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Posts from Current questions and answers regarding the map editor.

5.0 (12 ratings)
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12 years ago
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I need help:
1. How do I create quests in the map editor to capture a specific castle, find an artifact, etc. (without scripts, if possible)?
2. Please provide a manual in RUSSIAN for setting up quests.
3. Why don't some heroes' custom images save in the map editor? (I set a custom image for a hero, save it, exit, and when I go back, the image has changed back to the original). This only happens with some heroes, but with random heroes, it saves correctly. HELP!
4. Why, when I give a main quest, it appears in English in the game? WHO KNOWS, PLEASE ANSWER!!!

Added after 57 minutes
How do I cancel a quest for players, such as "Capture a castle within one week," if the player has lost the castle or never had it in the first place?
In reply to ggroy
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12 years ago
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Regarding victory conditions, tasks, and other things: Map properties tree -> Objectives. You can choose various goals here. A little higher up, you can specify messages for defeat/victory, additional tasks in targets (not sure).

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A problem has arisen. I cannot insert an image that would be displayed when SELECTING a map in the main menu. I searched on the forum, found a relevant topic, but there seems to be an error in the instructions. Specifically, when adding it in the branch thumbnailImages -> Add -> New, the last option is missing, which is where the code should actually be written. Perhaps someone could share the instructions and also update the topic?

/topic/9327/
In reply to Вестник
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12 years ago
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I haven't read this guide myself, so I might have referenced it without fully understanding it. Here's the method I use: 1. In the map's properties tree, find "thumbnailimages" and add elements equal to the number of images. 2. Create a new object in each element by clicking on the row next to the element and selecting "New," then assign a name. 3. Save and close the editor. 4. Open the map file with an archiver and place the DDS images in maps/SingleMissions/map_name/. 5. Open the XDB files that we named in step 2. In "destname," specify the link to the DDS file: , and also record the image size in the corresponding tags. 6. Save and close. 7. If the images still don't appear after all these operations, open the map in the editor, save, and close it. There are no specific requirements for the DDS image subformat or size.
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12 years ago
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Hello everyone!
Could you tell me how to add this cyclops to my map?
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12 years ago
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You create a new static object with a model and animation of a free cyclops, give the object a script name, for example, "cyclop," and write in the script: `PlayObjectAnimation("cyclop", "happy", IDLE)`. That's all.
The second method: Place the cyclops on the map, give it a script name, and write in the script: ``` SetObjectEnabled("cyclop", nil) sleep() SetMonsterSelectionType("cyclop", 0) sleep() PlayObjectAnimation("cyclop", "happy", IDLE)
In reply to RedHeavenHero
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12 years ago
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Thank you very much! It turns out it's so simple:smile13:
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12 years ago
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Excuse me, what kind of map is this? I don't remember having it in my collection. Can anyone tell me?
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12 years ago
The Giants 1.3
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12 years ago
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Thank you!
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12 years ago
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Hello everyone. I know this question has been asked before, but I couldn't find it, so I'll repeat it:

How do I create an army of creatures? For example, such units were in Tribes of the East, and they were displayed as some kind of unit with a flag.
And/or how do I make a hero stay in one place? So that he just waits for others to approach and doesn't move from that spot?
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12 years ago
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1) see additionalStacks in the property tree of the corresponding monster
2) EnableHeroAI("script name of the hero", nil)
In reply to RedHeavenHero
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12 years ago
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RedHeavenHero
I haven't read this manual myself, so I might have referenced it without thinking. Here's the method I use:
1. In the map properties tree, find thumbnailimages and add elements to it, equal to the number of images.
2. Create a new object in each element by clicking on the line next to the element and selecting New, then specify a name.
3. Save and close the editor.
4. Open the map file with an archiver and place the dds images in maps/SingleMissions/map_name/.
5. Open the xdb files, which we named in step 2. In destname, specify a link to the dds file < DestName="file_name.dds"/ >, and also record the image size in the corresponding tags.
6. Save and close.
7. If the images are not displayed after all these operations, open the map in the editor, save, and close it.

There are no special requirements for the dds image subformat or size.

I followed the instructions. I encountered a game crash when clicking on the map in the list of maps. What could be the problem?
In reply to Вестник
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12 years ago
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Most likely, the links are incorrect. Could you check the xdb files for the textures? Here, just in case, is a test map with two 1024x768 images. Everything works fine.
Attachments 1
1 file attached • Total size: 587.2 KB
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12 years ago
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REGULAR
CONVERT_ORDINARY
CLAMP
TF_DXT1
1024
768
0
0
0
0
false
false
false
true
false

And here is another question. I was digging through the tasks; it seems like I changed everything and set the coordinates, but in the game, the standard "defeat all" objective still remains, whereas I need to capture an object. Also, how do I disable defeat after a week due to the hero being without a castle?
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12 years ago
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What do the slashes before the quotes mean? Disable the "die in a week without a town" condition: set objectives\common\DieInWeekWithoutTown to false. In player-specific settings, it might be the same.

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