about it is displayed to the player. Is there a way to fix this?
Second, is it possible to add some kind of anti-cheat to the map? Of course, you can write a lot of things in the scripts to ban a player for cheating in certain situations, but is there an easier way to do this?
1. You can display a message using a message box or a floating message. If you need an icon, then use a talk box. But the best option is still a floating message. :)
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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Does anyone know how to add custom sound effects to the game?
 Создается карта про эльфов: Воссоединение - готовность 71%
In reply to Spectral
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Spectral
Does anyone know how to add custom sound effects to the game?
You need to create a new Sound element and, in the SrcName field, specify the name of the WAV file containing the sound effect, which should be located in the Complete folder. Then, export it.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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Нейтралы: 1 2 3 4
In reply to RedHeavenHero
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RedHeavenHero
You need to create a new Sound element and, in the SrcName field, specify the name of the WAV file for the sound, which should be located in the Complete folder. Then, export it.
Where is this folder located, and does it contain the standard sound files?
 Создается карта про эльфов: Воссоединение - готовность 71%

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