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In the Creature graph, when adding creatures to a squad, what are the elementals called? I can't find them...
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CREATURE_EARTH/AIR/FIRE/WATER_ELEMENTAL
Something like that.
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.
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?
How can I set the value to zero?
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).
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).
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.
It shouldn't play with skirts.
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).
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).
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?