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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 ... 113 114 115 116 117 ... 120 126 · «PREV / NEXT»
Thelran
Thelran

Tavern Dweller
posted June 11, 2016 11:40 PM

Hello
First of all, I have no idea of modding. Second English is not my native language, so I have some problems explainig myself (sometimes)
Now to my real Question. I wanted to change some starting skills of different heroes. Even though I gave myself the rights to look into and change folders of the installation, saving has no effect. Everytime I open the MapObjects folder it is the same as before. I don't know what to do.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 13, 2016 07:17 PM

I see that one of the conditions for seer's hut to give a reward is [obtain artifact]. Does that mean that the hut can ask for a specific artifact for its quest to be completed? And where would you set it up? I only know how to set a resource cost..
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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted June 13, 2016 09:04 PM

Yes, hut can ask for artifact.

Got to Quest, select OBJECTIVE_KIND_OBTAIN_ARTIFACT, and add one Parameter. That parameter must contain Artifact's ID that is needed for the quest. Note: do not use constants that represent IDs (e.g. ARTIFACT_SWORD_OF_RUINS - Sword of Might), you must use integer value (you can find them in Editor Documentation/HOMM5_A2_IDs_for_Scripts.pdf).
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 13, 2016 09:11 PM
Edited by Elvin at 21:27, 13 Jun 2016.

Thanks!
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zkc
zkc

Tavern Dweller
posted July 02, 2016 01:14 PM

Modding MMH5.5

Hi!

I am using MMH5.5 mod with option "neutral heroes" turned on (it basically adds a neutral hero as your opponent when fighting "wandering stacks" - neutral creatures guarding mines, resources etc). The problem is these neutral heroes receive spells that make fight nearly impossible to win - e.g. when fighting 150 gargoyle you have to combat a phoenix, 30 summoned elementals and phantom images of those, "spiced up" with arcane armor spell. All that when you're just 11 lv hero.

The problem: how can the "neutral hero" in MMH5.5 be edited, e.g. deprived of mana (note- also after familiars steal your mana!!!) and/or (much better) given only some subset of spells?

I have checked some options in console and it seems @ChangeHeroStat does not work in combat mode at all (so no way to reduce opponent mana?)), while e.g. GetDefenderHero or GetHeroName work as they should.

What I need:
- way to restrict set of spells "neutral hero" is given
- way to reduce their mana amount

Any suggestions?
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 02, 2016 01:22 PM

Hello Zkc, have in mind that the approach you are using, if it works, will be available only in single player mode.  Combat scripts do not work in multiplayer.

The hero themselves are not editable because they are hardcodded in the Quantomas exe file to which noone besides him has access.

Another way to change this is to disable "Neutral heroes" and enable "hidden artifacts". This way neutral heroes still remain but the chance to fight against one is reduced to 2%.
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zkc
zkc

Tavern Dweller
posted July 03, 2016 12:35 AM
Edited by zkc at 11:50, 03 Jul 2016.

Thank you for reply dredknight.
dredknight said:
Hello Zkc, have in mind that the approach you are using, if it works, will be available only in single player mode.  Combat scripts do not work in multiplayer.

I don't mind, I play single player.

dredknight said:
The hero themselves are not editable because they are hardcodded in the Quantomas exe file to which noone besides him has access.

Another way to change this is to disable "Neutral heroes" and enable "hidden artifacts". This way neutral heroes still remain but the chance to fight against one is reduced to 2%.

No, "neutral heroes" are really good addition, up to level 8 it worked just fine, summoning spells ruin my game though. I think no destructive magic or regeneration/resurrection/animate dead should be available to "neutral heroes". Sadly it does not seem possible at all to clear spellbook or even block spells/set mana to 0* using LUA during combat (correct me if I am wrong).

EDIT
*In fact you can set opponent hero mana to 0, using SetUnitManaPoints([GetAttackerHero()|GetDefenderHero()])
The problem is you can't determine side controlling your opponent during combat, so the only way seems to set some game global variable (SetGameVar) before combatting "wandering stacks".
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 03, 2016 02:55 PM

zkc said:

*In fact you can set opponent hero mana to 0, using SetUnitManaPoints([GetAttackerHero()|GetDefenderHero()])
The problem is you can't determine side controlling your opponent during combat, so the only way seems to set some game global variable (SetGameVar) before combatting "wandering stacks".


Do you mean that when you fight neutral heroes sometimes they are AttackerHero and you are DefenderHero and some times it is the opposite?

So every time before diving into battle you open console and manually put up a variable?
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zkc
zkc

Tavern Dweller
posted July 03, 2016 03:37 PM

dredknight said:
zkc said:

*In fact you can set opponent hero mana to 0, using SetUnitManaPoints([GetAttackerHero()|GetDefenderHero()])
The problem is you can't determine side controlling your opponent during combat, so the only way seems to set some game global variable (SetGameVar) before combatting "wandering stacks".


1. Do you mean that when you fight neutral heroes sometimes they are AttackerHero and you are DefenderHero and some times it is the opposite?

2. So every time before diving into battle you open console and manually put up a variable?

1. No, I meant general case. In battling wandering stacks your opponent is always DefenderHero
2. All that is working in console can be set in either map script or combat script. Console is just for testing.
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craglord
craglord

Tavern Dweller
posted July 22, 2016 10:19 PM

I need some trivial help from you guys,
after ages I have decided to play again campaign of HOMM5, version 1.6.
Currently I am playing C2M2 ( The Attack ), and I have noticed that Godric isn't lvl 10 like Markal, (he is lvl 24, I maxed him in C1M5), so is this bug? How can I fix this and reduce him to lvl 10?

Best regards

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted July 23, 2016 11:49 AM

Forgive me for not answering your question but version 1.6 is old and buggy. I would suggest to you to upgrade up to version 3.1 (tribes of the east). It is highly possible quite some of the bugs that you experience to be fixed there.

Cheers.
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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted July 29, 2016 12:24 PM

I was wondering is it possible to change z scale of the mountains?

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dagon
dagon


Adventuring Hero
posted August 09, 2016 11:37 AM
Edited by dagon at 11:39, 09 Aug 2016.

Hi!

I'm the organisator of H5 live tournament in Poland. We use Arena map designed for such an occasions.
(photos 2014 here: http://forum.ligaheroes.pl/viewtopic.php?p=11147#11147)

Unfortunately some players are bit slow, and entire show loses it's dynamic.

I wonder if there is a possibility to force players to use Dynamic battle? I've found line in 'Game Mechanics.txt' responsible for the duration of the move but my goal is to make dynamic battle obligatory.
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HeroicDman81
HeroicDman81


Hired Hero
posted September 05, 2016 02:43 AM
Edited by HeroicDman81 at 03:03, 05 Sep 2016.

Many modding questions

Hello.
I'm new to HOMM 5/ HoF/ TotE... Only got them 2-3 months ago, and played a few games... sense deciding to create maps and play as well.

Still on my first project, though I feel I'm almost done. I have some questions I found along the way.

(1) FIRST; Map name is not found in the Multiplayer/Hotseat options for game. When editing and designing map, it's only saved in HOMM5;TotE/maps/ folder. When I start game, I choose MP, and choose Hotseat. And I look for map, and it is not there. I double check it's existance, it does show on the Singleplayer map availability. Wanting to get a FULL scope of testing map, I wanted to play all 4 player seats at same time. How can I make the map available for MP/Hotseat??

(2) SECOND; Placing the Grail! The Tear of Asha. I have a general area where I wish to place the ToA, either side of a building which is centered in general area! I realized, after first placing ToA, and looking at its properties, that I can determine range where the ToA is actually randomly generated. However, if I want it zoned for placement on either 4x sides of a center bldg, no matter what Range I set it at, it will not be balanced... UNLESS... I place 4 placements of ToA, one on each side of bldg, and make each with same range of 2-3... So my question is, when trying to create multiple random locations for ToA, if I place multiple ToA placements, will it randomly choose ONLY ONE? Or actually place 4x diff ToA?

(3) THIRD; The map I am making is actually a 5x Player map. I have preset the 5th player to ONLY be AI, which will be Inferno. In summary, two allied races of Land (or topside) against 2x more of the Dungeons, though fighting each other, must also defeat the Evil rising between! So I have players 1-2 allied, Players 3-4 allied, and Player 5 alone, but starting with more bldgs pre owned resources, and extra bldgs, to make him a little more difficult, esp being alone. Instead of making the 5th town a Nuetral, I want it player capable controlled by AI so the town develops, the heros grow, and Evil could actually destroy the players on the map.

Instead of making one general Goal for all of map for victory, though exists for player 5, how to make custom objectives for Players 1-4, to either fight each other Light /Vs Dark / vs Evil, or have option to win by taking Player 5 (the Evil) and holding it's base. A side note idea, if possible, if one chooses to ignore his adversary (LightVsDark) and go for the Evil instead, once taking player 5, he breaks his alliance, thus having a new enemy, and must Hold Player 5 base for a whole weak. If this side note idea is too complicated, I can accept that.

(4) FOURTH; how to set the Icon images and the loading screen image? Is this done through Screenshots from Map editor? I've taken the Screenshots in the Editor, while making map. I've discovered where they are placed in folder, but I don't know how to word or edit the Map to include those when completed. Am I taking shots the right way, done through Editor? Are those shots used for both images; Map Icon when choosing map, and the loading screen after choosing to start.

(5) FIFTH; HEROES! I was hoping I had understanding placing Heroes. My last testing run through, I did not get what I was looking for. I was NOT able to hire any hero in my castle, even after the Tavern was built. The Tavern placed on the map itself did not allow any Heroes as far as I seen. After first week following the Tavern's build, I got only ONE more Hero, and no others available in Tavern. A third Hero came when I rescued from Prison. Was this limited access to more heroes because I (UN)checked a box in Map Propeties "Generate Heroes in City". Initially I unchecked this box because I thought it was creating another Hero in each town, seperate from the first Hero I had preselected for those players 1-4. So I unchecked the box, thinking it only allowed each town to start with only one.

What I want for Heroes. I don't want any heroes whose race is NOT involved in Game. I don't want Heroes to be doubled on map, which I've seen playing standard Maps. Once playing Ranger, I had Telenar starting, and half way through game I seen a second Telenar. I thought how ODD that was. So in game, if one Hero is already hired, he can not be hired again. IF that Hero has been killed, than he can be hired again. Also, I want the first few Heroes for ANY town to be local to that town. I hated playing on other map, and I go to hire a 2-3d Hero, and it was not a Native to that town, found it very annoying.

So I discovered, I can pre select the Available Heroes for the Map, in the Map Properties screen, under Heroes Tab, allowing you to "CheckBox" all Heroes you want on map... i presume. and I also discovered the "Reserve Heroes" under Player Properties, in Map Property Screen, so does this limit each player town, to those on the Reserve Hero list, and that's all they get, or those are available FIRST, and they can hire other's on the Map's Available Heroes list, above? I am trying to understand.  

Please answer, or explain, per topic, or in relations to the topics, whether including all in one response, or individual topics per comments, but to which question answered... In summary... I had questions concerning;
1) Saving the Map...
2) The Grail or the ToA...
3) Objectives for the map...
4) Map Icons and Images...
5) Lastly, Heroes of the map...


Thx.
Dman!

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 05, 2016 01:36 PM
Edited by dredknight at 13:36, 05 Sep 2016.

Heya HeroicDman81,

I can help when few of those.

1. FIRST; Map name is not found in the Multiplayer/Hotseat options for game.

When you create a map you can select the type of map. Scenario or multiplayer one. The Senario is available only for single player mod and remains hidden for hotseat and LAN.

4. FOURTH; how to set the Icon images and the loading screen image?

Map properties -> PWLPicture. Set a .dds file and it will work.
Here is an advanced guide.

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Ereinion156
Ereinion156


Adventuring Hero
posted September 05, 2016 04:02 PM

About the first: You can just open the map as a zip-Archive and change the folder named singleplayer  (or scenario?) to multiplayer. Best you make a blank test multiplayermap first to have a look how it looks there.

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HeroicDman81
HeroicDman81


Hired Hero
posted September 06, 2016 11:11 AM
Edited by HeroicDman81 at 21:35, 06 Sep 2016.

Thank you!
Both of you! I will try those out if I can figure out how.

Can you tell me the file.ext or format to save as? Does it change the format .ext or use the same, between making Single Mission and multiplayer missions?

In attempt, trying to create new map to make it MP compatible, to see what it makes it as, with initial window open asking questions to set up the map... the [OK] button was faded out, but I had all the necesary options chosen.

ANy ideas?

As for my other topics listed above, if anyone else can give insight... Thanks.

I have one other question to ask though, or... a couple questions related to the same topic.

Trying to create optional boosts to LOS or FOW for the Dungeon areas. I have entire underground built with two player castles set, a labrynth maze between, special hideouts with creative access points, and a center area that is much more difficult to access... but I wanted all of it to remain hidden, under FOW til player actually walks up to it, or near it, unless they reach LOS points (like a mage hut with mage eyes, or a towering lookout tree... yes I use few, from the Snow Bldgs list, the tree looks dead, no greens, and rotten tree top lookout... so it sorta matches the underground feel... sorta, the best to accomplish what I wanted)... anyway... it almost seems pointless to place these though... the Heroes own LOS seems to cover beyond the Dungeon walls. Where ever the hero walks underground, he can see many tiles on other side of the Dungeon walls, completely different parts of the dungeon... I didn't want this revealed until the Hero actually gets over there to find it himself!!

As for the underground lookout tower... i'd want it only to see as far as it reveals within the cavern it's it... which both underground players have huge wide open Caverns to explore (I still created a mazelike feel in the large areas, using impassible objects throughout... but still wide open cavernous rooms)... but I don't want the Lookout towers to reveal beyond the walls, same as the heroes own LOS and the Mage Hut and Mage eyes... IS THERE anyway I can block the LOS, limiting it throughout the dungeon, to not cross or go beyond the dungeon walls? or the Large Dungeon obejcts?? I use those large hanging structures as custom walls to better shape the tunnels...

There anyway the level of the Fog Of War can change only for the Dungeon. Not restoring a black overshadow that you can't even see the map, as it is before you walk the map... but like other strategy games, such as Civilization series (like Civ V) or (if anyone remembers the oldies but goodies) Command and Conquer games... for some examples. You explore the map, where ever you have units, and buildings, or manipulated LOS (like satellites or spying abilities), you have LOS on map, and see when other units pass by, your own, friendly, or otherwise... but once your unit leaves an area, and you have no structures or source of LOS, you lose vision of that part of map, but you still see what was last known (inanimate) objects on map (like mines, and unmovable objects), such as in HOMM 5; TotE, like mines, interactive buildings, dwellings, forts, etc. Those with flags place on them (Mines and dwellings, to name few) should still have LOS, but if you don't have a flag on it, and your units leave the area, no longer be able to see activity in the area...

Anyway to allow the FOW return only in the Dungeons and underground area? I think it would have a better "Dungeon" Feel.

THANKS again all,
Dman.

......
Follow up... is IT EVEN possible to change from SingleMission to Multiplayer? I tried different possibilities, to no avail!
I finally got a NEW map started, and I chose MP, and than SavedAs with a new simple name. Closed. Open the desktop window /maps, but both maps, SingleMission, and Multiplayer, both had .H5M .ext. So, changing either to convert the filetype, did not work.

So I reopened the original map I wanted to change, the project i'm working, and I changed it's name slightly in SaveAs so not to overwrite the project. I opened the CC of the file, and looking in the MapProperties Tree, the subwindow on the left, about 10-15  rows down, on NameFileRef and DescriptionFileRef, both had "Maps/SingleMissions/trial by fire 20/name.txt and Maps/SingleMissions/trial by fire 20/description.txt" and I thought... if I changed the "/SingleMissions/" part to "/Multiplayer/" that that would solve my issue, changing the map type...

So i entered the changes in the lines specified... either one, when I hit [ENTER], and the typing field recanted, the text still said, contained, "/SingleMissions/" as if it ignored my entry.

So as far as I can see... their is NO way to change a /SingleMission/ to /Multiplayer/??

PLEASE... say it aint so... Does anyone know HOW?
THX again,
Dman

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Heligrin
Heligrin


Adventuring Hero
posted September 17, 2016 04:30 PM

Translation of New Heroes Framework

Good day. Can someone help with english translation for NHF mod (created by Dyrman)?
http://forum.heroesworld.ru/showthread.php?t=9337

Most of the text has been translated, but it needs to be checked more thoroughly.


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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 18, 2016 07:58 PM

Hello Heligrin,

Unfortunately I am very weak with Russian but I can polish the already translated English text.
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Heligrin
Heligrin


Adventuring Hero
posted September 19, 2016 06:10 AM

dredknight said:
Hello Heligrin,

Unfortunately I am very weak with Russian but I can polish the already translated English text.


Thank you very much, dredknight! Here's link to the spreadsheet with translated text: https://docs.google.com/spreadsheets/d/1LiwzLGQ-5L5zEZPycGdxwcK82uCip8oF0fQ3uUWTddk/edit#gid=2121499860
P.S. Many files in the sheet were translated according to original english texts from the game, so it's up to you to correct it or not.

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