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CuiZinieR
Tavern Dweller
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posted August 11, 2010 10:44 PM |
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@El_Chita & @rdeford
Sorry, I didn't realize that you asked the same question... For my defense, I didn't see your screenshot because imageshack.us is censored in China and despite I use a foreign VPN, since my connection is s.h.i.t.t.y as hell, the images often fail to load. So I'm already happy when I can use imageshack myself to upload photo...
Anyway, rdeford answered the question! Indeed, in the map editor, you can choose which type of wall you want. You must go to the Craigs tab, then you have the choice of 4 Dwarven walls. The corners are automatically made and you have 4 types of corner, 1 for each type of wall. So it has nothing to do with mod, it's already built in the editor.
[URL=http://img826.imageshack.us/i/dwarvenwall.jpg/][/URL]
For the prison, I didn't notice Markal but you are right. But I think I missed it for some bug reasons... Indeed, if you put a prison with no hero selected and you select your hero from the prison object property, like you said: AdvMapHero:Maps\SmallSpecialArenas\SmallSpecialArena_Dirt\Aberrar.10, you will get the Haven hero Laszlo... However, if you choose first a random hero with the editor assistant, then you choose Markal (Aberrar.10) in the prison object property, then you have Markal. And if after that, you change for another hero with the editor assistant, the variable Aberrar.10 is still in use instead of the variable under your map name. From then, you can't get Markal back. Anyway, it doesn't matter, it's not a problem.
However, I persist saying you can't find all the heroes. And I can't find Sovereign for example, despite I browse all the variables available. At least, I think I did so...
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El_Chita
Known Hero
Actually, my name is El Chita
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posted August 12, 2010 12:38 AM |
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In my opinion, you're totally right with your comment about the structure in the game folders, cuz there is no structure. They seem to have stored the single files whereever they wanted.
You should totally extract the data folder somewhere on your computer and take a look at it. I did that, and I think that I know where the problem is:
I searched for AdvMapHero(Name of the folder, remember), and got a lot of results. I picked out the xdb-file Agrael-2.(AdvMapHero), cuz i knew that I could choose it in the editor. So you need an xdb-file like Agrael-2.(AdvMapHero), but for the sovereign. Since there is no existing one, you'll have to create one. I'm nearly sure that these files, like Agrael-2.(AdvMapHero), tell the Prison which hero to choose.
Yes, I know it's complicated, but I think you can deal with it.
So, what you would have to do is copy the file Agrael-2.(AdvMapHero), rename it and change something, so that it won't let appear Agrael, but the Sovereign. This changed file you put into your map, copy the code and type it in the line of the prison. In theory, a very simple quest
Oooh, whatever, try it with scripts, that may be a bit easier ^^
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fiur
Promising
Supreme Hero
Map Creator
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posted August 12, 2010 08:55 AM |
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Edited by fiur at 08:56, 12 Aug 2010.
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for those who wonder what the name of each heroes would be like in the data.pak file here is an link who will for sure be helpful...
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Deniecu
Tavern Dweller
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posted August 22, 2010 06:54 PM |
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I'm trying to make a map, however, my messages, that I put on the monsters, don't appear until after the battle, and not at all if I put them to join you.
Also, if I set the monster to join you, you will not recieve the artifact I put that you should obtain.
If anyone has any idea about how to fix this, please share that information with me, big heroes fan, thank you ^-^
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rdeford
Known Hero
Wyld Mapper
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posted August 22, 2010 08:37 PM |
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Quote: I'm trying to make a map, however, my messages, that I put on the monsters, don't appear until after the battle, and not at all if I put them to join you.
Also, if I set the monster to join you, you will not recieve the artifact I put that you should obtain.
If anyone has any idea about how to fix this, please share that information with me, big heroes fan, thank you ^-^
You can use scripting to get a greeting message from a monster upon meeting or joining. Otherwise, without scripting, you are stuck with messages that appear after joining and after a battle.
I've gotten the artifact to go to the player after a battle with the monster. Not sure how to do it when there is no battle. I would assume it is the same, but maybe not.
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Mage of Soquim
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Deniecu
Tavern Dweller
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posted August 23, 2010 02:14 AM |
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Quote:
Quote: I'm trying to make a map, however, my messages, that I put on the monsters, don't appear until after the battle, and not at all if I put them to join you.
Also, if I set the monster to join you, you will not recieve the artifact I put that you should obtain.
If anyone has any idea about how to fix this, please share that information with me, big heroes fan, thank you ^-^
You can use scripting to get a greeting message from a monster upon meeting or joining. Otherwise, without scripting, you are stuck with messages that appear after joining and after a battle.
I've gotten the artifact to go to the player after a battle with the monster. Not sure how to do it when there is no battle. I would assume it is the same, but maybe not.
Thanks for the help.. man this was way easier back in the days of heroes III.. And at the risk of sounding like a total newbie, how do I script in heroes V?
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rdeford
Known Hero
Wyld Mapper
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posted August 23, 2010 04:53 AM |
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Edited by rdeford at 04:54, 23 Aug 2010.
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Quote: Thanks for the help.. man this was way easier back in the days of heroes III.. And at the risk of sounding like a total newbie, how do I script in heroes V?
YES! It was easier in H3 to do this particular task.
H5 scripting allows you to create amazing modifications to the game and make custom maps far beyond what you could do in H3 or H4. Just about anything is possible. However, this great capability comes at the cost of a VERY steep and long learning curve. Go to:
http://www.celestialheavens.com/viewpage.php?id=567
Download this guide:
The Basics of Heroes V Scripting ver. 2.01 for H5, HOF, & ToTE
(Make sure you get version 2.01.)
Then read the guide and prepare to spend a LOT of time with H5. It is a great advantage if you presently know how to write computer code. Also, once you get into H5 scripting, download and play scripted maps done by others. Study the special effects and events in these maps and look at the script to see how things were were done. I suggest that you study the maps made by me, Franzy, and Grumpy Old Wizard.
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Mage of Soquim
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gibblets
Adventuring Hero
Spontaneously Coherent Typist
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posted September 07, 2010 07:55 AM |
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My insanely frustrating difficulties with the H5 editor
I've read through most of this thread and have not found the answer to my particular problems. So here they are
I created a map that was originally single player then after developing it I tried to make multiplayer so I settled on changing the the folder it was to single player as the only way to get it to appear in the hotseat map selection menu. It played and worked fine until I opened the map up again to fix a few movement errors and the editor only loaded the objects in the map. The terrain had completely disapeared and all my efforts to restore it caused the editor to crash. So I did a LOT of investigating and the only anomalous thing in regards to the map is 8 duplications of both the scenario-caption and scenario-description text files which cannot be permanently removed or renamed.
So I gave up and moved on to bigger and better things and made sure to always have a backup copy for this new map. I started this one out as a multiplayer map and pounded out 9 hours of work on it. finally went to test it. The original and the backup copies only appear as OBJECTIVE_KIND_DEFEAT_ALL and the same for each versions map description. Suffice to say the Start Game button is grayed out and none of the players or teams are listed. However the map is still functional in the editor. I may have changed the name of map as it began to take shape (And I followed the suggestions to rename it the original as well as a few other things.)Didn't work. I tried the advice given to a few other posters on this thread changing teams, moving objects resaving.
For some reason I cannot permanently save any changes made in the Map properties to either version or even to new verisons of the map. As they all revert to their original status whenever I reload the editor. Yes I have tried re-installing the game and patching it from scratch with no change. I can take some screenshots if somebody would like clarification on anything I've said.
BTW I'm using the ToE editor and my games version is 3.1 and for me making maps is a huge part of my game experience and a potential career to give you an idea how serious I am about this.
Thx
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rdeford
Known Hero
Wyld Mapper
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posted September 07, 2010 05:07 PM |
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Quote: I've read through most of this thread and have not found the answer to my particular problems. So here they are
I created a map that was originally single player then after developing it I tried to make multiplayer so I settled on changing the the folder it was to single player as the only way to get it to appear in the hotseat map selection menu. It played and worked fine until I opened the map up again to fix a few movement errors and the editor only loaded the objects in the map. The terrain had completely disapeared and all my efforts to restore it caused the editor to crash. So I did a LOT of investigating and the only anomalous thing in regards to the map is 8 duplications of both the scenario-caption and scenario-description text files which cannot be permanently removed or renamed.
So I gave up and moved on to bigger and better things and made sure to always have a backup copy for this new map. I started this one out as a multiplayer map and pounded out 9 hours of work on it. finally went to test it. The original and the backup copies only appear as OBJECTIVE_KIND_DEFEAT_ALL and the same for each versions map description. Suffice to say the Start Game button is grayed out and none of the players or teams are listed. However the map is still functional in the editor. I may have changed the name of map as it began to take shape (And I followed the suggestions to rename it the original as well as a few other things.)Didn't work. I tried the advice given to a few other posters on this thread changing teams, moving objects resaving.
For some reason I cannot permanently save any changes made in the Map properties to either version or even to new verisons of the map. As they all revert to their original status whenever I reload the editor. Yes I have tried re-installing the game and patching it from scratch with no change. I can take some screenshots if somebody would like clarification on anything I've said.
BTW I'm using the ToE editor and my games version is 3.1 and for me making maps is a huge part of my game experience and a potential career to give you an idea how serious I am about this.
Thx
My heart goes out to you. I haven't used the H5 editor for a few years now, but I did have some of the same problems you are having back when I was making maps. I eventually resolved the problems, and created some great maps, so do not give up hope. Unfortunately, all this happened so long ago I don't remember the specifics. I do have a couple of comments though.
First, I run XP on my computer and was eventually sucvessful. But when I tried running the H5 editor on my wife's computer running Vista, I never did entirely resolve all the issues. In my opinion, the H5 is not fully compatible with Vista, and who knows about W7.
Second, regarding "8 duplications of both the scenario-caption and scenario-description text files" The silly editor makes a new copy of the each text file every time you edit it. I was able to remove the old versions from within the editor by selecting them one at a time in the little file window you get when you are in the properties list and deleting them. Just make sure you have the surviving text file selected in the drop-down list for the field in the properties listing. I don't remember quite how I did it, but it was fairly simple to do.
Third, regarding "Suffice to say the Start Game button is grayed out and none of the players or teams are listed. However the map is still functional in the editor." This same thing happened to me a few times. There are certain basic criteria that must be met before the game will open a map, even one that looks fine in the editor. I don't quite recall them all, but I recall that there must be at least two opposing sides, and few other comparable things. It was fairly frustrating, but I eventually sorted it out.
Fourth, the TOE editor was the most functional and stable of them all and gave me the least problems. So make sure you do your game install with just the default locations and settings.
Fifth, the way I found out how to fix most of these types of problems was to start very simple, say maybe five minutes of work. Test that map with the game. Resolve all issues before proceeding. Then, add more to the map with the editor, and then test it again each time you make an unproven type of change.
Sixth, if you are going to do any scripting, you must enable the control console, know the LUA language syntax, and know how to use the canned H5 functions provided by the developers. Download the latest TOE version of the Scripting Guide from Celestial Heavens and read it cover to cover before attempting any scripting.
Seventh, look at a functional fan-made multiplayer map with the editor, such as one of mine. Go over every aspect that map and compare it to yours. Make sure you are doing everythingthe same way.
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Mage of Soquim
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gibblets
Adventuring Hero
Spontaneously Coherent Typist
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posted September 08, 2010 03:53 AM |
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First off I want to thank you for your quick and informative reply. I've just changed what looks to be some crossed paths in regards to scenario, objective, and map descriptions and captions. I'm going to try deleting the extra copies of the aforementioned text files and hopefully they'll stay away. I'm starting to believe that your advice to test my maps constantly as I add extra game play layers is sound, as it will help me to pinpoint when the map gets buggy and what may have caused it. I will download some maps and do some comparisons with mine.
I'll write more as soon as I have something to report
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Gibblets
Adventuring Hero
Spontaneously Coherent Typist
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posted September 08, 2010 06:13 AM |
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I'm happy to report that I'm now able to edit and play my newest map. Your tip on how to delete the extra files worked and it saves all my changes. Strangely enough it seems the biggest sticking point was having the teams tab checked for four teams on a 4 player FFA map. Although I was surprised by how much manual searching for text files I had to do to get this map working again. It certainly served to get my head out of the HoMM3 mindset, which I've been using extensively for the past 7 years
I want to thank you again for helping me. I know this map will be great and I'll post a link to it when it's ready for Beta testing
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rdeford
Known Hero
Wyld Mapper
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posted September 08, 2010 04:51 PM |
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Quote: ... It certainly served to get my head out of the HoMM3 mindset, which I've been using extensively for the past 7 years
I want to thank you again for helping me. I know this map will be great and I'll post a link to it when it's ready for Beta testing
I too am and old HOMM fan and I too had to get my mind out of the HOMM3 mode of map making. Glad to be of help since I greatly desire that the HOMM community be alive and well. Since I am no longer playing H5, I cannot offer to beta test your map. However, I still wish you all the best, and I am looking forward to seeing your maps in H6.
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seth_krnell
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posted September 13, 2010 06:44 PM |
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script error - objective is not exists
I need a little help here with a script error making me crazy.
I made a single player scenario map with two players wich can be both human or computer driven and i added some secondary objective to both of them.
All the objectives i assigned to player 0 (ingame player 1) works perfectly, but i am having troubles with objectives assigned to player 1 (ingame player 2).
The objectives are supposed to be set initially invisible and initially inactive and have to be activated by some triggers (actually two region_enters and one object_touch).
Now, when i test player 2 and activate the triggers i get this error script message:
Quote: (script)ERROR: objective 'strego_prison_1' is not exists
(script)ERROR: objective 'con_cittastrego' is not exists
where of course strego_prison_1 and con_cittastrego are the names of the triggered objectives. Same thing with the others.
here is the code of the triggering functions:
[code]--Mission script Start (attiva missione strego_prison_1)
function StregoPrison_1()
if GetCurrentPlayer() == omosapience and GetCurrentPlayer() == 2 then
MessageBox(path.."strego_prison_1_desc.txt");
SetObjectiveState ("strego_prison_1", OBJECTIVE_ACTIVE);
end;
Trigger(REGION_ENTER_AND_STOP_TRIGGER, "strego_prison_1", nil);
end;
Trigger(REGION_ENTER_AND_STOP_TRIGGER, "strego_prison_1", "StregoPrison_1");
--Mission script End
--Mission script Start (completa missione strego_prison_1 e attiva missione strego_prison_2)
function StregoPrison_1_completed()
if GetCurrentPlayer() == omosapience and GetCurrentPlayer() == 2 then
MessageBox(path.."strego_prison_1_completed_desc.txt");
SetObjectiveState ("strego_prison_1", OBJECTIVE_COMPLETED);
end;
Trigger (OBJECT_TOUCH_TRIGGER, "strego_prison_1", nil );
end;
Trigger (OBJECT_TOUCH_TRIGGER, "strego_prison_1", "StregoPrison_1_completed" );
--Mission script End
--Mission script Start (completa missione strego_prison_2)
function StregoPrison_2()
if GetCurrentPlayer() == omosapience and GetCurrentPlayer() == 2 then
MessageBox(path.."strego_prison_2_completed_desc.txt");
SetObjectiveState ("strego_prison_2", OBJECTIVE_COMPLETED);
end;
Trigger (OBJECT_TOUCH_TRIGGER, "strego_prison_2", nil );
end;
Trigger (OBJECT_TOUCH_TRIGGER, "strego_prison_2", "StregoPrison_2" );
--Mission script End[/code]
I checked and those are the precise names i gave to those objectives (yes, names of the objects to touch are the same of objectives, it works for the other player's mission as well, so i guessed it would work there too), perfectly spelled and all.
I tried many things to get what is done wrong, this is one of the last checks:
[code]function StartStrego()
walker = GetCurrentPlayer();
if walker == 2 and omosapience == 2 then
MessageBoxForPlayers(PLAYERFLT_2,path.."startstrego.txt");
--start check about objectives not working
checkprison1 = GetObjectiveState("strego_prison_1", 2);
checkprison2 = GetObjectiveState("strego_prison_2", 2);
checkcitta = GetObjectiveState("con_cittastrego", 2);
print ('check prison1:',checkprison1,'check prison2:',checkprison2,'check citta:',checkcitta);
SetObjectiveState ("strego_prison_1", OBJECTIVE_ACTIVE);
SetObjectiveState ("strego_prison_2", OBJECTIVE_ACTIVE);
SetObjectiveState ("con_cittastrego", OBJECTIVE_ACTIVE);
--end check about objectives not working
end;
Trigger(REGION_ENTER_AND_STOP_TRIGGER, "startstrego", nil);
end;
Trigger(REGION_ENTER_AND_STOP_TRIGGER, "startstrego", "StartStrego");[/code]
The function is called at very start of map. The print command returned three "1", the SetObjectiveState returned one error:
(script)ERROR: objective 'strego_prison_1' is not exists
then nothing more.
The other two SetObjectiveState seems to be not processed at all. No active missions in the ingame panel.
If i go on with the game, when i reach the other triggers the console again says:
Quote: (script)ERROR: objective 'strego_prison_1' is not exists
(script)ERROR: objective 'con_cittastrego' is not exists
All seems to say those objectives are not at all present in the game or they are called different names, BUT if i set them to be initially visibile or active, they are visibile in the player active objective ingame panel list with their texts. Why then they are checked by GetObjectiveState ? Doesent it should say something like strego_prison_1 not existent?
I tried another check having objective strego_prison_1 initially ACTIVE and VISIBLE by default:
[code]function StartStrego()
walker = GetCurrentPlayer();
if walker == 2 and omosapience == 2 then
MessageBoxForPlayers(PLAYERFLT_2,path.."startstrego.txt");
--start check about objectives not working
checkprison1 = GetObjectiveState("strego_prison_1", 2);
checkprison2 = GetObjectiveState("strego_prison_2", 2);
checkcitta = GetObjectiveState("con_cittastrego", 2);
print ('first round - check prison1:',checkprison1,'check prison2:',checkprison2,'check citta:',checkcitta);
SetObjectiveState ("strego_prison_1", OBJECTIVE_COMPLETED);
SetObjectiveState ("strego_prison_2", OBJECTIVE_ACTIVE);
SetObjectiveState ("con_cittastrego", OBJECTIVE_ACTIVE);
checkprison1 = GetObjectiveState("strego_prison_1", 2);
checkprison2 = GetObjectiveState("strego_prison_2", 2);
checkcitta = GetObjectiveState("con_cittastrego", 2);
print ('second round - check prison1:',checkprison1,'check prison2:',checkprison2,'check citta:',checkcitta);
SetObjectiveState ("strego_prison_2", OBJECTIVE_ACTIVE);
SetObjectiveState ("con_cittastrego", OBJECTIVE_ACTIVE);
--end check about objectives not working
end;
Trigger(REGION_ENTER_AND_STOP_TRIGGER, "startstrego", nil);
end;
Trigger(REGION_ENTER_AND_STOP_TRIGGER, "startstrego", "StartStrego");
[/code]
function is correctly truiggered and messagebox show up.
console results:
Quote: first round - check prison1:2
check prison2:1
check citta:1
which means the game SEES strego_prison_1 objective as active and visible!
then:
Quote: (script)ERROR: objective 'strego_prison_1' is not exists
which means game DO NOT SEE strego_prison_1 objective as existent!
script stops there to work, the function is not processed on other lines, and the region is not deleted, so i can re-enter it again and again having the same results, included the messagebox.
So those objectives ARE existent and they works and the game knows it, and i can't understand why it seems not to find them at all when i try to modify their status by script.
Any hint anyone about where did i go wrong?
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rdeford
Known Hero
Wyld Mapper
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posted September 13, 2010 08:27 PM |
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Quote: I need a little help here with a script error making me crazy.
<snip snip>
Any hint anyone about where did i go wrong?
It's been over three years since I wrote any H5 scripts, so things are getting foggy in my mind, but I do not seen obvious errors with what you've done. You obviously know how to write code, learned the LUA syntax, know how to use print statements to check your work, and you have used a good troubleshooting methodology. I am thinking that you are up against one of the illogical quirks in the way the H5 developers did things, so you just have to keep thrashing at the problem, or give up and try a different approach to achieving the same result.
I have done things with objectives like you are trying to do, but I cannot remember in which of my maps I did it. You might look through my scripts to see how I did it. I no longer have H5 installed on my computer or I would offer to do that feat for you.
Sorry I cannot be of more help. If Franzy is out there somewhere, he would likely be able to see the solution off the top of his head.
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Mage of Soquim
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seth_krnell
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posted September 13, 2010 08:38 PM |
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Quote: It's been over three years since I wrote any H5 scripts,(..)
Thanks for your answer, rdeford.
Actually i think it could be of help to find out if someone made a map with secondary objects assigned to the SECOND player (or at least not to the first) and they are triggered by scripts. Just knowing it is POSSIBLE would tell me if its the case i go on trying or not
Given are five days i started modding HOMMV i am glad i went the right way - most times reading manuals, searching forums and checking other's maps scripts to figure out how things works.
I was even considering if game core structure just permits secondary goals to be assigned only to first player in single player maps, but it seems weird given all other players can be set as human playble...
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seth_krnell
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posted September 14, 2010 01:42 AM |
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Ok i made some other tests and things seems really weird.
I made another brand new map just for test purposes. Added just two towns, two heroes and two secondary objectives, one for each player, along with regions to trigger them.
Well, as first player's task is correctly triggered, player 2 again can't trigger his secondary task. Same error message: task is not exists.
Now I wonder if really player_2 CANNOT trigger any Objective_Kind_Manual at all. I downloaded some maps and at best I found player_2 with secondary predefined tasks.
Does anyone knows of maps with player_2 having secondary missions of Objective_Kind_Manual type? If so please give me the links so i can check how they works.
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seth_krnell
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posted September 14, 2010 04:37 AM |
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may sound pretty unbelievable, but things are getting weirder every new try and check i do.
Last news:
1. I transformed the map from singleplayer to multiplayer type, thinking that maybe on multi also player_2 was able to get script managed (e.g. Objective_Kind_Manual) secondary missions. Nope: same results: task is not exists. Sounds possible that even in multiplayer games you cannot assign script triggered secondary missions to another player but player 1??? Well, not enough!
2. I said, ok, no secondary missions possible, then lets make them Primary missions. Guess what? Same chit. But in gods sake, is it possible that this game engine does not permit to have not predefined core managed kind of missions for all players BUT player one? I really hope its me making some kinda mistake somewhere...
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rdeford
Known Hero
Wyld Mapper
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posted September 14, 2010 04:55 AM |
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Quote:
<snip>
But in gods sake, is it possible that this game engine does not permit to have not predefined core managed kind of missions for all players BUT player one? I really hope its me making some kinda mistake somewhere...
Wow, the game engine can't be that silly. I gotta believe that you are making a mistake of some kind. My heart goes out to you. You are putting a lot of effort into solving problems, and you've come a long way in understanding H5 scripting, which is quite a feat. You deserve to solve this problem. Maybe you should post your question over in the Celestial Heavens forum. Maybe one of the old experts over there is still monitoring that forum and can help.
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Mage of Soquim
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seth_krnell
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posted September 17, 2010 03:35 AM |
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thanks for the hint, rdeford. I posted in Celestial Heavens and someone explained me what i was doing wrong. As i supposed, a silly mistake: just missed to add the third argument to Objective changers commands, the one defining the player affected. O well, now it all works fine.
In the meanwhile i worked on some new maps intended to be episodes of a campaign, but there i found another crapping obstacle, maybe you have hints for that too. Briefly, i can't add any of my map to a campaign.
Using the H5editor (filled with lost commands and features) i do that:
1. I open the H5mapeditor.
2. I click on Tools/Create Campaign (BTW, there is not an "edit-modify" campaign command, are campaign file supposed to be set at once and never more?)
3. A panel opens up. I can add campaign name and description and there's a ADD button to add the scenarios, so i click it.
4. another panel shows up, with a drop down menu where i suppose should apper the name of the scenarios you can add to your campaign, but my one is empty.
I added to the map directory many downloaded maps and very few of them shows up in the campaign editor drop down menu. I opened their configuration files (mainly the map-xdb files) to check if i could get the parameters which seems not to working on the other maps, but got nothing, most of the parameters i checked are both present or noth present in some of the maps showing up and in some of those not showing up. So i'm puzzled, also because i found some other posts of people having the same results (i.e., black drop down menu in the add scenario list) in some forums, and nowhere any working solution.
I am pretty sure its again a minor thing, a kind of setting required somewhere, but still can't get it.
Any idea?
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seth_krnell
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posted September 17, 2010 05:01 AM |
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lol
i just made a new test and the result is puzzling me a lot.
The idea was to take one of the maps the editor accepts for campaign and make it very very simple, so to have a very few parameters to check and find what was different from my previuos test.
Here's what i did:
1. I opened in the editor one of the few maps the campaign editor shows up as addable to a new campaign. Its a simple map (a downloaded one, named "to stay alive"). Tiny one, with 2 players, plain defeat_all type.
2. I saved it with name "testmap".
3. the campaign editor now shows both of them as addable in the new campaign.
4. i started cleaning up things, like trees and rocks, to make it as simple as possible. When i tried again with the campaing editor, only the original one showed up.
5. i made different tries, and all time i changed ANYTHING from the original one, the testmap was not anymore visibile in the campaign editor. Even if i delete a tree or a rock!
6. I tried another thing: i made another testmap and just MOVED of one tile one object (a tree) in one of the test map. Again, the testmap disappeared from the drop down menu of the campaign editor. I opened the map back and moved back the same tree in the original position. The map still missing in the campaign editor.
7. last check i made: opened again the original "working" map. Checked in the campaign editor, addable. Then reloaded the map, moved an object, checked the campaign editor: no more addable map. Reopened the map, put the object back in its position, checked the camped: no way, no maps addable.
So now i'm guessing. Seems that any map i make or modify in the slightest way with the H5map editor are not anymore suitable for its own campaign editor. Could be that the changes i made to resume the hidden functions of the editor...
GOTCHA.
The setvar modifications in the editor config file in profiles.
I will post the same this message, maybe someone will need the info.
The H5editor can be modified to resume some hidden functionalities (e.g. more editable functions, more objects etc.). Some of those modifications are explained in forum posts also in this forum. One of them is to change the setvar value in the editor_a2.cfg file in profiles folder in the game directory. This will give some interesting stuff, but - at least for me - meant to make unusable the maps i created or modified for the campaign feature.
I just checked and if i save my maps with the correct value in editor_a2.cfg the maps are now usable for campaigns. Just in case anyone needs it, its here.
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