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Posts from Current questions and answers regarding the map editor.

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In reply to Ment
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Ment
There, the texture properties are actually... texture properties. That is, how it should be applied. For example, the ghost model has a special property needed to support semi-transparent textures. Perhaps something similar is set here too.
And by "empty" texture, I mean not null (because then the mountain would be covered with a "standard" texture), but rather completely transparent.

If it's not too much trouble, could you please show me on a screenshot where exactly to adjust the texture overlay parameters? I'm talking about the ground texture. It would be best to show it on this map so I can immediately understand what exactly has been changed. I would be very grateful:)

On the other hand, the issue might not be just that, because not all mountains on the map are transparent, only certain ones.
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My apologies, this is related to the Material settings. It's called `alpha_mode` and needs to be set to `AM_TRANSPARENT`. However, I'm not entirely sure if that's the issue.
 

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In reply to &T&T&Twreqnd
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&T&T&Twreqnd
Guys, I was recently told about a script that sets the initial amount of resources in the game: SetPlayerStartResources(1,0,0,0,0,0,0,0)
I understand that each number represents a specific resource, but I don't know which number corresponds to which resource. Can you help me with that?
SetPlayerStartResources - Sets the starting amount of resources for a player
playerID, wood, ore, mercury, crystal, sulfur, gem, gold
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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AM_TRANSPARENT
This was the case with semi-transparent ghosts, just saying. Glad everything worked out!
 

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function region1F()
ShowFlyingSign("/Maps/SingleMissions/SkyRim/region1F.txt");
GiveArtefact("Freyda", 57);
end;
Trigger(REGION_ENTER_AND_STOP_TRIGGER, 'region1', 'region1F' );
Can you tell me what's wrong?
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ShowFlyingSign("/Maps/SingleMissions/SkyRim/region1F.txt", objectName, targetPlayerID, time);
objectName - the name of the object from which the message flies, you forgot to specify it.
targetPlayerID - the player to whom the message will be displayed (default is -1, i.e., everyone).
time - the time in seconds (default is 1 second).
 Создается карта про эльфов: Воссоединение - готовность 71%
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Please help. I need to display to the player how many times a hero has interacted with an object on the map (in a general sense – I need to output a variable). In the official English manual, I found that you can do it like this: In the text file: TEXT, "<"N">" (the forum doesn't display these characters). In the script: MessageBox({ "Maps/Multiplayer/Duel/Gained.txt"; N = 3}) The TEXT is displayed, but instead of the number 3, nothing is written. What's wrong? And is there another way to do it?
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In the text file: TEXT, "<"N">"
Instead of N, you should write like this:
value=N
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people, but what is the difference between creatures with and without a flag?
Thank you in advance.

And also, gentlemen, you may not help, but I would be very grateful if you could create a script for me: after capturing a castle, a question will be asked, like: "congratulations, you have captured the castle, the peasants offer you so much gold." If you accept, you will receive so much gold; if you refuse, the peasant growth in that castle will increase.
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So, maps of 256x256 and especially 320x320 are for the most extreme experimenters in mapmaking and map playthroughs, because on many computers, such sizes will sooner or later lead to game crashes.
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I have some questions:p. Is it possible to assign a firing animation to a catapult? Like in the Orc campaign, mission 3.

And there's also a task: capture 5 cities, how can I implement this? :o
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Can a catapult be assigned an animation for firing? Like in the Orc campaign, mission 3.
Everything that exists in a campaign can be done on any map. You need to assign a script name to the catapult (e.g., 'catapult'), and then rotate it if needed:
SetObjectRotation('catapult', ANGLE);
To fire:
PlayObjectAnimation('catapult', 'rangeattack', ONESHOT);
Explosion on impact:
PlayVisualEffect('/Effects/_(Effect)/Spells/FireBallHit.xdb#xpointer(/Effect)', '', '', X, Y, 1, 0, GROUND);
Play2DSound('/Sounds/_(Sound)/Spells/FireBallHit.xdb#xpointer(/Sound)');
And there's another task: capture 5 cities, how can I implement this?
I think you need to use the CheckOwner() function (or something similar, which checks the owner of an object) and call it in a loop, or after battles, or with a trigger for a new day.
In reply to Jack_of_shadows
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Jack_of_shadows
Everything that exists in a campaign can be done on any map. You need to assign a script name to the catapult (for example, 'catapult'), and then rotate it (if needed):
SetObjectRotation('catapult', ANGLE);
To fire:
PlayObjectAnimation('catapult', 'rangeattack', ONESHOT);
Explosion upon impact:
PlayVisualEffect('/Effects/_(Effect)/Spells/FireBallHit.xdb#xpointer(/Effect)', '', '', X, Y, 1, 0, GROUND);
Play2DSound('/Sounds/_(Sound)/Spells/FireBallHit.xdb#xpointer(/Sound)');


I think you should use the CheckOwner() function (or something similar, which checks the owner of the object) and call it in a thread, or after battles, or on a new day trigger.

Thank you;)
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Greetings. Recently I noticed a very unpleasant thing, both in the editor and in the game. I installed a texture enhancement mod. The mod is good, but for some reason my water is transparent, both in the game and in the editor. I tried reinstalling and so on, it doesn't help; I also messed around with ReflectiveWate, but in the end, the water is still transparent:(
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