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

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#4367
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User01322342, the "progress" field should contain as many items as there are stages in the quest. The first one appears immediately upon quest assignment, and the rest appear after each stage is completed.
SetObjectiveProgress(quest_name, stage_number).
where stage_number corresponds to 1, 2, ...
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#4368
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Jack_of_shadows
User01322342, the "progress" field should contain as many items as there are stages in the quest. The first one appears immediately upon issuance, the rest after completion.
SetObjectiveProgress(quest_name, stage_number).
where stage_number is 1, 2, ...
Thank you :) I figured it out.

Added 2 minutes ago
I have another question. There is a quest, it is of type Objective_Kind_Manual. In this quest, the goal is to defeat 5 groups of creatures. How can this be done through Objective_Kind_Manual?
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#4369
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In this quest, the goal is to defeat 5 groups of creatures. How can this be done using Objective_Kind_Manual?
I don't remember the quest types exactly. Is Objective_Kind_Manual fully described through scripts? Then, you can add a check to the trigger at the end of the battle:
if (quest is active)
if (the number of creature groups has changed)
change the quest progress
end
end
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#4370
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Jack_of_shadows
I don't quite remember the types of quests; is Objective_Kind_Manual fully described through scripts? Then you can add a check to the end-of-battle trigger:
if (quest is active)
if (number of creature groups has changed)
change quest progress
end
end

But how do I create this trigger?
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#4371
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Trigger(COMBAT_RESULTS_TRIGGER, 'CombatResult');
function CombatResult(id)
...
end
You can check if the required units have been killed by giving them names and calling the function IsObjectExists(object_name). You can check the status of a quest using the functions GetObjectiveState() and GetObjectiveProgress().
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#4372
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Jack_of_shadows
Trigger(COMBAT_RESULTS_TRIGGER, 'CombatResult');
function CombatResult(id)
...
end
You can check if the necessary units have been killed by giving them names and calling the function
IsObjectExists(object_name)
You can check the status of a quest using the functions
GetObjectiveState()
GetObjectiveProgress()

In principle, everything is clear, except for the function CombatResult(id). CombatResult(id), what should be in the parentheses?
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#4373
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CombatResult(id), what should be inside the parentheses?
id is the battle identifier; you don't need to use it.
#4374
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How to remove the "blur" in the map editor on Windows 7 and later systems?
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#4375
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Try this patch; it helps both in the game and in the editor:
/post/859534/
It helps if the real reason isn't Windows 7 but more than 2 GB of RAM.
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#4376
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Could you provide more examples of animation types for creatures within the PlayObjectAnimation team? For instance, ranged units firing or mages casting spells.
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#4377
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types of creature animations for the PlayObjectAnimation team
You can view them for each creature in the editor by selecting the creature, going to the shared section in the properties tree, and finding a property with the word "animation" in its name. For many creatures on the global map, animations were forgotten, so they can only spread their arms, while the rest have 4-5 animations.
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#4378
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Is it possible to remove these effects? The RemoveObject command doesn't work on these "objects."
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In reply to Ment
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#4380
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Ment
Is the IsRemovable property set to true?

It wasn't. I've set it to true now and will try.

It worked, the effect was removed, thank you :)

Added 52 minutes later
Has anyone managed to "open" the gates from an Arena Object using PlayObjectAnimation? In my case, only the sound of the gates opening played, but the gates themselves didn't open.
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#4381
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Look for other portals in the hidden resources. The coordinates are severely messed up there, but the animations still work.
 

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