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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted November 23, 2010 01:03 PM |
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Hero of light, add this script (do not replace the other):
ZVSE
!?GM0;
!!MA:X129/?i;
!!VRi:|4;
!!MA:X129/i;
!!MA:N129/24;
!!MA:X165/?i;
!!VRi:|4;
!!MA:X165/i;
!!MA:N165/24;
!!MA:X166/?i;
!!VRi:|4;
!!MA:X166/i;
!!MA:N166/8;
!!MA:X57/?i;
!!VRi:|4;
!!MA:X57/i;
!!MA:N57/12;
!!FU6000:P0/129/6;
!!FU6000:P0/165/14;
!!FU6000:P0/166/15;
!!FU6000:P0/57/6;
It will call the script at each load game. If still problems, then it may be a good idea to add one new function for every shooter, using another variable, maybe they mess as you use the same several times.
(Edit later: sorry, changed the instructions to receivers, I am not sure how load game process them)
Kalu, it is not the same list as which list?!
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Era II mods and utilities
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Axe
Tavern Dweller
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posted November 23, 2010 03:08 PM |
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Hi
Hero of light or Salamandre,i have the same error message when i change the monster summoned by the Summon elemental spell ( using UN:C ).
I explain : For the commander of the conflux i try to change the basic elemental that he summon : sometimes upgraded elementals appears.
the script works for storm ice and magma elemental, BUT NOT for the energy elemental it crash as you, same message.
After test if i change the energy elemental by marksman, angel, ... it work, but if the ID number of the monster is >127, it crash. I think it's because the memory address who is coded 7bit.
Perhaps it's the same thing that happen to you
Does your script works with monster who have ID < 127 and not for monsters who have ID> 127 ?
I have not a solution for the moment perhaps someone can help me too about this ?
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Hero_Of_Light
Responsible
Supreme Hero
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posted November 23, 2010 03:42 PM |
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No I thing it what Salamandre posted worked. The creatures I made shooters had all of them the ability to shoot when I started a new game but when I loaded it the ability was gone and apparently the shooting script with it...
I ran some tests (loading again and again) and it worked. I'll see how it goes and time will tell if the problem is solved for good...
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Axe
Tavern Dweller
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posted November 23, 2010 04:16 PM |
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OK, happy for you it works now hero of light, and sorry for my reply .
Very good work you have done with your mod.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted November 23, 2010 04:40 PM |
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Hero_Of_Light
Responsible
Supreme Hero
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posted November 24, 2010 01:22 AM |
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I did find the reason (and I think that's why the solution is the one mentioned).
The reason it crashed when loading the game is that the ERM commands used in the first set are starting with !# and so the changes come with the start of the game (and will work throughout the rest of it).
However, If you exit the game and then restart it and go DIRECTLY to Load in the Main menu then the !# will not apply again (and that's why it didn't work on Load before).
By making the LOAD command (above) start with !! then it will always have those abilities (one way or another).
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted November 24, 2010 01:43 AM |
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Instructions are always processed when game starts, then when you save, you save the whole thing, with all modifications already done. For example, if you give in instructions:
!#MA:P0/500;
The pikemans will always have 500 HP, no matter how many times you quit/reload the game. I suspect the hungry command to game memory (UN:C) to have a flaw, otherwise I can't explain why the instructions are not saved or only partially saved. But if GM is enough to correct it, then not big deal.
It would be interesting to report this to the 3.59 wog team so they can fix it. If they really care...
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Era II mods and utilities
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OxFEA
Promising
Famous Hero
feanor on DF2.ru
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posted November 24, 2010 04:28 PM |
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!!UN:C changes:
- don't save in game saves, so - don't restores when game reloaded from save file.
- don't abolish when you load new map.
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Duke_Falcon
Disgraceful
Supreme Hero
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posted November 25, 2010 04:34 PM |
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Uh... Maybe it is a foolish\noobish question but...
There is absolutely no way to use ERM scripts within WoG-less H3?
'Cause it is really need some AI boost...
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Aleee
Known Hero
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posted November 25, 2010 10:57 PM |
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Only if you create wogless H3 by removing scripts and wogification from H3 wog.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted November 25, 2010 11:51 PM |
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I am not sure what was changed, but AI adventure map behavior is screwed when using WoG. It may have something related to the thinking radius, but it is a fact. Playing same map as SoD then WoG (without any scripts) gives an AI much less aggressive and quite immobile when WoG. In battle is ok.
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Era II mods and utilities
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invictus7
Adventuring Hero
Lurking About...
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posted November 26, 2010 06:31 AM |
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Hi,
Quite new to ERM here but curious about something.
Is it possible to script in your own custom music without replacing music already there?
As in, not having to name it after something already in the .snd file
and put it in the data folder.
Sorry if my question has already been asked/answered but there's a lot of pages in this thread.
If my question isn't clear enough I will be happy to clarify.
Thank-you in advance,
Invictus7
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Question Convention
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted November 26, 2010 06:40 AM |
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Yes it is. Check MP and SN triggers in the TE ERM help, they are much more detailed than the previous.
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Era II mods and utilities
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invictus7
Adventuring Hero
Lurking About...
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posted November 26, 2010 06:54 AM |
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Wow, thank-you for your VERY fast reply.
I should probably clarify that I'm extremely new to ERM.
What's TE ERM help.(sorry to pester you with seemingly noobish questions)
Thanks
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Question Convention
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted November 26, 2010 07:03 AM |
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TE is WoG tournament edition, a newer version. It can be found at WoG archive
Quote: !!UN:C changes:
- don't save in game saves, so - don't restores when game reloaded from save file.
- don't abolish when you load new map.
Thank you. So Hero of Light needs only to trigger again the functions when loading game, all other instructions are saved.
!?GM0;
!!FU6000:P0/129/6;
!!FU6000:P0/165/14;
!!FU6000:P0/166/15;
!!FU6000:P0/57/6;
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Era II mods and utilities
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invictus7
Adventuring Hero
Lurking About...
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posted November 26, 2010 07:34 AM |
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Is this file in Russian? Because I have had trouble finding it.
Thanks
EDIT:Don't worry about it, I got it sorted out. Thanks for your help! Is there a way to make it more than 10 seconds?
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Question Convention
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mister_kalu
Known Hero
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posted November 27, 2010 09:01 PM |
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is possible to give a mage guild level 5 to castle, fortress or stronghold?
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bbvsdd
Hired Hero
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posted November 28, 2010 02:03 AM |
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Edited by bbvsdd at 02:04, 28 Nov 2010.
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Emissory Scripts
Is there a script that can make emissaries behave like normal creatures that can attack and possibly cast spells?
I searched through the list of ERM Scripts but didn't find the script that prohibit emissaries from attacking.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted November 28, 2010 03:37 AM |
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Quote: is possible to give a mage guild level 5 to castle, fortress or stronghold?
There are no named defs for them.
Quote: Is there a script that can make emissaries behave like normal creatures that can attack and possibly cast spells?
They are hardcoded and have no attack/move frames.
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Era II mods and utilities
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mister_kalu
Known Hero
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posted November 28, 2010 09:47 PM |
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Quote:
Quote: is possible to give a mage guild level 5 to castle, fortress or stronghold?
There are no named defs for them.
but if you add the def to the lod
TBCSMAG5.def and TOCSM501.pcx
there is a way to activate this level 5 mage guild with ERM?
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