[H5 EDITOR] Troubleshooting topic
Because of a bug in the game, the underground bridges are broken and cannot be used. You can use the above-ground bridges, both grass and lava, in your underground level without problems. They float above the terrain when you first place them on a map, but can hump up the ground under the bridge ending segments as GOW says.
rdeford, Mage Of Soquim
“Forgiving and being forgiven, loving and being loved,
living and letting live, is the simple basis for it all."
Ernest Holmes 1984
“Forgiving and being forgiven, loving and being loved,
living and letting live, is the simple basis for it all."
Ernest Holmes 1984
Actually, it's the editor's bug, not the game's. Devs simply "forgot" to add underground bridges to objects list (along with other stuff).
There two known (to me) ways to use the bridges.
1) Place any underground object. Chose properties>shared> change object to underground bridge. If I amnot mistaken, they are named like u_bridge_left, u_bridge_right... etc.
Be aware that there are two sets of underground bridges - ground level and raised.
2) Use an editor mod. Download here: http://ifolder.ru/6002881
It adds all "forgot" objects, including campaign heroes, the Tank, the Plane and elven robotrooper
There two known (to me) ways to use the bridges.
1) Place any underground object. Chose properties>shared> change object to underground bridge. If I amnot mistaken, they are named like u_bridge_left, u_bridge_right... etc.
Be aware that there are two sets of underground bridges - ground level and raised.
2) Use an editor mod. Download here: http://ifolder.ru/6002881
It adds all "forgot" objects, including campaign heroes, the Tank, the Plane and elven robotrooper
@ Franzy -- as usual, you come to the rescue. Good info. Thanks.
I tried to download the editor mod but could not read the Russian to figure out how to do it. After much fumbling around, I managed to get Google to translate the Russian into English for one of the pages. Turns out that I was "not authorized" to download the file. So, went to another page and tried to register. I filled out a form with name, email address, and password, but something went wrong when I submitted the form. Again, I cannot read the Russian so I don't know what went wrong. I couldn't get a translation for the error.
I tried to download the editor mod but could not read the Russian to figure out how to do it. After much fumbling around, I managed to get Google to translate the Russian into English for one of the pages. Turns out that I was "not authorized" to download the file. So, went to another page and tried to register. I filled out a form with name, email address, and password, but something went wrong when I submitted the form. Again, I cannot read the Russian so I don't know what went wrong. I couldn't get a translation for the error.
rdeford, Mage Of Soquim
“Forgiving and being forgiven, loving and being loved,
living and letting live, is the simple basis for it all."
Ernest Holmes 1984
“Forgiving and being forgiven, loving and being loved,
living and letting live, is the simple basis for it all."
Ernest Holmes 1984
@ Franzy -- Update-- Well, the Russian server sent me a confirmation message, which I replied to. Now, when I go to download the editor mod, I can log in (even though everything is in Russian I figured out how to do that at least). But, even though it says I'm logged in up at the top right hand area of the screen, I still cannot get a link that I can click on to start the download.
rdeford, Mage Of Soquim
“Forgiving and being forgiven, loving and being loved,
living and letting live, is the simple basis for it all."
Ernest Holmes 1984
“Forgiving and being forgiven, loving and being loved,
living and letting live, is the simple basis for it all."
Ernest Holmes 1984
old subject : look at http://www.celestialheavens.com/forums/ ... php?t=5641
and http://deep.phpwebhosting.com/~paradox/ ... =569&st=15
(http://deep.phpwebhosting.com/~paradox/ ... st&id=1699 to download the attached file)
and http://deep.phpwebhosting.com/~paradox/ ... =569&st=15
(http://deep.phpwebhosting.com/~paradox/ ... st&id=1699 to download the attached file)
I uploaded the file to RS: http://rapidshare.com/files/122099913/F ... r.zip.html
(unzip to data folder). I think it should work ok with any language version.
(unzip to data folder). I think it should work ok with any language version.
Multiplayer to Multiplayer Co-Operative
I've looked at all of the maps in the multiplayer .zip file that i downloaded and unpacked to the maps folder. How do you make them cooperative? i've tried opening them in the map editor and turning on the teams option and setting 2 players per team, but it doesn't come through the game that way. any suggestions?
Re: Multiplayer to Multiplayer Co-Operative
I am not sure about this one, but I think you might try opening a non-team multiplayer map in the map editor and setting the teams exactly as you did. Then also change the map name that appears in the Map Properties to something you will readily see as different from the original. Then do a Save As with a new file name that is comparable to the new map name. Then, go into the Maps folder and delete the non-team version you started with. (Since you did the Save As with a new file name, you will be able to easily see which file to delete.) Oh, and double check your work on the teams settings if this process doesn't work. I've had the Editor sneak around behind my back and reset the teams settings on me at random moments.windjaz wrote:I've looked at all of the maps in the multiplayer .zip file that i downloaded and unpacked to the maps folder. How do you make them cooperative? i've tried opening them in the map editor and turning on the teams option and setting 2 players per team, but it doesn't come through the game that way. any suggestions?
rdeford, Mage Of Soquim
“Forgiving and being forgiven, loving and being loved,
living and letting live, is the simple basis for it all."
Ernest Holmes 1984
“Forgiving and being forgiven, loving and being loved,
living and letting live, is the simple basis for it all."
Ernest Holmes 1984
This completely did the trick! The player properties don't change, it still shows FFA, but if you go to load the co-op map you modified, it will allow you to pick your teams! Thanks!!!I am not sure about this one, but I think you might try opening a non-team multiplayer map in the map editor and setting the teams exactly as you did. Then also change the map name that appears in the Map Properties to something you will readily see as different from the original. Then do a Save As with a new file name that is comparable to the new map name. Then, go into the Maps folder and delete the non-team version you started with. (Since you did the Save As with a new file name, you will be able to easily see which file to delete.) Oh, and double check your work on the teams settings if this process doesn't work. I've had the Editor sneak around behind my back and reset the teams settings on me at random moments.
Bomb Script H4 and set random creature?
Hello to all.
Firstly, I apologize for my English level.
I can not find the following functions in the editor H5, can you help me please?
Is there an equivalent script to be "bomb" H4? If it exists, can you explain how it works.
Is it possible to set the random creatures for the faction linked to a player?
Thank you for your help.
Firstly, I apologize for my English level.
I can not find the following functions in the editor H5, can you help me please?
Is there an equivalent script to be "bomb" H4? If it exists, can you explain how it works.
Is it possible to set the random creatures for the faction linked to a player?
Thank you for your help.
1. Yes, you can destroy or move any *static* (without active tiles) objects via function RemoveObject. For a static object to be(re)movable, you must change its appropriate property to true.
2. Yes, you can change any creature stack on the map using AddObjectCreatures/RemoveObjectCreatures functions.
2. Yes, you can change any creature stack on the map using AddObjectCreatures/RemoveObjectCreatures functions.
Thank you for these answers, Franzy.
But I need more detail to the 1st answer.
How do I delete an object by triggering an event? For example, trees blocking a passage. Farmers are willing to cut if a player kills the dragons north of the map.
How to write the script performing this action?
For the 2nd question, I think I express myself badly
With an example, I might be clearer.
Either a stack of random creature. I want this stack is the same race as the player's faction. For example, if the player chooses the faction haven, the stack will be a haven creature (creature level according to the random object placed on the map).
How to write the script performing this action?
Thank you for your answers.
But I need more detail to the 1st answer.
How do I delete an object by triggering an event? For example, trees blocking a passage. Farmers are willing to cut if a player kills the dragons north of the map.
How to write the script performing this action?
For the 2nd question, I think I express myself badly
With an example, I might be clearer.
Either a stack of random creature. I want this stack is the same race as the player's faction. For example, if the player chooses the faction haven, the stack will be a haven creature (creature level according to the random object placed on the map).
How to write the script performing this action?
Thank you for your answers.
@ Urostoki --
function oldWitchYes()
local playerGold = GetPlayerResource(PLAYER_1, GOLD);
MessageBox(path.."oldWitchYes.txt");
SetPlayerResource(PLAYER_1, GOLD, playerGold - 10000)
RemoveObject("barrierTrees");
oldWitch_state = 0 -- flag that witch is gone
end;
Answer: See the RemoveObject() line in this example script taken from one of my maps.How do I delete an object by triggering an event? For example, trees blocking a passage. Farmers are willing to cut if a player kills the dragons north of the map.
function oldWitchYes()
local playerGold = GetPlayerResource(PLAYER_1, GOLD);
MessageBox(path.."oldWitchYes.txt");
SetPlayerResource(PLAYER_1, GOLD, playerGold - 10000)
RemoveObject("barrierTrees");
oldWitch_state = 0 -- flag that witch is gone
end;
rdeford, Mage Of Soquim
“Forgiving and being forgiven, loving and being loved,
living and letting live, is the simple basis for it all."
Ernest Holmes 1984
“Forgiving and being forgiven, loving and being loved,
living and letting live, is the simple basis for it all."
Ernest Holmes 1984
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