Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: How is the movement area determined?
Thread: How is the movement area determined?
xericsin
xericsin


Famous Hero
posted June 14, 2018 03:14 PM

How is the movement area determined?

I would like to know how the movement area is determined.

Maybe someone can tell me how the original h3 does that?

Or how the VCMI does that?

Or any existing path searching algorithm?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
avatar
avatar


Promising
Supreme Hero
posted June 14, 2018 04:08 PM
Edited by avatar at 16:08, 14 Jun 2018.

Almost all you should know about H3 mechanics. https://drive.google.com/file/d/0B29K9wqYz_uSNDkwMDk2ZDItNDkwNy00MzlhLTkzYzUtYmJiODdiOTgzOGRm/view?pref=2&pli=1
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
xericsin
xericsin


Famous Hero
posted June 15, 2018 07:43 PM

Thanks.

I found a way to call the internal function to generate movement shadow and export that to v variables.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
portus
portus


Adventuring Hero
posted June 16, 2018 11:03 AM

Hi fellas,

you know, this is one of those situations when you discover a wonderful bakery in the block and it turns out that it's been there all along. I rubbed my jaw when I checked the link provided! I didn't know there was such a manual, and I can't be thankful enough.

So now I've started reading it and so far I've found an interesting paragraph that I can't seem to completely understand. It is about hero movement around the map. Quote:

"If the army traverses a penalty associated terrain, and is composed of native and neutral units [...], it can bypass the terrain penalty by placing all neutral units in left slots relative to the native units".

I'm confused: let's say that we are on swamp, we have 3 fortress creatures and 3 neutrals. Fortress creatures occupy slots number 3, 5 and 7 for instance. Are we supposed to put neutral creatures in slots 2, 4 and 6 in order to take advantage of this feature? Or does the word "left" mean "remaining"? I doubt it since it's also written the word "relative". Or am I supposed to put neutral creatures in slots 1, 2 and 3?
____________
Ssssshhhhhhhpp!! Ah! (crimson cloud and I'm gone)

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
xericsin
xericsin


Famous Hero
posted June 16, 2018 05:21 PM

I guess the left means left side. So you place neutral ones in slot 1,2,3.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread »
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0235 seconds