Search found 67 matches

by Neckie
Feb 1 2009, 22:37
Forum: Mapmaking Guild
Topic: How to perm. get things in the Game Database
Replies: 8
Views: 2827

I now create new resources in the tree and work from there (copying old files from the h5m containers) and changing the values that need it (like map hrefs)... So far it's actually working and everything gets stored in the \data folder. No idea yet how I'm every going to share that ;-) Maybe build ...
by Neckie
Jun 12 2008, 21:48
Forum: Mapmaking Guild
Topic: [H5 EDITOR] Troubleshooting topic
Replies: 579
Views: 142986

old subject : look at http://www.celestialheavens.com/forums/viewtopic.php?t=5641 and http://deep.phpwebhosting.com/~paradox/forums/index.php?showtopic=569&st=15 ( http://deep.phpwebhosting.com/~paradox/forums/index.php?act=Attach&type=post&id=1699 to download the attached file)
by Neckie
May 9 2008, 20:26
Forum: Mapmaking Guild
Topic: Checking to see if human or AI
Replies: 9
Views: 2839

see http://heroescommunity.com/viewthread.php3?TID=25687

there are 2 methods there... my method is fine if you have an introduction messagebox while the other works for any situation.
by Neckie
Jan 27 2008, 17:31
Forum: Mapmaking Guild
Topic: DWARF BRIDGES in H5 TOE
Replies: 8
Views: 2912

you have to put the .pak file in your HOMM 5/data directory. You can open the file with winrar but there is no need to.
by Neckie
Jan 23 2008, 13:55
Forum: Mapmaking Guild
Topic: DWARF BRIDGES in H5 TOE
Replies: 8
Views: 2912

You select the bridge segment and not the down_bridge segment. the dwarf bridge are bugged and always fly at the top of your screen.
by Neckie
Jan 22 2008, 22:33
Forum: Mapmaking Guild
Topic: DWARF BRIDGES in H5 TOE
Replies: 8
Views: 2912

See http://deep.phpwebhosting.com/~paradox/forums/index.php?showtopic=569&st=15 for the method to get them back. Or download my downobjects mod. (Don't click on the link directly it won't work... you have to replace elrath.co.uk/... by deep.phpwebhosting.com/~paradox/... ) Here is the link to th...
by Neckie
Jan 19 2008, 15:57
Forum: Mapmaking Guild
Topic: My campaign project
Replies: 3
Views: 1897

Neckie, You have earned my respect and it would be a privilege to be on your team. I will gladly check and edit all your text to correct your English mistakes. I found some people @ HC that wanted to help me so I don't really need another person to check the texts; sorry, i forgot to update my firs...
by Neckie
Jan 6 2008, 7:29
Forum: Mapmaking Guild
Topic: My campaign project
Replies: 3
Views: 1897

My campaign project

I want to present my campaign project. It's a 3 maps campaign that will mostly focus on what you can improve your maps by scripting and modding. I'll focus on the visual effects more than retexturing. It will be released in English and in French. If someone want to translate it in a foreign language...
by Neckie
Dec 29 2007, 20:21
Forum: Mapmaking Guild
Topic: Witch hut scripting
Replies: 10
Views: 4490

Oops sorry my bad for the wrong code... thats the reason why i used multiple functions in my map. SetObjectEnabled("hut", nil); SetObjectEnabled("hut2", nil); visitedHut={} visitedHut2={} hero = 0 function WitchHut(heroName) if GetCurre...
by Neckie
Dec 29 2007, 14:11
Forum: Mapmaking Guild
Topic: Witch hut scripting
Replies: 10
Views: 4490

SetObjectEnabled("hut", nil); SetObjectEnabled("hut2", nil); visitedHut={} hero = 0 humanplayer = GetCurrentPlayer(); function WitchHut(heroName) if GetCurrentPlayer() == humanplayer then hero = heroName; if visitedHut[hero]~=1 a...
by Neckie
Dec 28 2007, 18:29
Forum: Mapmaking Guild
Topic: Witch hut scripting
Replies: 10
Views: 4490

I updated my last post with the script you should copy and paste in your script (overwrite your last one) so that it works. There were 3 problems : 1- You changed GetMapDataPath().. for your map path but that function do it for yourself. If you really want the full path the correct syntax is "/Maps/...
by Neckie
Dec 28 2007, 3:48
Forum: Mapmaking Guild
Topic: Witch hut scripting
Replies: 10
Views: 4490

SetObjectEnabled("hut", nil); visitedHut={} hero = 0 humanplayer = GetCurrentPlayer(); function WitchHut(heroName) if GetCurrentPlayer() == humanplayer then hero = heroName; if visitedHut[hero]~=1 and GetHeroSkillMastery(hero,1) <= 2 then ...
by Neckie
Dec 27 2007, 14:41
Forum: Mapmaking Guild
Topic: Witch hut scripting
Replies: 10
Views: 4490

You really should look at my All For One (HoF) map everything is there but here is what you want. humanplayer = GetCurrentPlayer(); visitedHut={} skills={"Logistics","Warmachines","Learning","Leadership","Luck","Offense&qu...
by Neckie
Dec 15 2007, 23:54
Forum: Mapmaking Guild
Topic: H5 TOE - What are the artifact Set IDs?
Replies: 3
Views: 1466

I don't have any credit i just know where to search hehe.

Just open data.pak\scripts\advmap-startup.lua or common.lua with notepad.

They're all in those files :)
by Neckie
Dec 15 2007, 13:30
Forum: Mapmaking Guild
Topic: H5 TOE - What are the artifact Set IDs?
Replies: 3
Views: 1466

-- -- Artifact sets IDs (for basic artifact sets) -- (synchronized with RPGStats/ArtifactSets ) -- ARTIFACT_SET_DRAGONISH = 0 ARTIFACT_SET_DWARVEN = 1 ARTIFACT_SET_LIONS = 2 ARTIFACT_SET_MAGIS = 3 ARTIFACT_SET_NECROMANCERS = 4 ARTIFACT_SET_EDUCATIONAL = 5 ARTIFACT_SET_HUNTERS = 6 ARTIFACT_SET_OGRES ...
by Neckie
Dec 9 2007, 16:22
Forum: Mapmaking Guild
Topic: 2.1 : Subterrain objects removed
Replies: 6
Views: 5149

Don't know what you did that didn't work.... i have the files in F:\Program Files\Ubisoft\Heroes of Might and Magic V - Tribes of the East\data\MapObjects\_(AdvMapObjectLink)\Objects-Subterra for the bridges and F:\Program Files\Ubisoft\Heroes of Might and Magic V - Tribes of the East\data\MapObject...
by Neckie
Nov 27 2007, 14:16
Forum: Mapmaking Guild
Topic: 2.1 : Subterrain objects removed
Replies: 6
Views: 5149

See my post @ elrath :

http://elrath.co.uk/forums/index.php?s=&showtopic=569&view=findpost&p=4357

Should work for HoF and TotE. If you can't make it work i'll make a mod that will make it work.
by Neckie
Nov 25 2007, 14:26
Forum: Mapmaking Guild
Topic: TotE town ID codes?
Replies: 2
Views: 1318

TOWN_HEAVEN = 0
TOWN_PRESERVE = 1
TOWN_ACADEMY = 2
TOWN_DUNGEON = 3
TOWN_NECROMANCY = 4
TOWN_INFERNO = 5
TOWN_FORTRESS = 6
TOWN_STRONGHOLD = 7

For all IDs go to : data.pak/scripts/ and open common.lua or advmap-startup.lua
by Neckie
Nov 14 2007, 0:34
Forum: Mapmaking Guild
Topic: Patch 1.4 removes objects from editor - how to get them back
Replies: 31
Views: 16963

Updated mapfilters for TotE :

http://elrath.co.uk/forums/index.php?s=&showtopic=569&view=findpost&p=4357

Hope you like it! (might be big but its worth it)
by Neckie
Oct 2 2007, 12:36
Forum: Mapmaking Guild
Topic: [H5 EDITOR] Troubleshooting topic
Replies: 579
Views: 142986

Anybody has a slightest idea how to organize a function that will trigger every time a battle starts and/or ends? As far as I know, there is now such trigger. I believe it can be arranged with touch object trigger, but that will require a lot of efforts, like assigning the trigger to EVERY creature...

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