Search found 157 matches
- 24 Nov 2006, 02:07
- Forum: Modcrafting Guild
- Topic: Initial number of neutral creatures, how to change them
- Replies: 9
- Views: 5915
- 24 Nov 2006, 02:01
- Forum: Mapmaking Guild
- Topic: problem with RemoveObject
- Replies: 12
- Views: 6016
- 24 Nov 2006, 00:37
- Forum: Mapmaking Guild
- Topic: Basic scripting resources
- Replies: 22
- Views: 9033
- 21 Nov 2006, 15:56
- Forum: Mapmaking Guild
- Topic: A few questions about the Heroes V map editor...
- Replies: 10
- Views: 6421
I haven't still used the start combat script so I don't know if you have used it properly, (don't you have to use nil for enemy hero if you want fight only neutrals for example?). The function not defined error is normal. It will say that for all your defined functions. So if it doesn't work it must...
- 21 Nov 2006, 00:00
- Forum: Mapmaking Guild
- Topic: Basic scripting resources
- Replies: 22
- Views: 9033
GetObjectiveState is only returning 1 or -1 to me if the quest is active or inactive (completed, failed or still not started). Has anybody experienced the same with this script? I'd like to diferenciate if the quest has been completed or failed, so if this doesn't work I'll have to do it manually. E...
- 20 Nov 2006, 18:55
- Forum: Mapmaking Guild
- Topic: A few questions about the Heroes V map editor...
- Replies: 10
- Views: 6421
My advice to learn with the scripts is to start making a map, a test map, and start using some basic scripts. To start adding them just open the map properties window, go to the script tab and start editing. This is some basic knowledge about how scripts work: - Every line of code you add is execute...
- 13 Nov 2006, 23:04
- Forum: Mapmaking Guild
- Topic: My kingdom for a larger message box!!
- Replies: 29
- Views: 28323
- 13 Nov 2006, 23:00
- Forum: Mapmaking Guild
- Topic: Basic scripting resources
- Replies: 22
- Views: 9033
- 13 Nov 2006, 20:37
- Forum: Mapmaking Guild
- Topic: Basic scripting resources
- Replies: 22
- Views: 9033
- 13 Nov 2006, 19:51
- Forum: Mapmaking Guild
- Topic: My kingdom for a larger message box!!
- Replies: 29
- Views: 28323
The image in the file is actually a link.
And it doesn't work for me. This is what I see: image
It worked with the previous version.
And it doesn't work for me. This is what I see: image
It worked with the previous version.
- 13 Nov 2006, 19:46
- Forum: Mapmaking Guild
- Topic: Basic scripting resources
- Replies: 22
- Views: 9033
- 13 Nov 2006, 17:26
- Forum: Mapmaking Guild
- Topic: Basic scripting resources
- Replies: 22
- Views: 9033
- 12 Nov 2006, 20:26
- Forum: Mapmaking Guild
- Topic: My kingdom for a larger message box!!
- Replies: 29
- Views: 28323
The file Pitsu posted here is a pak file. That's the one I mean. Yes it is in fact a zip, but the name is .pak. are you saying that i open my map file with WINRAR and then place the two root folders, called textures and UI with all the files within them, directly in this folder - maps/singlemissions...
- 12 Nov 2006, 20:11
- Forum: Modcrafting Guild
- Topic: Why my Mods don't work?
- Replies: 11
- Views: 7236
- 12 Nov 2006, 20:07
- Forum: Mapmaking Guild
- Topic: My kingdom for a larger message box!!
- Replies: 29
- Views: 28323
Ok, here we go. Way 1: - Copy the pak file into your data folder. That's all. This way the mod will be available for all the game always. Way 2: - Extract the pak file with winzip/winrar. - Open the map you want to attatch the mod to (with winzip/winrar). - Add the folders of the mod you have just e...
- 12 Nov 2006, 19:57
- Forum: Mapmaking Guild
- Topic: My kingdom for a larger message box!!
- Replies: 29
- Views: 28323
- 12 Nov 2006, 19:55
- Forum: Mapmaking Guild
- Topic: My kingdom for a larger message box!!
- Replies: 29
- Views: 28323
The main annoyance I see is that mod goes to data folder while h5m type of maps to maps folder. Thus a more complex installation... Extract the pak file with winzip/winrar. Open the map you want to attatch the mod to (with winzip/winrar). Add the folders of the mod you have just extracted and save ...
- 12 Nov 2006, 15:11
- Forum: Mapmaking Guild
- Topic: My kingdom for a larger message box!!
- Replies: 29
- Views: 28323
- 12 Nov 2006, 12:41
- Forum: Mapmaking Guild
- Topic: can someone eplain how they improved the editor in 1.4?
- Replies: 17
- Views: 7998
There were lots of ambient lights already to pick from. You just had to got to search for them in the game resources screen. i suppose its useful, though i actually prefer manually setting the ambient light myself for the underground with different lighted zones You mean with the point lights of the...
- 11 Nov 2006, 20:33
- Forum: Mapmaking Guild
- Topic: My kingdom for a larger message box!!
- Replies: 29
- Views: 28323