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Current questions and answers regarding the map editor.Auto-translated
What exactly do you want to achieve with this? ;) I think it will affect the gameplay, but if you run this check at the beginning of the map with a background video using BlockGame(), it might work.
What exactly do you want to achieve with this? ;) I think it might affect the gameplay, but if you run this check at the beginning of the map with a background video using BlockGame(), it might work.
I want the monster to change its position on the map every day. I won't say why. Of course, if it gets stuck somewhere in a mountain or in a tree, it won't be ideal.
Maybe like this?
Xp={}; Yp={}; p=0;
for i=80,160 do for j=50,120 do if IsTilePassable(i, j, 0)==true then Xp[p]=i; Yp[p]=j; p=p+1; end; end; end;
function poslal() posl=random(p); SetObjectPosition("name", X[posl], Y[posl], 0); end;
By the way, if he gets stuck on another monster, some hero, or in a town garrison, that won't be good either, so it's ideal to check those cases as well (I'm not sure if IsTilePassable takes this into account, but probably not).
By the way, if it gets stuck on another monster, a hero, or in a city garrison, that won't be good either, so ideally, you should check those cases as well (I'm not sure if IsTilePassable takes that into account, but probably not).
Well, that goes without saying) I just didn't want to list all the exceptions here)
Added 3 minutes later I actually have another option: delete the monster every day and create it again, and then re-apply the trigger to it. The CreateMonster function doesn't "stick" it into mountains or other creatures.
You really opened my eyes with the IsTilePassable function (I didn't know it existed), and then immediately closed them by pointing out that it only considers static objects. I've been thinking for a while about moving monsters around the map, but I didn't know how to do it properly. It seems that RemoveObject and CreateMonster are the best options, as it places them correctly. The only thing I don't like about it is that we have to know all the monster's parameters in advance – for example, what its courage and mood were. But if the task is to move a completely random monster, these parameters are unknown to us.
upd: oh yes, and the most absurd option that I've come up with so far is: we call CreateMonster (or other similar functions), see in which point it appears, delete it, and move the original monster to that point. Voila.
You really opened my eyes with the IsTilePassable function (I didn't know such a thing existed), and then immediately closed them by pointing out that it only takes static objects into account. I've been thinking for a while about moving monsters around the map, but I just didn't know how to do it properly. It seems that nothing is better than RemoveObject and CreateMonster; it places them correctly. The only thing I don't like about it is that we have to know all the monster's parameters in advance – for example, what its courage and mood were. But if the task is to move a completely random monster, these parameters are unknown to us.
upd: oh yes, and the most absurd option that I've come up with so far is to call CreateMonster (or other similar functions), see what point it appears in, delete it, and move the original monster to that point. Voila.
that's also an option) but I don't care what the monster's mood and courage are, because I "disable" it and add a trigger, so it can be done more simply)
Jack_of_shadows, perhaps in the situation described above, it would be necessary to create all the monsters at the start of the map using a script, immediately placing their parameters into an array... And exclude the week of monsters. Then the mentioned problem would be resolved.
Ment, yes, if I wanted to tie the movement of monsters to some particularly important gameplay element of the map, I would have to do it this way. But considering the amount of effort involved, it's better to keep it simple – it will just be a small feature.
Question regarding OpenPuzzleMap(player, numObelisks);
If I place 6 obelisks on the map, do I need to call this function 6 times, where numObelisks is equal to 1, so that the map opens completely? Or not? Because the description mentions an effective number of obelisks of 36, etc. I'm a bit confused.
virtually ”visits” the defined number of obelisks for the player.
I believe that the number you specify in the second parameter is the number of obelisks that will be visited. And the number 36 is mentioned because the game apparently cannot divide a map-puzzle into 37 or more pieces; the maximum is 36.
Yes, you have.
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Actually, Dyrman could probably compete with you; he also had a lot of quests in "Journey." But it seems like it wasn't a hundred.