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Posts from Current questions and answers regarding the map editor.

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Could you please explain how to set up questions and answers in the Sphinx parameters? Why are there only 1 question and 3 answers, and which one is the correct answer? Or should it be structured like a standardized test, such as the Unified State Exam?
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Hello, kind people, please help me figure this out, I have a problem and I can't understand it! I created a map using a generator, and then opened it in the editor to make some adjustments. The map was created from several isolated areas connected by teleporters. But the computer lags terribly on these teleporters, even at the highest settings. So, I decided to connect these areas of the map directly. To do this, I deleted trees and other objects in the editor, creating a direct path between the areas. But when I entered the game, I found that I couldn't pass through these areas; the hero's movement cursor in these areas turns into a red crossed-out circle! The surface is clear, there are no obstacles, but the hero cannot pass through this area - it's inaccessible! And even if there is a building on such an area, it is also inaccessible! Please tell me what the problem is! And how can I overcome it?
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wisser
Dear friends, please help me figure this out; I have a problem and can't understand it!
I created a map using a generator and then opened it in the editor to make some adjustments. The map was created from several isolated areas connected by teleporters. But the computer lags terribly on these teleporters, even at the highest settings. So, I decided to connect these areas of the map directly. To do this, I deleted trees and other objects in the editor to create a direct passage between the areas. But when I entered the game, I found that I couldn't pass through these areas; the hero's movement cursor in these areas turns into a red crossed-out circle! The surface is clear, there are no obstacles, but the hero cannot pass through this area – it's inaccessible! And even if there is some structure in such an area, it is also inaccessible!
Please tell me what the problem is! And how can I overcome it?

Open it in the editor again. First, check if the terrain is passable or not – you can see this by looking at the button with the grid and red cells. The editor will highlight all areas in red where the hero cannot pass. On the right panel, there are several tabs, one of which is called Mask. Click on it and see if the problematic area is "painted" with this tool (it is displayed on the map surface in a pale orange color). If so, just select Erase and remove the color. It would be good to post screenshots of the map in the editor. If that doesn't help, we'll think about it further
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Open the editor again and enable the display of traversability (one of the buttons at the top). The map will immediately be colored in red, green, and possibly semi-transparent yellow. If a cell is not colored, it is completely traversable. If a cell is red, it cannot be traversed. Either there is an object blocking the way (the object needs to be removed), or it is flooded with water (you can swim across it, or you need to remove the water). If a cell is yellowish, a mask has been applied to it, making the cell impassable. There are other tabs next to the objects tab, including a special one for masks. Enable it, activate "erase," and remove any unnecessary masks. If a cell is green, it is most likely impassable (exception: a garrison), but you can interact with it. It is best to treat it like a red cell, i.e., remove or move the object. Lastly: changes in traversability are not immediately visible. You need to disable the display of traversability and then re-enable it; then it will become clear whether the problem has been resolved or not. That's all.
 

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Yesterday, I performed a similar operation on a randomly generated map in the Dungeon – the result was the same! I removed a section of the wall between areas; by the way, why can't all walls be selected and removed? The surface of the area under the removed wall is exactly the same as the adjacent area – it's level, without obstacles, and has the same pattern – but it's still impassable for the hero.
I would greatly appreciate it if you could provide more details about this impassability check and this "BLOCKED" area.
Thank you very much for your help!
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wisser
Yesterday, I performed a similar operation on a randomly generated map in the Dungeon – the result was the same! I removed a section of wall between areas; by the way, why can't all walls be selected and deleted? The surface of the area under the removed wall is exactly the same as the adjacent area – it’s level, without obstacles, and with the same pattern – but it’s still impassable for the hero.
I would greatly appreciate more detailed information about this passability check and what “BLOCKED” means.
Thank you very much for your help!
Let me explain using my own map as an example, which is open in the editor. In the screenshots, the necessary buttons are highlighted in red. I hope this will be clear.





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Кампании для Heroes V 3.1 (Трилогия):

Пробуждение зла
Нашествие из Преисподней
Смена эпох

Скачать все кампании одним архивом: Яндекс.Диск Google.Диск

You can download the set of 3 Campaigns (English version) here


Одиночные сценарии Heroes V 3.1:


Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы

Мультиплеерные карты для Heroes V 3.1:

Легендарная война
Сердце вулкана
Передел мира
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wisser
Yesterday, I performed a similar operation on a randomly generated map in the Dungeon – the result was the same! I deleted a section of the wall between areas; by the way, why can't all walls be selected and deleted? The surface of the area under the deleted wall is exactly the same as the adjacent area – it's level, without obstacles, and has the same pattern – but it's still impassable for the hero.
I would greatly appreciate it if you could provide more details about this impassability check and what this "BLOCKED" area means.
Thank you very much for your help!

In the Dungeon, some walls can be removed using the tool in the Tiles tab called Lower with the x3 parameter.
Кампании для Heroes V 3.1 (Трилогия):

Пробуждение зла
Нашествие из Преисподней
Смена эпох

Скачать все кампании одним архивом: Яндекс.Диск Google.Диск

You can download the set of 3 Campaigns (English version) here


Одиночные сценарии Heroes V 3.1:


Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы

Мультиплеерные карты для Heroes V 3.1:

Легендарная война
Сердце вулкана
Передел мира
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Can anyone tell me how to create lighting in the Dungeon?
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MapPropretiesTree -> UndegroundAmbientLights -> Right-click -> Add
In the new menu item, click "New" and edit the properties of the new lighting. Or click "..." and insert an existing one.
 

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Just in case, I'll ask: is there any script-based way to give a player Dark Energy? The MakeHeroNecromancer() function, as expected, turns any player into a latent Necromancer, but it only grants 200 energy initially, and it only fully replenishes with the start of a new week, which looks ridiculous.
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Just in case, I'll ask: is there any scripted way to give a player dark energy? The MakeHeroNecromancer() function, as expected, turns any player into a latent necromancer, but initially only grants 200 energy, and it only fully replenishes with the new week, which looks silly.
There is no function to change dark energy in general. But, if the problem lies in its replenishment, I can suggest the following. At the beginning of the game, give this player a necromancer hero, and immediately move him to a hidden neutral town. As a result, he will have energy from the very beginning, and it will be replenished every week.
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Perhaps the dark energy bar would then always be visible, but ideally, it would be nice to have the ability to grant the necromancer a temporary ability – activate it, the dark energy appears in full, move around, deactivate it, and the energy bar disappears.
Also, I haven't figured out how to move a hero, even a neutral one, into a town.
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Then, I guess, the dark energy bar will always be visible. Ideally, it would be nice to have the ability to grant the Necromancer a temporary ability – activate it, the dark energy appears in full, move around, deactivate it, and the energy bar disappears.
Also, I didn't figure out how to move a hero to a town, even a neutral one.
SetObjectPosition("hero", GetObjectPosition("neutral_town"))
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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Guys, please help! I'm making a map, and I've finished one side. Now I need to create the second part, making it identical to the first. I'm trying to copy small sections and paste them onto the other side, but I want to mirror it horizontally (or vertically). When I do this (copy a section, mirror it horizontally/vertically, and paste it into an empty space on the map), it doesn't apply correctly and reverts to the initial position. What am I doing wrong?

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