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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»
Ravel
Ravel


Hired Hero
posted October 09, 2015 11:26 PM
Edited by Ravel at 23:33, 09 Oct 2015.

natalka said:
Floating text would be snowing awesome


Sorry this took me so long - work's being a b****.  Otherwise it would have taken me literally 15 mins

Anyways, here ya go!

I couldn't use the exact naming convention you gave, since sequences can't have spaces in the name, but I just took out the space and capitalized the first letter in each word (e.g. OldSkeleton)

edit: Just realized that for testing purposes I had removed the max trigger count for debugging purposes - so you'll probably just want to make the max trigger for "Hero visits shell" 1.

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Mr_Blonde
Mr_Blonde

Tavern Dweller
posted October 10, 2015 05:49 AM

"I think the campaign maps are packaged to reduce space and as a result are locked (or "cooked" in Unreal jargon), unfortunately.
But I'll check with the level design team if they can share some examples of how some things were done, maybe release one of the campaign map as an example."



It would be very nice if we could open the multiplayermaps and tweak them a bit.

Is there anyone who knows ho to open them?
____________

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Ravel
Ravel


Hired Hero
posted October 10, 2015 08:06 AM

Mr_Blonde said:
It would be very nice if we could open the multiplayermaps and tweak them a bit.

Is there anyone who knows ho to open them?


Closest thing I've found to opening the map is to import the map as a package into the UDK..., but even then you don't get to see the map itself, but just a list of all the map components.  

You can't really edit them afaik either, since the copy/replace trick  that works on other cooked packages, doesn't really work when you can't load the full content in the editor to begin with.

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natalka
natalka


Supreme Hero
Bad-mannered
posted October 10, 2015 09:30 AM

Ravel, you are resourceful! Have you noticed the artifact merchant is crap?
Can you fix it? It should give one relic 2 majors 2 minors 1 scroll each week. If you are up to the task just tell me I have a little more info on this.

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Ravel
Ravel


Hired Hero
posted October 10, 2015 09:58 AM

natalka said:
Ravel, you are resourceful! Have you noticed the artifact merchant is crap?
Can you fix it? It should give one relic 2 majors 2 minors 1 scroll each week. If you are up to the task just tell me I have a little more info on this.


I'm headed to bed now, but I'll take a look at it tomorrow.

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natalka
natalka


Supreme Hero
Bad-mannered
posted October 10, 2015 12:41 PM

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


If you placed random starting towns only possibility is long script.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 10, 2015 10:27 PM

I see that first H7 map is already up.
____________
Era II mods and utilities

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Ravel
Ravel


Hired Hero
posted October 11, 2015 04:03 AM

natalka said:
Ravel, you are resourceful! Have you noticed the artifact merchant is crap?
Can you fix it? It should give one relic 2 majors 2 minors 1 scroll each week. If you are up to the task just tell me I have a little more info on this.


So, I messed around with this a bit more today..., the best way to go about this would probably be to find a way to modify the "Item Pool Override" list on an artifact merchant/black market/etc.  The trick is getting a new list of random items each week and feeding them in - the most direct way I would think to do this would be to randomly generate the artifacts from an object list and modify the Item Pool Override.., but unfortunately the value and property you want to modify must be hard-coded.

Using this scenario, at best you could set up a large number of hardcoded artifact merchant possibilities and randomly assign one of those, but it wouldn't be a truly random system.

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natalka
natalka


Supreme Hero
Bad-mannered
posted October 11, 2015 10:12 AM
Edited by natalka at 10:33, 11 Oct 2015.

Ravel, how about using your script for random artifacts. Can you call it at the start of each week with six new integers- one for each artifact slot?

Only problem maybe is that new integers can`t be assigned dynamically and are fixed? This is how the game works in singleplayer anyway. I am fine with this - I can create integers for 10 weeks and put time limit on the map. Nobody plays a TOH map for 10 weeks lol but anyways

@Salamandre, I prefer quality and only yesterday found the trick to make the editor save my maps. Moreover I need to fix the (game)artifact merchant crap first(it gives 6 random artifacts and I had like 3 relics or 6 scrolls).I saw in one thread that you spend 800 hours for your maps and at that time while I was making my Heroes VI map i was getting somewhere there too. Until is polished, balanced no map will be out. I don`t create unfinished products

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natalka
natalka


Supreme Hero
Bad-mannered
posted October 11, 2015 11:11 AM

I can`t modify the list inside the artifact merchant from a script. Tried for 30 minutes no luck...

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Ravel
Ravel


Hired Hero
posted October 11, 2015 12:23 PM
Edited by Ravel at 12:32, 11 Oct 2015.

natalka said:
I can`t modify the list inside the artifact merchant from a script. Tried for 30 minutes no luck...


Well, I can modify it from inside a script using Modify Property, but here's the problem i'm running into:

Screenshot

So, what this does is sets the artifact override list from inside a script and sets the artifact merchant to use that override.  The problem, however, is that the properties fields must be entered manually when writing the script, rather than fed into the Modify Property action as a String or something.

This is the problem that I ran into when I requested over here that an action be added to dynamically modify a property.

edit: So, in theory what you could do is hard-code ~50 modify properties, hook them all up to a random switch and have that switch fire every week to randomly select one of 50 preset artifact lists

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natalka
natalka


Supreme Hero
Bad-mannered
posted October 11, 2015 12:25 PM
Edited by natalka at 12:37, 11 Oct 2015.

so without dynamic modify property we are stuck at square one.

edit: this is unsatisfactory - e.g I don`t want always when mask of the shadowsmith appear, elven boots appear etc. Preset lists suck. We will have to generate 1000 to be truly random.

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rohirrimelf
rohirrimelf


Hired Hero
posted October 11, 2015 02:38 PM

I see that first H7 map is already up. ,

Nice find. thanx.

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natalka
natalka


Supreme Hero
Bad-mannered
posted October 12, 2015 07:27 PM

crash every two minutes. I press undo crash. Open script editor crash. I save once I do every two objects.

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Ravel
Ravel


Hired Hero
posted October 13, 2015 12:58 AM
Edited by Ravel at 02:17, 13 Oct 2015.

Found a super situational bug:

When using the Manipulate Town Building Kismet action to build buildings, it still checks if the player has enough resources to build it.  If they don't, then it won't build the building.

The expected behavior for such a function, imo, should be to build it regardless of prerequisites or player resources.

Funnily enough it doesn't check for building prerequisites or that the town level be high enough.

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natalka
natalka


Supreme Hero
Bad-mannered
posted October 13, 2015 06:31 PM
Edited by natalka at 14:22, 15 Oct 2015.

Hero visits shell

It doesn't save the shell value but works anyway. No shell value in kismet either


EDIT:

It works now..just after I spent 4 hours dealing with it the old way.

I have a strange square in the middle of my map and I can`t remove it and no it is not there only in the editor.




Also If I repaint some of textures close to the square this happens
.



Any ideas?

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3lion
3lion


Known Hero
posted October 15, 2015 04:05 PM

Salamandre said:
I see that first H7 map is already up.

Mapmaker shouldn't forget to build the light and publish the map from editor to the game before sharing it.

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3lion
3lion


Known Hero
posted October 15, 2015 06:37 PM

How to add a walkable bridge using custom static mesh?

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natalka
natalka


Supreme Hero
Bad-mannered
posted October 15, 2015 08:20 PM

all props are walkable I think

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3lion
3lion


Known Hero
posted October 15, 2015 11:13 PM
Edited by 3lion at 23:13, 15 Oct 2015.

Nope. Only bridges from neutral bulding list is walkable.
like here: https://monosnap.com/file/ZP3JWkkbdOkqdJ1wUIJaNXijwYl5yd

Also Foliage tool doesn't work for me anymore (only one first tree added to the brush could be placed to the map)

Also editor crash on autosave... And it takes 10 minutes to open it.. ugh.. I tired of it

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