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Heroes Community > Heroes 5 - Modders Workshop > Thread: Map Scripting
Thread: Map Scripting This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted November 22, 2010 04:20 PM
Edited by markkur at 17:45, 23 Nov 2010.

Quote:
well he's teleported to his town in the underground, so unless he has perished he should appear at some point


Nope, "he's "rocking and rollin" in his stats.

Quote:
BTW: markkur since you said about making a map, i thought of an idea but i lack the will to do it, if you're interested email me


Absolutely... Detail it out (don't limit the needed work) then E-mail me.

Edit=cut and pasted
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"Do your own research"

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naadirslo
naadirslo


Hired Hero
posted November 23, 2010 06:59 PM

what exacly is he doing?

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted November 24, 2010 01:30 AM

Quote:
what exacly is he doing?


Ruling the underworld and building an army to "Break out" right now. As I said, the Sunny world is a bit crowded for the "Light" elves, and I have a feeling Sinitar's going to show up at a really bad time for Wyngaal. This is where the fun begins trying to back things down a bit, without losing the serious challenge (on normal diff).

Send me an Instant Message here and tell me "what time for you" would be good to discuss your map in the IM. If that is too hard to do (language,etc.) then we can go the E-mail route but it will take a lot longer.

I've three questions for you to reply to in IM or e-mail;

1. What faction do you want in the main-story line? <IMO> two are better than the rest for what you are wanting to do.
2. Can I make a new map "copying" what you have done so far? There is a some strange sky-crater (could not get rid of it)in the upper map and I have no idea what would cause it so I'll just remake what you've done and recreate the same.
3. Do you want to keep the objects you have placed already and use them? If so, then I need to know their purposes within your layout, so I can keep that in mind and enhance your goals.


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naadirslo
naadirslo


Hired Hero
posted November 24, 2010 04:21 PM
Edited by naadirslo at 16:23, 24 Nov 2010.

about the IM, i sent you a message but forgot to tell the time - i'd prefer it arround 15 GMT, till about 19 GMT.

oh and about sinitar: scripts can't make AI do an objective, i can make him move in a certain location, but he won't do anything else then, the behavior of AI is completely his unless you order him to do a specific thing.

about the faction: it's about world of the dead, so mostly necromancer creatures, no need to add towns, since it should be mostly "do that so you can go on to next objective", mainly thinking that the AI will only be frozen except he should attack the main hero.

the sky crater is actualy made of some abyss objests, they can be deleted at first i thought of surrounding the underworld story islands with it, but now i think it could be lava too.

the objects: there needs to be a one way monolith way exit, a subterranian gate exit and the garisons that are there. everything else can be placed at your disposal

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El_Chita
El_Chita


Known Hero
Actually, my name is El Chita
posted December 26, 2010 05:32 PM

Hi Naadir, I have a question concerning your scripting skills. I think you know The Towngates in the Combat Arena? They open and close when a creature passes them.

Are you able to do that? I mean, when a hero walks on a specific tile play the animation open and when he's through the gate close it behind him?
It is no problem if you can't do that, but it would be cool if it would work.

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naadirslo
naadirslo


Hired Hero
posted December 27, 2010 10:21 AM

actualy i have never tried that, maybe i could do that, i guess there is an animation in the map editor under arenas, but i have never tried this. i'll look for it and see what i can do. i guess you need wizard gates right?

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naadirslo
naadirslo


Hired Hero
posted December 27, 2010 10:46 AM

ok, found the animation, now i think the model is wrong...the one from combat arena is not the one, if you got the real one, then i can do it.

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El_Chita
El_Chita


Known Hero
Actually, my name is El Chita
posted December 27, 2010 04:29 PM
Edited by El_Chita at 16:31, 27 Dec 2010.

Sure, this is the only Model that seems to work...

Model:Arenas\CombatArena\FortressArena\gate1_u1r0

...with the following animations:
BasicSkelAnim:_(AnimSet)\CombatArena\FortressArena\Gate_0-close
BasicSkelAnim:_(AnimSet)\CombatArena\FortressArena\Gate_0-open

This is the AnimSet:
AnimSet:_(AnimSet)\CombatArena\FortressArena\Gate_0


But there is a problem. The dwarf gates (like all Arena-Models) have really high positive values from the objects center, in the ModelInstance, I have to use the following coordinates:

Position
Position.x -317.35
Position.y -285
Position.z -9

But then, I can't use the AnimSet of course. If I do, the model is somewhere in the nowhere

U think u can fix that? Tell me if you need more explanations.

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naadirslo
naadirslo


Hired Hero
posted December 27, 2010 05:42 PM

are you sure you can't use it?
i tried that and it works for me...

for the script it's simple, let's say the doors name is "door", the animation name in animset let's say "open", and the door remains opened after that and the animation for closing "close", and the door is opened after hero enters a region and closes after he passes it. the first region is let's say "regopen", the other one just after the door, "regclose". since the animation alone can't mean the door is closed, on the door should be another region called "gate" here's the code:
Quote:

SetRegionBlocked("gate");--closed by default
function DoorOpen()
PlayObjectAnimation("door", "open", ONESHOT_STILL);
SetRegionBlocked("gate", nil);--opened, you can pass
end;
Trigger(REGION_ENTER_WITHOUT_STOP_TRIGGER, "regopen", "DoorOpen");
function DoorClose()
PlayObjectAnimation("door", "close", ONESHOT_STILL);
SetRegionBlocked("gate");--closed, you can't pass
end;
Trigger(REGION_ENTER_WITHOUT_STOP_TRIGGER, "regclose", "DoorClose");


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El_Chita
El_Chita


Known Hero
Actually, my name is El Chita
posted December 27, 2010 06:06 PM

Ok...

I tried it on a testmap, is everything right? I never did scripting before, so I hope everything works fine. I put the script code in the MapScript section and I gave the door the effect of the irish elf, so that you can see where the object is placed. The model of the door you will find far in the north-east of the map...hope you understand my problem now^^

http://www15.zippyshare.com/v/62155053/file.html

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naadirslo
naadirslo


Hired Hero
posted December 27, 2010 07:56 PM

yes, your problem is that the door is moewhere in the sky, you can edit the coordinates to place it where you want too,then make a custom animset. the code should be ok, i wrote it from the head so there may be an error.

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted December 27, 2010 08:46 PM

@NaadirSlo

How is your map coming along with the scripting you planned?

Fyi, I have had to modify that map you helped me with. I've had to take it down to 2 neutrals and not three. Since I want a player to be able to play either Elf faction, three was crowd. They all kept coming after Wyngaal and I couldn't get anything done as far as the rest of that huge map. I'm going to target the neutrals one up and one down.

It's a good idea anyway, for that big of a map. I know it will speed the turns up.

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naadirslo
naadirslo


Hired Hero
posted December 28, 2010 08:49 AM

well my for my map i'm in some kind of problems, the kha-beleth hero has no animations for attack and such, and i can't find the ghost tieru model and anim...if i found that, i'd be pretty much close to finish it.

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El_Chita
El_Chita


Known Hero
Actually, my name is El Chita
posted December 28, 2010 10:25 AM

Quote:
yes, your problem is that the door is noewhere in the sky, you can edit the coordinates to place it where you want too,then make a custom animset.


I have no idea how to do that. Honestly.

btw, Tieru's ghost model you can find here:
Model:Characters\Heroes\CS\Tieru_2
logical if you think a bit about it

The animset you'll find at the same place:
AnimSet:Characters\Heroes\CS\Tieru-arena

For other models, just ask me, I think I know the Map-Editor better than anyone else

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naadirslo
naadirslo


Hired Hero
posted December 28, 2010 12:50 PM

thanks el chita! for the doors, you already have posted how you have to edit coordinates to have the door on the place you want, why not do the same now?

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El_Chita
El_Chita


Known Hero
Actually, my name is El Chita
posted December 28, 2010 01:45 PM

I can't! To make the objects be placed right where I want them, I use ModelInstances, which means that the door is no more a model, but an effect. And Effects can only have Animations, but not AnimationSets, so the script won't work.

I would have to change the model itself, but it doesn't work.
So far, I've tried everything: I changed the coordinates of the geometry, gave it new ones, but nothing seems to work

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naadirslo
naadirslo


Hired Hero
posted December 28, 2010 06:05 PM

what about if you try to change the coordinates of the object?

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted December 28, 2010 07:04 PM
Edited by Cepheus at 23:47, 28 Dec 2010.

Quote:
I can't! To make the objects be placed right where I want them, I use ModelInstances, which means that the door is no more a model, but an effect. And Effects can only have Animations, but not AnimationSets, so the script won't work.


You know that you can hold the Ctrl key while placing or dragging objects to position them accurately, don't you?

EDIT: D'oh, Shift key I meant.
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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fulano
fulano


Known Hero
Can I link to my own avatar?
posted December 28, 2010 08:01 PM

Quote:
You know that you can hold the Ctrl key while placing or dragging objects to position them accurately, don't you?


That's awesome!  I didn't know that!!

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El_Chita
El_Chita


Known Hero
Actually, my name is El Chita
posted December 29, 2010 11:59 AM

I did, but that is not the problem. Look at this screenshot:



The irish elf marks the place where you can actually move the object, that's why I placed him, he is an effect and has no other interest.
Do you see the gates far away? They are the models. A normal model, a creature model for example, is placed where the elf dances, but Arena Models don't. They have really high positive values, the model is far away from the center.

For my problem this means: The editor plays the animation I want, open the gates, but he doesn't do it where I want it. The gate opens miles away.

Can u see my dilemma now

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