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Heroes Community > MapHaven Guild > Thread: Heroes 5 Map Editor Help and Tips...
Thread: Heroes 5 Map Editor Help and Tips... This thread is 43 pages long: 1 10 ... 13 14 15 16 17 ... 20 30 40 43 · «PREV / NEXT»
Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 17, 2009 02:09 PM

No you don't have to place it in sound.pak, you can place it as a normal file in the 'bin\Sounds' (or bin\SoundsLoc, I'm not sure)

However, the Nival original files like that are found in sound.pak

And are you sure you don't find "bin\SoundsLoc\0003376B-7BD8-4D7D-9AD0-51D3DCE198D1" in sound.pak?
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edwin_yang
edwin_yang


Known Hero
posted January 17, 2009 02:18 PM

wow!you are awesome Asheera.now it works soomthly. and the point is when you rename the .wav file you must rename the .wav together, otherwise it wouldn't work.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 17, 2009 02:19 PM

Yes, as I said you should get rid of the filename extension (.wav in this case)
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edwin_yang
edwin_yang


Known Hero
posted January 19, 2009 05:04 AM
Edited by edwin_yang at 07:29, 19 Jan 2009.

hi,I found that there is no anti_magic garrisons in h5 map editor and I want to realize such a effect ,it seems the combat script is the only way to do this,however I checked the script manue and found no such a functions?any solutions? thanks a lot.seems the nival didnt release  all the functions in the manue

another poeblem is when I use a  creature's model and animset to instead of a hero's,it works well in the adv-map and in the battle field,but not when the hero play a normal attack or cast,so I think there must be a file needed .so I check the New button and appeares a window that I have no idea how to do with it.like the picture belwo

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rdeford
rdeford


Known Hero
Wyld Mapper
posted January 19, 2009 01:47 PM

@ Edwin_Yang -- I seem to recall that there is an anti-magic garrison in the H5 editor, it just isn't called that. Try out each of the garrisons in a small test map. You will quickly find which one is the anti-magic garrison, or at least that's how I remember it.
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 19, 2009 02:45 PM

You don't have to set the HeroCharacterArenaMelee to anything.

Here's what you have to do:

Go and find the file you see in HeroCharacterArena (in data.pak)

Copy it and rename it to something else.

Then use that one instead in the HeroCharacterArena field.

Now, find the file pointed from the <ArenaAnimSet> field from the file you copied earlier.

Copy that one as well and rename it to something else. Now make sure the old file you copied (the one you point with HeroCharacterArena) points to this new one in its <ArenaAnimSet> field.

Now open up this new last file you copied, and make sure to add a strike animation like this:

<Item>
 <Kind>strike</Kind>
 <Anim href="XYZ-strike.xdb#xpointer(/BasicSkelAnim)"/>
</Item>

Of course the <Anim> value should point to an animation file (that XYZ was an example). If you want you can open other animation files and see how they're done: the important tag is <uid> which points to the animation data. <Sound> and <Effect> are also pretty important.

<SrcName>, <ExpSrcClip>, <ExpRootTransform>, <ExpFrameFirst>, <ExpFrameLast>, <ExpSettingsFile> are ignored, don't pay them much attention.

Editing animations is pretty complicated especially if you want to add custom effects, and this is more modding than map-making...
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edwin_yang
edwin_yang


Known Hero
posted January 19, 2009 03:11 PM
Edited by edwin_yang at 15:11, 19 Jan 2009.

thanks,I love to add some mods in my map to make it look special,also the storyline  requires some mods effect sometimes. I feel content when I succeed in a mod making

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 19, 2009 03:13 PM

Unfortunately I'm not that good at adding effects myself, you could check the Modding Forum (maybe the sticky tutorials about modding), or ask some questions about that kind of stuff there.
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edwin_yang
edwin_yang


Known Hero
posted January 20, 2009 02:19 AM

@rdeford,seems Iv found it,sadly it doesn't work, just like  a normal garrison,look the picture below,any way,thanks


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rdeford
rdeford


Known Hero
Wyld Mapper
posted January 20, 2009 01:40 PM

@ Edwin_Yang -- I am pretty sure that I've played a map where it works but I cannot remember the circumstances or details, but I think I remember who made the map and he is a friend. I will send him an email message for you and get back here with an answer.
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Mage of Soquim

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edwin_yang
edwin_yang


Known Hero
posted January 20, 2009 05:27 PM

thanks,that's couldnt be better,waiting for your good news

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rdeford
rdeford


Known Hero
Wyld Mapper
posted January 21, 2009 09:41 PM

Quote:
thanks,that's couldnt be better,waiting for your good news


Here is the first answer I received:

{from Jeff}

Asheera might know the answer. Define it as a non-magical hero garrison - while fighting in the garrison the hero cannot cast spells. It might be in the object list properties as a true/false. I'll give some text on editing building properties....

{Jeff attached this procedure, which comes from GOW}

1) Click on the outpost to highlight it. Click on the Object Properties Tree Button.

2) Click on the "Shared" field. Click the "new" button. Type anything in the name field. Click OK. This creates a folder and a file that we will talk about below.

3) Click the "..." button. Now on the left hand side you see a folder that has the name of your map and the name of the dummy file you just created (that was needed to create the folder.)

4) If the MapObjects folder is not expanded, click on the "+" sign in front of it to expand it. You see a folder H5A2. Expand the folder if necessary. The file inside it is the outpost, "Fopost" Right-click on Fopost and choose "copy."

5) Go down to the folder that has the name of your map. Right-click on it and chose paste. Now right click on the dummy file above it and chose delete. It will still show as being there, but will disappear when we are done.

6) Now left click on the file you just copied, the one in the folder with the name of your map. This is the file that you will be altering in order to avoid changin all outposts in this map and in every map in your TOTE folder.

7) You will notice there are a number of things over to the right that make up the outpost. You can change the model to make it look like anything you want it to look like for example. If you change the model you may need to change the blocked tiles to make it accessable. You can alo change the messages to customize your new outpost, which is highly recommended.

8) Now click on "OK" at the bottom right hand corner of the window. If you don't see the button, drag the window up a little or contract it by putting your mouse at the top of the window, left clicking, and dragging down.

That dummy file you deleted will continue to show up (if you happen to take a peek) until you save and close the map file.

You can use this same method to altar many things in the game. Just make sure you create the dummy file that creates a new folder (as in step 2) and that you work with a file you copy to that new folder so you don't create a mod that affects all the maps in your game folder.

GOW

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Mage of Soquim

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edwin_yang
edwin_yang


Known Hero
posted January 22, 2009 03:29 AM
Edited by edwin_yang at 05:42, 22 Jan 2009.

Hmm...actually, I know how to define a custom object,I just dont see any options like allows a hero to cast a spell in the garrison's preperties list(I'v checked all of the garrisons and their properties trees).So I think the problem doesnt lie in there.right?however, your post is still useful,now I know  a new method to add a mod effct to the map

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rdeford
rdeford


Known Hero
Wyld Mapper
posted January 22, 2009 10:08 AM

Quote:
Hmm...actually, I know how to define a custom object,I just dont see any options like allows a hero to cast a spell in the garrison's preperties list(I'v checked all of the garrisons and their properties trees).So I think the problem doesnt lie in there.right?however, your post is still useful,now I know  a new method to add a mod effct to the map


You have to be VERY careful how you add a mod effect to a map. If done incorrectly, you will "contaminate" all the maps in the Maps folder with your new object until you remove the map with the mod. The method given by GOW in my previous post is safe. There is a fairly elaborate discussion of this problem over on the Celestial Heavens map making forum if you are interested.

Sorry about the lack of a useful property for the anti-magic garrison as suggested by Jeff. My only suggestion now is to keep your eyes open as you play maps. If you run into an anti-magic garrison, go see how it was done. (That is how, for example, I figured out how to get the shipyard inside a castle to work.)

Unfortunately, I am not currently making H5 maps so I cannot create a test map and figure it out myself. Maybe someday.


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Mage of Soquim

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edwin_yang
edwin_yang


Known Hero
posted January 22, 2009 01:07 PM

@rdeford.thanks for your help.I will take your advice and go to the celestial havens to have a look, btw,if you happened to recall the map's name with which an anti-magic garrison on it please tell me.thanks again

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 22, 2009 02:24 PM

I never seen an anti-magic garrison (in which the hero can't cast spells), and I don't know of any script function that doesn't allow a hero to cast spells either...
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cyanight
cyanight


Hired Hero
posted January 23, 2009 08:56 PM

Does anyone know how to stop the game from spawning new creatures in an area?  


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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 23, 2009 09:03 PM

You mean the monsters spawned with "Week of X" like Week of Dragon, etc?
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted January 23, 2009 09:04 PM

Quote:
I never seen an anti-magic garrison (in which the hero can't cast spells), and I don't know of any script function that doesn't allow a hero to cast spells either...
Is there a script to temporarily take all spell points?
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 23, 2009 09:09 PM
Edited by Asheera at 21:10, 23 Jan 2009.

You could make something like:

-- start of combat
hero_mana = GetHeroStat(your_hero, 8)
ChangeHeroStat(your_hero, 8, -hero_mana)
-- start of combat


-- end of combat
ChangeHeroStat(your_hero, 8, hero_mana)
-- end of combat


However, that doesn't stop you using spells/abilities that cost no mana, or use different abilities (or Nur's specialty) to get the mana back in battle.
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