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Posts from Current questions and answers regarding the map editor.

5.0 (12 ratings)
11 years ago
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in the FAQ, the link is broken.

Added 4 minutes ago
and what kind should it be? I need one on a horse and with a staff; I was trying to avoid that so I wouldn't have to delve into scripts.
In reply to Димкамуром
11 years ago
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How do you extract wall/gate segments and their destroyed versions onto a map?
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11 years ago
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this is done with an effect

Added 6 minutes later
if needed, I can explain how it's done.
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11 years ago
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I have another problem, related to the PlayVisualEffect script: I want to trigger a wall of fire, but no matter how hard I try, it doesn't work:smile33:. Please tell me what I'm doing wrong.
PlayVisualEffect("FireWall.(Effect).xdb#xpointer(/Effect)", "v1", nil, 0, 0, 0, 90, 0);
"v1" is the vampire that should be engulfed by the wall of fire.
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11 years ago
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The path to the effect is incomplete. It seems like /Effects/_(Effect)/Spells/ is missing.
In reply to RedHeavenHero
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11 years ago
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RedHeavenHero
The path to the effect is not complete. It seems that /Effects/_(Effect)/Spells/ is missing.
I've already tried it:(. Although, maybe... In any case, I'll try again now.

Added after 48 minutes
It doesn't work:smile33:. And also, what does the parameter z mean?
In reply to Винраэль
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11 years ago
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Is your path like this: "/Effects/_(Effect)/Spells/FireWall.(Effect).xdb#xpointer(/Effect)"?
z - height above the surface.
In general, your tag is written incorrectly; instead of nil, you should put an empty string if you don't need the tag.
In reply to fktifzobr@mail.ru
11 years ago
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fktifzobr@mail.ru
This is done using an effect.

Added 6 minutes later
If you need to, I can tell you how it's done.

Please tell me.
In reply to Эритроцитоз
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11 years ago
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Erythrocytosis
Please tell me more.
All objects from the arena and Gorda have a model located in Arenas\CombatArena... They differ from those placed on the map: if an object is at coordinates X:0 Y:0, then the model is closer to the center of the map and needs to be moved: within the object, we create an Effect; in the effect, we create a ModelInstance and give it a model, and then move it. If the model is a gate, you can give it SkelAnim movement, for example, BasicSkelAnim:_(AnimSet)\CombatArena\Dungeon\Gate_0-open. Then, the dungeon gates will only open in cyclecount 1. And if there are several models with identical x y z parameters in one effect, they will line up as in a siege: wall, wall, gate, wall, wall. /topic/at/744114/ Here's a mod for Forest Elf arena objects that replaces portraits; everything is already there, just change the models
In reply to RedHeavenHero
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11 years ago
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RedHeavenHero
Is your path like this: "/Effects/_(Effect)/Spells/FireWall.(Effect).xdb#xpointer(/Effect)"?
Yes:smile01:.
RedHeavenHero
z - height above the surface.
Thank you:smile20:!
RedHeavenHero
Actually, your tag is written incorrectly; instead of nil, you should put an empty string if you don't need the tag.
Hooray:smile03:, it works! I owe you a lot, I don't even know how to thank you, although, yes, I do - I'll boost your morale!

P.S. I think I'm already bothering you, sorry:o.
In reply to fktifzobr@mail.ru
11 years ago
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fktifzobr@mail.ru
All objects from the arena and the city have a model that is located in
\Arenas\CombatArena...
they differ from those placed on the map: if an object stands at coordinates X:0 Y:0, then the model stands closer to the center of the map and needs to be moved: in the object, we create an Effect, in the effect we create a ModelInstance and give it a model and move it, and if the model is a gate, then they can be given movement SkelAnim, for example
BasicSkelAnim:_(AnimSet)\CombatArena\Dungeon\Gate_0-open
then the dungeon gates will only open in cyclecunt; you need to write 1
and if there are several models with the same x y z parameters in one effect, then they will stand as in the siege wall wall gate wall wall
/topic/at/744114/
here's a mod for arena objects of forest elves, replacing portraits; everything is already there, just change the models

Thank you, it helped! But I still have a question about the coordinates: my map was small, so the gates appeared outside the map altogether. I assigned them negative coordinate values. The editor crashed, and the map no longer opened). On larger maps, they did appear in the middle of the map. Nevertheless, moving them each time by finding them in the list of objects and assigning new coordinates is not very convenient. Is it possible to simplify this task so that the gates can be moved using a simple drag-and-drop? Perhaps the fact that they appear with such a large difference in coordinates is predetermined somewhere, and this setting can be changed?
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11 years ago
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Okay, I used to do it that way too.

Place any object and go into it through this line (click on it and the ellipsis).

In that window, select the effect line and click on "new." A small window will open; enter any name for the effect in it.

Then, in this line, create a new object, just like the effect, but with a different name.

There, you need to insert a model and adjust its location (to make it easier, I immediately enter x -300 y -300).
In reply to Pusechka12
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11 years ago
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Pusechka12
Hey everyone!
Please don't judge me too harshly, this is my first time here, and I don't really understand much.
I've seen this question asked before, and there are many pages of answers, but it's impossible to read them all.
Could you please tell me how to open an existing scenario in the map editor to make changes, specifically to create allies?
I'm used to the editors in versions 3 and 4 – everything was simple and clear there.
Thank you very much!
Similar questions have indeed been asked before. There are several ways to do this, and I'll tell you about the simplest one I know (although I haven't tested it myself to see if it works, but I think it should): you expand the editor (if you don't know how to do this, just ask, and I'll answer), then in the editor, click on the "Resource" word in the top panel. Next, in the context menu that appears, click on "Open Resource." A window will appear; at the very top of this window, under "Objects," there's a field. Click on it, and then, in the list that appears, select "AdvMapDesc." Now, follow this path: Maps => Multiplayer. There will be a huge number of folders, each containing one multiplayer map. Unfortunately, you can't immediately tell which folder contains the map you need from the folder names, so you'll have to open them one by one until you find the right one. Once you find it, do the following:
Vinrael
On the left side of the editor, there's a panel with a settings tree. You need to expand this panel. Then, find "players" in the panel and click on the plus sign to the left of it. This will display 8 players to choose from ([0], [1], [2], [3], [4], [5], [6], & [7] – the player number). Click on the plus sign next to the player you want to edit. This will display various player parameters, including "Colour" (player color) and "Team" (the team the player is on). The value of the "Team" parameter (located to the right of the parameter name) is initially 0, but this is incorrect: if a player exists, they must be on a team, even if they are the only member of that team. To create a team, simply enter any number from 1 to 9 instead of zero in the "Team" parameter value.


Added 5 minutes later
Or do you need specifically campaign maps? Then you need to follow a slightly different path.
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11 years ago
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I have a couple more questions:

1) When I complete a quest on my map, it disappears from the list. How can I prevent it from disappearing upon completion? I'm creating the quest through the settings tree (I don't know how to do it with scripts).

2) ... (question removed, and the text deleted: firstly, I figured it out myself, and secondly, the question was not relevant to the topic.)
In reply to Винраэль
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11 years ago
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Winrael
I have a couple more questions:

1) When I complete a quest on my map, it disappears from the list. How can I prevent it from disappearing upon completion?
In the quest settings, there is an option called "ShowCompleted," which, in our language, means "show completed." It should be set to true by default.

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