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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: creature sound question
Thread: creature sound question This thread is 2 pages long: 1 2 · NEXT»
gk1981
gk1981


Hired Hero
posted February 23, 2013 10:17 PM

creature sound question

I know how to alter creatures' sounds by adding .82m files in the data folder, but this alone won't work for WoG creatures that share sounds with other creatures from the game (ex: the War Zealots simply use all of the Zealot sounds) since it would just change the sound for both creatures.  Using scripts, could I have the WoG creatures return their own unique sounds?


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Bersy
Bersy


Honorable
Supreme Hero
posted February 24, 2013 02:49 PM

For Era:

; Assign creature sounds
; Arguments: TargetMon, SourceMon
!?FU111111;
!!UN:C4697553/4/?y1; y1 - MonInfo Table
!!VRy2:S116*x2+y1+8; y2 - address of sound pointer
!!UN:Cy2/4/?y3;
!!VRy2:S116*x1+y1+8;
!!UN:Cy2/4/y3;

; Change creature sounds
; Arguments: TargetMon
; z1 holds new 4-letter name
!?FU111112;
!!UN:C4697553/4/?y1; y1 - MonInfo Table
!!VRy2:S116*x1+y1+8; y2 - address of sound pointer
!!UN:Cy2/4/?y3;
!!SN:K4/?z1/y3/1;

Examples:
!!VRz1:S^treb^; !!FU111112:P139;
!!VRz1:S^gdrg^; !!FU111112:P110 P111 P157;
!!VRz1:S^spid^; !!FU111112:P108 P109;
!!VRz1:S^drui^; !!FU111112:P106 P107;
!!VRz1:S^drya^; !!FU111112:P104;
!!VRz1:S^gkpr^; !!FU111112:P105;
!!VRz1:S^bsrd^; !!FU111112:P102 P103;
!!VRz1:S^hunt^; !!FU111112:P100 P101;
!!VRz1:S^satr^; !!FU111112:P98 P99;

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gk1981
gk1981


Hired Hero
posted February 24, 2013 05:04 PM

Bersy,

Thanks for responding, but I'm a little unclear. Looking at this example you provided:

!!VRz1:S^treb^; !!FU111112139;

Is that just replacing the peasant's (creature 139) sounds with a "treb___" soundset added into heroes3.snd?


And for this example . . .

!!VRz1:S^gdrg^; !!FU111112110 P111 P157;  

Would that be adding the Goldragon's sounds to all of the three hydra creatures?

I tried the script, but my War Zealot is still returning the regular Zealot's sounds from the game.

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Bersy
Bersy


Honorable
Supreme Hero
posted February 24, 2013 06:28 PM

You're right. What exactly did you try for WarZealot?

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gk1981
gk1981


Hired Hero
posted February 24, 2013 07:15 PM

I used this:

!!VRz1:S^drui^; !!FU111112110 P169;

I imported "druimove.wav," "druishot.wav," "druiattk.wav," "druidfnd.wav", and "druiwnce.wav" into H3sound using MMAarchive, so those sounds were not in the game and did not correspond to any other creatures.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 24, 2013 07:20 PM
Edited by Salamandre at 19:21, 24 Feb 2013.

Emm, and where is the function run? Show all script.

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gk1981
gk1981


Hired Hero
posted February 25, 2013 01:32 AM

Can someone paste the exact script for assigning a custom soundset (unassigned to any current creature) for, say, War Zealots? The soundset would consist of the .wavs druimove, druidfnd, druishot, druiattk, druikill, all of which have already been imported into h3sound.

Thanks!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 25, 2013 02:40 AM

Try this:

ZVSE

!#VRz2:S^drui^;
!#FU111112:P169;

!?FU111112;
!!UN:C4697553/4/?y1; y1 - MonInfo Table
!!VRy2:S116*x1+y1+8; y2 - address of sound pointer
!!UN:Cy2/4/?y3;
!!SN:K4/?z2/y3/1;


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gk1981
gk1981


Hired Hero
posted February 25, 2013 03:21 AM

Thanks Salamandre,

I pasted what you posted under ZVSE, but I'm still getting the old zealot sound . . .?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 25, 2013 03:26 AM

I don't know then, Bersy may give the script if he has time.

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Bersy
Bersy


Honorable
Supreme Hero
posted February 25, 2013 03:19 PM

Everything worked.
Val just forgot that functions should be already defined before calling them in instructions.

ZVSE

!?FU111112;
!!UN:C4697553/4/?y1; y1 - MonInfo Table
!!VRy2:S116*x1+y1+8; y2 - address of sound pointer
!!UN:Cy2/4/?y3;
!!SN:K4/?z2/y3/1;

!#VRz2:S^drui^;
!#FU111112:P169;

!?GM0; on loading
!!VRz2:S^drui^;
!!FU111112:P169;


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 25, 2013 04:11 PM

Meh, sorry. Should pay more attention.

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gk1981
gk1981


Hired Hero
posted February 25, 2013 09:31 PM

Man, now it crashed using Bersy's new code saying that !!SN is an urecognized command.  




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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 25, 2013 09:35 PM

For Era only, download from Era II thread.

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gk1981
gk1981


Hired Hero
posted February 25, 2013 09:52 PM

I downloaded the new ERA from the ERA 2 thread . . . or did you mean that it only works on the original?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 25, 2013 10:09 PM

You have to install Era on Homm3 SoD or complete. Era recognize SN command.
____________
Era II mods and utilities

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gk1981
gk1981


Hired Hero
posted February 25, 2013 10:10 PM

Oops, what I meant to say is that I downloaded Era II and installed it over HoMM Complete.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 25, 2013 10:55 PM

Upload your mod with .snd, test map, script etc.
____________
Era II mods and utilities

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gk1981
gk1981


Hired Hero
posted February 25, 2013 11:55 PM

I actually got the script to work--I didn't realize that I needed the  .82m files the data folder since I already imported the .wav files into H3Sound.  

However, before I get to the game, I get the error that makes me click OK like 50 times before I can play:

ERM syntax Error.
File: String
Line: 55
Reason:
String: Index is already used.

I had this same problem years ago with a different script and I think it may have something to do with 3.58 scripts . . .?  

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 26, 2013 12:04 AM
Edited by Salamandre at 00:08, 26 Feb 2013.

Quote:
Oops, what I meant to say is that I downloaded Era II and installed it over HoMM Complete.


You should not have wog 3.58 installed so I don't see how is related with 3.58 scripts. Upload your mod (for Era you need MOD, don't touch files in data folder).

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