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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 ... 16 17 18 19 20 ... 30 40 43 · «PREV / NEXT»
Archimp
Archimp

Tavern Dweller
posted February 11, 2009 04:20 AM

make sure that place where u make ramp, is enough big to make it(usually 3 squares big edge is enough.and usually keep horizontal view and pull back u mouse with ramp tool in water..

u are talking about heroes 5 editor arent u?

snow is hard to explain with my english

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edwin_yang
edwin_yang


Known Hero
posted February 11, 2009 04:27 AM

Quote:
make sure that place where u make ramp, is enough big to make it(usually 3 squares big edge is enough.and usually keep horizontal view and pull back u mouse with ramp tool in water..

u are talking about heroes 5 editor arent u?

snow is hard to explain with my english


@Archimp, do you make sure that you are in the same team.and if you want to edit the victory objective you can go to the map properties tree and find out the objective option, there you can edit them.

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rdeford
rdeford


Known Hero
Wyld Mapper
posted February 11, 2009 05:08 AM
Edited by rdeford at 05:10, 11 Feb 2009.

@Archimp -- for team wins where all players get the win and no one on the team get a loss, make sure the winning objective has the Allow Multiple Completions parameter set to true. (I am doing this from memory so I might not have the name of that parameter exactly correct.)

@manbot47 -- About those water ramps... make sure you created the water with the Lower tool not the river tool. And, to make it easier, like mentioned earlier, make sure the shore is has a straight edge at least three tiles long. Then, click and hold on the shore tile, and then drag the mouse into the water. Use a tool size that is smaller than the straight edge you are trying to make the ramp from.
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Mage of Soquim

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manbot47
manbot47

Tavern Dweller
posted February 11, 2009 09:42 AM

Quote:
@Archimp -- for team wins where all players get the win and no one on the team get a loss, make sure the winning objective has the Allow Multiple Completions parameter set to true. (I am doing this from memory so I might not have the name of that parameter exactly correct.)

@manbot47 -- About those water ramps... make sure you created the water with the Lower tool not the river tool. And, to make it easier, like mentioned earlier, make sure the shore is has a straight edge at least three tiles long. Then, click and hold on the shore tile, and then drag the mouse into the water. Use a tool size that is smaller than the straight edge you are trying to make the ramp from.


Thanks for the help guys, I'll try it out now.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 11, 2009 02:12 PM
Edited by Warmonger at 14:18, 11 Feb 2009.

It turned out to be incredible hard to force AI keep its army split into stacks. And yes, it is important feature for the map I'm hoping to finish soon.

I tried use Trigger combined with StartCombat function, but it returns error saying "Hero cannot be touched". Also, I can't disable interact for him.

The enemy hero was meant to run freely over the map, so combat is not launched with script at wish.

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edwin_yang
edwin_yang


Known Hero
posted February 11, 2009 02:44 PM

@Warmonger, you can use the EnableHeroAI( heroname, false )function to turn off the control of a AI's hero, besides, the hero which you will use in the StartCombat function must be a reserved hero.

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rdeford
rdeford


Known Hero
Wyld Mapper
posted February 11, 2009 03:19 PM

@ manbot47 -- In my directions for water ramps, I did not mention that you use the Ramp tool, but you already knew that right?
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 11, 2009 04:06 PM
Edited by Warmonger at 16:13, 11 Feb 2009.

Quote:
@Warmonger, you can use the EnableHeroAI( heroname, false )

I already have more than 30 heroes with disabled AI on my map It doesn't make them keep stacks split in combat...

Anyway, thanks for the tip about reserved hero, will keep this in mind.

It is invader, which means script-controlled, but present on adventure map. The problem is how to bind any function to this hero?

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edwin_yang
edwin_yang


Known Hero
posted February 11, 2009 04:33 PM

I dont know there are such functions to ban the hero to split his stack, but if you use StartCombat function the existed armies of the hero will be ignored, instead of the armies in the function.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 11, 2009 06:14 PM

I know and I can calculate the number of creatures to be fought. What I can't is to TRIGGER the function in any way.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted February 11, 2009 08:31 PM
Edited by Asheera at 20:32, 11 Feb 2009.

Does it work if you put a Combat Script on your hero? (I mean, put a script in the "CombatScript" property of the hero)

I never tried any of this so I'm not sure.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 11, 2009 09:24 PM

Quote:
Does it work if you put a Combat Script on your hero?

Probably it does, but what is the point

Coming back to the main question: How to make enemies keep their stacks of same type split in battle?

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted February 11, 2009 10:34 PM

Doesn't that Combat Script trigger when the fight starts? I'm not sure since I never used it, but if it does, then you triggered the function, which is what you wanted in your previous post. Don't know how you can make the AI split stacks though.
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rdeford
rdeford


Known Hero
Wyld Mapper
posted February 12, 2009 02:40 AM
Edited by rdeford at 02:41, 12 Feb 2009.

Quote:
Coming back to the main question: How to make enemies keep their stacks of same type split in battle?


@Warmonger-- my understanding is that the AI splits/combines stacks based on certain internal game parameters, which you cannot alter with the script. As I recall, splitting/combining is based on the level of difficulty chosen by the player and on the number of creatures in the stacks.

I got around the problem by attacking (via the script function) and assigning different creatures to each of the AI army slots. Thus, since all the army slots were occupied by a different type of creature, the AI could not split or combine any particular creature or stack. Of course this technique works well for ambushes, but with a little creativity you should be able to get the effect you desire with other types of attacks.

Hope this helps.
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jamiller11
jamiller11

Tavern Dweller
posted February 12, 2009 07:34 AM

Multiplayer and Single

How do I turn a single player map into a multiplayer map?

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edwin_yang
edwin_yang


Known Hero
posted February 12, 2009 11:56 AM

Maybe you can try this ,use Winrar to open your map, find the map Maps/SingleMissions folder , and rename it as Multiplayer.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted February 12, 2009 03:14 PM

Yes that should work, the game reads that folder and decides if it's a single or multi player map.
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted February 12, 2009 03:29 PM

Does anyone know whether there's a function to set the enemy hero in a siege, regardless of where that hero is on the adventure map?  Many thanks.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted February 12, 2009 03:42 PM

I can't believe I can't find a function to teleport a hero somewhere (or in town)

I was thinking to call the SiegeTown function after teleporting the enemy hero in the castle, but I can't seem to find any function like that...
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted February 12, 2009 03:55 PM

Same, I find it a little too weird that Heroes V's scripting would be as limited as that.  There must be a way...

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