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

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#4230
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I can't say for sure right away, as I wasn't very interested in the WarCraft III editor. I can only suggest looking for the information you need here: http://xgm.guru/p/wc3/articles

Added 1 minute later
But I'm certain that the fact that it supports Lua already significantly distinguishes the HOMM V editor from the WarCraft editor.
Десять негритят отправились обедать,
Один поперхнулся, их осталось
девять.
Девять негритят, поев, клевали носом,
Один не смог проснуться, их осталось
восемь.
Восемь негритят в Девон ушли потом,
Один не возвратился, остались
всемером.
Семь негритят дрова рубили вместе,
Зарубил один себя - и осталось
шесть их.
Шесть негритят пошли на пасеку гулять,
Одного ужалил шмель, их осталось
пять.
Пять негритят судейство учинили,
Засудили одного, осталось их
четыре.
Четыре негритенка пошли купаться в море,
Один попался на приманку, их осталось
трое.
Трое негритят в зверинце оказались,
Одного схватил медведь, и
вдвоем остались.
Двое негритят легли на солнцепеке,
Один сгорел -
и вот один, несчастный, одинокий.
Последний негритенок поглядел устало,
Он пошел повесился, и никого не стало.
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#4231
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But unfortunately, when I enter the editor and click "edit script," it gives me the error shown in the screenshot and crashes. However, as soon as I delete the text file from the map archive, the editor works perfectly fine.
This is just a coincidence; the editor crashes when attempting to edit scripts for everyone with some probability. You can write scripts in Notepad and then insert them into the map file by opening it with an archiver, or you can use special programs, such as HoMM5MapScriptsEditor (I recommend it; it allows you to add text files with a single click).
But the Heroes V map editor cannot implement many things that the map editor of, say, WarCraft III can.
I haven't worked in the WarCraft editor, but the Heroes editor allows you to implement logic of any complexity thanks to Lua (much more than the visual editor of the fourth Heroes game). However, the front-end for interacting with the player is severely limited by the game's gameplay capabilities – you can only do what the developers needed and what was found in the original campaigns and maps.
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#4232
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Another question:
How can I make it so that when you approach a certain object, you are given a quest?
I tried simply giving the prophet's hut a different model, but it gives additional quests instead of the main ones.
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов
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#4233
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How can I make it so that when you approach a certain object, you are given a quest?
Using a script. First, you need to create a scenario (main/additional) in the map editor and give it a script name. Then, you can activate it using a script.
Всё, что сейчас происходит во мне, тоже является частью Вселенной. (с) Иванов Александр.
Цикл кампаний "Дыхание Смерти" из трёшки в четвёртом исполнении
Учебная карта
Астралия
За Королеву!
Подземелья и Дьяволы
Отголоски войны
Освобождение
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#4234
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Hello everyone. I have a question. How can I open, for example, gates from an Arena Object? I saw this in the map "Exile" by Ogo. I am familiar with scripts, but I can't figure out how the gate opening animation, etc., works.
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#4235
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Most likely, it's done using a script, specifically the PlayObjectAnimation function.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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#4236
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RedHeavenHero
Most likely, it's done with a script, specifically the PlayObjectAnimation function.

I tried PlayObjectAnimation("vorota", 'open', ONESHOT_STILL); but nothing happens.
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#4238
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Here's what I noticed on the Outcast map. How do you highlight it like that?
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#4239
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Perhaps you are not using the correct object for the gates. All the ones displayed as icons in the editor actually work poorly. You need to place the gates by obtaining them from the resources (and finding them in the resources, in the advanced editor). Regarding the advanced editor, see the FAQ.
 

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#4240
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Ment
You might be using the wrong object for the gates. All the ones displayed as icons in the editor actually work poorly. You need to place the gates by obtaining them from the resources (and finding them in the resources, in the advanced editor). Regarding the advanced editor, see the FAQ.

Thank you for the answer. Here's another question: where can I find the FAQ for the advanced editor?:smile15:
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#4243
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I have another question. Is it possible to add rain to a map in any way? I've seen something similar somewhere.
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#4244
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I don't remember about the rain.
Actually, I've also forgotten a bit about the first one, I'm afraid I might get confused. Most likely, you need to either adjust the animations (AnimSet) or the model (Model), or both.
If you adjust the Model, then you need to take not the ones that are presented for all these walls and gates in the editor by default, but from the Arenas->CombatArena->city name folder. Moreover, these models are incorrectly centered; their real and formal coordinates differ significantly (so don't be surprised when they "move" far beyond the edge of the map).
Or you just need to set the correct animations; that's also possible.
In general, you need to experiment here ;)
 

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