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Posts from Current questions and answers regarding the map editor.Auto-translated
There is also an alternative option using scripts: disable the standard properties of the warrior's tomb, place a prison somewhere in a secluded area of the map, and when entering the tomb, use the function MakeHeroInteractWithObject(HERO_NAME, PRISON_NAME);
The released hero should appear near the hidden prison.
Added 1 minute ago A much more realistic option is to use DeployReserveHero.
Added 8 minutes ago
I doubt that this can be done with the available tools; a simplified option is to use TalkBox with answer choices such as "convert 20% of warriors," 40%, 60%, 80%, 100% - I do this for similar things in my games.
If using the simplified option, you can display a TalkBox with answer choices containing slots in which the princes are located, indicating the quantity. Accordingly, before visiting the building (although it would be better to do this through an advmap ability), you can simply split the unit, and then select it in the TalkBox.
I'm sheepishly reminding you about my blonde hair and my desperate attempt to create a map as a gift for a young man's birthday. And I really don't want to stop at something simple... I would be grateful if you could share the script.
It turned out to be a prison; now I need to create a unique hero. Visas
For now, it's like this. The texts needed for the script are in the archive. The hero Visas will have a new travel spell, which he can use to transform vampire princes into death knights.
function CustomAbility(hero, ability) if hero == "Visas" and ability == 1 then VisasSpec() end end
function VisasSpec() local object = GetHeroTown("Visas") or "Visas" local owner = GetObjectOwner(object) local slots = {n=0} for i=0,6 do local type, number = GetObjectArmySlotCreature(object, i) if type == CREATURE_NOSFERATU then slots.n = slots.n + 1 slots[slots.n] = {i, number} end end if slots.n == 0 then MessageBoxForPlayers(GetPlayerFilter(owner), GetMapDataPath().."no_vamp.txt") return end local options = {} for i=1,5 do options= {} options[1] = GetMapDataPath().."visas_opt.txt" options.slot = slots[1] options.number = slots[2] options.cost = 350 * slots[2] if options.cost > GetPlayerResource(owner, 6) then options.color = GetMapDataPath().."color-red.txt" end end visasspec = {options = options, owner = owner, object = object} TalkBoxForPlayers(GetPlayerFilter(owner), "/UI/H5A2/Icons/Creatures/Necropolis_second_upg/Nosferatu.(Texture).xdb#xpointer(/Texture)", nil, nil, GetMapDataPath().."visas_add.txt", "VisasSpecConv", 1, nil, nil, 0, options[1], options[2], options[3], options[4], options[5]) end
function VisasSpecConv(player, answer) if answer < 1 then return end if visasspec.options[answer].color then MessageBoxForPlayers(GetPlayerFilter(visasspec.owner), GetMapDataPath().."no_rsrc.txt") return end SetPlayerResource(visasspec.owner, 6, GetPlayerResource(visasspec.owner, 6) - visasspec.options[answer].cost) RemoveObjectCreatures(visasspec.object, CREATURE_NOSFERATU, visasspec.options[answer].number, visasspec.options[answer].slot) AddObjectCreatures(visasspec.object, CREATURE_DEATH_KNIGHT, visasspec.options[answer].number, visasspec.options[answer].slot) end
I completely reinstalled the game, but there are no icons in the editor. What should I do?
Предпринимаю попытки создать карты,:smile18: :smile18: связанные с прошлым ( моим видением его ):smile18: :smile18: и с будущим Асхана ( опять же моим видением его ):smile18: :smile18: ________________________________________________________________________________________________________________________________________________________________________________________________________ Готовность карт: -Падение Асхана: Начало. (готовность 15%)
RedHeavenHero, where should I copy the texts? And will I be able to assign special properties to him (avatar, biography, name, texture)? Thank you very much for the script!
RedHeavenHero, where should I copy the texts? And will I be able to assign special properties to it (avatar, biography, name, texture)? Thank you very much for the script!
Unpack the texts and copy them to map_name.h5m/Maps/Multiplayer/map_name/. You can assign special properties in its Shared. Or even through the tree/hero properties panel. You can re-skin an old hero (by changing the portrait, name, biography) or create a new one. I'll say right away that I can't help you create something radically new, as I haven't seen 3D modeling in a long time.
By the way, what is meant by the word texture?
Added 15 hours 8 minutes ago By the way, in that script, you need to for i=1,5 do replace with for i=1,slots.n do
By "texture," we mean the model and other visual elements for an object. Something you've never seen before, right? XD I think it would be cool to apply Giovanni's textures to Visas.
Added 1 minute ago
And would it be possible to recolor Giovanni, or would that be a nightmare?
Added 10 minutes ago
I'm a bit confused. How do I create it in the Dungeon? I've added the script and unpacked the texts.
Repainting is not difficult.
First, place any hero in the dungeon, then in the properties tree, opposite PrisonedHero, click ... and then, in the window that appears on the right, enter the link to this hero (AdvMapHeroShared) in Shared.
Place any hero on the map, in the properties tree, click on the ellipsis in the Shared line, right-click on the hero-prototype on the left -> Copy, paste it anywhere, click on the copied hero and start setting its parameters, including the InternalName - the script name.
What about the specialization? I copied Giovanni and am trying to turn him into Visas, but I ran into the problem of not knowing how to describe the specialization and add it to the game. It would be strange if someone came to see what hero they got, and there was nothing said about him...
Since the specialization is script-based, we set the hero's native specialization to NONE.
SpecializationIcon - the icon for the specialization, SpecializationName - the name, SpecializationDescription - the description.