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Heroes Community > MapHaven Guild > Thread: Heroes 5 Map Editor Help and Tips...
Thread: Heroes 5 Map Editor Help and Tips... This thread is 43 pages long: 1 10 ... 12 13 14 15 16 ... 20 30 40 43 · «PREV / NEXT»
Vidoja
Vidoja


Bad-mannered
Known Hero
Checker for Heroes Competiton
posted December 22, 2008 06:21 PM

Does anyone know anything about a Cutscene Tutorial, on how to make cutscenes and all that. I think Kronos announced it but I haven't been on the forum for a while...
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted December 22, 2008 06:26 PM

Quote:
check out the scripts in data\data.pak\scripts folder, those hold all the IDs you need.

Why nobody told me that yet?

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 22, 2008 08:10 PM

Wow, and I thought that Modders who like to 'play' with all those game's files know about those .lua files in the scripts folder...
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Vidoja
Vidoja


Bad-mannered
Known Hero
Checker for Heroes Competiton
posted December 29, 2008 12:54 PM

May I repeat my question?

Does anyone know anything about a Cutscene Tutorial, on how to make cutscenes and all that. I think Kronos announced it but I haven't been on the forum for a while...
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Asheera
Asheera


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Undefeatable Hero
Elite Assassin
posted December 29, 2008 04:04 PM

Hmm, I don't think he released any tutorial... if I remember correctly he said it will do so after finishing Tales of Karador, but it wasn't finished yet.
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Asheera
Asheera


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Elite Assassin
posted January 04, 2009 10:05 PM

You can download them here (put them in Maps folder)
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edwin_yang
edwin_yang


Known Hero
posted January 05, 2009 11:48 AM

hello everyone!I want ask if there is a manual that gives a exactly instructon of how to use the map editor?I mean not that simple as the manual in the Editor Documnetation of the game ,but a manual applies a whole instructions of the map properties tree and something else?
thanks a lot

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Asheera
Asheera


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posted January 05, 2009 02:35 PM

Unfortunately I don't know of any such manual and I don't think it exists. I only know of This scripting guide if you want to learn the basics of H5 scripting.

But if you want you can ask whatever confuses you, maybe I'll know the answer and can help
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edwin_yang
edwin_yang


Known Hero
posted January 05, 2009 03:26 PM

Quote:
Unfortunately I don't know of any such manual and I don't think it exists. I only know of This scripting guide if you want to learn the basics of H5 scripting.

But if you want you can ask whatever confuses you, maybe I'll know the answer and can help


many thanks!, this manual could be very helpful.shame that nival made the editor hard to use,though it has many intetesting functions

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Mirthless
Mirthless

Tavern Dweller
posted January 10, 2009 11:06 AM

Hello.
Could anyone tell me if it's possible to use combat scripts in multiplayer game?
I attach combat script to monster in game editor and it works correctly when i run map in single player, but doesn't work at all when i run same map in multiplayer.

Once again i mean only combat scripts(luckily adventure map scripts started to work in multiplayer after 3.0).

I wonder if there is something i'm missing...

Would be thankful for your replies

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Asheera
Asheera


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Elite Assassin
posted January 10, 2009 01:39 PM
Edited by Asheera at 15:30, 10 Jan 2009.

In Multiplayer all scripts are disabled except the Map Script. That's most probably a flaw in their design (since pre-TotE all scripts were disabled in multi, and they enabled the Map Script but forgot about the others)

I have a theory (never tested so not sure if it works) for an alternative to do it manually. You have to disable the normal interaction with the monster, then set a trigger to take action when you interact with the monster and use combat starting functions when that event triggers. All of this in the Map Script (that works in the multiplayer mode as well)

Example:

function Combat1(hero, monster)
  -- start combat and do other custom combat things here
end

function Combat2(hero, monster)
  -- likewise
end

-- and so on until last custom monster combat function


for i = 1, numMonsters do
  SetObjectEnabled("Monster"..i, nil)

  Trigger(OBJECT_TOUCH_TRIGGER, "Monster"..i, "Combat"..i)
end


In that example numMonsters is obviously the number of monster objects on the map, and they must be named like "Monster1", "Monster2", and they should be consecutively.
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Edwin_Yang
Edwin_Yang


Known Hero
posted January 11, 2009 02:28 PM

hi,I got another problem here.when I creat a random map,I saw a option like s3-5P2-8z8k2m£¬what does this mean?
thanks a lot

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rdeford
rdeford


Known Hero
Wyld Mapper
posted January 11, 2009 04:55 PM

Quote:
hi,I got another problem here.when I creat a random map,I saw a option like s3-5P2-8z8k2m£¬what does this mean?
thanks a lot


That is the name of the map template. Each template produces a different kind of random map.
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 11, 2009 06:50 PM

It's the name of the template, but it has a 'code' to make it easier to see its properties.

S is the recommended size
P is the recommended number of players
Z is the number of zones it has

and the others I have no idea (like K, etc)

So, let's take a look in your example: s3-5P2-8z8k2

which means:

S3-5 recommended minimum size 3, maximum 5 (don't ask me what these numbers mean, I don't know for sure, they're based on the size of the map + if it has underground or not (obviously underground makes it larger))

P2-8 recommended minimum number of players 2, maximum 8.

Z8 8 zones for each player.

K2 no idea
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fiur
fiur


Promising
Supreme Hero
Map Creator
posted January 13, 2009 05:56 AM

Quote:
hello everyone!I want ask if there is a manual that gives a exactly instructon of how to use the map editor?I mean not that simple as the manual in the Editor Documnetation of the game ,but a manual applies a whole instructions of the map properties tree and something else?
thanks a lot


well Edwin_Yang
I'm working on a manual... I leaveing out the basic stuffs... but I add alot of stuff who (atleast) most new mapmakers did'nt knew...
gonna add alot of pictures who explain everything in detail...
since I've made a few maps (6 in total by now for H5)
and since I've got alot of questions like who did you add "x" or who did you manage to add "y".... just look at my maps and  you'll get the idea....
for the scripting part I can't help at all cause I don't know nothing about scripting....
for the Map Editor I know a "few" things... so yes I hope this manual gonna be handy for some of you out there....
gonna take some time so plz be patient
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edwin_yang
edwin_yang


Known Hero
posted January 14, 2009 04:05 AM

@fiur,thanks,that's a great job,I am sure it will come in handy.
@asheera,thanks too. for alway offers a help in time

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted January 14, 2009 05:09 AM
Edited by fiur at 08:24, 14 Jan 2009.

Tomorrow I gonna post it (later today actually)

Editor help
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edwin_yang
edwin_yang


Known Hero
posted January 17, 2009 01:40 PM

hi~is there a way to add custom loading sound? I created a .xdb file in the map properties tree's loadingsound option and changed the SrcName href as the sound file which I added to my map,but it did't work. so I went to the campaign map and saw there is a <uid></uid> which matched the files in the sound.pak,is that to say there is no way to add a custom loading sounds?I will appreciate any help

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Asheera
Asheera


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Undefeatable Hero
Elite Assassin
posted January 17, 2009 01:46 PM
Edited by Asheera at 14:04, 17 Jan 2009.

The <uid> references a file in "sound.pak\bin\SoundsLoc" or "soundsfx.pak\bin\Sounds" (not sure which one in this case)

You can create a file like that as well (it's a .wav file), place it in the specified folder and keep the same name format (those numbers are in hexadecimal value). Then you can reference your custom sound with the <uid> tag as well, like the original sounds are referenced


EDIT:

Ok here's a short tutorial about how to integrate any wav file (sound) into H5.

Step 1. Rename the wav file to a specific pattern and place it in a specific folder.

Like this:
XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX
(   8      4    4    4       12)


BUT replace those X's with a hexadecimal number. For example, the first sound would be named 00000000-0000-0000-0000-000000000000

Here's a list of the first seventeen sounds (how their name should be like):
00000000-0000-0000-0000-000000000000
00000000-0000-0000-0000-000000000001
00000000-0000-0000-0000-000000000002
00000000-0000-0000-0000-000000000003
00000000-0000-0000-0000-000000000004
00000000-0000-0000-0000-000000000005
00000000-0000-0000-0000-000000000006
00000000-0000-0000-0000-000000000007
00000000-0000-0000-0000-000000000008
00000000-0000-0000-0000-000000000009
00000000-0000-0000-0000-00000000000A
00000000-0000-0000-0000-00000000000B
00000000-0000-0000-0000-00000000000C
00000000-0000-0000-0000-00000000000D
00000000-0000-0000-0000-00000000000E
00000000-0000-0000-0000-00000000000F
00000000-0000-0000-0000-000000000010


I hope you get the pattern...

Now, after you rename it, place it in "bin\Sounds" directory or "bin\SoundsLoc" (as I said, I'm not sure which one is correct)

NOTE: The filenames should have no extension at all.


Step 2. Edit the sound .xdb file to point out to the .wav file you just inserted.

Open the sound file you found (and created a new one, so as to not replace the old one), and modify its <uid> value to point to your newly added .wav file.

That means, for the first sound you added, write <uid>00000000-0000-0000-0000-000000000000</uid>, and so on...
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edwin_yang
edwin_yang


Known Hero
posted January 17, 2009 02:06 PM
Edited by edwin_yang at 14:08, 17 Jan 2009.

do you mean I should put the .wav file in  the sound.pak and rename it as the number in  the <uid> tag? I tried it but failed, actually what puzzled me is that the files in the sound.pak is none of the format I'v ever seen. sorry if I misunderstood what you say since English is not my native language.

Edit: oh,now I see your edit post,will try it again,many thanks

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