Search found 157 matches

by Vitirr
11 Nov 2006, 20:30
Forum: Mapmaking Guild
Topic: Heroes V Legends of the Ancients
Replies: 317
Views: 311917

Looking great Marzhin :hoo:
by Vitirr
11 Nov 2006, 19:12
Forum: Mapmaking Guild
Topic: My kingdom for a larger message box!!
Replies: 29
Views: 28406

Re: My kingdom for a larger message box!!

I think it would only be possible through mods but I don't know which files you should modify. or maybe does anyone know how to use the cutscene feature i heard about? or is it really complicated like the editor documention suggests? That would be awesome. And I don't think that making a simple dial...
by Vitirr
11 Nov 2006, 19:08
Forum: Mapmaking Guild
Topic: Patch 1.4 removes objects from editor - how to get them back
Replies: 31
Views: 24906

Very usefull mod markrise. Thank you ;) .
by Vitirr
11 Nov 2006, 12:29
Forum: Articles
Topic: Producer Interview: Fabrice Cambounet
Replies: 29
Views: 10011

Producer Interview: Fabrice Cambounet

"Why can't they just announce they are going to do MM X :( " I guess it all will depend on sales. I think if they decide to make a M&MX it will be a big project, bigger than HOMM, and will require a big investement. So they'll have to show some good figures first to convince some bosse...
by Vitirr
10 Nov 2006, 16:07
Forum: Mapmaking Guild
Topic: The Map Editor
Replies: 8
Views: 6059

You could probably creat one through scripts, but would need a bit of coding.
by Vitirr
10 Nov 2006, 10:26
Forum: Mapmaking Guild
Topic: Patch 1.4 removes objects from editor - how to get them back
Replies: 31
Views: 24906

Thanks Najibarr, very useful info.
by Vitirr
10 Nov 2006, 00:00
Forum: Mapmaking Guild
Topic: Patch 1.4 removes objects from editor - how to get them back
Replies: 31
Views: 24906

Perhaps you can simulate those objects. Just add another static object in the map and try to change the 3D model. The model of the arena and conquest objects might still be there. There might be a way to make two installations of the game too. One to use the 1.3 map editor and another to play (and u...
by Vitirr
09 Nov 2006, 23:45
Forum: Modcrafting Guild
Topic: Initial number of neutral creatures, how to change them
Replies: 9
Views: 5934

Thanks Sir_Troejam I'll have a look at it ;)
by Vitirr
09 Nov 2006, 22:01
Forum: Mapmaking Guild
Topic: Patch 1.4 removes objects from editor - how to get them back
Replies: 31
Views: 24906

Are those the "improvements" of the map editor? :|
by Vitirr
09 Nov 2006, 21:53
Forum: Mapmaking Guild
Topic: Basic scripting resources
Replies: 22
Views: 9093

LOL, great Pitsu! Good workaround. I wonder what will happen though after 3 months of gameplay if you keep adding lights and "antilights" each day/week. I wonder if it will have any effect on performance.
by Vitirr
09 Nov 2006, 10:42
Forum: Mapmaking Guild
Topic: Basic scripting resources
Replies: 22
Views: 9093

I'll try, but the function definition doesn''t seem to suggest that, because it says it "adds" point lights, not set them. But the definition could be wrong of course.
by Vitirr
09 Nov 2006, 10:38
Forum: Modcrafting Guild
Topic: Initial number of neutral creatures, how to change them
Replies: 9
Views: 5934

what about scripting neutral stacks in the map editor? there might be a way to do that, but of course you'd have to do it for every map. You mean a script that when a hero enters a battle checks the kind of unit and set his number accordingly? Hmm, could work, though I don't know if it's possible t...
by Vitirr
08 Nov 2006, 20:41
Forum: Mapmaking Guild
Topic: Basic scripting resources
Replies: 22
Views: 9093

I know you can add point lights to objects through scripts, but anybody knows if they can be also removed?
by Vitirr
08 Nov 2006, 00:58
Forum: Mapmaking Guild
Topic: Basic scripting resources
Replies: 22
Views: 9093

Re: Basic scripting resources

You can do like in C5M5. The light texture file has name/internal name reference fields in its body. Give them one and use the reference name in SetAmbientLight command. Stupid me, I only had to add a new ambientlight in the map properties tree. I only used one, so the other ambientlight to swap, t...
by Vitirr
07 Nov 2006, 22:57
Forum: Screenshots
Topic: The Dwarves of Yesterday
Replies: 18
Views: 7162

The Dwarves of Yesterday

Oh, the good old days of M&M7....
by Vitirr
06 Nov 2006, 21:00
Forum: Mapmaking Guild
Topic: Basic scripting resources
Replies: 22
Views: 9093

Re: Basic scripting resources

Click on start ->All Programs->Ubisoft->HOMM5. Then you will see Map Editor Manual, which is 4 parts. Go through the practical and theoretical guides. Yes, as if those have much info about scripts :p Ok since it looks like there are no guides or tutorials and the only way to learn is the hard way, ...
by Vitirr
06 Nov 2006, 12:43
Forum: Modcrafting Guild
Topic: Initial number of neutral creatures, how to change them
Replies: 9
Views: 5934

Thanks Sir_Troejam but from what I've seen there, the only thing you can modify are coeficients that are applied for all the neutrals. So, you can make neutrals stacks bigger or smaller, but you can't specify exact numbers (I guess everything is relative to internal numbers used in other place, anot...
by Vitirr
06 Nov 2006, 12:17
Forum: Mapmaking Guild
Topic: Basic scripting resources
Replies: 22
Views: 9093

Basic scripting resources

Is there any tutorial or guide to learn the basics of scripting? I'm starting to learn about it but I can't find good info. Right now I don't know if I must make my map scripts in lua files, or just use the editor field called "script text" (or something like that), I don't know what are t...
by Vitirr
06 Nov 2006, 11:47
Forum: Modcrafting Guild
Topic: Initial number of neutral creatures, how to change them
Replies: 9
Views: 5934

Initial number of neutral creatures, how to change them

Hi, anybody knows which files must be modified to change the initial number of neutral creatures for the different difficulty settings? I think they are quite poorly balanced, and ranged and caster creatures should have much lower numbers than slow walking units, because right now, a mp map can be r...
by Vitirr
18 Oct 2006, 09:13
Forum: News
Topic: On Steam and Might and Magic X
Replies: 17
Views: 7821

On Steam and Might and Magic X

Angelspit wrote: "Dark Messiah looks a lot like a RPG already: an inventory, a selection of spells, NPCs, a plot, etc. Perhaps they could use this as a basis for the development of Might and Magic X." Well, the question is, would M&M fans accept a single player game with a combat/adven...

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