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Posts from New garrisons.

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12 years ago
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Hello everyone. Here's the gist of it. In the standard editor for Warlords, there are several types of garrison models (where you can place troops, and to pass through an enemy hero's garrison, they need to defeat the army stationed in it). There are garrisons for the Human, Orc, Dwarf, and Demon factions, but there aren't any for Elves, Dark Elves, Necromancers, or the Mage faction. I'm working on a map where there is an Elf faction (Sylvan), and it really bothers me that I have to use a white human faction garrison because there isn't an elven one. I would greatly appreciate it if someone with experience and understanding could create an elven garrison model for the "Warlords" map editor. The editor resources even contain a suitable model in the .arena folder called "Rampart_Wall." It just needs to be reduced by about 20%, closed gates removed, and a garrison script assigned to it. Or, take a basic garrison from any faction and replace its model with this one after reducing its size and removing the closed gates. I think this garrison would be very useful for many map creators who currently have to use garrisons that don't match the environment stylistically. Thank you in advance! By the way, I saw that similar work has already been done by someone else, but with different models, so theoretically, it is possible. /topic/9247/
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12 years ago
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Well, personally, I place the Elven Fortress (which you have in your screenshot). You can move around through it, which is why I place a guard post at the gate of the fortress, and then I go into the object properties and write something in the z-coordinate field, for example, -20, and this human garrison goes underground.
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12 years ago
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But the hero will pass through the gate. So, at least a model with open/cut-out gates is needed. Is the human garrison, which is completely hidden, still functional?
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12 years ago
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garrison yes, it was reduced, not changed.
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12 years ago
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Yes, I already checked it myself. It looks pretty good now, but unfortunately, in this case, the heroes walk through closed gates, and there is no marker above the garrison indicating its faction affiliation because the garrison itself is just a facade, and the real one is on the Z-axis at -20, underground. Sigh, I wish I could somehow remove the gates from this model... Or add an animation of opening/closing when the hero approaches. Dreams, dreams...
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12 years ago
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Do you want something like this?
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12 years ago
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Yes!!!) Well, almost.
Are they always open or animated?
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12 years ago
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I'm extracting a bunch more Orcish objects; if needed, I can share them. I'll replace the portraits with all these objects.

Added 1 minute ago
I created the effect, gave it movement, and then set it to repeat once.
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12 years ago
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No problem, feel free to share everything! I'm especially interested in garrisons, gates, and walls, particularly the Elven ones. How will this look in the game? Will they open and close when a hero approaches?
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12 years ago
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in ncf, Knights on dragons with this parameter would die, and the movement wouldn't repeat. I think they will always be open.
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12 years ago
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Okay, good. Although, if possible, it would be great to have a second version of this model with the gate leaves completely removed from the two towers that support them.
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12 years ago
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I'll finish it soon, but the Elves only have space left for gates, while the Orcs have plenty of walls, ruins, gates, and towers.
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12 years ago
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Then it's better to have more elves at the expense of orcs, especially since towers are not very useful anyway, and you can't really place them anywhere.
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12 years ago
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Everything works for me, but this is a beta, and the Orcish Gate is closed, and all its walls are twice as big.
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12 years ago
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well, the Elves in the arena have all the objects, but I can extract buildings from the castle, although it will take some time (tell me which ones you want, and I'll try to make them, and we can hide two-level structures from the map underneath them). Are the Elven ruins needed? Ruins are destroyed arena objects, and the mod needs to be in the data folder.

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