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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Wake of Gods] - Introduction/Modding/Scripting
Thread: [Wake of Gods] - Introduction/Modding/Scripting This thread is 33 pages long: 1 10 ... 19 20 21 22 23 ... 30 33 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 02, 2012 04:43 PM

Nobody is using them....what you need from?
____________
Era II mods and utilities

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted February 03, 2012 04:07 AM
Edited by Cepheus at 19:34, 10 Feb 2012.

Quote:
Hello Artas, I've been trying to do the same thing as you did with the goblins and give all the creatures a better sense of scale.  However I found that after I changed the sizes of all the images of a creature (usually 80 images), a neon blue outline seems to surround the unit when I play the game.  After a closer look, I found that all the images of the unit had this outline.  

Did you encounter the same problem when you changed your goblins? and if so, is there an easier way solve this problem instead of going through each image, one at a time and using paint to erase the neon blue outline?


The easiest way to solve this is to write a script in your favorite language to change pixels close to cyan to perfect [0 255 255] cyan. I can do this for you in a sec if you would like...

(Mod edit: got rid of an enormous qupt)

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Kivo
Kivo


Famous Hero
posted March 03, 2012 09:48 PM

Hello, I am having a problem uploading a new interface. I am trying to replace one with a new version but when I play it in game all I can see is a totally different look with fewer colours, less detailed etc. I happens when the file is 24bit-map. I tried to put in in 256 colours but when I save it, it changes into less detailed image. Please help! Thanks!

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SwampLord
SwampLord


Supreme Hero
Lord of the Swamp
posted March 11, 2012 09:43 PM

Question; is there any way to slow down the greatly increased speed of creature movement animations in battles? I can't find one.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 11, 2012 09:55 PM

Remove cranim.txt from Data folder.
____________
Era II mods and utilities

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SwampLord
SwampLord


Supreme Hero
Lord of the Swamp
posted March 11, 2012 10:11 PM
Edited by SwampLord at 22:16, 11 Mar 2012.

Quote:
Remove cranim.txt from Data folder.


Awesome, much obliged!

EDIT: Small problem; I've done so, but the game then refuses to boot. The .exe process runs for a few seconds, and then just closes itself. Do I need a different version of the cranim.txt to make it run?


Also, out of curiosity, is there a way to restore the black borders around the numbers which tell you how many creature are in a stack in the town screen and hero screen? Looks a little weird without them.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 11, 2012 10:27 PM
Edited by Salamandre at 22:31, 11 Mar 2012.

Hmm, what mod are you talking about? Cranim in DATA is just a replacement of the original from H3bitmap.lod.
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Era II mods and utilities

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SwampLord
SwampLord


Supreme Hero
Lord of the Swamp
posted March 11, 2012 11:37 PM
Edited by SwampLord at 23:45, 11 Mar 2012.

It's the normal WoG download from this forum. I'll try extracting the normal cranim.txt and putting that in instead.

Don't know if it matters, but I have the GoG version of the game.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 12, 2012 12:03 AM

I see, the cranim in DATA holds values for WoG creatures while the original not, apparently. I see no other way than editing whole cranim for each creature and change speed, but maybe someone has a better idea.
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Era II mods and utilities

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SwampLord
SwampLord


Supreme Hero
Lord of the Swamp
posted March 12, 2012 12:11 AM

Good to know! I can do that, no problem. Thanks for the help!

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Prayer
Prayer

Tavern Dweller
posted March 30, 2012 07:17 AM

Does anyone know how to make creatures hate each other? Like the Angel hate Devils.

I've done it before, but I've forgotten.

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solitaire345
solitaire345


Promising
Famous Hero
posted April 02, 2012 07:30 PM

Use EA:B receiver for this. The explanation in ERM help is quite easy to figure out.



I have a question to those who have information on internals of h3wog.exe.

I am trying to add a new creature backgrounds into the game (in a similar way, used in HoL's mod.) Almost everything works fine except for two cases when closing information window of a creature:

a) when displaying info of creature from hero screen the game crashes at 0x62167F (attempt to write to 0x312b207c)

b) when displaying info of creature from town screen that is in hero's army the game crashes at 0x621671 (attempt to write to 0x7661540E)

I think it is related to ID of creature alignment running out of some bounds (The IDs I use are -2 and 9). The game crashes only if there are three creatures of different alignments in hero's army (everything's OK if there are two or four). The creatures get morale bonus for "All troops of one alignment".

That's all the info I managed to gather for now.. Can anyone help me figure out how to fix this error? Maybe HotA team encountered similar errors?

____________

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fanofheroes
fanofheroes


Famous Hero
posted April 05, 2012 03:13 AM



Not sure if this is the correct thread, but I noticed a link on the first post here for a complete download of WOG.  My version is giving me errors periodically, resulting in some scripts working in the beginning and then not working after a few weeks/months of playing in a game.  

What I'd like is the most recent, and bug free download of the WOG version with the MMarchive and mapeditor included.  Basically all the bells and whistles.  I'm also interested with the Interface display found on Celestial Heavens page, I really like the new graphics:
http://www.celestialheavens.com/viewpage.php?id=764

I'm not sure if the version on that link is a clean, but at the time when I began updating, the WOG file apparently was reputable, so I'm thinking the new interface is messing up with my version by giving me the errors, or perhaps the combination of the two are giving me troubles.   I've recognized familiar usernames on that website from here as well, so perhaps some know a better place to download a clean version.  

I'm trying to start from scratch, so hopefully I can download a bug free version with the new interface.  

Thank you all!

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted April 15, 2012 08:28 PM
Edited by Lord_Immortal at 20:30, 15 Apr 2012.

One question;
Can there be made any script to make units in Battle appear with the color of the player banner?I don't want it for all creatures,just for Castle ones that replace their blue parts with the color of the faction i.e red,blue,tan,green,orange,purple,teal and pink.

EDIT:In Might and Magic there are color palettes that determine unit level.Possibly in ERA II.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 15, 2012 09:41 PM

No way, there is no such thing as blue parts. There is a big variety of blue palettes in each def, so replacing only some will result in weird holes.
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Era II mods and utilities

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Antifix
Antifix

Tavern Dweller
posted April 29, 2012 07:55 PM

What if...

Quote:
How to make an artifact with ERM - Part 1

Okay, so in this guide we will use one of the Blank ERM Artifacts #161-170. Let's use the Shield #163, it looks nice.
So of course, the first line is:

ZVSE

Then we'll have to add a these lines:

!?OB5/163;
!!UNv998/v999/v1000;
!!UN:Iv998/v999/v1000/5/163;
!!ARv998/v999/v1000:M^{GnollKing's Shield}

When equipped, this Shield gives +2 bonus to all primary skills.^;


These lines set the hint text of the artifact 163, when the artifact is equipped. (you can edit the name and description as you wish)
So, next we'll need to give the bonuses to the primary skills, when hero has the Shield equipped, to do this, we add these lines:

!?AE1&v998=163;
!!HE-1:Fd2/d2/d2/d2;


First line says: When artifact 163 equipped, next occurs.
And the second line increases the hero's (-1 (current hero)), who equipped the artifact, all primary skills by +2. When there's a "d" in front of the number, it tells we add numbers to the current value.
So, next we'll have to decrease the skills when hero unequips the artifacts. This is done easily:

!?AE0&v998=163;
!!HE-1:Fd-2/d-2/d-2/d-2;


Almost the same, but after the "!?AE" is a number "0", it means the artifact is unequipped ("1" means equipped).
The second line has "d-", it tells we will reduce amount from the current value.
Very simple...



{LOTS OF ERM DETAILS}



...To use this script, place it to a timed event on your map, and set day to about 500 or more (so it will never occur).
If you're planning to do many new artifacts on your map, change the variable (429) to something different to all artifacts, and "DO NOT WOGIFY THE MAP."



BUT what do I do if I want to wogify but not mess up the scripts, what variables do I use? If there's no way to do this - what wogify option do I turn off to stop the conflicts?
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Skyrim, Mass Effect, Call of Duty, Doctor Who, LOTR, Dubstep, Metal and of course WOG! (and babes)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 30, 2012 02:25 AM

Have you ever opened ERM help?  It has a subfolder "Claimed", which lists all variables used in universal scripts.
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Era II mods and utilities

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Antifix
Antifix

Tavern Dweller
posted April 30, 2012 01:21 PM

That is where Ive looked but from what I know there is a webpage with ern help and an actual help file, I go on the webpage should I use the other help?

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Antifix
Antifix

Tavern Dweller
posted May 01, 2012 06:39 PM
Edited by Antifix at 18:40, 01 May 2012.

Yes, Ive looked in the erm help. I looked at the claimed list, it told me that certain variables are reserved for team wogify scripts, so I looked for the one I dont need so I can turn it off and use its vars.

e.g. I dont want the week of monsters, so I looks at the vars used, v1200-v1210, GREAT! I can finally get my artifact to work.

But it still comes up with a problem. I don't understand this, so I copied gnollking's original script - which worked - and only changed the variables

So instead of


ZVSE
!?OB5/163; Artifact 163
!!UN:Ov998/v999/v1000;
!!UN:Iv998/v999/v1000/5/163;
!!ARv998/v999/v1000:M^{GnollKing's Shield}

When equipped, this Shield gives +2 bonus to all primary skills, and gives +1 Morale and Luck.^; Show text when equipped
!?AE1&v998=163; Equip Artifact 163
!!HE-1:Fd2/d2/d2/d2; Increase all primary skills by +2
!!HE-1:R0/d1; Add +1 Moral
!!HE-1:R1/d1; Add +1 Luck
!?AE0&v998=163; Unequip Artifact 163
!!HE-1:Fd-2/d-2/d-2/d-2; Decrease all primary skills by -2
!!HE-1:R0/d-1; Remove -1 Moral
!!HE-1:R1/d-1; Remove -1 Luck
!#VRz429:S^{GnollKing's Shield}

When equipped, this Shield gives +2 bonus to all primary skills, and gives +1 Morale and Luck.^;
!#HT5/163:T429; Show text when right-clicked

I put

ZVSE

!?OB5/163; Artifact 163
!!UN:Ov1201/v1202/v1203;
!!UN:Iv1201/v1202/v1203/5/163;
!!ARv1201/v1202/v1203:M^{GnollKing's Shield}

When equipped, this Shield gives +2 bonus to all primary skills.^; Show text when equipped
!?AE1&v1201=163; Equip Artifact 163
!!HE-1:Fd2/d2/d2/d2; Increase all primary skills by +2
!?AE0&v1201=163; Unequip Artifact 163
!!HE-1:Fd-2/d-2/d-2/d-2; Decrease all primary skills by -2
!#VRz429:S^{GnollKing's Shield}

When equipped, this Shield gives +2 bonus to all primary skills.^;
!#HT5/163:T429; Show text when right-clicked


And guess what...

Have I missed something out, something so small and embarrasing...
Please help, it's really frustrating

____________
Skyrim, Mass Effect, Call of Duty, Doctor Who, LOTR, Dubstep, Metal and of course WOG! (and babes)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 01, 2012 06:56 PM

Some vars as v998-v1000 have specific use, changing them to else will screw. Please download ERA and consult ERM help (it is same as 3.58f), or open some wog maps before butchering the scripts.

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