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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Map Editor is even worse than H6
Thread: Map Editor is even worse than H6 This thread is 12 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 · «PREV / NEXT»
Pim18
Pim18


Known Hero
posted October 07, 2015 09:09 AM

I haven't really used the map editor yet but the time for it to load is abyssmal.
I also tried to open it yesterday only to find out that Uplay found it a good idea to open it three times thus eating all of my RAM and grinding my activities to a halt.

I have no experience with the Unreal Engine and it's editors so does it always take this long to load?

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rohirrimelf
rohirrimelf


Hired Hero
posted October 07, 2015 10:29 AM

Pim18,

About 5 minutes on my pc (4,5 year old processor harddisk)

I just watch UDK tutorials while waiting.

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Pim18
Pim18


Known Hero
posted October 07, 2015 11:17 AM

I would do that as well but it becomes kind of difficult when Uplay decides to open it three times and it starts eating 8 GB of RAM.

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natalka
natalka


Supreme Hero
Bad-mannered
posted October 07, 2015 04:37 PM

elf, give me link to UDK tutorials, please.

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Ravel
Ravel


Hired Hero
posted October 08, 2015 02:39 AM
Edited by Ravel at 02:42, 08 Oct 2015.

So, I found a "workaround" to the 24 Areas of Control limit.  I say workaround, because it just causes the RMG to make larger zones on bigger maps, rather than actually add more.  Before, "Big" and "Huge" maps were using the same average zone size as "Normal" (2500), so i changed them to 3250 and 4000 respectively and so far they don't seem to run out of Areas of Control.  The downside to this approach is that you'd probably have to tweak other internal settings involving neutral building density, because even when you set the normal RMG setting for neutral building density to 200%, the maps still come out feeling a bit sparse.

Also, I've been messing around with some other aspects of the RMG... and I'm trying to pool together data as to what settings make the RMG straight up crash and which ones cause it to hang infinitely/to the point where it's not feasible to wait for it to finish.  Is there a thread about what causes the Editor/RMG crash/hang or should I just lump that in here?
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natalka
natalka


Supreme Hero
Bad-mannered
posted October 08, 2015 08:40 PM

what is this snow?

I cannot set a trigger upon winning in a battle site. I tried many workarounds and dirty tricks and simply cannot accomplish it. DAMN

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Ravel
Ravel


Hired Hero
posted October 08, 2015 09:31 PM

Hey Natalka, I've been messing around with Kismet for a bit as well.  For some reason I can't get the "Hero visits shell" Event to activate.  I feel like there's something obvious I'm missing - is that supposed to trigger when the map loads, or when he visits a particular site, etc?

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Ravel
Ravel


Hired Hero
posted October 09, 2015 01:04 AM
Edited by Ravel at 01:09, 09 Oct 2015.

Just wanted to share a proof of concept for one of my favorite old WoG settings - Creatures cost half on day 7.  This one is just for Crossbowmen, but it shows the general idea.

Here's a shot of the Kismet, and I exported it to a package here.

It has one glaring flaw in that it modifies the entire game's setting rather than just for the session, so if you were to exit the game on day 7 and play a different map, all your crossbowmen would be 1/2 off

The main reason I wanted to share this was to just share with everyone how to use "Modify Property" on a component (nested/array value) rather than a direct property.  If you open the A_CreatureCrossbowman properties page, it looks like this.

To use "Modify Property" on something like the XPGain is very simple.  You would simply put "mXp" (You can get the property name by right-clicking on the "XP Gain" in the Crossbowman Properties window and selecting "Copy Selected Properties to Clipboard") in the Property Name field and then put whatever amount of XP you want in the Property Value field.

However, you'll notice the Cost is nested since creatures can cost multiple types of resources.  I tried a variety of "." and "[0]" combinations (e.g. mUnitCost.mUnitCost[0].Quantity) to try to access the Resource Quantity field directly, but in the end was only able to make it work by copying the entire cost property field into the Property Value field and modifying the base mUnitCost property.

In theory, this method could be used to modify any setting accessible through the game's .upk files in-game - you'd only be limited as to how these modifications are triggered, based on the number/variety of Kismet Events that the devs include.

edit: A couple quick things I forgot to mention.  The Start/End Turn event is set to only trigger on Player 1.  Also, I don't know if this Kismet would work if you're using the game's default cooked "Creature_Crossbowman" package.  You can get a modifiable version of it by creating a copy of A_CreatureCrossbowman, saving the package, and then substituting your new package into the existing package's place in the ..MMH7GameCookedPCEditorTemplatesCreaturesHaven folder.  Of course, don't forget to rename/backup the old one first in case you need it.

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alekssandros
alekssandros

Tavern Dweller
posted October 09, 2015 04:55 AM

Guys! Anyone have make a gigantic map for 8 players?

The maps which came out with game, sucks!!!!

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natalka
natalka


Supreme Hero
Bad-mannered
posted October 09, 2015 07:32 AM

Visitable shell  - you have to a put that shell on the map then select it from the dropdown menu. Works in the basic editor also.

XP gain is simple but you have to do it for all creatures lol.

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Ravel
Ravel


Hired Hero
posted October 09, 2015 09:18 AM
Edited by Ravel at 10:25, 09 Oct 2015.

I saw some people making attempts at a script which would generate a random artifact, so I wanted to share my crack at it with you.

Here's a screencap of the Kismet, and here's it in a package.

Right now I have it set to activate whenever I visit a rally flag that was by my starting town.  It should be pretty easy to read.

Basically I made an object list of all the artifacts in the game (no fun ), sorted primarily by rarity (minor, major and relic) and secondarily by name.  That way I could use the index number as a way to distinguish what type of artifact should be given.

I've tested it pretty thoroughly and i'm pretty sure it works.  It should be pretty easy to mold to fit your needs as well, as there are only two connections to the event - one just to trigger the event, and one specifying what hero to give the artifacts to.

Edit:  Got it working so that it grants 1 random artifact to each starting hero in sort of a roundabout way.  It's unfortunate that there's no option to retrieve the number of players (at least as far as i'm aware), so I basically had to use a Start Turn event, save the first player's hero as an object and then just disable the event once it was the first player's turn again.

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natalka
natalka


Supreme Hero
Bad-mannered
posted October 09, 2015 12:03 PM
Edited by natalka at 12:07, 09 Oct 2015.

Ravel, I don`t want to be a hardass but I knew if I made an array with all the artifacts inside then it is straightforward. I don`t want to do this when devs omitted the possibility.

I can use your script for one random artifact in my map though. Need it just for 2 players and each one gets 1 random minor artifact. Can you modify it for me please..heavy please.. I imagine what this list would be, poor Ravel

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Ravel
Ravel


Hired Hero
posted October 09, 2015 06:43 PM

I just woke up, but I'll modify and repost a version that just gives a minor artifact when I have a moment.

It should be super easy to do, assuming importing the original sequence goes smoothly.  All you'd have to do is remove the logic gates for major artifacts/relics and it would grab one from the minor artifact list.

I do have an updated version that assigns one as soon as each player spawns, rather than having to visit a building - I'm assuming that's the version that you want?

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natalka
natalka


Supreme Hero
Bad-mannered
posted October 09, 2015 06:56 PM

Ye exactly.

Is there possibility for players to interact with dialogs and based on the answer different triggers occur?

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Ravel
Ravel


Hired Hero
posted October 09, 2015 07:04 PM

natalka said:
Ye exactly.

Is there possibility for players to interact with dialogs and based on the answer different triggers occur?


I haven't messed around with dialogs much, but I think it'd be possible - anything in particular you had in mind?

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natalka
natalka


Supreme Hero
Bad-mannered
posted October 09, 2015 07:22 PM
Edited by natalka at 19:26, 09 Oct 2015.

There is only alert type dialog and not one with different buttons but here is my example.
When you flag champ dwelling you are asked if you want the other type of champ to be spawned.

E.g I put on map behemoth dwell And u can change it permanently one time to cyclops or leave it as it is.

Ravel, while you modify the other script about randomly m artifact can u make another clone with this probabilities
10% major art
20% minor art
70% message - you get nothing

Call this sequence "old skeleton " and the other "starting bonus". Thank you I am sure my map will be ready before devs fix the game and your name will be on the loading screen for sure

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Ravel
Ravel


Hired Hero
posted October 09, 2015 07:50 PM

Also, while I'm thinking about it:

Is there any way to view the full list of "H7Actions" in Kismet?  I've noticed that it will fill up my screen vertically, but if I move it to a different screen with a higher resolution, I'm given extra options.

Sadly, even that screen (at 2560x1440) still fills up vertically and I feel like there may be more H7Actions which are hidden.

If there's no way to code it to use multiple columns, Marzhin, could you see if the guys there could split it into two separate categories like H7Actions/H7Actions2?

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Ravel
Ravel


Hired Hero
posted October 09, 2015 07:58 PM

natalka said:
Ravel, while you modify the other script about randomly m artifact can u make another clone with this probabilities
10% major art
20% minor art
70% message - you get nothing



You ok if I just use floating text rather than a dialog for the old skeleton?  I'm messing around with the dialog options, and seems like a bit of work.., plus it would be more like the way the old skeleton worked

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natalka
natalka


Supreme Hero
Bad-mannered
posted October 09, 2015 08:58 PM

Floating text would be snowing awesome

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Valen-Teen
Valen-Teen


Famous Hero
UFOlolOgist
posted October 09, 2015 10:38 PM

Map editor is good. Make my first H7 map
Anybody can help me: how to change available buildings in towns?)
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