Posts from Current questions and answers regarding the map editor.
Something like that.
Added after 36 seconds
CREATURE_EARTH/AIR/FIRE/WATER_ELEMENTAL
Something like that.
Added after 42 minutes
And is it possible to create a custom hero with their own unique specialization? For example, an ability to turn vampires into death knights for an additional cost? The idea is taken from Heroes of Might and Magic III, a campaign hero who turned elven archers into snipers.
That’s exactly what I was looking for and couldn't find; there must be different names...
And another question: how do you extract a video from the mod, embed it in the map, and make it play at the beginning of the map?
Is it possible to create your own hero with their own special specialization? For example, an ability to turn vampires into Death Knights for an additional fee? The idea is taken from Heroes III, where a companion hero turned Elven Archers into Snipers.
We need to extract all the files for the dialogue scene... But we need to find out where they are located by looking at the scripts: there should be a link to the main dialogue scene file, and from there to all the other files.
I understand a lot, but I'm not an expert in the editor. Can you provide more details about this?
Set the specialization to zero and then use scripts. However, such a specialization, as you have, needs to be thought out in terms of the interface first: how will the conversion be carried out? Automatically? If so, at what event? With any change in the army? When entering a city? Once a day? Is partial conversion possible, and if so, how? One creature at a time? Or a large dialogue that allows you to convert 1, 5, 20, or 50 creatures at once, for example, depending on the selected option?
2. Conversion upon entering a city, if there are 5, 10, 20, or 50 Vampire Lords in the army, but with a dialogue window popping up: "You have nn Vampire Lords. Vyacheslav can turn them into Death Knights. Convert nn vampires into Death Knights? The cost of converting each vampire is 700 gold and 1 mercury." Partial conversion is possible, not the entire squad. It is displayed automatically when Vyacheslav appears with the script name Serberus. I haven't created Vyacheslav yet, but his script name will probably be Visas.
The conversion can only be carried out on the first day of the week.
Added 17 minutes later
It's better to remove the condition for partial conversion. Let the player divide them into slots.
1) Why do blocked creatures WITHOUT SKIRTS not play the IDLE animation:
PlayObjectAnimation("sol36", "happy", IDLE);
SetMonsterSelectionType("sol36", 0);
while creatures WITH SKIRTS do play the animation. What is the problem? Is this how it's supposed to be, or am I doing something wrong?
2) Is it possible to create effects from the .Effects editor tab, such as burning fire, etc., using PlayVisualEffect? And what is their path? (I can't seem to find them in the Data file).
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
How can I set the value to zero?
I'll answer the other questions later or direct you to someone else, as I'm not feeling up to it right now. It needs to be explained in detail.
I have 2 questions.
1) Why do blocked creatures WITHOUT skirts not play the IDLE status animation:
PlayObjectAnimation("sol36", "happy", IDLE);
SetMonsterSelectionType("sol36", 0);
but creatures WITH skirts do play the animation. What's the problem? Is this how it's supposed to be, or am I doing something wrong?
2) Is it possible to use PlayVisualEffect to create effects from the .Effects editor tab, such as burning fire, etc.? And what is their path? (I can't seem to find them in the Data file).
and one more question: I have a mod installed that "unlocks" campaign heroes for multiplayer maps. So, there are a lot of heroes for the Dark Elves that I've never seen before. Where are their models, icons, etc. stored? Is it possible for another hero to assign their properties via shared?
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
I have 2 questions.
1) Why don't blocked creatures WITHOUT SKIRTS play the IDLE animation:
PlayObjectAnimation("sol36", "happy", IDLE);
SetMonsterSelectionType("sol36", 0);
while creatures WITH skirts do play the animation. What's the problem? Is this how it's supposed to be, or am I doing something wrong?
2) Is it possible to create effects from the .Effects editor tab, such as burning fire, etc., using PlayVisualEffect? And what is their path? (I can't seem to find them in the Data file).
Creatures without skirts shouldn't play the animation, I believe.
I tried using PlayVisualEffect, but it didn't work for me. I just placed the effects in a corner of the map, assigned them names, and positioned them using SetObjectPosition.
It shouldn't play with skirts.
Added 11 minutes later
It shouldn't play with skirts.
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
I have 2 questions.
1) Why do blocked creatures WITHOUT SKIRTS not play the animation with the IDLE status:
PlayObjectAnimation("sol36", "happy", IDLE);
SetMonsterSelectionType("sol36", 0);
but with skirts, the animation does play. What's the problem? Is this how it's supposed to be, or am I doing something wrong?
2) Is it possible to create effects from the .Effects editor tab, such as burning fire, etc., using PlayVisualEffect? And what is their path? (I can't seem to find them in the Data file).
2) Yes, you can. However, you need to take the effect link not from the shared object, but from the Effect link in the properties of that type of object, and process this link in a certain way (copy not the link to the effect, but, by clicking on ..., the effect itself, and after that, you will only need to change the slashes).
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога
Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
Is it possible to have one Haven city produce only regular-tier units, and another Haven city produce only advanced-tier units?
1) Most likely, the animation is being reset. Make sure that the animation playback is the last thing that happens.
2) Yes, you can. However, you need to get the effect link not from the shared object, but from the Effect link in the properties of that object type, and process this link in a specific way (copy not the link to the effect, but, by clicking on ..., the effect itself, and after that, you will only need to change the slashes).
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
Hey guys, I have a question:
Is it possible to have only regular-tier units produced in one Haven city, and only advanced-tier units in another?
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога
Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4