Skip to content

Posts from Current questions and answers regarding the map editor.

5.0 (12 ratings)
User Avatar
12 years ago
Auto-translated
It's a shame that it couldn't be implemented using the game's own tools. I wouldn't want to tie the map to an external mod.
In any case, the executable file needs to be modified, as Zex Pain writes. So, in this regard, there's nothing stopping you from taking the NCF file; fortunately, you don't need to take anything else from it besides the executable file. You don't need the Mega Pack of creatures from there.
--
Excuse me, is it possible to summon a hero and remove the previous one using scripts?
Yes, it is. Heroes can be easily removed using RemoveObject. How to summon them, you need to check in the manual.
User Avatar
12 years ago
Auto-translated
RemoveObject("name") - remove an object
DeployReserveHero("name", x, y, floor) - place a reserved hero on the map.

Added 11 minutes later
Ment, what about placeholders? Without them, NCF doesn't work.
User Avatar
12 years ago
Auto-translated
I would like to download NCF.
In reply to Победитель
User Avatar
12 years ago
Auto-translated
It's strange that these links still work. I needed to quickly transfer the NCF to a friend...
Password:
NCF
NCF (part 1)
NCF (part 2)
The pak files are slightly different from the corresponding files on the project website. I made some minor adjustments there. I translated some creature names and removed some that were too ugly or overpowered from the random map generation.
User Avatar
12 years ago
Auto-translated
Hey, what about placeholders? Without them, the NCF doesn't work.
Well, maybe I'm not aware of that. The main thing is that the archive part of the mod, if you don't use its creatures, should be relatively small, and in the worst case, it can be embedded in the map. But you can't really get rid of the EXE file.
User Avatar
12 years ago
Auto-translated
Basically, I was messing around with the editor last night and broke the game, so I had to reinstall it. But can you use NCF files on an already created map?
User Avatar
12 years ago
Auto-translated
Yes, you can play regular maps with this mod, and you can edit them, but not the other way around.
User Avatar
12 years ago
Auto-translated
How can I check if the task has been completed?
In reply to Ment
12 years ago
Auto-translated
Ment
Is this a single-player game?
No, this is a multiplayer map, and it needs two different messages, one for the red player and one for the green player. I understand that the script needs to specify which message appears for which player.
In reply to Zex Pain
User Avatar
12 years ago
Auto-translated
Zex Pain
How do I check if a quest has been completed?
if GetObjectiveState("quest name") == OBJECTIVE_COMPLETED then
...
end
User Avatar
12 years ago
Auto-translated
No, the map is for multiplayer, and it needs two different messages, one for the red player and one for the green player. As I understand it, the script needs to specify which message appears for which player.
Okay, then let a more knowledgeable mapmaker explain. There are nuances specifically in this aspect, regarding how to display different messages to players, and I don't remember them.
In reply to Ment
User Avatar
12 years ago
Auto-translated
MessageBoxForPlayers(filter, message)
Message - the same as in MessageBox.
Filter - a number indicating the player to whom the message is displayed. It is calculated using the formula 2^(player number - 1).
In reply to RedHeavenHero
12 years ago
Auto-translated
RedHeavenHero
MessageBoxForPlayers(filter, message)
Message - the same as in MessageBox.
Filter - a number indicating the player to whom the message is displayed. It is calculated using the formula 2^(player number - 1).
Something isn't working, I'm writing in the scripts:
MessageBoxForPlayers(1, 'Maps/Multiplayer/Rome/text.txt');
I opened the map as an archive, added the text.txt file with the text to the specified path, started the game, and no message appears. I even tried this:
MessageBoxForPlayers(GetPlayerFilter(1), 'Maps/Multiplayer/Rome/text.txt');
User Avatar
12 years ago
Auto-translated
text.txt
If you are writing in Notepad, you need to save it in Unicode (it tends to save in ANSI by default).
In reply to Ment
12 years ago
Auto-translated
Ment
If you're writing in Notepad, you need to save it in Unicode (it defaults to ANSI).
I already figured that out. Now, in single-player mode, the message is displayed to all players, not just one, although if you enter online multiplayer, the messages work correctly. I've already read about this problem on a forum, but I didn't understand the solution.

Statistics

Welcome our newest member: recijeb