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Heroes Community > Heroes 6 - The New Beginning > Thread: Heroes 6 HC custom maps
Thread: Heroes 6 HC custom maps This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
mikkelgro
mikkelgro


Adventuring Hero
posted October 23, 2011 11:04 AM
Edited by Cepheus at 12:58, 24 Oct 2011.

Hang on, you're right of course, it returns the total number of units in one army. My bad.

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mikkelgro
mikkelgro


Adventuring Hero
posted October 23, 2011 04:13 PM

For anyone interested in having the scenarios that came with the release of Heroes VI available for reference and inspiration, not to mention figuring out how those event triggers work, get the orc2zip utility from this link: http://www.multiupload.com/NL011UXGU0. I've tried it and it works great. Now, there are several Datax.orc files and the one containing all the scenarios is Data2.orc. I did not get any virus warnings with this file, with both Adaware and AVG running in the background.

I'd posted this on the official Ubisoft Heroes VI forum, but I think they may have an issue with this link, as it may be considered 'modding', something they don't like on their forums (as far as I know).

Have fun!

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themarsh
themarsh

Tavern Dweller
posted October 23, 2011 07:01 PM
Edited by Cepheus at 12:59, 24 Oct 2011.

Awesome man - Thanks for the link !

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mikkelgro
mikkelgro


Adventuring Hero
posted October 23, 2011 08:00 PM
Edited by Cepheus at 12:59, 24 Oct 2011.

No problem. There are some more scenarios in Data7.orc as well.

Another pretty cool thing worth mentioning in regards to these .orc archives, is that they contain /everything/ of both graphics and sound in the game. The best part is that all the bitmap elements are in .bmp, so modding graphics is a cakewalk. After replacing the .bmp files, you'll obviously have to rezip it all and convert that to a .orc with the zip2orc executable that comes with the orc2zip.

Anyway, I'm sure those responsible for coding the orc2zip and zip2orc files are reading this as well, so thanks to whomever you are. All I know is that you are Russian.

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SkySlam
SkySlam


Adventuring Hero
posted October 24, 2011 01:20 AM

Hi guys, does anybody know how to customize heroes in the editor? I was thinking about changing portraits, bios, name etc. ATM I am only able to arrange their armies!

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xerox
xerox


Promising
Undefeatable Hero
posted October 24, 2011 01:40 AM

How does modding textures and creatures ability affect the multiplayer? Is the creature stats streamed so I can go ahead and mod? I still want to be able to play Duels.

How did players who did multiplayer mod balance patches and stuff in H5?
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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bluecamel
bluecamel


Adventuring Hero
posted October 24, 2011 06:11 AM

Quote:
For anyone interested in having the scenarios that came with the release of Heroes VI available for reference and inspiration, not to mention figuring out how those event triggers work, get the orc2zip utility from this link: http://www.multiupload.com/NL011UXGU0. I've tried it and it works great. Now, there are several Datax.orc files and the one containing all the scenarios is Data2.orc. I did not get any virus warnings with this file, with both Adaware and AVG running in the background.

I'd posted this on the official Ubisoft Heroes VI forum, but I think they may have an issue with this link, as it may be considered 'modding', something they don't like on their forums (as far as I know).

Have fun!


Hey, this sounds cool It isn't working for me unfortunately, it opens a command prompt window then errors out immediately. Tried running in xp compatibility mode (randomly helps sometimes w/ such errors) but no luck. Did you do anything special to get it to work?

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mikkelgro
mikkelgro


Adventuring Hero
posted October 24, 2011 08:21 AM
Edited by Cepheus at 12:57, 24 Oct 2011.

Yes and sorry for not explaining it better. You have to run this executable in a command prompt (type 'cmd' in the 'Search programs and files' text field in the Start menu), and the name of the .orc archive after. I recommend keeping both orc2zip.exe and the .orc files in the same folder and one not too deep down on your drive. Example: keep the files in 'c:/temp', open a command prompt and type:

orc2zip Data2.orc

That's it. It'll pretty quickly create a new Data2.zip archive which can be unpacked by winrar or the unzipping utility built into Windows (you just double-click it and it'll work just like a regular folder).

Hope this helps.

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mikkelgro
mikkelgro


Adventuring Hero
posted October 24, 2011 08:23 AM
Edited by Cepheus at 12:58, 24 Oct 2011.

Oops, forgot as a last step before the orc2zip Data2.orc part that you type 'cd c:/temp' first, so that you're in the folder with all the files.

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Negativland
Negativland


Promising
Adventuring Hero
but I'm not
posted October 24, 2011 12:11 PM

It worked for me to just drag the data file over the orctozip icon. The resulting zip file appears in the game folder.
very nice app

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Anna
Anna


Adventuring Hero
Dazzling Light Incarnation
posted October 24, 2011 12:18 PM

Are you guys close to making a fully functional map? btw where do you put those once you download them?

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mikkelgro
mikkelgro


Adventuring Hero
posted October 24, 2011 12:27 PM
Edited by Cepheus at 12:59, 24 Oct 2011.

Well, that's at least my plan as I find it fruitless making half functional maps. Seriously, right now I can certainly make a map that can be played, but it would be really crude and simple (and boring). That's why I want to learn how this infamous Trigger Editor works and what all its commands and variables can do. I may not speak for everyone, but I find the H6 version of the map editor to look really promising, since the Trigger Editor seems to be almost a programming language in itself. This means nearly limitless possibilities in terms of map design. I also think we can design our own map places, like for instance a Seer's Hut from H3 which is not in H6 by default. You just 'code' one using the Trigger Editor.

Where I'll put maps once I have some ready is not decided, but I'm thinking maps4heroes.com. The site admin there needs to add a map section for Heroes VI though.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted October 24, 2011 01:02 PM

Cleaned up some of the quoting pyramids here. Please don't quote loads of previous posts unless you actually have to, guys.

A big thanks for the new orc decryption tool, mikkelgro, will be a great boon in figuring out some of the crazy obtuse triggers.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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mikkelgro
mikkelgro


Adventuring Hero
posted October 24, 2011 01:34 PM

No problem, and sorry for the quotes as I know I've been lazy with those in my replies.

I suggest we share as many discoveries concerning the Trigger Editor as we can, at least until BH releases some sort of documentation for it. I'm still trying to figure out a way to win a scenario by getting a number of a specific unit, like 100 crossbowmen. Tricky indeed!

Also, just to make sure I don't take any undue credit, this tool was coded by someone else. All I did was google '.orc convert', read forums and use google translate for understanding Russian.

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bluecamel
bluecamel


Adventuring Hero
posted October 24, 2011 08:32 PM

Quote:

I suggest we share as many discoveries concerning the Trigger Editor as we can, at least until BH releases some sort of documentation for it. I'm still trying to figure out a way to win a scenario by getting a number of a specific unit, like 100 crossbowmen. Tricky indeed!

Also, just to make sure I don't take any undue credit, this tool was coded by someone else. All I did was google '.orc convert', read forums and use google translate for understanding Russian.


Well played. Used drag-and-drop method and it worked. All I can say looking at some of the campaign maps is -holy script batman -. At least 100 scripts in Haven-1 no exaggeration. No wonder game got delayed lol

Just looking at Haven-1, in order to get creatures to always join you need to set a trigger under 'On Game Start' - Scenario_SetDiplomacy, then when you click on the eid under pEntity it will close the window.. then you click on the monster you want it to apply to and it will open the trigger window back up.

Works the same for teleports.. you do Scenario_CreateTeleportLink then set your souce and target entities. I learned that on 2-way monoliths you don't have to make 2 of these for the back and forth.. it will break the code, only 1 is needed.

A lot more in the campaign maps that can be learned pretty easily. I suppose we should try to make a compilation of the stuff at some point, b/c blackhole is unlikely to make a full guide for it.

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themarsh
themarsh

Tavern Dweller
posted October 24, 2011 11:13 PM
Edited by themarsh at 23:30, 24 Oct 2011.

100 crossbowman

here is the trigger and objective set up I have for getting player one to get 100 crossbowman to join his army
(tabbing doesn't work in the post, I'll use #, a little messy.)
*****************************************************
Objective


|-Title#########################Get 100 crossbowman
|-End game result###############0
|-Trigger#######################Nothing
|-Make progress#################1
+-Progress starting trigger#####GetNumberOfEntitiesJoined
| +-Player######################Player 1
| +-etiEntity###################Haven\Units\Crossbowman
|-Progress goal value###########100
|-Progress update text
|-Auto show object progress#####1
|-Auto complete#################0

*****************************************************
The trigger is set up under 'Event trigger'

|-bInitiallyOn##################true
|-bDisabled#####################false
+-pCondition####################Compare
| +-pOp1########################GetNumberOfEntitiesJoined
| | |-Player####################Player 1
| | |-etiEntity#################Haven\Units\Crossbowman
| |-dwOp########################>
| +-pOp2########################99 (VarNumeric)
|   |-f#########################99
|   |-strName
+-pAction#######################Array
 +-pElements
   +-Element[0]################Scenario_SetObjectiveState
     |-ObjectiveId#############Get 100 crossbowman
     |-ObjectiveState##########Accomplished


*****************************************************

The 'Compare' is found in the obsolete folder, go figure.

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mikkelgro
mikkelgro


Adventuring Hero
posted October 24, 2011 11:31 PM

Congrats! That's great you figured it out. It's pretty obvious the setup of this Trigger Editor is basic programming language. Variable declarations, conditions and even procedures (thus object oriented).

I'll see if I can figure out how to create a Seer's Hut or equivalent, since this isn't in the game itself. There's plenty of decorative gfx that can be used, and all the scenario requires is its location. Just add some quests and objectives to it and it should work fine.

Awesome, we're making progress!

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mikkelgro
mikkelgro


Adventuring Hero
posted October 25, 2011 12:34 AM

@themarsh, what exactly happened when you got your 100 crossbowmen in the game? I set it all up as you quoted but nothing happened once I hired the required units.

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themarsh
themarsh

Tavern Dweller
posted October 25, 2011 01:08 AM

Quote:
@themarsh, what exactly happened when you got your 100 crossbowmen in the game? I set it all up as you quoted but nothing happened once I hired the required units.


This is for 'GetNumberOfEntitiesJoined' if you hire then 'GetNumberOfEntitiesHired'

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mikkelgro
mikkelgro


Adventuring Hero
posted October 25, 2011 09:44 AM

Quote:
This is for 'GetNumberOfEntitiesJoined' if you hire then 'GetNumberOfEntitiesHired'


Yes, this I understand but I would prefer a setup where it checks for number of units obtained in total, regardless of hired or joined. A pool of all crossbowmen gathered by the player in other words. I tried GetNumberOfUnitsInArmy which sounds like the right thing, but that didn't "do" anything either when I had the necessary unit quantity. So what exactly happens when you get your 100 crossbowmen? Does it bring up a nice shiny window with Victory in bold letters on top? Any message at all?

Cheers!

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