Search found 217 matches
- 09 Feb 2009, 05:50
- Forum: Mapmaking Guild
- Topic: HV-Creating fog.
- Replies: 15
- Views: 14540
- 08 Feb 2009, 04:12
- Forum: Mapmaking Guild
- Topic: [Tote] SetObjectPosition and ships
- Replies: 6
- Views: 3764
[Tote] SetObjectPosition and ships
Is there any trick to move a ship with script? If I use SetObjectPosition with a ship the game crashes to desktop everytime the function is triggered.
- 07 Feb 2009, 03:12
- Forum: Mapmaking Guild
- Topic: [ToTE] Problem with placing bridges via script
- Replies: 13
- Views: 5559
- 06 Feb 2009, 17:38
- Forum: Mapmaking Guild
- Topic: [ToTE] Problem with placing bridges via script
- Replies: 13
- Views: 5559
I believe the trouble is in WaterBased parameter. You must set it to true in order for the bridge sections to move right. Nope, it didn't make any different. Tried the the TerrainAlignment too. As an alternative (ugly) solution: place the 'fixed' bridge part somewhere on the map that is not (yet) v...
- 05 Feb 2009, 22:23
- Forum: Mapmaking Guild
- Topic: [ToTE] Problem with placing bridges via script
- Replies: 13
- Views: 5559
[ToTE] Problem with placing bridges via script
As I said in the subject line I got problem when I try to replace a damaged bridge part with a regular one via script. The new bridge part keeps hovering in the air when the script has run. I keep the new parts on the same level as the others - actually I've placed them on the bridge itself, on the ...
- 04 Feb 2009, 14:46
- Forum: Mapmaking Guild
- Topic: Is there a way to turn of "... has been defeated"?
- Replies: 1
- Views: 2186
If you put a reserve hero in player properties (map properties pop-up box) instead of a main hero for PLAYER_2 and then use in script, you'll get around the problem.
Code: Select all
DoNotGiveTurnToPlayerAIIfNoTownsAndActiveHeroes(PLAYER_2, not nil);
- 30 Jan 2009, 20:50
- Forum: Mapmaking Guild
- Topic: Arbitrary rotation of fences?
- Replies: 10
- Views: 4444
- 29 Jan 2009, 00:20
- Forum: Mapmaking Guild
- Topic: [Tote] Caravans jump-starts - bug or what?
- Replies: 4
- Views: 2296
- 28 Jan 2009, 22:47
- Forum: Mapmaking Guild
- Topic: [Tote] Caravans jump-starts - bug or what?
- Replies: 4
- Views: 2296
[Tote] Caravans jump-starts - bug or what?
In my map there's four caravans created at a special event and they are supposed to move from point A to B (over three turns). But it looks very ugly when the caravans "jumps" to halfway of the estimated route and at that point start acting normal. It happends every turn. I have tried to e...
- 24 Jan 2009, 17:38
- Forum: Mapmaking Guild
- Topic: Newbee question about scenario issue
- Replies: 14
- Views: 4253
By the way: do you know of any method to prevent peasant huts to give you peasants? I just want to use them for decorative purposes ;-) A other way to do it: Put as many peasant-huts you want on your map and give them script names like pHut1, pHut2 and so on (you change the name in the object prope...
- 22 Jan 2009, 23:05
- Forum: Mapmaking Guild
- Topic: [H5 Tote] How do I create "in game/original" flyin
- Replies: 23
- Views: 11753
Hi again! Couldn't go to sleep before I got some understanding in the case. I found out what the problem was. The result when I tested the formula it moved an object but it was the wrong one. Everything was turned 90 degrees clockwise, so I just swapped the a and b in tilepos[(b-21)*10 + a-20] and i...
- 22 Jan 2009, 21:19
- Forum: Mapmaking Guild
- Topic: [H5 Tote] How do I create "in game/original" flyin
- Replies: 23
- Views: 11753
Hmm, so you want to fill tilepos automatically? Yes! Your formula worked perfect in one way and in another not. It gets all the coordinates correct to the table. But I'm using an index that starts from no 1 (the index numbers in 'tilename' and 'tilepos' has to be the same because the coordinates of...
- 22 Jan 2009, 18:25
- Forum: Mapmaking Guild
- Topic: [H5 Tote] How do I create "in game/original" flyin
- Replies: 23
- Views: 11753
- 22 Jan 2009, 16:50
- Forum: Mapmaking Guild
- Topic: [H5 Tote] How do I create "in game/original" flyin
- Replies: 23
- Views: 11753
One note. If you use both ChangeHeroStat AND GiveHeroCombatBonus, hero will get double bonus - permanent one and temporary one (until next battle). BTW, do you use 3.1 patch? Many commands were extended with the patch. As for flying icons, adding heroname as last parameter usually works. Stupid que...
- 16 Jan 2009, 13:57
- Forum: Mapmaking Guild
- Topic: [H5 Tote] How do I create "in game/original" flyin
- Replies: 23
- Views: 11753
Franzy: NB: if I am not mistaken, one guy from russian forum said he managed to force the game to show creature icons by adding heroname as another parameter in function like this: GiveHeroCreatures('Zehir',1,1,'Zehir'); But I never tried this for myself, don't know if it really works. There is no c...
- 15 Jan 2009, 23:46
- Forum: Mapmaking Guild
- Topic: [H5 Tote] How do I create "in game/original" flyin
- Replies: 23
- Views: 11753
- 15 Jan 2009, 00:26
- Forum: Mapmaking Guild
- Topic: [H5 Tote] How do I create "in game/original" flyin
- Replies: 23
- Views: 11753
[H5 Tote] How do I create "in game/original" flyin
Hi everybody! After years of playing H5 I've got in to the mapmaking buisiness - at last. With no programming skills at start but a quite usefull brain I have started to learn the script writing. Q = where to find the file(s) in data.pak for the original flying signs (morale, luck, etc) you see when...