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Heroes Community > Heroes 5 - Modders Workshop > Thread: ~ QUESTIONS Topic and FAQ - Modders Workshop ~
Thread: ~ QUESTIONS Topic and FAQ - Modders Workshop ~ This Popular Thread is 126 pages long: 1 20 40 60 80 100 ... 107 108 109 110 111 ... 120 126 · «PREV / NEXT»
magnomagus
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?

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Salamandre
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.

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frostymuaddib
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

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lotihoti
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

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frostymuaddib
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.

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lotihoti
lotihoti


Famous Hero
posted February 23, 2015 08:09 PM

That was the only problem

I cant believe it... Thx a lot

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted February 23, 2015 08:46 PM

Glad I was able to help

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lotihoti
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

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frostymuaddib
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

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lotihoti
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)?

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frostymuaddib
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.

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lotihoti
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?

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted February 24, 2015 07:39 PM
Edited by frostymuaddib at 20:09, 24 Feb 2015.

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.

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lotihoti
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

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted February 24, 2015 08:49 PM
Edited by frostymuaddib at 20:50, 24 Feb 2015.

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



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lotihoti
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?

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted February 25, 2015 08:15 AM

Of course

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magnomagus
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.

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markkur
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.

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lotihoti
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?

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