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Posts from Current questions and answers regarding the map editor.
Please tell me how to make a Dungeon so that it doesn't appear as a black square, but so that everything is visible! How can I do this? Help me!!!
Added 5 minutes ago Tell me, where can I find the Manuals?
Probably the hundredth similar question in this topic. In the editor, in the small window on the right, where you get the objects, there are also several more tabs. The second tab is Tiles; you need to click on it, select the Lower tool, and be sure to click on the x3 parameter. Then, all that remains is to create caves in the Dungeon, simply by clicking on the surface in the place you want.
Added 11 minutes ago MARKELL KRAMMER
Tell me, are there any scripts that allow you to assign any reward in the Dragon Utopia or Sunken Temple? An artifact, money, or a spell?
Of course, there are. First, you need to give this building a name. For example, let's call it DragonTreasury. Now, you need to disable this object using the command SetObjectEnabled("DragonTreasury", nil). Attach a trigger to this object: Trigger(4, "DragonTreasury", "DragonTreasuryF")
DragonTreasuryF is the function that will be called when the hero touches the object.
It looks something like this:
function DragonTreasuryF(heroname, id) StartCombat(heroname, nil, 4, 76, 300, 76, 300, 76, 300, 76, 300, nil, "windragonF", nil, 1); end
StartCombat starts a battle between the hero and some troops. The first number in the parentheses is the number of stacks of the enemy, and the rest of the numbers are in pairs, the first of which is the ID of the creature, and the second is the number of creatures in the stack. windragonF is the function that will run after the battle is over.
function windragonF(heroname, bwin) if bwin then --- checks if the hero won the battle ... end end
In this function, you can give the hero all sorts of rewards, for example:
TeachHeroSpell( sHeroName, nSpellID ) - teach the hero a spell GiveHeroSkill( sHeroName, nSkillID ) - teach a skill GiveArtefact( sHeroName, nArtID, nBindToHero = 0 ) - give an artifact and so on.
the clouds seem to be floating around. I'm talking about the weather. I don't know about the wind, maybe a slightly stronger breeze is ruffling the flags?) I don't know about the rest – I haven't tried it.
But the clouds are supposed to be flying. I'm talking about the weather.
That's the thing, they don't fly. They only appear in the editor, but not in the game.
As for the wind, maybe it just makes the flags flutter a little more.
It seems like the developers have given up on that. There's a WindAffected property for effects, but it's set to false for all of them. And there's no wind mask either.
Yes, but only through a mod. The battle, siege, AI, and town music, etc., can be found in /sounds/_(music)/TableRaceMusic.xdb. The music that plays on the map is also in the texture files for the map terrain, MapObjects/_(AdvMapTile)/... Additionally, you can assign music to each hero in their type properties.
Great! I just need to figure it out. Does it mean you can't access everything without a mod? Is a mod necessary?
Not all music is suitable for the game. If you replace the music on one map, it will change on all other maps as well. And if the music file is deleted, there will be silence during the game. So, after playing, you'll have to delete the map.
I also have a question: how can I make it so that in the map editor, a catapult (not during castle capture, but just like that) fires projectiles and destroys a fortress or units, or at least an enemy castle? This is possible when completing campaigns! Please advise!
I also have a question: how do I make it so that in the map editor, a catapult (not when capturing a Castle, but just like that) fires projectiles and destroys a fort or units, or, at worst, an enemy Castle? This is possible when completing campaigns! Please advise!
Place a catapult on the map. Make sure it has the necessary animation (rangeattack). You can do this by going to the Shared section of this object and opening the animations tab in the upper right corner. Next, you need to add a trigger to a region or creature and write a function for the trigger - what should happen for the catapult to "work". To make the catapult fire, you need to add the line PlayObjectAnimation("Katap", "rangeattack", IDLE); - so that the catapult fires continuously, or PlayObjectAnimation("Katap", "rangeattack", ONESHOT); - so that it fires once, where Katap is the name of the catapult, which you must assign in its properties tree. The death of creatures and the destruction of buildings are also done with scripts, for example, using these functions: PlayObjectAnimation("soldat", "death", ONESHOT_STILL); - death animation for creatures; DestroyTownBuildingToLevel("Town", 1, 0, 0); - destruction of a fort in the town "Town" RazeTown( sTownName ) - destroy a town RemoveObject( sObjectName ) - remove an object from the map and many others. I have already posted a link to the Manuals.
Sorry for asking so many questions, but I have a request. Could you provide a manual on scripts, where everything is clearly explained about how to use them, and if possible, make it easy to understand? But please, provide a manual for a beginner (noob) who doesn't understand anything about scripts. Please!! I read some manual and didn't understand anything because I don't know how to use them (where to insert them, how to write them correctly, etc.). PLEASE, KIND PEOPLE!!!