|
|
magnomagus
Admirable
Legendary Hero
modding wizard
|
posted February 14, 2015 11:57 PM |
|
|
There is a mod that makes leveling in h5 like h3, and I think with that it is reasonable. For comparison in MMH6 all tavern heroes are bought 5 levels below your main automatically.
Your main concern is I think kamikaze/armageddon secondaries. In H5 heroes take turns like creatures and kamikaze can be countered with swift mind and/or counterspell perks. But as I recall H3 heroes can open spellbook right away with first creature turn, so maybe it's more a concern in H3?
|
|
Salamandre
Admirable
Omnipresent Hero
Wog refugee
|
posted February 15, 2015 12:13 AM |
|
|
Well hit&run is a tumultuous issue in H3, the majority will ask to ban it, while a minority seeking for more challenging game-play will keep it. I am in the minority, for the simple reason that there are a lot of tools the designers gave us to counter hit&run: speed, cursed ground, a bunch of magic blocking artifacts, a bunch of magic resistant creatures, shackles of war, resistance skill, heroes chaining and so on.
So no, it does not enter in my considerations. What I want is to create a more fluid heroes chain late game, also allow to latest hour recruited heros to level fast. Note that I intend to give a movement penalty to mentors, which fades away every day going on, but still will penalize that hero.
|
|
frostymuaddib
Promising
Supreme Hero
育碧是白痴
|
posted February 15, 2015 09:40 AM |
|
|
markkur said:
frostymuaddib said: I remember that by changing map_editor_mode to 10 (I think) in editor.cfg, you get some 'modding' tools in editor. I know I was able to open UI there, and play with it, but I was never able to do anything smart and useful with that.
Did you get "any plus" by making this change? I have started working on a Campaign and I am wondering if there could be a benefit. What value is the cfg default?
Default value is 1, I believe. For map editing purposes, I didn't find any plus, but this editor mod allows you to edit (an I guess create) cutscenes. One thing, though, is that when I saved a map in this editor mode, campaign editor was unable to see that map.
____________
"Occam's shuriken: when the answer is elusive, never rule out ninjas." -- Dr. Gordon Freeman (Freeman's Mind)
"lol" -- VERRIKER VON ERWINSSEN
|
|
lotihoti
Famous Hero
|
posted February 23, 2015 07:10 PM |
|
|
Hey there
Currently im trying to add a script to a map which i want to play in multiplayer.
I want to spawn monsters on random locations like in the 3 inferno mission of homm 5- currently not working niceley...
My script:
increment = 0;
Trigger(NEW_DAY_TRIGGER, "Spawns");
Trigger function Spawns()
if GetDate(DAY_OF_WEEK) == 1 then
--GenerateMonsters(monsterTypeID, countGroupsMin, countGroupsMax, countInGroupMin, countInGroupMax)
increment = increment+1;
GenerateMonsters(38, 100, 150, 50*increment, 80*increment);
GenerateMonsters(16, 50, 100, 30*increment, 50*increment);
GenerateMonsters(17, 40, 80, 16*increment, 25*increment);
end;
end;
May someone can help me?
thx
|
|
frostymuaddib
Promising
Supreme Hero
育碧是白痴
|
posted February 23, 2015 07:14 PM |
|
|
lotihoti said:
increment = 0;
Trigger(NEW_DAY_TRIGGER, "Spawns");
Trigger function Spawns()
if GetDate(DAY_OF_WEEK) == 1 then
--GenerateMonsters(monsterTypeID, countGroupsMin, countGroupsMax, countInGroupMin, countInGroupMax)
increment = increment+1;
GenerateMonsters(38, 100, 150, 50*increment, 80*increment);
GenerateMonsters(16, 50, 100, 30*increment, 50*increment);
GenerateMonsters(17, 40, 80, 16*increment, 25*increment);
end;
end;
The Trigger function that I marked is not needed.
|
|
lotihoti
Famous Hero
|
posted February 23, 2015 08:09 PM |
|
|
That was the only problem
I cant believe it... Thx a lot
|
|
frostymuaddib
Promising
Supreme Hero
育碧是白痴
|
posted February 23, 2015 08:46 PM |
|
|
Glad I was able to help
|
|
lotihoti
Famous Hero
|
posted February 24, 2015 08:33 AM |
|
|
Another Thing:
How do the path in "MessageBox("Path") works?
Where do i have to create my txt file?
I tried this - but currently imgs on this site dont work:
http://www.heroesofmightandmagic.com/heroes5/modding_wiki/scripting_tutorial:basic
My script works now with random creatures
|
|
frostymuaddib
Promising
Supreme Hero
育碧是白痴
|
posted February 24, 2015 02:47 PM |
|
|
I will try to explain.
When you create map, on the left side there is a field called Resources. Expand it, and right click on field SavesFilenames and select Add:
You will get an item named 0 (later, there will be 1, 2, etc). Expand it and you will get something like this:
Click on New, enter filename and then enter your text. When you finish, you will get a path to you text file there. You can see that on this image:
Copy that path and use it in your message box function (you may need to change with /, I'm not certain). On my example, it would be:
MessageBox("Maps/SingleMissions/mojaProba1/test.txt");
I hope that this helps
|
|
lotihoti
Famous Hero
|
posted February 24, 2015 05:19 PM |
|
Edited by lotihoti at 17:41, 24 Feb 2015.
|
Awesome guide... thx
Is it possible that messageboxes dont work in multiplayer (hotseat)?
|
|
frostymuaddib
Promising
Supreme Hero
育碧是白痴
|
posted February 24, 2015 06:02 PM |
|
|
It is possible. But I think that there was a function that works. Note that I'm not sure if this will work, but it is worth a try.
Function is
MessageBoxForPlayers(playerFilter, "pathToText");
Parameters:
playerFilter - it is a filter that says which players will see the message. Filter values are next:
PLAYERFLT_1 = 1
PLAYERFLT_2 = 2
PLAYERFLT_3 = 4
PLAYERFLT_4 = 8
PLAYERFLT_5 = 16
PLAYERFLT_6 = 32
PLAYERFLT_7 = 64
PLAYERFLT_8 = 128
PLAYERFLT_ALL = 255
YOu can use both constants or numbers. Also, if you want only some players to receive the message, you can just add them, e.g. MessageBoxForPlayers(PLAYERFLT_1 + PLAYERFLT_3,...) will show message to players 1 and 3.
pathToText - same argument as the one for MessageBox function.
|
|
lotihoti
Famous Hero
|
posted February 24, 2015 07:24 PM |
|
Edited by lotihoti at 20:05, 24 Feb 2015.
|
Working
Is it only me - or does the editor crashes almost everytime when something in the script is edited?
|
|
frostymuaddib
Promising
Supreme Hero
育碧是白痴
|
posted February 24, 2015 07:39 PM |
|
|
Glad to hear that
I remembered an useful function that can be useful : GetMapDataPath().
You can use it for message file path. For example, instead of:
MessageBox("Maps/SingleMissions/MapName/test.txt");
you can write:
MessageBox(GetMapDataPath().."test.txt");
.. is concatenation operator for strings
EDIT:
As for editor crashes, yes it happens. Write your script in some external editor (like Notepad++) and just copy/paste it.
|
|
lotihoti
Famous Hero
|
posted February 24, 2015 08:33 PM |
|
|
Just a short question again (im newby in scriptin ) - but willing to learn
How do i stop a trigger?
I created a region. When a hero runs into the region, a battle begins.
Problem: Everytime i ran into that region, the battle begins again and again - how do i stop that?
My script right now is:
Trigger(REGION_ENTER_AND_STOP_TRIGGER,"P1F1","pl1f1");
function pl1f1()
MessageBox("Maps/Multiplayer/Neue Version inf/P1F1Message.txt");
StartCombat("Biara", nil, 1, 1, 13);
sleep(2);
end;
How do i end it again?
Thx for your patience and will to help a newby
|
|
frostymuaddib
Promising
Supreme Hero
育碧是白痴
|
posted February 24, 2015 08:49 PM |
|
|
Glad that I can help
To turn off trigger, just pass nil as a handler function. FOr your example it should be something like this:
Trigger(REGION_ENTER_AND_STOP_TRIGGER,"P1F1",nil);
Your whole script could look like this:
Trigger(REGION_ENTER_AND_STOP_TRIGGER,"P1F1","pl1f1");
function pl1f1()
Trigger(REGION_ENTER_AND_STOP_TRIGGER,"P1F1",nil);
MessageBox("Maps/Multiplayer/Neue Version inf/P1F1Message.txt");
StartCombat("Biara", nil, 1, 1, 13);
sleep(2);
end;
Basically, when you run the trigger function for the first time, the first thing that it will do is disable that trigger for further use
|
|
lotihoti
Famous Hero
|
posted February 25, 2015 08:01 AM |
|
|
Working again
Now i can continue to script some things.
Thx for your hints
may i can ask you again when i need help?
|
|
frostymuaddib
Promising
Supreme Hero
育碧是白痴
|
posted February 25, 2015 08:15 AM |
|
|
Of course
|
|
magnomagus
Admirable
Legendary Hero
modding wizard
|
posted February 25, 2015 02:02 PM |
|
|
Quote: As for editor crashes, yes it happens. Write your script in some external editor (like Notepad++) and just copy/paste it.
even faster is working from within 7zip.
|
|
markkur
Honorable
Legendary Hero
Once upon a time
|
posted February 25, 2015 02:07 PM |
|
|
magnomagus said:
Quote: As for editor crashes, yes it happens. Write your script in some external editor (like Notepad++) and just copy/paste it.
even faster is working from within 7zip.
I second that. 7zip is quite handy. Duplicating to Downloads...what a sweet idea.
|
|
lotihoti
Famous Hero
|
posted February 25, 2015 02:19 PM |
|
|
Now i got an intresting Problem... May this time its a bit harder to code...
Is it possible to "Count" all Monsters on the map?
I want to create a small "mapdefence":
All over the map Spawn Monster. Player have to rush through them and kill them. If the number of Monsters is higher then 3.000 (random number) - all Player loose.
Is that possible?
|
|
|
|