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Posts from Current questions and answers regarding the map editor. Auto-translated

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#3994
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In my case, there are no dialogues. I’m creating a battle scene with two armies.
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;)
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#3995
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Well, there has to be at least one.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
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#3996
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Thank you. Crashes still occur, but less frequently.

Added 1 minute ago
What about my questions regarding the camera?
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;)
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#3997
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I didn't understand the question about the camera. What do you need: for it to rotate or not?
Карты для Героев Меча и Магии 5
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#3998
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No, I would like it to simply slowly approach from a certain angle and then stop completely. Without any abrupt movements.

Added 1 minute ago
Ah, yes. You said that there is a way to set a point for a unit/hero to move to. Can you tell me how to do that?

Added 2 minutes ago
And another question, probably also related to movement. How can I make a unit turn to the angle I need (for a certain amount of time)?
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;)
Хаос во всём тоже порядок...
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#3999
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No, I would like it to simply slowly approach from a certain angle and then stop completely. Without any sudden movements.
This depends on the length of the dialogue and the additional cameras.
Ah, yes. You said that there is a way to set a point for a unit/hero to move to. Can you tell me how to do this?
Add points to the move animation in the property tree using MovePoints.
And another question, probably also related to movement. How can I make a unit turn to the angle I need (for a certain second, of course)?
Set a point where it is already standing, but change its FinalAngle - the rotation angle after the movement is completed.
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#4000
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Thank you, RedHeavenHero. I need to clarify a few things about these cameras. Let's say I want the camera to remain stationary in a video, i.e., filming from one spot. I press E. A window appears: Camera
New camera
Relative camera
I enter the name of the new camera. I don't assign it to anyone. But where do I specify the x, y, z coordinates, as well as the angle and field of view (and everything else related to this)?
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;)
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#4001
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The camera coordinates are taken from its current position.
Карты для Героев Меча и Магии 5
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#4002
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Thank you. How can I set an animation for the griffin (royal) so that it doesn't show it taking off, but only shows it diving for a specific duration? I tried enabling its animation, and it starts to take off and then returns to its original position, meaning the trick with a negative animation start time won't work. The same thing happens with landing. It stands in place, then "teleports" backward and upward, and then lands again.
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;)
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#4003
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In the very first video of the original game’s campaign, there was an animation of a griffon diving; you can watch it there to see how it was done.
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#4004
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Could you tell me how to find the Game Database in the 1.6 editor? I can’t seem to find it.

Added 16 minutes later
Or, I don’t know how it should be done, but I need to access Dialog Scenes. How do I get to it?

Added 33 seconds later
More precisely, what do I need to do?

Added 18 minutes later
And another question. How do I add spells to a video? In Select Tables, I choose AdvMapEffect. I open it, but it’s empty. What should I do? P.S. If anything, I apologize. You’re probably tired of my questions already.
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;)
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#4005
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And another question. How do I add spells to the video? In Select Tables, I choose AdvMapEffect.
For effects in the video's property tree, there is a property called CustomEffects, or something like that.
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#4006
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Thank you. Will you help me with my griffin?

Added 8 minutes later
And what are Rot, Movement..., ConstantP... for in the effect? The translation is only possible with the first word, and even then, it doesn't give much information. Although, this is not so important anymore. But the question about the griffin remains. I don't know how to launch Dialog Scenes in the 1.6 editor. And in the 3.1 editor, this video is missing, as are all the other videos from the original.

Added 1 hour 49 minutes later
You said that the coordinates are automatically adjusted. I don't know if this is true or not, but when I create 1 camera, then scroll back once with the mouse wheel and create a 2nd camera, then I link them in the T camera, in the dialogue I put this T camera (I didn't assign anyone in the E cameras, in the T camera, besides putting E camera 1 and E camera 2, I didn't do anything else), I launch the beginning of the video, and I end up in some kind of black hole from which you can't get out until you click on the view of one of the cameras. I finished the video where the real battle between demons and humans takes place, I did everything, I put all the animations, I added details, I put the spells - but there is a problem - I have 2 problems - this is the problem with the griffins and the problem with the camera described above. The camera is given the highest priority. Please, help me. Thank you very much in advance!!
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;)
Хаос во всём тоже порядок...
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#4007
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RedHeavenHero, the script didn't work =( Now it doesn't crash, but it also doesn't work. I was getting the city name with the script
@print(GetObjectNamesByType('TOWN'))
The name turned out to be AdvMapTown-12119 (the city of Angelat, the one in the upper right corner of the map). Here's the code:
function AddArchangelsSpecialization()
if GetObjectDwellingCreatures('AdvMapTown-12119', CREATURE_ANGEL) ~= -1 then
local add = 1
if grail_built == 1 then
add = add + 3
end
SetObjectDwellingCreatures('AdvMapTown-12119', CREATURE_ANGEL, GetObjectDwellingCreatures('AdvMapTown-12119', CREATURE_ANGEL) + add)
end
end

function NewDay();
-- ... --
if GetDate(DAY_OF_WEEK) == 1 then
AddArchangelsSpecialization()
end
-- ... --
end

Trigger(NEW_DAY_TRIGGER, 'NewDay')

grail_built = 0

function WaitForBuildGrail()
while GetTownBuildingLevel('AdvMapTown-12119', ID_14) == 0 do
sleep(10)
end
grail_built = 1
end

startThread(WaitForBuildGrail)
Could you please take a look and see what I did wrong? I think I did everything as you suggested... Please correct it if I made a mistake. :) I have a deadline for the map, and I really wanted to create mods for it... +++ upd I figured it out, the mistake was in the name))) I put Dunhart - everything started working, thank you)) Now the question is - why does the increase work ONLY if creatures were not bought in the garrison? Is it possible to make it so that it increases regardless of whether they were bought or not? (that is, if they were not bought, then +3,+6,+9 etc., as it should be... and so that it is exactly the same if they are bought). Or did I misunderstand the logic?
++
And one more question... where can I find descriptions of artifact sets? (and how to create my own set?) I found descriptions of set bonuses in the Artifacts.xdb file, but there is no mention of where the sets themselves are stored. I decided to create my own set (for example, Angel Wings + Ring of Swiftness +20% initiative + Horseshoe + Crown of Leadership + Armor of the Forgotten Hero), but I ran into a problem - how will the game understand the new set, and most importantly - how to name it in the Artifacts.xdb file? There is no mention anywhere of where the functions responsible for sets are stored. The description in the artifact is okay... For now, I see one option - to collect the Artifact.xdb file and record the set there... upd. I found it) the descriptions of their sets are in DefaultStats.xdb))) you can edit them)
I sketched out a set, but there is a problem - I couldn't make the set description appear + the 7th level creatures are not added (yes, I decided to clone the dragon set, but with different artifacts).
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#4008
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I decided to create my own set.
Sets require IDs, and there are no free ones available. Therefore, the conclusion is that you can change the composition, name, and bonus of an existing set (a bonus without any complex effects like enhancing the chains of elements for a Warlock), but you cannot create a new one without modifying the executable file. Unless, of course, I'm completely mistaken and misunderstanding something.
Found it! I finally found the descriptions of their sets in DefaultStats.xdb! You can edit them.
That's right.
 

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