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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Scripting Tutorials i have planned. Feel free to request others!
Thread: Scripting Tutorials i have planned. Feel free to request others!
BladeX
BladeX


Adventuring Hero
posted May 09, 2002 08:29 PM

Scripting Tutorials i have planned. Feel free to request others!

Shops
Kill the monster - own the town
Flag all mines - win the game
kill all monsters - win the game
Sneaky monsters
Town events

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Odvin
Odvin


Promising
Famous Hero
posted May 09, 2002 08:37 PM
Edited By: Odvin on 9 May 2002

BladeX, could you give some details? Do you mean HMM 3.5 ERM or Heroes IV scripts? I would like to learn some things about ERM - it's a great thing and I think Heroes 3.5 will never die (unless NWC make a similar scripting system ). But there are still several subjects I don't understand.

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BladeX
BladeX


Adventuring Hero
posted May 10, 2002 07:51 AM

their for homm4 scripts

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DonGio
DonGio


Promising
Famous Hero
of Clear Water Mountain Clan
posted May 10, 2002 10:50 AM

I don't understand what you mean. Do you want someone to script these events for you? And what do you mean you have planned them? And what requests are we to make? And what does just "shops" mean?

I'll try to help if I can understand what you need...

It's a waste to have such an excellent map editor and such a crappy game...

Edit well
DonGio
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There are 10 types of people: Those who read binary, and those who don't.

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BladeX
BladeX


Adventuring Hero
posted May 10, 2002 12:25 PM

those are the tutorials i will be writing at my site http://h4o.cjb.net

request others if you like and i'll see what i can do. as for shops thats a tutorial that will tell you how to set up a shop to sell and buy stuff in homm4 such as artifacts etc.

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BlackTerror
BlackTerror

Tavern Dweller
posted May 10, 2002 11:36 PM

Those all seem very, very simple.  Using just my Staredit knowledge, without ever making a H4 map of my own, I could do all of those.  Some you've already written -- how hard do you think it is to program 4 different ending conditions?  Why not some strage/advanced tutorials, like a way to completely change the gameplay?
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BladeX
BladeX


Adventuring Hero
posted May 11, 2002 08:12 AM

Quote:
Those all seem very, very simple.  Using just my Staredit knowledge, without ever making a H4 map of my own, I could do all of those.  Some you've already written -- how hard do you think it is to program 4 different ending conditions?  Why not some strage/advanced tutorials, like a way to completely change the gameplay?


cos i'm not making these tutorials for advanced map makers i'm making them for peeps who havn't got a clue who to script so they will learn.

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Biff_Justice
Biff_Justice


Hired Hero
Watch out, evil!
posted May 11, 2002 08:19 AM

Like me

I'm figuring it out as I go along, but I'm also sure I'm missing a heck of a lot as I do it.  I have no specific tutorial requests at the moment, but I do have a question.  Is it at all possible to link a win condition to an adventure location with no editable properties?  In specific, I'm trying to design a map with the win condition of finding a specific Tree of Knowledge, and I'm beginning to think it can't be done - at least in exactly the way I planned.

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BladeX
BladeX


Adventuring Hero
posted May 11, 2002 03:02 PM

Quote:
Like me

I'm figuring it out as I go along, but I'm also sure I'm missing a heck of a lot as I do it.  I have no specific tutorial requests at the moment, but I do have a question.  Is it at all possible to link a win condition to an adventure location with no editable properties?  In specific, I'm trying to design a map with the win condition of finding a specific Tree of Knowledge, and I'm beginning to think it can't be done - at least in exactly the way I planned.


that CAN be done. just put event ballons all around the tree. than configure the event to make the player win. this is quite easy to do as long as you name the events surrounding the tree the SAME name.

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BlackTerror
BlackTerror

Tavern Dweller
posted May 12, 2002 09:17 PM

Another way would be to use the same locations BladeX suggested, but instead set a variable equal to the hero's level.  When the hero's level is 1 greater than that variable, then declare victory.  That way, the player wins after using the tree, not just walking near it.

It's impossible to have victory for going up to a tree and then cancelling the dialog box without using it, however, unless you use BladeX's method.
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BladeX
BladeX


Adventuring Hero
posted May 13, 2002 08:08 PM

3 new tutorials added! Town events - Explains how to make events happen once you capture a town, kill monster and own the town - If you kill a monster on the map a town will belong to you and Numeric variables - This advanced tutorial teaches you how to set up so that if a hero loses a town for more than 7 days they will lose! View all these in tutorials section. Also added another submitted map - The lost temple view it in maps.


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Biff_Justice
Biff_Justice


Hired Hero
Watch out, evil!
posted May 14, 2002 12:15 PM

Ahh, good to know it can be done.

Thanks, you two

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BladeX
BladeX


Adventuring Hero
posted May 18, 2002 03:59 PM

if you want to be notified when i update than join the mailing list at my site.

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joney18
joney18

Tavern Dweller
posted May 19, 2002 03:45 PM

Blade thanks for the Tutorials they were really helpful in the campaign i am trying to create.
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armageddonun...
armageddonunlimited

Tavern Dweller
posted May 20, 2002 04:49 PM

Hey Blade, your 'comp owns town for 7 days and you lose' tutorial:

so what's the deal if the another human player captures the town, anything? if nothing, what if one human starts with the town, then another human gets it, then the computer gets it off the second human. Which human loses, the first or the second?

What if it's a neutral town and the computer gets it? Who loses? anyone?


What about kill monster to own town tute: Can you set it somehow so that current player (i.e. the monster killer) gets town, or must it always go to a specific player. That's pretty limiting as all my maps are designed for several humans and several computers to be playing (how I always play cos with friends).

Thanks a lot by the way Blade for your tutes. My first map was a buggy piece of crap due to numerous events not working as planned. Some of your tutes have shown me other things that I was doing wrong (or pointed me in right direction) even if not directly related, which has been very useful and appreciated.

I have a mammoth well detailed map nearly ready (100+ hours already into it). I'll submit it when the events are all working properly which is happening a lot easier thanks to peeps like you (my maps really kick arse if you dun mind playing a single scen for days...).
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BladeX
BladeX


Adventuring Hero
posted May 20, 2002 07:43 PM

Quote:
Hey Blade, your 'comp owns town for 7 days and you lose' tutorial:

so what's the deal if the another human player captures the town, anything? if nothing, what if one human starts with the town, then another human gets it, then the computer gets it off the second human. Which human loses, the first or the second?

What if it's a neutral town and the computer gets it? Who loses? anyone?


What about kill monster to own town tute: Can you set it somehow so that current player (i.e. the monster killer) gets town, or must it always go to a specific player. That's pretty limiting as all my maps are designed for several humans and several computers to be playing (how I always play cos with friends).

Thanks a lot by the way Blade for your tutes. My first map was a buggy piece of crap due to numerous events not working as planned. Some of your tutes have shown me other things that I was doing wrong (or pointed me in right direction) even if not directly related, which has been very useful and appreciated.

I have a mammoth well detailed map nearly ready (100+ hours already into it). I'll submit it when the events are all working properly which is happening a lot easier thanks to peeps like you (my maps really kick arse if you dun mind playing a single scen for days...).


so what's the deal if the another human player captures the town, anything :
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You can set it in the script for either a computer of human or both to capture town to trigger the event. in my tut i have just explained how to set it up for a computer to capture it.

What about kill monster to own town tute: Can you set it somehow so that current player (i.e. the monster killer) gets town, or must it always go to a specific player.
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You have to tell it to make the town ownership revert to a colour. there might be someway to make the player who kills the monster own it but if there is i havn't got a clue how it would be done?
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Scripting made easy...http://h4o.cjb.net

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BlackTerror
BlackTerror

Tavern Dweller
posted May 21, 2002 04:46 AM

Hmm, interesting question.  Go into the monster (or whatever trigger you want), click the standard events tab, and choose "Defeated".  Only run if owner is "Human"; choose "Sequence" from the list box on the Script tab and add a new event.  Now, pick "Conditional Action": IF Player (Owner) is certain color (whatever) THEN do the 7 day thing for them; ELSE, do the 7 day thing for the other player.  If there's more than 2 players, just add more and more such sequence events within the ELSE section.
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