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 greatly (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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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 actual and formal coordinates differ greatly (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 ;)
I feel bad for bothering you, but is there any way to move an object or change the coordinates in the xdb file?
Is it possible to add rain to a map somehow? I've seen something similar somewhere.
How to change the name and description of objects in the game.
Either modify the game's resource files or use the scripting function OverrideObjectTooltipNameAndDescription().
Added 4 minutes later
Another question :) Let's say I want to create a quest to kill wolves. But they will be scattered across the map. Let's say 5 wolves, in groups. The same applies to cities, for example. I don't know if you understand me :o :D
Added 5 hours later
How do I change the map's lighting? Specifically, through scripts.
Another question. Let's say I want to create a quest to kill wolves. But they will be scattered across the map. Let's say 5 wolves, grouped. The same applies to cities. I don't know if you understood me.
EnableHeroAI(hero, nil); -- disable the hero's AI
sleep(1);
SetObjectEnabled(hero, nil); -- remove the standard touch handler (combat)
sleep(1);
Trigger(HERO_TOUCH_TRIGGER, hero, func); -- set your own handler
`. It must be done in this sequence and with pauses. As far as I remember, you can't assign your own functions to a hero until you disable their AI.
How can I control the distribution of skills and abilities?
And how can I highlight them so the player knows this is where the quest is given?
You can remove the "skirt" from the unit so that it stands out from ordinary monsters:
SetDisabledObjectMode(npc, DISABLED_INTERACT);
sleep(1)
SetMonsterSelectionType(npc, 0);
PlayVisualEffect("/Effects/_(Effect)/Artefacts/General/Blue.xdb#xpointer(/Effect)", ...)
It doesn't seem possible. There is a workaround to prevent something completely undesirable – monitor when a hero gains a specific skill, use a cheat to remove it, and then the player will be automatically prompted to choose a skill again. It looks terrible and works poorly, so it's best not to mess with it.
In my opinion, it's more interesting when a quest appears unexpectedly, but if you want, there are a few ways:
You can remove the "skirt" from the unit so that it differs from ordinary monsters:
You can add some effect to it, for example, light from artifacts, as in the "Mercenaries" map:
You can simply change the names of the units so that you can find out about the quest by right-clicking.
thank you :smile12:. Oh, it's a pity that it's not possible to implement it regarding skills and abilities; it would diversify the gameplay:(
Added after 8 minutes
It doesn't seem possible. There is a workaround to prevent something completely undesirable – monitor when a hero gains a specific skill, use a cheat to remove it, and then the player will be automatically prompted to choose a skill again. It looks terrible and works poorly, so it's best not to mess with it.
In my opinion, it's more interesting when a quest appears unexpectedly, but if you want, there are a few ways:
You can remove the "skirt" from the unit so that it differs from ordinary monsters:
You can add some effect to it, for example, light from artifacts, as in the "Mercenaries" map:
You can simply change the names of the units so that you can find out about the quest by right-clicking.
SetDisabledObjectMode(npc, DISABLED_INTERACT);
sleep(1)
SetMonsterSelectionType(npc, 0);
should this be written in the unit's function?