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Heroes Community > Heroes 5 - Modders Workshop > Thread: ~ QUESTIONS Topic and FAQ - Modders Workshop ~
Thread: ~ QUESTIONS Topic and FAQ - Modders Workshop ~ This Popular Thread is 126 pages long: 1 20 40 60 80 100 ... 110 111 112 113 114 ... 120 126 · «PREV / NEXT»
lotihoti
lotihoti


Famous Hero
posted March 25, 2015 07:21 PM
Edited by lotihoti at 19:24, 25 Mar 2015.

Hey there - im just to stupid to do the tutorial (not good in such things)

I try to add a new monster in a map, but i dont come any further then this part of the tutorial:

All right if you skipped the Texture part pick up here again. If you haven’t done it already go to Heroes of Might and Magic V/Editor/H5MMods/Map name/ DON’T CLOSE THE EDITOR!!! Now from the Data or a1-data.pak file you need to copy these files: MapObjects_(AdvMapObjectLink)Monsters…Monster.xdb, MapObjects_(AdvMapSharedGroup)MonstersAny.xdb and MapObjects_(AdvMapSharedGroup)MonstersLevel_x.xdb x = the level you want your moster to be. Now in the first file just give a link to your shared file, in the second one add your shared file to there now your monster should appear if a Random monster of any level is placed and in the third file also link to your shared file there. Now we’ll check out some interesting files, go to the a1-data.pak file and copy GameMechanics/CreatureVisual/Creatures/…/Monster.xdb

I really dont get this part. May someone can help me?
May someone has a video tutorial?

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nhs12008
nhs12008

Tavern Dweller
posted April 16, 2015 05:36 PM
Edited by nhs12008 at 17:43, 16 Apr 2015.

Hi there, I'm trying to solve a problem to make my combat script.

I tried to make script for casting spell at start of combat,
but first I need to know My Hero's in-combat name to use function.

The problem is when I used func @print() in game, it doesn't work properly.
Here are what I tried :
@print(GetAttackerHero()) : nil
@print(GetUnits(0, 0)) : attacker-hero
It only displays Heroes to attacker-hero.

are there other ways to make the script or I missed somthing?

Thanks in advance !
____________

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lotihoti
lotihoti


Famous Hero
posted April 16, 2015 06:51 PM

Hey there.

Did you enable the console?
The "print" function posts your text on consolemode and "getattackerhero" returnes the heros name.

Are you defending or do you attack?

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lotihoti
lotihoti


Famous Hero
posted April 18, 2015 05:20 PM
Edited by lotihoti at 20:13, 18 Apr 2015.

Hey there - got a scripting Problem: I use the following script:


function dwellP11()
if (GetObjectiveState("DwellingP11")) == 3 then
CreateDwelling("dwell1",5,6,1,46,155,0,0);
end;
end;

function dwellP21()
if (GetObjectiveState("DwellingP21")) == 3 then
CreateDwelling("dwell2",3,6,2,167,155,0,0);
end;
end;

function dwell31()
if (GetObjectiveState("DwellingP31")) == 3 then
CreateDwelling("dwell3",0,6,3,82,188,1,180);
end;
end;

Edit: Got it after 4 hours of testing... only player 1 can do script quests... The objective progress doesnt count when another player does it (hot seat - local network) - its a pitty...

function dwellP41()
if (GetObjectiveState("DwellingP41")) == 3 then
CreateDwelling("dwel4",1,6,4,156,188,1,0);
end;
end;

right now it only works the first one. I checked the quests (seer hut) and the statechangetrigger is always declared (dwellP41 etc).
The objectiv name is always DwellingP41 as used in the function. Currently only the first one is working (for player 1). Any ideas?

Edit:

After 4 hours of testing i found the reason:
Only player 1 can do scripted objectives. The objective progress doesnt count when another player does them (local network - hot seat).

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skinstitch
skinstitch

Tavern Dweller
posted April 21, 2015 11:15 AM

HoMM3 graphics

was wondering if it is able to import the graphics from the new HD version into the original HoMM3 or if anybody is already working on this. thx

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nhs12008
nhs12008

Tavern Dweller
posted April 21, 2015 12:29 PM
Edited by nhs12008 at 12:30, 21 Apr 2015.

Does anybody know how to increase the size of creatures?

I tried it to creature's move anim with using modelinstance, but its effect was faster than creature's move, there was two creatures moving in field;
original creature and effect of modelinstance.

Then I set its offset and cylcecount 0 to 1, it fitted well, but effect animation was not played.

Thanks in advance !

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lotihoti
lotihoti


Famous Hero
posted April 26, 2015 01:33 PM
Edited by lotihoti at 19:16, 26 Apr 2015.

Hey there,

I dont know how to increase the size of a creature (you could that using the file in GameMechanics - but that doesnt work sooooo nice - dont know another way).

Got another question:

I want to create a new mapbased hero - did that successfully but gut now a problem:
I use the Swordsman model (is working), but got a problem:

The animation of hitting in arena is a jesus cross. How do i make him "hit" like a normal hero?

Here is what i use so far:



Another question:
How do i add maps to campaigns? If i create a singleplayermission i cant add it to a campaign. Does anyone know how to do that?

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lotihoti
lotihoti


Famous Hero
posted July 05, 2015 03:16 PM

Hey - a question:

I created a new object in shared section:

Copy-past it to a new folder and then selected insteat of water_mill, sawmill. If i interacte with the object ingame i got an error:

"Your interacting with a unknown object". I want to produce the watermill some wood. How is that possible?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 05, 2015 03:25 PM

Sawmill and watermill use different object properties and different types of shared files.
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

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Zehir1312
Zehir1312


Hired Hero
I have beard! Fear me)
posted July 25, 2015 07:13 AM

Guys! Please, give me links to these NCF's - GhostShip, Earthen.

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lotihoti
lotihoti


Famous Hero
posted July 25, 2015 08:00 AM

Would need that too

Btw got a problem with a function:

PlayVisualEffect(effectName, objectName="", tagName="",x=0,y=0,z=0, rot=0, floor=0);

Where do i find the effectName? I want to play the effect of meteorshower. Right now i try it that way:

PlayVisualEffect("Effects/_(Effect)/Spells/MeteorShower","Name1");

and this way:

PlayVisualEffect("Effect: Effects/_(Effect)/Spells/MeteorShower","Name1");

Just to try i used a number, but nothing happened:
PlayVisualEffect(5,"Name1");

May anyone can help me? Thank you!

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted July 26, 2015 01:06 PM

I think there is an example in my town portal script for h55 (core), but its been a while since i wrote it.
____________
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lotihoti
lotihoti


Famous Hero
posted July 27, 2015 07:25 PM

Saw it - i think i can get it to work - thank you for your example

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mlai
mlai


Adventuring Hero
posted September 02, 2015 02:17 AM

[HELP] Any way to mod Recruitment?

I want to mod the Recruitment skill in Leadership, where if the hero stays in the castle, tier 1 gets +3 units, tier 2 gets +2, tier 3 gets +1.  I think those numbers are too trivial and the bonus should be larger.

I looked in data.pak, GameMechanics/RPGstats/DefaultStats.xdb but it doesn't seem to be in there?  Or did I miss it?

Anyone know where this modifier is written?

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 02, 2015 09:02 AM

So, after the disaster of the Heroes 7 second beta, I decided to re-install Heroes 5. However I have trouble finding some of the old mods - particularly, I seem to recall there was an in-game skill wheel mod that worked like the one on Celestial Heavens (this one) with a small circular button linking you to the skill wheel - but I can't find it anywhere. I did find the Xarxadous version with the eight buttons for each faction, but I like that one less because it doesn't show skill chances. Is there another version like I seem to recall, or is my memory just playing tricks on me?
____________
What will happen now?

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lotihoti
lotihoti


Famous Hero
posted September 05, 2015 07:13 AM

mlai said:
I want to mod the Recruitment skill in Leadership, where if the hero stays in the castle, tier 1 gets +3 units, tier 2 gets +2, tier 3 gets +1.  I think those numbers are too trivial and the bonus should be larger.

I looked in data.pak, GameMechanics/RPGstats/DefaultStats.xdb but it doesn't seem to be in there?  Or did I miss it?

Anyone know where this modifier is written?


This skill is hardcoded. Sou basically i think its working like enlightmend... You need to find the offset for that.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 05, 2015 11:21 PM

Another request for an old mod: Does anybody have a version of the Bloodrage Button mod, that allows you to see what bonuses Stronghold creatures are elegible for when gaining Bloodrage levels?
____________
What will happen now?

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Morrogh
Morrogh

Tavern Dweller
posted September 27, 2015 03:58 PM
Edited by Morrogh at 20:12, 27 Sep 2015.

I've recently spent quite some time searching for an AI mod, which works in LAN. But those I tried so far(made by Quantomas and magnomagus) don't seem to work.

Are there any other AI mods that do work in LAN? The slow AI turns are quite annoying for LAN games.

Thanks in advance for any input.
____________

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Ilya_Rysenkov
Ilya_Rysenkov

Tavern Dweller
posted October 15, 2015 07:46 PM
Edited by Ilya_Rysenkov at 19:47, 15 Oct 2015.

Hello, everyone!
I have some questions: is it possible to delete the limit on Knight's  training ability? Changing DefaultStats.xdb and making mods isn't working.
Another one: is it possible to change the number of gold and other resources given by town buildings and resource objects?




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Ilya Rysenkov

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lotihoti
lotihoti


Famous Hero
posted October 16, 2015 02:15 PM

1. By editing Default.xdb - otherwise i dont know another Option

2. Hardcoded - not possible - except your expert in hex editing ^^

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