Search found 67 matches

by Neckie
27 Sep 2007, 18:58
Forum: News
Topic: Time to taste the Tribes
Replies: 85
Views: 31150

Time to taste the Tribes

@Jata write 7964-8248-7603-2676 thx to sir charles :D
Edited on Thu, Sep 27 2007, 16:38 by Neckie
by Neckie
27 Sep 2007, 17:20
Forum: News
Topic: Time to taste the Tribes
Replies: 85
Views: 31150

Time to taste the Tribes

a list of alternate links at http://mightandmagic.uk.ubi.com/
by Neckie
27 Sep 2007, 16:01
Forum: Heroes V-VI
Topic: The Demo is out!
Replies: 41
Views: 12981

http://www.jeuxvideopc.com/demo/29978-h ... e-east.php
the site is in French but the demo is in English just click on "Télécharger la démo" (the red button) and it will start downloading.

Else just google it!
by Neckie
07 Sep 2007, 14:50
Forum: Mapmaking Guild
Topic: [H5 EDITOR] Troubleshooting topic
Replies: 579
Views: 224184

you need to add #xpointer(/Script) at the end of your xdb file name which will give : SetHeroCombatScript(hero,path.."mycombat.xdb#xpointer(/Script)") You've got to add that part for some other xdb files ... like effects, dialog scenes, ambient light and a few others i cant think of right ...
by Neckie
21 Jul 2007, 13:32
Forum: Mapmaking Guild
Topic: Making a Dialog Scene - Ingame Cinematic
Replies: 6
Views: 4010

Well you can create one from scratch : Create a map and shape your map as you want. (you shouldn't put heroes and creatures for the moment) Then with the game database select the DialogScene table. Then right click on the DialogScenes folder and click on New Object In the map field, just select any ...
by Neckie
20 Jul 2007, 19:48
Forum: Mapmaking Guild
Topic: Is it possible to play the original campaign in HOF?
Replies: 3
Views: 2105

Those individual maps are available because of me :)

See my post http://deep.phpwebhosting.com/~paradox/ ... wtopic=678

Then ask your questions if you have any
by Neckie
20 Jul 2007, 19:45
Forum: Mapmaking Guild
Topic: Making a Dialog Scene - Ingame Cinematic
Replies: 6
Views: 4010

by Neckie
13 Jul 2007, 13:27
Forum: Mapmaking Guild
Topic: (H5:HoF) MessageBox Complex Messages?
Replies: 7
Views: 3745

How do you use the console, (In detail, please) I heard someone else mention watching errors but I have never done it. Thanks for the response. Adding string setvar dev_console_password = schwinge-des-todes as the last line of autoexec.cfg file. Under My Documents/My Games/Heroes of Might and Magic...
by Neckie
08 Jun 2007, 19:38
Forum: Modcrafting Guild
Topic: Zipping map files into a h5m file
Replies: 4
Views: 3741

I think your program zip the file in a .h5m file directly. However when you try to do that with winzip (for example) , the file doesn't load in the editor.

What you've got to do is to zip it in a .zip file and then modify the file extension to .h5m.
by Neckie
19 Apr 2007, 02:02
Forum: Mapmaking Guild
Topic: AI too dumb to use colored gates/keys?
Replies: 10
Views: 5991

In the Map property tree -> players -> (number) -> attractors You can select the AI type (builder, warrior or explorer) just like in other Homm games. (dunno if they actually works) I haven't tested those myself since I'm very very busy right now but someone told me it worked with his multiplayer ma...
by Neckie
18 Apr 2007, 21:42
Forum: Mapmaking Guild
Topic: AI too dumb to use colored gates/keys?
Replies: 10
Views: 5991

You should try to add AI attractors.

I've used them in my map to make sure they don't waste turns on my new buildings.

You can even use AI attractors in a multiplayer map. Just add them in the tree and not in the script.
by Neckie
06 Apr 2007, 13:08
Forum: Mapmaking Guild
Topic: Text Variables in Message/Question Boxes
Replies: 2
Views: 2348

See http://elrath.com/forums/index.php?showtopic=708 Your problem is that you can't give words as values, what you have to do is create a text file that has Sprites written in it. Btw the space after the 3 is the space between your 2 values. I used the complex question box in my map to know what ski...
by Neckie
28 Mar 2007, 22:31
Forum: Mapmaking Guild
Topic: H5 editor capabilities
Replies: 4
Views: 7081

Hi again! I've worked a bit on the editor and here is the result : I changed the A1SM1 dialog scene a little bit and here is the result : 1. download the file : http://www.wikiupload.com/download_page.php?id=182383 2. install : put that file in your maps folder 3. play : with the console or in the s...
by Neckie
26 Mar 2007, 18:54
Forum: Mapmaking Guild
Topic: H5 editor capabilities
Replies: 4
Views: 7081

H5 editor capabilities

Hey people, I've been searching and exploring the editor for quite a long time now and its nice to see how many things you can do with it. Lately, I've looked at the dialog scenes again and found out that the editor has even more hidden features than I thought. When you open a Dialog scene in the ed...
by Neckie
23 Mar 2007, 21:35
Forum: News
Topic: Mapmakers, Reclaim your Maps
Replies: 64
Views: 22281

Mapmakers, Reclaim your Maps

My maps are now correctly updated thx Logan! Thx for quick reply!
by Neckie
21 Mar 2007, 23:41
Forum: News
Topic: Mapmakers, Reclaim your Maps
Replies: 64
Views: 22281

Mapmakers, Reclaim your Maps

I contacted them few weeks ago and they never answered so i guess they don't care! The only problem is that they've got an old version of my map.
by Neckie
05 Mar 2007, 18:13
Forum: Mapmaking Guild
Topic: "down" objects and dwarf bridges...
Replies: 4
Views: 3079

Masks are in the tool panel just put some all over the abyss. Look at an example with the campaign map A1C3M3 http://img407.imageshack.us/img407/8411/pic2hg7.th.jpg http://img407.imageshack.us/img407/2275/pic1mu4.th.jpg You see that all they did is to put masks on the abyss and thats all you have to...
by Neckie
05 Mar 2007, 15:28
Forum: Mapmaking Guild
Topic: "down" objects and dwarf bridges...
Replies: 4
Views: 3079

You need to put masks over the abyss.

No need to change the down bridges since they already have their blocked tiles and passable tiles
by Neckie
28 Feb 2007, 21:01
Forum: Mapmaking Guild
Topic: Does anybody have the slightest idea
Replies: 4
Views: 3147

They were there in 2.0 but they got removed with 2.1 for an unknown reason see my post : http://www.celestialheavens.com/forums/ ... php?t=5641

What I meant is that the only way to make the dwarf bridges work on you maps is to put abyss (*down* objects) since they are at the ground level.
by Neckie
25 Feb 2007, 22:27
Forum: Heroes V-VI
Topic: How do you capture / access the mission-opening picture?
Replies: 5
Views: 1880

You missed a few there...

A1C2M1
A1C2M2
A1C3M3

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