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Posts from Current questions and answers regarding the map editor.
RedHeavenHero, thank you very much. Can I ask you later to teach me how to make videos? There will be three parts: the beginning of the map, the end of the map, and the meeting of allies. By the way, about allies... is it possible to make it so that player 7 is hostile to player 2 until the latter brings the artifact, the Pendant of Mastery? Upon obtaining the artifact (transfer from player 2 to player 7), player 7 becomes an ally.
To create cutscenes, you need to switch to the advanced editor (in the profile folder in the root of the game, in the editor_a2.cfg file, change map_editor_mode to 0). Then, launch the editor, open your map in it using File-Open, then go to Resource-Select Tables and check the box next to DialogScene. Next, go to View-GameDatabase-GameDatabaseWindow0. After this, a window labeled DialogScene should appear on the left. Right-click on it and select New Object. Enter a name and choose an arena for the cutscene (you can also do this on your own map, but it's a bit more difficult). Check the box next to Export object after creation and proceed.
Now, about the cutscenes themselves. First, press 7 on the numeric keypad to disable the grid. Then, you need to place the actors who will participate in the cutscene. Simply place the creatures as usual. If your cutscene only involves heroes, it's best to place a monster somewhere off to the side (it won't participate anywhere, but it will be useful). I'll say this right away: if you place a creature, you won't be able to even rotate it yet, so first, just place everyone you need.
Now, go to Object-EditSelection and agree to everything. The editor will reload, and you will be able to interact with everyone you placed. Once you've placed everyone, the work with the cameras begins.
A cutscene consists of sentences (pressing the spacebar brings up a window with their list); each sentence is a line of dialogue and some camera movement. So, aim at the desired angle (just with the mouse, as in normal map editing), press E, and create a new camera (in English). If you want the camera to move during the dialogue, go to the second angle and create another camera.
Press T and create a camset (simply specify the starting and ending cameras and a name; the cameras can be the same). There is a difficulty here in getting the editor to rotate the camera correctly. If it does this poorly, recreate the necessary camset (simply create a new one with the same name) and experiment with the parameters at the bottom of the window. You will see all of this later.
Next, press the spacebar, ADD, and specify everything needed there. In the hero field, specify your monster (because only then can you set a custom name, i.e., your own name), the text of the dialogue (you can leave it blank), the camset, and pause after actor's replica (experiment; usually around 5). Click OK, close all windows, and... press P. Watch your dialogue. If you don't like the camera movement, do as I said above.
All other dialogues are created in the same way.
Now, about animation. To add animation, click on the desired actor, press NumPad 9. Press Insert and set the animation: the dialogue number, duration, and the animation itself. That's it. If you want the character to move, you need to add the move animation. Then, click once on your dialogue scene in the DialogScene window on the left (this is necessary so that the property tree displays the dialogue properties). In the tree, find the desired dialogue in the Sentences section, then CustomAnimations, find the desired animation, right-click on the Move Points item, and Add. Enter the final coordinates for movement. If there are several move points, the character will reach them in order.
Finally, to play the cutscene, you need to write a script:
StartDialogScene ("path/DialogScene.xdb#xpointer(/DialogScene)")
Мои карты: Town Готовится:Чума (40%), Сосиска(42%), Война Грааля
Ah... I have a Russian version... *goes to look for the buttons*
Added 25 minutes later
I completed the first paragraph. But I don't understand what to do next. Where do I place the creatures? My map is still burning, even though the scenario is Dirt1.
It opened the animation for me, but it doesn't display the properties I need. Specifically, I can't set the coordinates for the movement.
On the left, in the DialogScene tree, click on any folder, and then on the name of your scene. This should update the properties tree. If the scene doesn't open and instead shows the map, double-click on the scene name in the tree on the left. The editor should start loading the scene.
Мои карты: Town Готовится:Чума (40%), Сосиска(42%), Война Грааля
First, you need to open the map, and only then – the dialog scene.
If it doesn't save, try right-clicking on the video after editing it and selecting "Export".
Мои карты: Town Готовится:Чума (40%), Сосиска(42%), Война Грааля
Is it possible to edit a video OUTSIDE the map and then import it? I'm tired of redoing the video 9 times; it doesn't save it at all.
There are many useful things in the Resource menu regarding this. New MOD - creates a separate h5m file with mods. Unpack MOD - unpacks previously created h5m files. Pack MOD - packs files with current changes. Be sure to click this after saving.
This means something is configured incorrectly in the dialogue. Press the spacebar and double-check all the dialogue entries: are the cameras set, is the actor specified (that's the field right above CustomMonsterName), and is there a delay (although it seems to work even without it)?
And how do I make the text readable? Or do I have to voice it myself?
Yes, unfortunately. Not only do you have to voice it yourself, but inserting this speech into the game is not entirely straightforward. Although people have done it, and I've done it a little bit myself...