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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»
Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted November 03, 2015 04:20 PM


____________
Restoring the light, facing the dark.

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natalka
natalka


Supreme Hero
Bad-mannered
posted November 03, 2015 05:31 PM

I am playing alpha version of Heroes VII let`s fight. Battles are challenging now with the proper AI but one thing is preventing me from making the map further : player should be able to specialize a prebuilt magic guild. Without this feature I have not incentive to continue ...

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Gryphs
Gryphs


Supreme Hero
The Clever Title
posted November 03, 2015 09:40 PM
Edited by Gryphs at 21:44, 03 Nov 2015.

Soooooo. When is Marzhin going to answer my question on page 3?
____________
"Don't resist the force. Redirect it. Water over rock."-blizzardboy

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natalka
natalka


Supreme Hero
Bad-mannered
posted November 06, 2015 03:34 PM
Edited by natalka at 16:53, 08 Nov 2015.

Ok you gave us visual cue if you receive artifact but please make the same for resources. I am trying to recreate wagon from heroes V and now player has no clue he received anything apart from text but It would be nice to have the same like for artifacts..

EDIT: I can`t set prebuilt dwellings in a random town same for random creature dwellings. It is a big problem please fix it.

For the town I tried with scripts and it works for your starting town but for some reason you can`t use the script for a neutral town only for town you own.


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sirloccothan
sirloccothan


Hired Hero
ProGamer
posted November 07, 2015 05:42 PM
Edited by sirloccothan at 17:46, 07 Nov 2015.

OMG that game is really a Big CRAP.
SRY i'm big fan of HoM&M since the H1 and for Now i still Love this Heroes Game. But after U. takes this only 1 heroes was Good the H5 (NIVAL ;-) ) Now its CRAP.
RMG is not real RMG it create the maps from 1 F... template all't'time.
No replayability.
Hudge Maps dence have FPS drops to 7-17FPS WTF -> I have 6core CPU and H7 teakes only 1? and in 47% Util. What year we have?
And GPU is Bored OMG + Old UE3 with DX9?
SRY No $ from Me (already taken ca$h back for this "game" )

Still H5 ToTE + H3 WOG. We don't get Proper Heroes, and i think NEVER !

And now I'm playing Anno2250 and You know what? it has small group of fans also -> But this GAME is Great + Optimisation is Great (and all the details in buildings, and the MOON rocks!)
48-61FPS average (final stage of game!) VeryHIGH/Med sett noAA >FHD -> thats a lol
____________
*********************
Ne01_LoccOtHaN

http://loccothan.blogspot.com/

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Holocaustovich
Holocaustovich

Tavern Dweller
Veteran
posted November 18, 2015 04:36 AM

Hi everybody! I am not new to either HOMM or the editor. I am currently making a Huge sized map which is a big project. I am having a problem with the level cap. Has anyone else tried to use this feature? I have tried everything I can think of but my heroes will not pass level 30 even though I have it set to level 75. Has anyone tried this and if so how did you get it to work?

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natalka
natalka


Supreme Hero
Bad-mannered
posted November 18, 2015 07:05 AM

level cap is still not removed.

BTW if anyone has trouble building lightning they can send me their maps. I can build lightning on huge maps no problems.

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lordgraa
lordgraa


Promising
Known Hero
The Whisperer
HC SUPPORTER
posted November 18, 2015 09:54 AM

Hello natalka,

I have finaly found some time to check the editor and I have few questions if I may ask you:

1) Is there any way how to let player choose a bonus at the beginning of every map in campaign? Like in good old Heroes III.

2) I figured out how to do so called "cutscenes" in the editor but I cannot figure out how to make creatures to move somewhere. Like you can show hero moving from one point to another and let the camera to follow him. But can I do the same with... let say Black dragon? I saw it in the official campaigns (moving creatures in cutscenes) but maybe it was hardscripted in the datafile.

3) Is there a possibility to create a "boss" creature? For example: change the size of unit, HP and other stats + create original/unique abilities? I am not so familiar with the Kismet script editor so if this could be done only via the basic editor it would be nice.

Thanks for your time!

I am looking forward to start working on my map
____________
World of Heroes (Czech fansite)
Wryn Pendragon: Umbramancer (H7 fan project)

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natalka
natalka


Supreme Hero
Bad-mannered
posted November 18, 2015 08:24 PM

1) there is not a dialogue option and that's a function I would like too. Right now I set that each player gets a minor artie at the start of map. But real dialogue with GUI and customizable text and rewards. for example in the editor you set minor art and some picture of generic artifact (like the random creature on the map - mixture of cabir and wings) appears. but if u set certain artficat its real inventory picture is shown. or if u ser experience the experience texture GUI will be displayed

2) i have no experience

3)yes that would be easily doable. For example you can make the shadow panther stronger but I don't think it can change from1 x1 to 2x2 . you can surely give them any ability in the game but have no clue about creating unique abilities.

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lordgraa
lordgraa


Promising
Known Hero
The Whisperer
HC SUPPORTER
posted November 19, 2015 12:13 AM

natalka said:
3)yes that would be easily doable. For example you can make the shadow panther stronger but I don't think it can change from1 x1 to 2x2 . you can surely give them any ability in the game but have no clue about creating unique abilities.


Thanks for tips!

I did as you said but I am struggling a bit with my first boss creature:

1) I copied the "Juggernaut" creature package a renamed the new one to Juggernaut_Boss. Edited it a bit with crazy HP/ATT/DEF, added some fire abiilities and changes scale/size up to 4.

2) Then I saved this package and created Juggernaut neutral army on adventure map. Scaled it a bit so it could represent a boss creature and added my "Juggernaut_Boss" as the only one unit inside this army.

3) Saved my map and tested via editor with no effect :/ The creature was missing, there was empty spot on map. Am I missing something? Like do some repack trick to let the game know about my changed Juggernaut to boss?

If anyone did already altered creature sizes and or stats and was able to play that map with a success, please contact me.

Thanks

PS: What a pitty there is no official guide.
____________
World of Heroes (Czech fansite)
Wryn Pendragon: Umbramancer (H7 fan project)

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natalka
natalka


Supreme Hero
Bad-mannered
posted November 19, 2015 07:42 AM
Edited by natalka at 07:47, 19 Nov 2015.

I don`t know what you did wrong. Do you have a package in the editor workspace folder?

For me it happened on the first try.





gomaki, I think "For of War Change" Action Node doesn`t work at all. I don`t know what the issue is there.

About magic guilds you said in the other thread that you will look in the technical scope of the problem. To help you out I would say if the mapmaker makes guild 2-3-4 already built in the town we have the functionality we all want. Problem lies in magic guild level 1 - I think problem can be attaching same event to level 1 or something ..

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lordgraa
lordgraa


Promising
Known Hero
The Whisperer
HC SUPPORTER
posted November 19, 2015 09:52 AM

natalka said:
I don`t know what you did wrong. Do you have a package in the editor workspace folder?


Yep and also the custom map I did.

Natalka, would you be so kind please and send me just this modified Juggernaut on a custom map so I can open it and learn by example? And if it is possible also change his size a bit (2 times the normal size)?

I promise that once I figure this trick out I will go back to my cave and won`t bother you any more

Thanks.

PS: my mail - lordgraa /atthingie/ seznam /dotthingie/ cz
____________
World of Heroes (Czech fansite)
Wryn Pendragon: Umbramancer (H7 fan project)

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natalka
natalka


Supreme Hero
Bad-mannered
posted November 19, 2015 12:18 PM

Ok. I had same problems as you experienced until I save the new package in the same package as the map e.g the map name. I couldn`t change stack size on battlefield for that ask 3lion. But Juggernaut has custom stats and you can call him from any army with its name - boss juggernaut.

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lordgraa
lordgraa


Promising
Known Hero
The Whisperer
HC SUPPORTER
posted November 19, 2015 12:52 PM

natalka said:
Ok. I had same problems as you experienced until I save the new package in the same package as the map e.g the map name. I couldn`t change stack size on battlefield for that ask 3lion. But Juggernaut has custom stats and you can call him from any army with its name - boss juggernaut.


OK now that makes sense Thanks a lot natalka I will check your map later tonight and will try to mess with the size.
____________
World of Heroes (Czech fansite)
Wryn Pendragon: Umbramancer (H7 fan project)

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natalka
natalka


Supreme Hero
Bad-mannered
posted November 19, 2015 08:59 PM
Edited by natalka at 12:25, 20 Nov 2015.

Issues number 1 & 2 , Elvin, from our list are still there.

but my windmil& wagon shows with a visual cue when you receive resources without any further modding from myself. I feel special now
Thank you gomaki

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Holocaustovich
Holocaustovich

Tavern Dweller
Veteran
posted November 23, 2015 05:02 AM

Bridge and Manipulator

I am having an issue with the bridge and manipulator. If you place a bridge in the editor then play or test it, it is fine as long as it is not destroyed. When I make it initially destroyed and use the manipulator to build it, it builds a completely different bridge which you cannot walk across. The bridge becomes narrow at one end, is raised slightly in a triangular shape, and most importantly cannot be walked across. I have tried to figure out how to change which type it builds so it will build the same bridge I placed in the editor but no luck. I have spent over ten hours trying to figure this out and I'm at my breaking point. Any ideas? I thought maybe it needs to carve into the landscape then you drop down onto it when you walkover it but if that is the case then I have to change my landscape because I have stairs that lead to the bridge and it will overlap. I made a river which at both sides you need to construct the bridge in order to pass over it.

Also is everyone else having problems linking objects and changing their properties using the main editor? I have to use the unreal editor for everything. For instance linking the manipulator to the bridge has to be done in the unreal editor. Basically every object you double click on in the regular editor that has variables such as a random town has to be changed in unreal because if you change something such as faction then close the window and re-open it the default is there again like you never changed it to begin with. WTF!
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4.8ghz (8-CPU's), 28 gig ram, 4 gig Video

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lordgraa
lordgraa


Promising
Known Hero
The Whisperer
HC SUPPORTER
posted November 23, 2015 01:51 PM

Anyone figured out / tried / tested how to change daytime on map?

I found out that when creating new map in advanced editor mode you can create a new "level" with daytime settings like night, sunset, dawn. But all you can see is just gray "map" and cube.

Would be nice to create map and then apply a daytime setting to it. Also to do this dynamically (by script/event) during play would be awsome!

So if by any chance anyone already did this change or know how to do it in the advance editor, just scream it out here

I know that the devs know but they are bussy with patching the game right now
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World of Heroes (Czech fansite)
Wryn Pendragon: Umbramancer (H7 fan project)

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3lion
3lion


Known Hero
posted November 23, 2015 02:47 PM
Edited by 3lion at 14:48, 23 Nov 2015.

lordgraa said:
Anyone figured out / tried / tested how to change daytime on map?



There is a HUGE bulb in the middle of the map. You can't miss it. Select it and switch to the rotation mode (press space bar). As you rotating this bulb, the 'sun' changes its position (with shadows, sky and atmosphere colors, etc).
But if you want a sky with different clouds, you need to create a new level with advanced mode, then import water and landscape surfaces from editor package. And lights
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Creature Scale mod (patch 2.2.1 compatible)

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lordgraa
lordgraa


Promising
Known Hero
The Whisperer
HC SUPPORTER
posted November 23, 2015 07:50 PM

3lion said:
lordgraa said:
Anyone figured out / tried / tested how to change daytime on map?



There is a HUGE bulb in the middle of the map. You can't miss it. Select it and switch to the rotation mode (press space bar). As you rotating this bulb, the 'sun' changes its position (with shadows, sky and atmosphere colors, etc).
But if you want a sky with different clouds, you need to create a new level with advanced mode, then import water and landscape surfaces from editor package. And lights


Ahhh... the biggest problems got always easiest solutions

Its so obvious and so easy to edit daytime now when I know how to move the sun

Thanks, I am going back to my cave... bit smarter than before
____________
World of Heroes (Czech fansite)
Wryn Pendragon: Umbramancer (H7 fan project)

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Holocaustovich
Holocaustovich

Tavern Dweller
Veteran
posted November 23, 2015 08:38 PM

Anyone have an answer for my previous questions?
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4.8ghz (8-CPU's), 28 gig ram, 4 gig Video

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