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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 ... 9 10 11 12 13 ... 20 30 40 43 · «PREV / NEXT»
Jericho
Jericho

Tavern Dweller
posted August 19, 2008 07:07 PM

totaly fogot about this! i downloaded multiplayer maps from there long time ago, thanks A LOT got h5 original campaign maps found markal immediately, copy/paste worked perfecly, now i can use markal on any map through it's still mystery to me as for why he is not on the list of heroes you can place on the map but that's not important, just curius anyway thanks again got to run now.
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King_Nikolai
King_Nikolai


Known Hero
with plans of Rebirth!
posted August 20, 2008 01:41 PM

Markal isn't in the ToTE Editor since he isn' in the Tote Game Yeah Copy and Paste works, but you can also use that menu to the left when you open the editor. (Im quite sure it always is there, otherwise it's one of the buttons over the map view.
  I don't think im explaining this very clear, but in that left menu, where you can change object properties and things like that there is a line, that i marked. There you can change to any hero you wish. I feel easier using that way, though these things vary.



Sry for bad quality, but I think you get it.

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Jericho
Jericho

Tavern Dweller
posted August 20, 2008 02:37 PM

thanks for info i'm not a noob to map editor but i didn't knew that i can do it that way to so thanks, now i got two ways to place markal so i'm happy
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King_Nikolai
King_Nikolai


Known Hero
with plans of Rebirth!
posted August 20, 2008 02:39 PM

oh sry didnt mean to insult your map making skills your probably better than me, I just learned that from some other guys

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Jericho
Jericho

Tavern Dweller
posted August 21, 2008 09:52 AM

you didnt just saying that i'm not a noob thats all, but realy nice of you.
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Oekoman
Oekoman

Tavern Dweller
posted August 22, 2008 06:09 PM

Hehe, peace, love and understanding xD
Or. Maybe not so much understanding, in fact.
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Jericho
Jericho

Tavern Dweller
posted August 22, 2008 06:29 PM

Peace homie
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted August 26, 2008 05:25 PM

Now...

How to restrict and deploy campaign heroes? I would like to use the ones with particular special abilities like Zehir or Quroq.

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rdeford
rdeford


Known Hero
Wyld Mapper
posted August 26, 2008 07:39 PM

Quote:
Now...

How to restrict and deploy campaign heroes? I would like to use the ones with particular special abilities like Zehir or Quroq.


See the posting by King_Nikolai earlier in this thread on page 11, posted August 20, 2008 06:41 AM.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted August 26, 2008 10:04 PM
Edited by Warmonger at 22:05, 26 Aug 2008.

Worked.

My map now appears to be finished and working, however I still can't deal with this script, quite simple in fact.

Trigger(OBJECT_TOUCH_TRIGGER, "100ResourcesHut", "rescourcesquest"); -- nil value error
function resourcesquest (heroName)
if GetPlayerResource (GetCurrentPlayer, MERCURY) >=100 and
  GetPlayerResource (GetCurrentPlayer, CRYSTAL) >=100 and
  GetPlayerResource (GetCurrentPlayer, GEM) >=100 and
  GetPlayerResource (GetCurrentPlayer, SULFUR) >=100
then
   QuestionBox (path.."ResourcesTrade.txt", resourcesquestcomplete (heroName),nil);
else
       ShowFlyingSign (path.."ResourcesQuest.txt", "100ResourcesHut",1,3);
       OverrideObjectTooltipNameAndDescription("100ResourcesHut", path.."ResourcesName.txt", path.."ResourcesDesc.txt");
end;
end;
function resourcesquestcomplete (heroName)
   SetPlayerResource (GetCurrentPlayer, MERCURY,(GetPlayerResource(GetCurrentPlayer, MERCURY)-100));
   SetPlayerResource (GetCurrentPlayer, CRYSTAL,(GetPlayerResource(GetCurrentPlayer, CRYSTAL)-100));
   SetPlayerResource (GetCurrentPlayer, GEM,(GetPlayerResource(GetCurrentPlayer, GEM)-100));
   SetPlayerResource (GetCurrentPlayer, SULFUR,(GetPlayerResource(GetCurrentPlayer, SULFUR)-100));
   AddHeroCreatures (heroName, CREATURE_PHOENIX, 50);
   ChangeHeroStat (heroName, STAT_EXPERIENCE, 50000);
end;


It returns nil value error and I can't figure out why is that.

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rdeford
rdeford


Known Hero
Wyld Mapper
posted August 26, 2008 10:36 PM

Quote:


My map now appears to be finished and working, however I still can't deal with this script, quite simple in fact.

It returns nil value error and I can't figure out why is that.


Without testing it on a test map, I think I can see what the trouble is. I'll bet that it is with your heroName parameter.

In the resourcesquest(heroName) function, heroName works as a local variable. Thus, when you try to call the resourcesquestcomplete()function and pass the heroName value by omitting the quotes from around the function name, it fails. Probably for two reasons: No quotes around the function name, and a local variable does not have global scope. Try this:

Set up a currentHero global variable outside the function:

currentHero = ""

Then inside resourcesquest(heroName) function definition assign the global variable the local heroName value:

currentHero = heroName

Then use quotes around the Yes/No functions for the QuestionBox():

QuestionBox (path.."ResourcesTrade.txt", "resourcesquestcomplete",nil);

Then in the resourcesquestcomplete() function definition use the global variable to get the value of the hero name:

AddHeroCreatures (currentHero , CREATURE_PHOENIX, 50);
ChangeHeroStat (currentHero , STAT_EXPERIENCE, 50000);


I hope all this works. Like I said, I didn't test it. But, I am handling a similar problem in my current project map and it all worked there just fine.


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rdeford
rdeford


Known Hero
Wyld Mapper
posted September 08, 2008 04:24 PM

Quote:
OK, I'm not a very good map editor, and I just wanted to know how to place those things that look like creature bases, i.e. those magical looking things that appear during campaigns. A good example would be the Zehir mission in ToE where you have to find the mages to perform the anti-demon ritual. Or also the Necro one where you go around finding undead troops, there are those circly patterns on the ground. Can someone tell me how to create them?
I have tried placing creatures and making their z axis negative, but you can't seem to change the z axis of heroes or creatures.


Creating Special Effects
____________
-------------
Mage of Soquim

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rdeford
rdeford


Known Hero
Wyld Mapper
posted September 09, 2008 01:15 PM

Quote:
I am having trouble with try to use custom maps as multiplayer games it loads for me fine but the other computer won't load it.  Anybody got any ideas? thanks[/quote\]

Are you getting an error message when the other computer tries to join a game you are hosting? What is that message?

Both computers have to have the exact same map in their Maps folders.

Both computers have to have the exact same game configuration. For example, both have to be Tribes of the East with the 3.1 patch.

Both computers have to have the exact same user mods installed. In my opinion, it is best to have no mods of any kind in either computer. Since it is possible for a poorly made custom map to mod your game, it is best to remove all games from both of the Maps folder except the map you are trying to play as multiplayer, and then restart the game, then host the game, then see if the other computer can join.

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jwallstone
jwallstone

Tavern Dweller
posted September 13, 2008 06:48 AM

Restricting Tavern Hero Races

Hi guys, I just figured this out the hard way, and thought I'd post it to make people's lives easier.

The descriptions for the script functions: AllowPlayerTavernRace and AllowHeroHiringByRaceForAI are not accurate as provided by the game. The manual states that the third argument (allow) is a true or false value. This is not correct. Nor does it accept nil / not nil values. Both of these give in-game console errors.

In fact, you are supposed to use 0 and 1. Look at the description for the function AllowHiringOfHeroInTown. This one uses the same "allow" argument, and it talks about accepting 0 or 1 values. This is in fact what the two functions I mentioned use as well. I tested this after trying many different things and being frustrated. Hope this helps.

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rdeford
rdeford


Known Hero
Wyld Mapper
posted September 13, 2008 11:35 AM

Quote:
Hi guys, I just figured this out the hard way, and thought I'd post it to make people's lives easier.

The descriptions for the script functions: AllowPlayerTavernRace and AllowHeroHiringByRaceForAI are not accurate as provided by the game. The manual states that the third argument (allow) is a true or false value. This is not correct. Nor does it accept nil / not nil values. Both of these give in-game console errors.

In fact, you are supposed to use 0 and 1. Look at the description for the function AllowHiringOfHeroInTown. This one uses the same "allow" argument, and it talks about accepting 0 or 1 values. This is in fact what the two functions I mentioned use as well. I tested this after trying many different things and being frustrated. Hope this helps.


Excellent post. Thanks!

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted September 14, 2008 08:45 AM
Edited by Warmonger at 10:24, 14 Sep 2008.

This one is beyond my understanding:

factor=(0.95 + 0.05 * GetDifficulty());
day = 1
print ("factor=",factor);

Result:
Quote:
factor=0.9999999403953552


Ok, but that was unnessessary. What I'm looking for currently is some combat script reference / guide. How to spawn all these creatures during the battle?

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nocaplato
nocaplato


Adventuring Hero
Lover of Ancient Philosophy
posted September 16, 2008 02:36 AM

Hi all, this is my first post and I'm hoping I'm getting it in the right spot. I've asked the same question on CH, but haven't received a response.  This seems like it should be a simple problem, but I just can't figure it.

I'm trying to build a map with towns that have preplanned spells in the guilds. Can't do it... According to the search I've done here (and at CH), the solution is to click the 'Spells' tab in the object properties box. But there is no such tab. Instead I've got: Garrison, Town Specialization, Script, Player, Buildings and Garrison Hero.

I'm sorry for such a lame question, but I don't know where to look and the manual is not very helpful.

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rdeford
rdeford


Known Hero
Wyld Mapper
posted September 16, 2008 04:22 AM

Quote:
Hi all, this is my first post and I'm hoping I'm getting it in the right spot. I've asked the same question on CH, but haven't received a response.  This seems like it should be a simple problem, but I just can't figure it.

I'm trying to build a map with towns that have preplanned spells in the guilds. Can't do it... According to the search I've done here (and at CH), the solution is to click the 'Spells' tab in the object properties box. But there is no such tab. Instead I've got: Garrison, Town Specialization, Script, Player, Buildings and Garrison Hero.

I'm sorry for such a lame question, but I don't know where to look and the manual is not very helpful.


I haven't tried this myself, but suggest it anyway. In the editor, click on the town object and look over in the object properties window. One of the properties is spellIDs. By default, it contains a long list of potential spells. If you right click on the icon for one of them, you will get a pop up menu with Insert and Delete commands. If you click on the value for one of them, you will get a dropdown list of spell choices. Anyway, try changing the values of some of them to the spells you want the town to have. Then, delete the extra ones. Test it to see what happens.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted September 16, 2008 04:44 PM

I tried to set custom quest for Seer Hut so that it would vanish and open the way, but it says "function can't remove or manipulate the object". I checked it and there is no such parameter who could determine whether its removable or not. What is the problem?

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rdeford
rdeford


Known Hero
Wyld Mapper
posted September 16, 2008 05:27 PM

Quote:
I tried to set custom quest for Seer Hut so that it would vanish and open the way, but it says "function can't remove or manipulate the object". I checked it and there is no such parameter who could determine whether its removable or not. What is the problem?


The Seer Hut does not seem to have the isRemoveable parameter. You might have to create a custom object based on some other object that has this parameter and give the Seer Hut skin. Of course, you will have to create a Manual objective and handle the quest all with the script. You could use an object touch trigger to start the ball rolling.

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