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Posts from Current questions and answers regarding the map editor.

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In reply to Олегарх
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#2456
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Thanks! I have another question. How do I change the lighting in battles? For example, how can I make it so that instead of the sun, there's a moon, like in the "Supreme Vampire" mission?
In reply to Markel the Imperor
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#2457
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Markel the Imperor
thanks) then another question: how to change the lighting in battles? for example, so that instead of the sun, there is a moon, like in the mission "Supreme Vampire".
SetCombatAmbientLight(lighting file)
For example:
SetCombatAmbientLight("/lights/usercampaigns/eu/eu_m3_l1.xdb#xpointer(/AmbientLight)")


Added 7 minutes later
Oligarch
Go to advanced mode, go to the profiles folder, in the editor (or editor_a2).cfg file, change map_editor_mode from 0 to 1 (or vice versa, I don't know).
From 1 to 0 ;)
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In reply to RedHeavenHero
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#2458
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where can I set it? I don't see it in the map properties tree.

Added 5 minutes later
For example:
SetCombatAmbientLight("/lights/usercampaigns/eu/eu_m3_l1.xdb#xpointer(/AmbientLight)")


so, is it done using a script?
In reply to Markel the Imperor
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#2459
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Markel the Imperor
where can I set it? I don't see it in the map properties tree=(

Added 5 minutes later
For example:
SetCombatAmbientLight("/lights/usercampaigns/eu/eu_m3_l1.xdb#xpointer(/AmbientLight)")

so, using a script?
Yes, it's impossible to do without it.
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In reply to RedHeavenHero
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#2460
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or can the same be done in Dungeons?:smile16:
In reply to Markel the Imperor
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#2461
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Markel the Imperor
or can the same be done with Dungeons?:smile16:
It's not possible with scripts. You can delve into the game's resources and manually change the lighting in maps designed to be displayed as Dungeons, but that would essentially be creating a mod.
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#2462
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How to write scripts in maps?
In reply to mapeditor5
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#2463
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Edit/Map properties/Script
Does anyone know of any good resources for the 3D editor Maya? The unfinished state of Kha-Belekh is just annoying.
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#2464
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Markel the Imperor
Edit/Map properties/ Script
Does anyone know of any good resources for the 3D editor Maya? The unfinished state of Kha-Beleh is just annoying.
What exactly do you need? If you're working with Maya for the first time, this might be helpful:
http://rutracker.org/forum//topic/2762490/
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In reply to Олегарх
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#2465
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1) Regarding the message box: How do I add message texts to a map, i.e., .txt files? Should I just put them in the .h5m file, or is there a way to import them? 2) If I teleport objects on the map using setObjectPosition, can I add any effects to this? 3) When placing creatures on the map using a script, can I rotate them and make them play some animation? Like in the missions with Freya, where peasants emerged and waved pitchforks.
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Возрождённый v 1.5 (обновление от 25/09/2016) :smile24:

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#2466
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1) If there is a script editor, then there are no problems. Otherwise, put it in the map folder, for example: maps/single_missions/multiplayer/karta1.h5m/text1.txt. The path in the message box will be something like this (approximately). That is, put it not just in a file, but at its very end. There will be several more files there, so you won't make a mistake. 2) `setobjectf` has several standard teleportation animations. By default, the hero moves as if entering a portal. But there are other effects as well. And if you are interested in completely different effects, for example, a spell, etc., then you need to create an effect on the same cell using another script function, in addition to the teleportation. (It seems to be called "play visual effect"). 3) `CreateMonster ('WRAIGHT', 40, 1, 68, 59, 0, 0, 0, 45)` 1 - script name of the monster, then we can do `PlayObjectAnimation ('WRAIGHT', happy, IDLE)` (I wrote this approximately and not quite accurately). 2 - creature ID (1 - crusader, 2 - militia, 14 - archangel, etc.) 3 - number of creatures 4 - position on the x-axis 5 - position on the y-axis 6 - floor ID (1 - underground, 0 - above ground) 7, 8 - monster's mood (see the manual) 9 - rotation (in degrees) This function has its drawbacks, for example, sometimes the monster is generated not exactly in the place where it should be.

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In reply to Heroist
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#2467
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Which script editor is better to use, and where can I get it?
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Возрождённый v 1.5 (обновление от 25/09/2016) :smile24:

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#2468
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HoMM5MapScriptsEditor, type this in the search bar (free). It's a very convenient program; you can create txt files and scripts directly within the map. You don't need to close the editor or the game while working, but, of course, you can't modify files at that moment. It tracks the user's syntax errors and has a nearly complete database of scripts, which can be very helpful (when writing a function, it provides hints on how to complete it and finish it correctly).
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#2469
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Is it possible to prevent Necromancers from raising upgraded creatures? For example, to prevent them from raising Rotting Zombies.
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Возрождённый v 1.5 (обновление от 25/09/2016) :smile24:

готовится продолжение.

Великая Пустыня ( 25%) - про Маркела
Тьма над Иролланом (0%) - про Николаса

Мои моды (скорректированы мод на чумных энтов и циклопов зомби)
In reply to Markel the Imperor
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#2470
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Markel the Imperor
Is it possible to prevent Necromancy from being used to upgrade creatures? For example, to prevent raising Rotting Zombies.
Unlikely. But as an alternative, you could transform them into upgraded creatures after they are raised.
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