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trashid
Famous Hero
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posted November 26, 2010 11:39 PM |
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I'll reply
You should tell first what do you want to change. Otherwise there are PAK files in data folder which you can extract. Two of them are "sound" and "soundsfx". If you want to change some music, then there is "music" subfolder in the main Heroes V folder.
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markkur
Honorable
Legendary Hero
Once upon a time
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posted November 27, 2010 02:37 PM |
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Quote: I'll reply
You should tell first what do you want to change. Otherwise there are PAK files in data folder which you can extract. Two of them are "sound" and "soundsfx". If you want to change some music, then there is "music" subfolder in the main Heroes V folder.
Yaaaaaaay "Real help"
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"Do your own research"
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shu
Tavern Dweller
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posted November 27, 2010 04:38 PM |
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hi all, i want to change the skill tree in HOF, so what file should i change?, i,ve edit the file in a1-data pak but it seems the file i change doesnt take effect, any help will be appreciated it.
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FuntimeManchop
Adventuring Hero
Adventure!
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posted November 27, 2010 08:53 PM |
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Quote: I'll reply
You should tell first what do you want to change. Otherwise there are PAK files in data folder which you can extract. Two of them are "sound" and "soundsfx". If you want to change some music, then there is "music" subfolder in the main Heroes V folder.
Thanks. How exactly do I extract them? I've tried using WinRAR, but I'm not sure what I'm extracting or where I extract to. I'm trying to change the sounds that the creatures make.
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D00m259
Hired Hero
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posted November 29, 2010 01:59 AM |
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I have a question. On the new faction mods, some creatures have different sword and stuff. So if I wanted to give the Balor(Pitfiend) the Angel's sword, how would I do so
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markkur
Honorable
Legendary Hero
Once upon a time
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posted November 29, 2010 05:10 AM |
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Quote: I have a question. On the new faction mods, some creatures have different sword and stuff. So if I wanted to give the Balor(Pitfiend) the Angel's sword, how would I do so
I thought that's what Trashid is doing m/l in the other thread? Anyway, I just saw a swordsmen with an Angel sword somewhere in modding. I wasn't looking for it, sorry I don't remember where in modding.
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"Do your own research"
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Gnoll_Mage
Responsible
Supreme Hero
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posted December 20, 2010 01:39 PM |
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I think that's my Sun Warrior. There's a better method of doing it though, just pick a creature that does it and look at how it works - basically you add an effect to all the animations that includes a model instance, with the instance referring to a stripped down version of the creature that has the weapon you want (stripped down so that only the weapon is visible). Then there's some fiddling with bone names to get the weapon to stick in the right place, if I remember correctly. Methods might have changed since I did this mind.
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Fauch
Responsible
Undefeatable Hero
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posted December 20, 2010 01:55 PM |
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maybe better to use artifacts models
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markkur
Honorable
Legendary Hero
Once upon a time
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posted December 20, 2010 04:33 PM |
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That was it...Gnoll_Mage. funny how big that sword looks. That little guy has some strength
@Fauch
Both of you would know better than I. Hope the guy wanting the info is still around.
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"Do your own research"
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mike80d
Famous Hero
Map Maker
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posted December 22, 2010 04:57 AM |
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Hero Must Survive (Objective). I CANNOT get this to work properly, and I don't know why. I can do all other objectives correctly, but not this one. Can someone please help??
I even set the parameter to the Hero's script name (per the guide book), but whenever ANY hero dies the objective auto-fails. There must be something simple I'm missing.
Thank you!!
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markkur
Honorable
Legendary Hero
Once upon a time
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posted December 22, 2010 04:51 PM |
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Edited by markkur at 01:26, 23 Dec 2010.
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Setting Objectives that work
Mike80d
You may have already been to CH. I do not know this stuff but I am also interested in understanding "setting-Objectives" and have had problems too. Anyway I went looking around and found this comment from Grumpy Old Wizard;
Quote: In addition I believe I read in the documentation that the Human player is always PLAYER_1.
I think that is stated in the editor theory part of the manual, but the documentation is wrong. ? My question-mark
My map is a single player map with all 6 positions playable by the human player. Scripting will not work without using PLAYER_2 for blue, PLAYER_2 for green, ect.
GOW
What does that mean? What can we trust to be correct?
I also found this odd concidence?
Quote: but i have another interesting glich/bug for you.
it has to do with Agreal.
i tried making him the final villain hero the player has to defeat, so i set up a defeat hero objective, with the name Agreal as the parameter.
and then i set up that objective to be instant victory.
but, whenever i activate the objective to defeat Agreal, what happens is that the next AI hero the player kills, no matter what name, which hero, which player's hero, the game gives me instant victory. for some reason if you put Agreal as a parameter, it messes things up.
i guess ill have to choose another inferno hero.
im certain im using the objective right as well, since i have two other successful objectives like that on the same map for other hero names.
http://www.celestialheavens.com/forums/viewtopic.php?t=3793&postdays=0&postorder=asc&start=150
It may be a wild-goose-chase.
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mike80d
Famous Hero
Map Maker
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posted December 28, 2010 07:51 PM |
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Markkur, thanks for the reply but unfortunately that won't help me with the objective portion.
As far as the default player 1, I have always had player 1 be listed as the "0" player in the side bar data. As I had posted earlier you can always change which player is which color from there, but PLAYER_1 has always been my human... mostly b/c I set only PLAYER_1 as playable by human. The rest are computer only.
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markkur
Honorable
Legendary Hero
Once upon a time
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posted December 29, 2010 03:59 PM |
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Quote: Markkur, thanks for the reply but unfortunately that won't help me with the objective portion.
Too bad. I was hoping having the same thing happen (any hero dies=games over)was "related"
Quote: As far as the default player 1, I have always had player 1 be listed as the "0" player in the side bar data.
Yeah, I still use your tip and did figure out the the editor wants humans first. What was GOW talking about then w/ player2?
You know more than I about this stuff so don't be insulted that I'm "attempting" to brainstorm with you. I too would like to learn all objectives and have them work.
Could you post the settings you are using, since there are secondary and player specific objectives too?
With the buggy Editor have you tried setting the 'overall game objective' to "Kind Scenerio" and making the hero you want to survive show up at some point with the "hero must survive" parameter?
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"Do your own research"
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mike80d
Famous Hero
Map Maker
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posted December 30, 2010 03:54 PM |
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Hi Markkur,
I actually thought that maybe it wasn't working b/c I had it as a primary objective, so I tried the HERO_MUST_SURVIVE objective every which way I could imagine. I made it player specific primary, player specific secondary, and even general map too! Still, whenever ANY hero died it failed the objective, even though I set the hero script name in the parameters.
What kind of map are you working on? I'm almost complete with a very big Sylvan Campaign style map. It's required a lot of work, but I think it will be enjoyable for people to play!
Mike80D
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markkur
Honorable
Legendary Hero
Once upon a time
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posted December 30, 2010 05:10 PM |
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Quote: I actually thought that maybe it wasn't working b/c I had it as a primary objective, so I tried the HERO_MUST_SURVIVE objective every which way I could imagine.
A thought that probably will not matter; but did you keep track of the "combination" of settings you tried? Just in case the "Main" has to be one thing and a secondary another? If that is what you meant by tried everything, then it must be that this is one of the areas of the Editor that cannot be used and it must be a script that loads?
That really. Kind of like when you use the check-map function; it is good for seeing some things but I've read it will not check scripts. So it can be trusted to reveal another gate but not missing code. It's hard to imagine what the workaround-manual might have looked like for the Nival staff Surely they had something to navigate this tricky Editor.
Quote: What kind of map are you working on? I'm almost complete with a very big Sylvan Campaign style map. It's required a lot of work, but I think it will be enjoyable for people to play!
Your map sounds good to me. I like playing all factions. Right now Gibblets and I are making a naval-oriented map together. He has done most of the upper world (and it looks great)and i am at the moment working on the lower world. We have hopes of having NaadirSlo doing some scripting on the map so we will have a good team-build-map
Fyi, like you, El_Chita is doing a big project map too, so I will be ready to see what you've both worked so hard at. My maps are not really even WoG caliber, since I tend to still make maps in the vanilla H3 fashion. However, I think they are still well-done and would be easy to script to take to another level, so I keep plugging away. Weel, and the fact that I am a world-making-sort.
One other Q Mike80D; Do you know how to do "Campaigns"? Old-Style
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"Do your own research"
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kingbudda
Tavern Dweller
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posted January 10, 2011 03:15 AM |
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In short, I've been trying to make the all the second upgrades that came with ToE, like a third upgrade.
Example
instead of:
Archer -> Marksman <-> Crossbowman
I've been trying to make:
Archer -> Marksman -> Crossbowman
So instead of making the crossbowman lika an alternate upgrade, I want to make the crossbowman like a further upgrade.
So far I've managed to change all the stats and abilities for all creatures. The problem that I see is the "change between upgrades"-button.
Example
Archer 100 gold, Marksman 200 gold, Crossbowman 400 gold
Everything works as intended if you buy these from the shop. But now you can just buy the Marksman for 200 gold, and then click the button to change between Marksman and Crossbowman for only like 20 gold. Which leaves a total cost of 220 gold for the Crossbowman.
Is there anyway to disable the "change between upgrades"-button?
I've been trying different things in the text files for the creatures. But nothing works.
Help appreciated! Thanks!
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JayJayJay
Tavern Dweller
deleted account
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posted January 11, 2011 05:49 PM |
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Creature Abilities
How can I add Abilities to Creatures?
For example ABILITY_INCORPOREAL ?
Thanks for answers!
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Gnoll_Mage
Responsible
Supreme Hero
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posted January 13, 2011 03:08 PM |
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Quote: In short, I've been trying to make the all the second upgrades that came with ToE, like a third upgrade.
Example
instead of:
Archer -> Marksman <-> Crossbowman
I've been trying to make:
Archer -> Marksman -> Crossbowman
So instead of making the crossbowman lika an alternate upgrade, I want to make the crossbowman like a further upgrade.
So far I've managed to change all the stats and abilities for all creatures. The problem that I see is the "change between upgrades"-button.
Example
Archer 100 gold, Marksman 200 gold, Crossbowman 400 gold
Everything works as intended if you buy these from the shop. But now you can just buy the Marksman for 200 gold, and then click the button to change between Marksman and Crossbowman for only like 20 gold. Which leaves a total cost of 220 gold for the Crossbowman.
Is there anyway to disable the "change between upgrades"-button?
I've been trying different things in the text files for the creatures. But nothing works.
Help appreciated! Thanks!
This isn't going to be a terribly useful answer, but you might try modifying the user interface files rather than the creature ones, if you haven't already tried that. Also I think this might have been attempted before, so you could try searching the forum.
Quote: How can I add Abilities to Creatures?
For example ABILITY_INCORPOREAL ?
Thanks for answers!
Again, a poor answer, but I'm pretty sure it's possible, so if no-one more knowledgeable comes along to help I would recommend finding an NCF creature that does this and looking at the files.
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Lichking012
Known Hero
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posted January 14, 2011 12:12 AM |
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Quote: Creature Abilities
How can I add Abilities to Creatures?
For example ABILITY_INCORPOREAL ?
Thanks for answers!
I could be wrong as I haven't actually done any ability modding yet, I've mostly been fooling around with stats and spells and a bit with animations, but I think you just need to insert it in the ability section of the game mechanics xdb file of the creature.
So
Under
<Abilities>
insert
<item>ABILITY_INCORPOREAL</item>
and make sure it ends
</Abilities>
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JayJayJay
Tavern Dweller
deleted account
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posted January 15, 2011 12:24 PM |
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Thank you
I think it works in ToE, but not in the normal Heroes 5, there isn't such a section for abilities...
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deleted account
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