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Posts from Current questions and answers regarding the map editor.
You create your own ArenaObstaclesGroup and set FixedObstacles = true within it. After that, you add an item to the links where you can set blocked cells. You can see how this is done in the AbyssArena example. If the objects are fixed obstacles, then they need to be placed directly on the map.
I looked at Abyss. I tried to do it as you suggested, using it as an example. For instance, I took a ruined wall, which should be an obstacle. But creatures still pass right through it. Could you take a look and tell me what the error is?
I watched Abyss. I tried to do it as you suggested, by analogy. For example, I took a destroyed wall, which should be an obstacle. But the creatures still pass right through it. Could you take a look and tell me what the mistake is?
I've never made an arena before, but I assume that everything here is the same as with regular maps. Objects of type Arena Objects are not obstacles in themselves. You can try to cover the area under the walls with the Mask tool, or change the properties of the object.
I watched Abyss. I tried to do it as you suggested, by analogy. For example, I took a destroyed wall, which should be an obstacle. But the creatures still pass right through it. Could you take a look and tell me what the mistake is?
The coordinates of the blocked cells should be specified relative to the arena marker, not the map's origin. For example, if the marker is set to 40;50, and the blocked cell is at 44;47, then its coordinates will be 4;3.
Hey guys, good night! I need some help: The editor is missing objects like exterior dwellings and border guards, where you need to find a key of a different color. The game version is 1.60, the original (I don't play ToE because I don't like the idea of having 2 upgrade options + runes with Blood Fury). I'll answer the first question in advance: yes, I've read the forum, but I couldn't find the answer I needed.
I've never made arenas before, but I assume that everything here is the same as with regular maps. Objects like Arena Objects are not obstacles in themselves. You can try to cover the area under the walls with the Mask tool, or change the object's properties.
I tried the mask: the arena ignores it. But the method described by RedHeavenHero should work.
Added after 34 seconds RedHeavenHero
The coordinates of the blocked cells should be specified relative to the arena marker, and not to the beginning of the map coordinates. For example, if the marker is set to 40;50, and the blocked cell is at 44;47, then its coordinates will be 4;3.
Hey guys, good night! I need some help: The editor is missing objects like exterior dwellings and border guards, where you need to find a key of a different color. The game version is 1.60, the original (I don't play ToE because I don't approve of the idea of having 2 upgrade options + runes with Blood Fury). I'll answer the first question in advance: yes, I reread the forum, but I didn't find the answer I needed.
Where did you look for these objects? If you looked in the Objects tab, then yes, they won't be there. You need to look in the Dwellings and Border Guards tabs.
Hey everyone, good night! I need some help: the editor is missing objects like external dwellings and border guards, where you need to find a key of a different color. The game version is 1.60, the original (I don't play ToE because I don't approve of the idea of having 2 upgrade options + runes with Blood Rage). I'll answer the first question directed at me in advance: yes, I have reread the forum, but I didn't find the answer I needed.
1) I understand everything, of course, but I can't help but express my disapproval of your decision, especially for such a trivial reason. 2) You can try doing this: in the map properties tree, right-click and select ShowHidden, then add an element to the objects graph, click on the line next to the new element, select New, choose the object type you are interested in (in this case, it's AdvMapTent and AdvMapDwelling), enter a name, and click OK. Then click on the "...", after which a window will appear, in which the main thing is to select Shared (also by clicking on the ellipsis). And the object should appear on the map after it is reloaded at coordinates 0;0 or the ones you specified. After that, you can manage the object as usual.
I understand everything, of course, but I can't help but express my disapproval of your decision, especially over such a trivial matter.
) In reality, you can install the Tribes of the East and update to version 3.1, and on the maps you create, you can block the Rune of Battle Rage and the second upgrade. That's all, enjoy the latest version of the game without the factors that annoy you ;)
RedHeavenHero, thank you, I found all the objects in the properties tree. Now, the question is: how do I activate them in all terrain objects? Ment, maybe I'll do that in the future :)
I want to create a unique preview image for a duel arena. As I understand it, this requires: the image itself in TGA format with a resolution of 214x160, an XDB pointer that specifies the path to the image, and a DDS file, which is usually located in the same directory as the XDB. What is a DDS file? What should it contain? What program can I use to open and create it? Is this a mandatory requirement for a custom preview image?
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dds – direct draw surface, this is a graphics format. It can be processed with the free paint.net or Photoshop with a special plugin. When saving, pay attention to the format, as there are several options (DXT1, DXT3, and various TF8888).
RedHeavenHero, thank you, I found all the objects in the properties tree. Now the question is: how do I activate them in all terrain objects? Ment, maybe I'll do it that way in the future :)
Guys, so how do I activate them?:confused:
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Guys, how do I activate it?
Only with a mod, although I don't know how to create such mods.