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whobetta
Tavern Dweller
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posted February 18, 2010 02:38 PM |
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hey thanks...
yeah it was odd.. I was am the only user and am the admin (as far as I know) yet I had restrictions...
I did FINALLY find this folder, I just thought it didn't exist or was somewhere else, but it was "hidden"/"locked" I found it when trying to save a random map and was looking at the DIR it saved too and found that there is a h5mmod folder it was saving to... so that gave me hope.
then found there is some "compatibility view" near the top of windows 7 win explorer... this was after i had rumaged around in explorer's folder options and user security settings...
thanks though... with your help I was able to find the path. have deleted everything and will be starting from scratch.
Thank you!
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rdeford
Known Hero
Wyld Mapper
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posted February 18, 2010 06:22 PM |
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Quote:
then found there is some "compatibility view" near the top of windows 7 win explorer... this was after i had rumaged around in explorer's folder options and user security settings...
Ahhh yes, the compatibility view, my wife has Vista and floundered around for a long time until she found it. I forgot about that struggle. Sorry.
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Mage of Soquim
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cyanight
Hired Hero
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posted March 02, 2010 05:03 AM |
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Has anyone found a way to get a combat script to trigger in a town?
I can get it to work on the hero but not the town.
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cyanight
Hired Hero
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posted March 08, 2010 03:20 PM |
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Does anyone know how to play visual effects in a combat script?
I have been using this function to create visual effects on the adventure map but I wanted to know if I could play a visual effect during combat on the arena map. Whenever I try to play a visual effect inside a combat script the visual effect does not play. Please help if you can.
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Wildoki
Tavern Dweller
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posted March 27, 2010 03:40 PM |
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Bomb Script H4 and set random creature?
Hello to all.
Firstly, I apologize for my English level.
I can not find the following functions in the editor H5, can you help me please?
Is there an equivalent script to be "bomb" H4? If it exists, can you explain how it works.
Is it possible to set the random creatures for the faction linked to a player?
Thank you for your help.
PS: Off topic, I also search the email forum administrator Celestial Heaven. I can not register. Thank you.
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Wolfsburg
Promising
Known Hero
... the Vampire Doc
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posted April 03, 2010 10:48 PM |
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Hi there everyone, I've been using my free time in the last month to work intensively on a multiplayer map. The reason that motivated me creating this map was an intense frustration I have experienced by the fact that there are almost NO maps for three players out there (with the exception of the good ol' Rat Race - no disrespect intended, I love RR). But fact is, I am a hell of a perfectionist and the amount of hours I've worked in this project broadly surpassed my initial plans. At the moment the work is at about 95% complete. At the moment I've been refining the details, fine tuning monster difficulty and the like. Im planing to make it public on the next weekend. On the meanwhile two great friends of mine have been beta-testing it extensively in order to allow me to launch a more polished final version.
We are aiming to make a map good enough for the ToH database and have been striving tirelesly to balance the three portions of the map, in order to allow fair competition. We are about to finish our first 1x1x1 multiplayer beta-game on it. Our first impressions have been great so far, the map offers delicious exploration, challenging Garrisons, and several other goodies.
I avoided for as long as I could to bother you guys with questions, but there are a couple issues I couldn't solve by myself and those are the following:
1 - How do I change the troops guarding a pyramid? I really hate the idea of golems guading such a precious building, there is apparently no function to customize troops under the properties and placing stacks at the front door seems simply inelegant.
2 - How do I enlarge the sight-radius of Magi Eyes? I've been frying my brains on this one with little success...
3 - How do I enlarge objects that lack the size-function? For example, a tavern...
I thank you for your time.
Wolfs
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Warmonger
Promising
Legendary Hero
fallen artist
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posted April 04, 2010 10:11 AM |
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Quote: 1 - How do I change the troops guarding a pyramid? I really hate the idea of golems guading such a precious building, there is apparently no function to customize troops under the properties and placing stacks at the front door seems simply inelegant.
You need to create minimod, bank configs are stored in RPGStats file.
Quote: 2 - How do I enlarge the sight-radius of Magi Eyes? I've been frying my brains on this one with little success...
You can't access their properties explicitely, however it's easy to emulate their behaviour with scripts.
Quote: 3 - How do I enlarge objects that lack the size-function? For example, a tavern...
You need to create new effect instance and choose Tavern as their model - then you can freely adjust any property, however it's only visual.
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The future of Heroes 3 is here!
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Wolfsburg
Promising
Known Hero
... the Vampire Doc
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posted April 04, 2010 06:29 PM |
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If I put the watchtower function on the mage eyes, would I get them to see further? Or would I simply ruin their activation?
About the other ones, thx for the explanation, Warmonger!
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Zenithale
Promising
Famous Hero
Zen Mind
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posted April 07, 2010 11:17 PM |
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El_Chita
Known Hero
Actually, my name is El Chita
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posted April 08, 2010 06:28 AM |
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Why would you want to do that?
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Zenithale
Promising
Famous Hero
Zen Mind
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posted April 08, 2010 03:53 PM |
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El_Chita
Known Hero
Actually, my name is El Chita
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posted April 09, 2010 09:20 AM |
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Ah. Well, but you can modify the visual experience of a town without a townmap, if a townmap even exists. That's what I asked.
Without Names and functions, of course, but you can do that with a mod and I don't think that's what you wanna do?
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Zenithale
Promising
Famous Hero
Zen Mind
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posted April 09, 2010 04:02 PM |
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I know how to change textures, but I want add some things (trees, rocks, etc) and without the map Editor it will be very long.
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TWITCH|YouTube | NewArenas2023 MOD
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El_Chita
Known Hero
Actually, my name is El Chita
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posted April 10, 2010 12:43 AM |
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Well, that is possible, but without a map, if there is one at all(I still don't believe that ), it will be very complicated, you're right.
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Mike80D
Famous Hero
Map Maker
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posted May 27, 2010 04:21 PM |
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Hi Guys, I am struggling to get my singleplayer map changed to a multiplayer map. I saw a link to a 4 step procedure (talking about zip files, etc) that didn't make a ton of sense to me, and I couldn't get to work. Can anyone please explain in detail how to do this?? Thank you greatly
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Mike80D
Famous Hero
Map Maker
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posted May 27, 2010 04:26 PM |
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Quote: If I put the watchtower function on the mage eyes, would I get them to see further? Or would I simply ruin their activation?
About the other ones, thx for the explanation, Warmonger!
Personally I would create a basic OpenCircleFog function that is triggered by the "capture" of the hut of the magi. The OpenCircleFog has a customizable radius, and you can center it around the eye of the magi. You can get the function to trigger by any number of ways, so it's up to you.
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Levthan
Tavern Dweller
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posted June 05, 2010 01:32 PM |
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Hi
I have a small question I just downloaded the H5/HoF multiplayer maps for ToE from here http://www.heroesofmightandmagic.com/heroes5/original_maps.shtml and wanted to edit the Warlords map with teams.
I create teams with the Map Proberties function and can save the map. But if I want to start the map there are shown more then 8 players with cryptic names. If i try to disable the players the game crashs...
I have edited teams before in random generated maps and there it just works fine...
Sorry for my bad english and if this question is answered somewhere already. I hope someone can help.
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bilonius
Tavern Dweller
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posted June 24, 2010 06:38 PM |
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Edited by bilonius at 17:15, 26 Jul 2010.
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Teams/Multiplayer Map Editing
My son and I like to play as a team against other teams (i.e. 2X2X2 or 2X6). After exhausting the built-in maps and the downloadable ones, I wanted to generate a random map with teams and selectable races and quickly found that it didn't work.
I then tried creating a random map using the Map Editor, only to find out the Teams section of Map Properties was completely bugged out, it would not save my team selections or # of players properly.
As a programmer, I decided to get down & dirty and muck around with the XML. Here's how I did it:
1) In the game, generate a random map with your chosen size, # of players, difficulty, etc. Make sure to choose the "Hide Minimap" and "Random Towns" options. Save the map, then close the game. Find the *.h5m file that got created (it is usually buried somewhere in your user profile folders).
2) The *.h5m file is an archive - open it up with a program like 7-zip. Inside, keep double-clicking the folders /Maps/RMG/<somenumber>/ until you see the actual files.
3) right-click the map-tag.xdb file and choose Edit, this will open the XML file in Notepad. You should see a section like this:
<teams>
<Item>1</Item>
<Item>1</Item>
<Item>1</Item>
<Item>1</Item>
<Item>1</Item>
<Item>1</Item>
</teams>
This shows there are 6 players total, each of them on their own team. To change this, edit this section for the teams you want. For example, for 6 total players with 3 teams of 2 (2X2X2), you would adjust it like this:
<teams>
<Item>2</Item>
<Item>2</Item>
<Item>2</Item>
</teams>
Save this file and then click Yes when 7-zip asks you to update the file in the archive.
4) Next, right-click the map.xdb file and choose Edit to open it in Notepad. This file describes everything on the map. Do a Find for the text "customteams", it should bring you to this section:
<CustomTeams>false</CustomTeams>
Change this value to "true":
<CustomTeams>true</CustomTeams>
Underneath is the section for <players>. This has 8 <Item> sections, one for each possible player. The <ActivePlayer> section tells us whether that player is active on the map. (For example, if you generated a 6 player map, only the first 6 are "active".)
For each active player, adjust the value in the <Team> section to the team you want them on, starting with 0. (I've highlighted these sections in red below):
<players>
<Item>
<MainTown href="#xpointer(id(item_054272E1-20DD-4C5E-A3AB-5AB0FA5C6624)/AdvMapTown)"/>
<MainHero/>
<ActivePlayer>true</ActivePlayer>
<Team>0</Team>
So in my example, I would adjust the first two active players to Team 0, the next two to Team 1, and the next two to Team 2. This would give me a 2X2x2.
Save this file and click Yes when it asks you to update the archive.
Hopefully this helps folks who are just looking to generate some random multiplayer maps!
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dao1202
Tavern Dweller
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posted June 30, 2010 01:23 PM |
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Add an underground if u have alrdy created a Map without underground.
- Take your map in the Maps folder and change the file extension to .zip
- Unpack your map and double-click the folder Maps -> Multiplayer / Single Mission -> <name of ur map>
- Now open the file maps.xdb with notepad
- Match there the following code
<HasUnderground> False </ HasUnderground>
<UndergroundTerrainFileName Href=""/>
- Set this code in
<HasUnderground> True </ HasUnderground>
<UndergroundTerrainFileName Href="UndergroundTerrain.bin"/>
- Saves the file maps.xdb
2)
- Opens the map editor
- Create a card with equal size and an underground
- Close the editor again
3)
- Take your just created map in Maps folder and change the file extension to .zip
- Unpack your map and double click the folder Maps -> Multiplayer / Single mission -> <name of ur map>
- Copies the file UndergroundTerrain.bin in the folder to your map from the first step
4)
- Set your map now together again by all of your previously unzipped folders and then assemble it into a zip archive (you can delete the blank map, we just needed it for the UndergroundTerrain.bin file)
- Change the file extension again to .h5m
- Done
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El_Chita
Known Hero
Actually, my name is El Chita
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posted July 19, 2010 09:52 AM |
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Edited by El_Chita at 09:53, 19 Jul 2010.
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This question goes for modders only I guess.
I tried the dwarf walls in the underground they often used in the HoF-Campaigns, I placed them as objects, but for some reason you could see the underground walls (these dirty stone walls) behind the dwarf walls. So, I looked on the second dwarf campaign map how Nival did it there.
And can you imagine what I noticed? They did not place the dwarf walls as objects(You can't even delete them), on this map the dwarf walls were part of the terrain option Raise/Lower !
Ironically they appear only at the locations Nival placed them, at other locations, the normal dungeon walls appear.
Take a look at the picture: I removed all objects on this map, but the dwarf walls are still there.
My question is: How did they do that? And how can I do that ???
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