Search found 362 matches

by Franzy
Jul 26 2011, 4:53
Forum: Mapmaking Guild
Topic: Variable "doesn't exits"
Replies: 1
Views: 1799

Array constants like these exVar[9]={0,0,0,0,0,0,0,0,0}; should look like exVar={0,0,0,0,0,0,0,0,0}; In-game constants like PLAYER_1 should NOT be taken in '. Your function here function infiniteTurn(set) local enabled=0; if set~=nil then enabled=1; while not nil do if enabled==1 then for i=1,8 do c...
by Franzy
Jan 27 2011, 21:14
Forum: Mapmaking Guild
Topic: Scripting help for heroes 5 required please! :)
Replies: 6
Views: 3341

Names of objects, including hero names, should be enclosed in ' '. Cheers!
by Franzy
Jan 5 2011, 7:18
Forum: Mapmaking Guild
Topic: Some map-making questions
Replies: 2
Views: 1977

1. RTFM. It's in there. Called Mask. 2. Can be done with a script. 3. Place a monster, then add stacks to it in its properties. 4. Yes! You can even use your own picture! See proiperties tree. (Ctrl+Space). 5. Again, properties tree. It's in there. 6. Yet again, it's in properties tree. Read the man...
by Franzy
Dec 18 2010, 9:08
Forum: Mapmaking Guild
Topic: [H5 EDITOR] Troubleshooting topic
Replies: 579
Views: 121077

The function called TransformTown.
by Franzy
Dec 7 2010, 5:38
Forum: Mapmaking Guild
Topic: [H5 EDITOR] Troubleshooting topic
Replies: 579
Views: 121077

First of all, turn back a page - I told you what the problem is with towns.
Second of all, you missed something here. You call x,y and z... but what are they? They should be placed here:

x,y,z = GetObjectPosition(playernames[i]);
by Franzy
Dec 6 2010, 21:19
Forum: Mapmaking Guild
Topic: [H5 EDITOR] Troubleshooting topic
Replies: 579
Views: 121077

The trigger works with town alright, problem is elsewhere. You see, when a hero captures the town he automatically enters it. And when a hero enters a town, he is removed from the map and the list of currect objects. So you can not enteract with him, that's why giving him an artifact doesn't work :)...
by Franzy
Dec 4 2010, 21:23
Forum: Mapmaking Guild
Topic: Another script help
Replies: 14
Views: 4572

GetDefenderCreatures() returns not an array but a number of values. Like this:
v1,v2,v3,v4,v5,v6,v7 = GetDefenderCreatures();
by Franzy
Dec 3 2010, 18:24
Forum: Mapmaking Guild
Topic: [H5 EDITOR] Troubleshooting topic
Replies: 579
Views: 121077

Well, dunno... I once had similar problems with Kha-Beleh, but I always thought it's because hyphenated name. Probably a strange-glitch-by-Nival-that-wil-never-be-corrected-or-even-understood.
by Franzy
Dec 2 2010, 20:40
Forum: Mapmaking Guild
Topic: [H5 EDITOR] Troubleshooting topic
Replies: 579
Views: 121077

As for determining hero class (sorry I misunderstood that as defining) not sure if there a function for that, but you can always check if the hero in question has a class skill (i.e. necromancy for necromancers, counterstrike for knights etc)
by Franzy
Dec 2 2010, 20:38
Forum: Mapmaking Guild
Topic: [H5 EDITOR] Troubleshooting topic
Replies: 579
Views: 121077

You use the same code? Copy-paste? Maybe it's just a misprint.
by Franzy
Dec 2 2010, 20:35
Forum: Mapmaking Guild
Topic: Another script help
Replies: 14
Views: 4572

Probably not. As far as I know, only functions that start with lowercase are common for adventure and combat modes. You can always try though ^)
by Franzy
Nov 28 2010, 21:44
Forum: Mapmaking Guild
Topic: [H5 EDITOR] Troubleshooting topic
Replies: 579
Views: 121077

Cannot change hero class by script.
by Franzy
Nov 10 2010, 20:37
Forum: Mapmaking Guild
Topic: Another script help
Replies: 14
Views: 4572

1. Of course. But you should use different naming, like this: sign0,sign1... and sign0msg.txt, sign1msg.txt... Then you can do the concatenation trick: function mb(h,obj) MessageBox(obj.."msg.txt"); end; for i=0,10 do Trigger(OBJECT_TOUCH_TRIGGER, "sign"..i, "mb"); end;...
by Franzy
Nov 9 2010, 19:34
Forum: Mapmaking Guild
Topic: Another script help
Replies: 14
Views: 4572

You have to supply heroname to checkartifacts.

Like this:

hh = GetPlayerHeroes(PLAYER_1);
for i=1,length(hh) do
if checkartifacts(hh[i])==1
SetObjectiveState("objective",OBJECTIVE_COMPLETED,PLAYER_1);
Win(PLAYER_1);
end;
end;
by Franzy
Nov 8 2010, 19:11
Forum: Mapmaking Guild
Topic: Another script help
Replies: 14
Views: 4572

arts={10,21,15,......} -- place here artifacts ids your hero needs to collect function checkartifacts(hero) --returns 1 if hero has all the required artifacts. for i=1,length(arts) do if not HasArtefact(hero,ars[i]) then return(0); end return(1); end; --Then you need to call that function, say, at t...
by Franzy
Nov 3 2010, 5:13
Forum: Mapmaking Guild
Topic: TOTE 3.1 Script issue
Replies: 4
Views: 1568

Well, there could be problems if the game is installed to a directory which name contains non-standard English symbols, cyrillic for example, or symbols from extended alphabet. Also, game data may be simply corrupted. They should try reinstalling the game. Also, if everything works fine except for t...
by Franzy
Nov 1 2010, 17:51
Forum: Mapmaking Guild
Topic: TOTE 3.1 Script issue
Replies: 4
Views: 1568

Did they havbe the patch installed?
by Franzy
Oct 1 2010, 5:50
Forum: Mapmaking Guild
Topic: Spawning main heroes
Replies: 110
Views: 20120

OK, here is the list of combat functions (original game only, in patches a few were added) Hooks (caled at different battle stages): bool DoPrepare() - when players place troops on the battlefield bool DoStart() - right after placement phase before anyone moves bool UnitMove(sUnitName) - right befor...
by Franzy
Sep 27 2010, 17:32
Forum: Mapmaking Guild
Topic: Spawning main heroes
Replies: 110
Views: 20120

Why would you think they are wrong?

Battle arena does have strange coordinate system. If the returned values are numbers, then it's ok.
by Franzy
Sep 26 2010, 17:57
Forum: Mapmaking Guild
Topic: Spawning main heroes
Replies: 110
Views: 20120

OK, in two words, targeted spells require target to work. And mass plague is a targeted spell.

No way to make another level. You can have another underground instead of the surface though.

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