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Posts from Current questions and answers regarding the map editor.

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After installing ReflectiveWater, it is likely necessary to save the game and reload the map.
In reply to Jack_of_shadows
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Jack_of_shadows
After installing ReflectiveWater, you probably need to save and reload the map.

Unfortunately, it doesn't work.
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Does anyone know how to change the specialization of heroes in the map editor? Or is it possible to create a new one from scratch?
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Maybe someone can tell me how to change the specialization of heroes in the map editor?
Read this thread; starting from page 3, there are some tips, but no step-by-step manuals:
[DISCUSSION] Creating Your Own Hero
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Guys, in the Heroes V - Epic War Age modification, can you place buildings in the map editor (to increase the number of new neutral creatures)? If so, how do you do it, because there are no new buildings in the Dwellings section of the editor.
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The following question arose: I created a new sound in the map's LoadingScreenSound property and exported it. In the xdb file, I wrote the following structure: ```html
&?xml version="1.0" encoding="UTF-8"?&
&Sound&
&SrcName href="/H5A2/Sounds/Dialog/pao.ogg"/&
&uid&134FC6C5-F13D-4B76-8353-73E251DD142B&/uid&
&Loop&false&/Loop&
&Is3D&false&/Is3D&
&MinDistance&0&/MinDistance&
&MaxDistance&0&/MaxDistance&
&Priority&0&/Priority&
&EndingSamples&0&/EndingSamples&
&StartSamples&0&/StartSamples&
&FrequencyVar&0&/FrequencyVar&
&VolumeBase&1&/VolumeBase&
&VolumeVar&0&/VolumeVar&
&FinalSound/&
&NeedLocalization&false&/NeedLocalization&
&/Sound&
``` * I replaced < with &

In the h5m map file, I created the folders H5A2, inside it Sounds, inside it Dialog, and inside it the file itself. When loading the map, nothing happens. I tried the same with the wav format. I tried the same for the dialog scene, and the result is the same. I don't understand what I'm doing wrong. Added after 12 hours 33 minutes I found a way to do it. The question is resolved.
Кампании для Heroes V 3.1 (Трилогия):

Пробуждение зла
Нашествие из Преисподней
Смена эпох

Скачать все кампании одним архивом: Яндекс.Диск Google.Диск

You can download the set of 3 Campaigns (English version) here


Одиночные сценарии Heroes V 3.1:


Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы

Мультиплеерные карты для Heroes V 3.1:

Легендарная война
Сердце вулкана
Передел мира
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The thing is, the UID is generated automatically during export.
 

К А
Стикеры GBF в Telegram
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Hello everyone! Can anyone explain how to use the SetObjectiveProgress function and in what situations it should be applied?
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Hello.
SetObjectiveProgress(sObjectiveName, nProgress, nPlayerID = PLAYER_1)

Returns and sets the progress of completing the objective sObjectiveName, if the design allows it. A typical example is the directive "recruit an army of 1000 archers."
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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The official documentation for the "Hammers of Fate" map editor has been translated, but not for "Tribes of the East." Is this due to cost-cutting measures or simply the laziness of the localization team? After all, the map editor and its related documentation were created by the same team at Nival.
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Thorenlawar, I think that after the Tribes of the East, the entire team moved on to other projects, and only about one and a half people were left to continue working on it. That's why they spent almost a whole year polishing patch 3.1.
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I have a few questions. 1) For example, I have a task of the type Objective_Kind_Manual. After the task condition is met, I want it to update, and the following text appears in the task description: "The task is completed; you can return for the reward." Something like that :o. 2) What is this thing for? 3) There is a region. I need it so that after a certain condition, for example, after the hero visits a specific location, in the future, when he enters this region, it activates, and a script starts. And it shouldn't activate until the hero visits a specific location. :o P.S. I wrote it in a somewhat confusing way, but I hope you understand:D
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2) What is this thing for?
This thing is exactly for that.
1) For example, a quest of the type Objective_Kind_Manual. After the quest condition is met, I want it to update, and a text appears in the quest description: "The quest is completed, you can return for the reward." Something like that.
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3) There is a region. I need it so that after a certain condition, for example, after the hero visits one place, in the future when he enters this region, it activates and a script starts. And that it does not activate until the hero visits a specific place.
Create a region on the map
trigger "entered and stop" or "entered without stopping"
if heroname "visited one place", then 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
In reply to Квант
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Quant
This thing is exactly what you need for that.

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============

Create a region on the map.
Trigger: "entered and stop" or "entered without stopping".
If heroname "visited a location", then run a script.

Thank you :)
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Ugh, I still don't understand how to implement task updates :( In this block, I created a text file and described the next steps . But since the task was assigned, all the content in the text file has also appeared in the task description itself. How can I make it so that the text is added when the task is updated, rather than appearing immediately when the task is assigned?
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