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Patrick_the_Winekiller
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PostSubject: Re: Editor - events   Thu Apr 23, 2015 11:56 pm

I have no idea. I suppose you could try it in version 0.8.5 (where any user can input the starting year). It would probably cause a crash though.

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PostSubject: Re: Editor - events   Sun Apr 26, 2015 9:01 pm

I would like to see my hero kill one of my units. I cannot understand how it works…

Code:
<NIS>
 <Character id="1" portrait="07">Narrator</Character>
 <Character id="2" portrait="58">King Duergrim</Character>
 <Character id="3" portrait="25">King Khamarin</Character>
 <Character id="4" portrait="33">Lord Khorin</Character>
 <Character id="5" portrait="38">Guard</Character>

 <Pause/>
 <Message character="0">a.</Message>
 <Message character="5">B.</Message>
 <Pause/>
 <Kill owner="0" ishero id="5" >Guard</Kill>
 <Pause/>
 <Message character="0">c!</Message>
 <Screen x="14" y="195"></Screen>
 <Message character="0">d</Message>
 <Message character="4">e</Message>
</NIS>

I have also tried this, but assassination is always ignored:
Code:
<NIS>
 <Character id="1" portrait="07">Narrator</Character>
 <Character id="2" portrait="58">King Duergrim</Character>
 <Character id="3" portrait="25">King Khamarin</Character>
 <Character id="4" portrait="33">Lord Khorin</Character>
 <Character id="5" portrait="38">Guard</Character>

 <Message character="0">a.</Message>
 <Message character="5">B.</Message>
 <Kill>Guard</Kill>
 <Message character="0">c!</Message>
 <Screen x="14" y="195"></Screen>
 <Message character="0">d</Message>
 <Message character="4">e</Message>
</NIS>
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Patrick_the_Winekiller
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PostSubject: Re: Editor - events   Sun Apr 26, 2015 9:38 pm

First of all, you might want to order a unit to attack him. Use the attack command:
Code:
<Attack target="ANY" owner=”0” ishero targetowner=”0” targetid=”Guard”>ANY</Attack>
Of course, this will just turn out into a chase the rabbit scenario, so you will want to follow up with a kill command (which insta-kills the unit):
Code:
<Kill owner=”0” id=”Guard” >ANY</Kill>
In this setup, the attack command acts as eye candy (i.e. is animating your hero to swing its sword at the guard), while the kill command actually removes the guard from the map (with a death animation).

As I see from your attempts, the biggest mistake was to consider the kill command as having an actant unit. It does not, it works like CTRL+D and the only input is who dies.

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PostSubject: Re: Editor - events   Mon Apr 27, 2015 3:14 am

It works thanks a lot.
Now this one I thought I could do on my own… but guess what…?
I am fighting against 4 sides, they are allied with one another. After ten min I would like team4 to simply lose (I set a 10 min countdown to team4 and defeat event for team4, with same flag). Team2 will lose if his hero is killed (defeat event condition dead hero for team2). Team3 will lose if a special building is destroyed (this works fine). Team5 will be smashed by my troops.
But this isn’t working at all… when I kill hero from team 2 and/or countdown reaches zero, I lose scenario… I’m giving AI some troops (1 unit per each team, loop=0, or infinite), I have a defeat event if my hero dies, an opening scene event (just small talk) and a lose character defeat event for myself.
It seems pretty straight forward but I can’t see the mistake here.

EDIT: Taking a second thought, I could simply set a scene event for those actions (Team2 hero dies and/or countdown reaches zero) and with NIS command I could convert all Mother Effers to my side… But still...
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PostSubject: Re: Editor - events   Mon Apr 27, 2015 3:41 am

If you are losing instead of the AI than you probably forgot to change the owner in the defeat event effect (default is side one, usually the human side).

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PostSubject: Re: Editor - events   Mon Apr 27, 2015 4:01 am

No… It was all properly set… This isn’t the first time I try to force AI enemy defeat with Defeat Event (and having one defeat event one my side) but it was always ended in failure. Anyway, meanwhile I simply tried the above EDIT idea and now works. Next scenario I will try to force AI defeat once more and if the problem persists, I think we should consider it has some type of bug.
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PostSubject: Re: Editor - events   Tue Apr 28, 2015 12:00 am

Is there any way I could force some researches (blending, etc.) with Nis command?
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PostSubject: Re: Editor - events   Tue Apr 28, 2015 7:15 pm

No, but I could implement it. Sounds like a good suggestion.

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PostSubject: Re: Editor - events   Tue May 05, 2015 7:04 am

Patrick_the_Winekiller wrote:
No, but I could implement it. Sounds like a good suggestion.
yes, that would be nice.

Things are getting crazier: I need a counter to increase by one specifically whenever I kill a husk (starting zero, it is like a slug fest just for husks). Tried “Set Flag” event and nothing (with all possibilities between “set counter”, “counter on” and “increase counter loop”). Flag 0 is already taken by a “clockdown” with “give some armies” events. I am lost, please help… Thank you.
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PostSubject: Re: Editor - events   Tue May 05, 2015 7:44 am

Yes, I remember bumping my head into slug fest type events. Man did it hurt. Supposedly, you need:
1. A set counter on for the counter to show - the side here matters for the color of the counter
2. A increase counter loop with a kill a unit condition (husk) with an increase of 1 AND HERE IS MAGIC>>> radius of 10. The radius of 10 is a hack that resets the kill count so that you don't need to create a event for each husk killed (1 total, 2 total, 3 total...).

*. Optional, you can add more events related to this one by a simple kill condition of say 100 husks; i.e. the hack above does not affect other events.

That should cover it. Don't ask me how I learned about the radius 10 thing without the code, just don't.

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PostSubject: Re: Editor - events   Tue May 05, 2015 9:58 pm

Patrick_the_Winekiller wrote:
Yes, I remember bumping my head into slug fest type events. Man did it hurt.

Indeed!
Counter stops after a while (maximum reached was 41 because all swarm troops were activating the counter). So now I’ve changed AI: have team six rampant (swarm) giving husk every 20 seconds. The other teams (other races) are passive for now. If I give units to these teams, the counter stops. If I don’t give any troops to these teams, counter goes only to 2 or 3 and then stops once more. Condition position for increase counter loop seems to have no relation at all. Counter on with infinite=0 seems to change nothing as well.
(... Sleep ...)
Edit: I think it will be with your optional move instead since increase counter loop is not working.
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PostSubject: Re: Editor - events   Sat Jun 06, 2015 11:24 pm

I am trying to use a Guard command for an ally hero. Is it possible now? (not using a guard unit towards the named hero but using the hero as guardian instead).
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PostSubject: Re: Editor - events   Sun Jun 07, 2015 1:30 am

It is indeed possible, check the tpc campaign wastes start. The corresponding nis files are found in the campaignscenario folder.
If memory serves, it would be something like this:
Code:
<Guard ishero targetishero owner="0" targetowner="1" target="ANY">ANY</Guard>

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PostSubject: Re: Editor - events   Sun Jun 07, 2015 7:17 pm

That way you have your own hero on guard mode towards another ally hero. it should be like this (peanuts!).
Code:
<Guard ishero targetishero owner="1" targetowner="0" target="ANY">ANY</Guard>
Now I want a character to be removed with Nis. (I can make it walk to a Remove char event as alternative). Now I have tried this but nothing happens (the second crahses, obviuosly, since there is no unit named Zeto).
Code:
<RemoveCompanion>Zeto</RemoveCompanion>
and
Code:
<RemoveUnit>Zeto</RemoveUnit>
(The first is only for Robert et. al. and the second for regular units like Skeleton, Dark Rider, etc.)
it should be something like (take it as suggestion if there is no other way):
Code:
<RemoveCharacter>Zeto</RemoveCharacter>
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PostSubject: Re: Editor - events   Sun Jun 07, 2015 8:12 pm

No, no no no no. Remove companion only affects the campaign after the battle is over. It removes one of the mentioned companions from permanently joining your hero in all battles (retaining xp). Remove unit works with any unit or character during battle. Want you want is to give that unit an id in the editor (say "zeto") then
Code:
<RemoveUnit id="zeto">ANY</RemoveUnit>
If the unit in question is spawned during gameplay (and therefore inaccessible in the editor), you can use the AddUnit command to give it the necessary id for future manipulation. Note: companions do have their id set as their names, though that's rarely useful (there's usually only one Robert per mission).

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PostSubject: Re: Editor - events   Sun Jun 14, 2015 5:51 am

Is this a bug? I want to give a "character" to my ally, but this bastard turns to my side.
Code:
<AddUnit x="217" y="23" charname="Zeto" xp="200" owner=”1”>Squire</AddUnit>

Edit: I want to do exactly as you did on e_SOLcity2_7.nis (without the flag). But I am using a WBC3 terrain and the ferry stays on the beach and comes to my side...

Edit: Ok... it only works with WBC1 water and this command. Some tiles won't allow boats to be added on water (yet, I hope).
Code:
<AddUnit x="230" y="3" owner="1" id="1">Ferry</AddUnit>
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PostSubject: Re: Editor - events   Sun Jun 14, 2015 6:23 am

Rest assured, the tile bug is already fixed in 0.8.5.
wbc3 wiki wrote:
11. Flying units spawned over terrain regarded as being impassible for grounded troops are still destroyed, despite not being impassible for them.
Naturally, this affected swimming and hovering units spawned either through events or spells or anything really.

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