Posts from Current questions and answers regarding the map editor.
Heroes 3
Heroes of Might and Magic 5 - Mapmaking
missed. Didn't understand the question. You can't do that. In Heroes 5.
missed the point. Didn't understand the question. It shouldn't be done that way. In Heroes 5.
I think it's still possible – I once came across a mod (around 2007 or 2008) that allowed dwarves (enemy units) to cast 2 runes in a row (for example, "Resurrection" and then immediately "Berserk").
Here are some more questions: how do I disable the "Defeat All" mission?
Click on the map properties tree ---> in the opened tab, find objectives ---> primary ---> common ---> the mission itself. You can delete it.
Why, when I launch a map, does the list of objectives at the top display the map's name (and not the name specified in the map properties), and the description says "CustomMap"? How can I change this?
Map properties tree ---> scenarioInformation ---> 0 (first tab) - there you will find the name and description of the map for the first player - you. Copy the name and description of the map from the properties and paste them there.
The lighting can be adjusted using point lights, which are available for almost any object.
Added 9 hours and 14 minutes later
Good day. I have another question, but this time about scripts. How can I create a script so that if a Necromancer hero (Vlad with the scripted name Pelt) captures a human town and its buildings, they would burn down, just like in the campaign against Freya, and be replaced with Necromancer buildings and towns of the same level. Moreover, the hero needs to actually "enter" the garrison, not just visit the town. Is this possible?
Good afternoon. I have another question, but this time about scripts. How can I create a script so that if a Necromancer hero (Pelt with a script name) captures a human town and its buildings, they would burn down, just like in the campaign for Freya, and be replaced with Necromancer buildings and towns of the same level. Moreover, the hero must actually "enter" the garrison, and not just visit the town. Is this possible?
function InitBuildings()
for i, building in GetObjectNamesByType"PEASANT_HUT" do
Trigger(5, building, "TransformBuilding")
end
for i, building in GetObjectNamesByType"ARCHERS_HOUSE" do
Trigger(5, building, "TransformBuilding")
end
for i, building in GetObjectNamesByType"BARRACKS" do
Trigger(5, building, "TransformBuilding")
end
for i, building in GetObjectNamesByType"HEAVEN_MILITARY_POST" do
Trigger(5, building, "TransformBuilding")
end
end
function TransformBuilding(_, _, hero, building)
if hero == "Pelt" then
ReplaceDwelling(building, TOWN_NECROMANCY)
end
end
function TransformHavenTown(_, _, hero)
if hero == "Pelt" then
TransformTown("script name of the town", TOWN_NECROMANCY)
sleep(10)
SetObjectPosition("Pelt", GetObjectPosition("script name of the town"))
end
end
startThread(InitBuildings)
Trigger(5, "script name of the town", "TransformHavenTown")And it is desirable to set the hidden parameter CanCaptureOnlyNotVisit to true, otherwise the Necromancer might disappear.
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Кампания: Империя Единорога
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