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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»
KingImp
KingImp


Famous Hero
posted October 25, 2011 04:06 PM

Okay, I'm at a loss here.

I place 4 towns on a map and I know for certain that I specified each being a specific player and that each player was a certain faction. When I start the map, it still lets me choose what hero I want and when I pick one that isn't of that faction, it changes the town.

What the hell am I doing wrong here? I want it so the town I place is the only one that can be used, but for some reason it's not working that way.

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mikkelgro
mikkelgro


Adventuring Hero
posted October 25, 2011 08:55 PM

Quote:
I place 4 towns on a map and I know for certain that I specified each being a specific player and that each player was a certain faction. When I start the map, it still lets me choose what hero I want and when I pick one that isn't of that faction, it changes the town.


I believe you can set which town the faction hero starts with, in the Scenario Properties and in the Players tab. Just scroll right and you'll see the various settings for the scenario there.

On a different topic, has anyone figured out what the condition trigger 'scenarioC_isAllWindowHidden' does or checks? I've noticed the campaign maps use this many times in their event triggers, and it looks like it's for testing for victory conditions though the name of it makes no sense to me. My problem now is that I can't just try any trigger and see what happens when testing the map.. Heroes VI just crashes back to the desktop before the map even starts if there's a trigger setup it doesn't 'approve of'. Annoying.

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Zeki
Zeki


Supreme Hero
sup
posted October 25, 2011 10:21 PM

LOL So this is the super user friendly map maker on wich they have worked so long
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fiur
fiur


Promising
Supreme Hero
Map Creator
posted October 25, 2011 10:43 PM

Quote:
LOL So this is the super user friendly map maker on wich they have worked so long


I "ditto" that one BIG time !!!!  

I've been working with the H5 editor since 2006 and I also know some ppl. found that one hard.....

well the H6 one take "hard" to just another level (or 50).....

in my eyes it seems like they have released an "black hole closed map editor" for the game designers them selevs....

thats just to bad cause we really need custom made maps for multiplay and asap.... imo.....
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Zeki
Zeki


Supreme Hero
sup
posted October 25, 2011 10:47 PM

also this thing is the reason whe don't have a rmg. Back in time when I thought one can trust ubi I thought it's ok but now I think they're lazy, or the coorparition with blackhole wasn't good, I don't know.
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KingImp
KingImp


Famous Hero
posted October 25, 2011 10:50 PM
Edited by KingImp at 22:52, 25 Oct 2011.

Quote:
Quote:
LOL So this is the super user friendly map maker on wich they have worked so long


I "ditto" that one BIG time !!!!  

I've been working with the H5 editor since 2006 and I also know some ppl. found that one hard.....

well the H6 one take "hard" to just another level (or 50).....

in my eyes it seems like they have released an "black hole closed map editor" for the game designers them selevs....

thats just to bad cause we really need custom made maps for multiplay and asap.... imo.....


As soon as I opened this and saw all those convoluted equations on the side, I knew this would not be the "user friendly" editor were were told it would be.

Seriously, who is this supposed to be easy and friendly for, a geometry professor who dabbles in architecture?

The sad thing is I was actually looking forward to this editor more than the game itself and now I can't see myself making more than 1 map, if any based on what I've seen so far.

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themarsh
themarsh

Tavern Dweller
posted October 25, 2011 11:16 PM
Edited by themarsh at 02:04, 26 Oct 2011.

Hey mikkelgro

I just tested this edit to the trigger & objective I posted earlier.It will also count the units already in army.

For the trigger 'GetNumberOfCreatureInArmy' is now the pOp1, and you need to select the Hero on map for the 'eid'.

'GetNumberOfCreatureInArmy' will also be the 'Progress starting trigger' in your objective.

And yes it dose list it in the Quest window if you link it to a Quest (which must be active), and it also shows a popup window when complete. If it is the only objective in the Quest then it will also say Quest completed. If you want to have more objectives in the Quest that aren't shown until the other is complete then in the trigger set your 'pAction' to 'Array' and use 'Scenario_AddObjective' as an 'Element' before your 'Scenario_SetObjectiveState'

Just remember to have the Quest with this objective activated.

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Kitten
Kitten


Known Hero
Roar
posted October 26, 2011 08:58 AM

where do I place self made maps so I can play them? I got one but I can't play it because I don't know what folder to place it, and I can't find any other maps either =/

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mikkelgro
mikkelgro


Adventuring Hero
posted October 26, 2011 09:17 AM

Quote:
I just tested this edit to the trigger & objective I posted earlier.It will also count the units already in army.....


Thanks for that! I've tried quite a bit myself and managed to get some working last night. I don't think you need to hard code in the specific hero entity from a map location, rather use a Get trigger (I'm not in front of my own comp now) that reads the hero you are playing and Player set to 0. This I think will read which hero you have thus check its army. I'm pretty sure I saw this in one of the campaign maps.

You can set up scenarios with fairly complex trigger codes. A lot of the campaign maps use one event trigger for one specific purpose, and call upon these using scenario_RestartTrigger (do you know the difference between this one and scenario_RestartTriggerMs?). It's very object-oriented and shows that there's a lot of programming mindset involved in this system. But sometimes I think it gets a bit too detailed, like when you have to check whether all windows are hidden/closed before it can close the game in a victory. I mean, is that truly necessary? Can't it just have a wait like that built in the 'victory' trigger by itself?

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mikkelgro
mikkelgro


Adventuring Hero
posted October 26, 2011 09:20 AM

Quote:
where do I place self made maps so I can play them?


Just save your maps in My Documents/Might and Magic Heroes IV/Scenarios. If you don't know where My Documents is on your pc, just look in most likely c:/users/<your user name>.

Good luck.

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mikkelgro
mikkelgro


Adventuring Hero
posted October 26, 2011 09:23 AM

Quote:
where do I place self made maps so I can play them?


Btw, if you bough H6 from Steam, the Scenarios location might be elsewhere. Perhaps you can search for 'Scenarios' on your drive. If nobody else here knows where that folder is with a Steam install, I can check with one of my buddies, but that has to wait till the weekend though.

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bluecamel
bluecamel


Adventuring Hero
posted October 26, 2011 09:57 AM

Quote:
Quote:
where do I place self made maps so I can play them?


Btw, if you bough H6 from Steam, the Scenarios location might be elsewhere. Perhaps you can search for 'Scenarios' on your drive. If nobody else here knows where that folder is with a Steam install, I can check with one of my buddies, but that has to wait till the weekend though.


I have steam version and maps are in the same place.

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bluecamel
bluecamel


Adventuring Hero
posted October 26, 2011 10:00 AM

Quote:
Quote:
LOL So this is the super user friendly map maker on wich they have worked so long


When/where did they actually say it would be user-friendly? That is funny if true

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Kitten
Kitten


Known Hero
Roar
posted October 26, 2011 10:41 AM

Quote:
Quote:
where do I place self made maps so I can play them?


Just save your maps in My Documents/Might and Magic Heroes IV/Scenarios. If you don't know where My Documents is on your pc, just look in most likely c:/users/<your user name>.

Good luck.

Thank you very much ^^ And I actually didn't know where "My Documents" were xD Good help you wrote the location and with the user name thing.

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Zeki
Zeki


Supreme Hero
sup
posted October 26, 2011 12:31 PM

Quote:
Quote:
Quote:
LOL So this is the super user friendly map maker on wich they have worked so long


When/where did they actually say it would be user-friendly? That is funny if true

Look in the news thread, I don't now when htey said it the last time but i've found it in the news badge in august 2010 and they hadn't said anything other in the mean time so it's still valid. Also they had said that it should be possible to make maps without writting a single line of code.
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mikkelgro
mikkelgro


Adventuring Hero
posted October 26, 2011 05:15 PM

Quote:
Also they had said that it should be possible to make maps without writting a single line of code.


Haha! That's almost too ironic considering the Trigger Editor. But I really don't mind the complexity of it all, provided we get proper documentation. I'm certain they must have internal wikis for it, so spiffing that up combined with some decent examples would make for all I need. If they didn't have an internal wiki for Trigger Editor, then I'd like to know how much time the map designers wasted on figuring it all out just like we are attempting. That doesn't sound like efficient production tactics to me.

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Zeki
Zeki


Supreme Hero
sup
posted October 26, 2011 10:54 PM

Maybe you have just discovered the reason why the games didn't came out in spring
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bluecamel
bluecamel


Adventuring Hero
posted October 26, 2011 11:38 PM

Quote:
Quote:
Also they had said that it should be possible to make maps without writting a single line of code.


Haha! That's almost too ironic considering the Trigger Editor. But I really don't mind the complexity of it all, provided we get proper documentation. I'm certain they must have internal wikis for it, so spiffing that up combined with some decent examples would make for all I need. If they didn't have an internal wiki for Trigger Editor, then I'd like to know how much time the map designers wasted on figuring it all out just like we are attempting. That doesn't sound like efficient production tactics to me.



yeah, have to at bare minimum set 2x the amount of triggers compared to # of players on map. On the other hand, this editor is more powerful than any previous.. so 2-edged sword.

I feel like whoever was on mapmaking did have a ton of time to work on the maps (not to mention figure out the editor).. some of the decor is very very involved and impressive. I figure they finished their job of creating the maps several months before game was ready so just spent time drawing in the editor lol.

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mikkelgro
mikkelgro


Adventuring Hero
posted October 27, 2011 08:35 AM

Quote:
Doubt I will bother. Seems they've killed 6 for me in 2 ways. Nice


Perhaps wait until proper docs are released for the editor, that might solve the issues with its complexity. However, it's not very difficult to create a simple 'kill all enemies to win' map. It's when more intricate and advanced victory conditions are wanted that it gets harder. The painting of combat map areas is in my view a pretty nifty idea, and beyond that I don't see /that/ many differences from what was needed to do in the previous editors. But yes, it's a more complex game thus a more complex editor is required.

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mikkelgro
mikkelgro


Adventuring Hero
posted October 27, 2011 08:38 AM

By time (fairly shortly I guess), those here who learn the most about the editor and the triggers will make some sort of sticky for it, and explain in simple terms how to make the most common parts of maps, and update it continuously.  

Don't despair.

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