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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERM help and discussion
Thread: ERM help and discussion This Popular Thread is 407 pages long: 1 50 100 150 200 250 ... 293 294 295 296 297 ... 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 17, 2016 10:31 PM

Well, there is not one command but an assembly of scripts. First you must run through all monsters day 1 and mark the square they are on. Then, each week, you must rerun all monsters and check the square they are on. If is marked, those are same monsters you put on day one. If the square is not marked, it means those are monsters set randomly by monsters week.

Same for water, with the exception that you must also check the terrain under, its type and exit if not water.

So this is not a few lines script but quite complex, where tests only will refine the values needed. As for HoL, I suggest you register in russian forums then ask for ready script, they are quite amazed by your work there so is not like you come as a "refugee".  
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Era II mods and utilities

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 17, 2016 10:43 PM

well, snow. it'll be out of my range for awhile, then.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 17, 2016 10:44 PM

You dislike so much the russians?

They all talk english fluently.
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Era II mods and utilities

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 17, 2016 10:47 PM

lol, what?







flood
protect
is
so
snowing
lame.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted March 20, 2016 10:39 PM

Is there a way to make a custom map have a WOG option enabled by default? Meaning that even If that particular WoG option is not enabled by player, it will be enabled for the particular map.

I want Option 188 made by Tobyn (Rampart Faerie Dragons) to be enabled in a custom scenario as a default.

Is this possible?
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Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 20, 2016 11:08 PM
Edited by Salamandre at 23:16, 20 Mar 2016.

You use timer 2, right? then add

!?TM2;
[...]
!!VRy1:Sc0; get game day
!!if&y1=1:; process on day 1
!!VRv2366:S1;  
!!VRv2367:S1;
!!UN:T1/6/0/134 T1/6/1/151;
!!MA:C151/6/12000 O134/1;    
!!MA:U26/27;
!!en:;                

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted March 21, 2016 09:44 PM

Actually I found out that time triggers are used in a row, for instance TM23 will be executed after TM24 and so I found a way to have any changes in custom maps that I want.

As you might remember I was working on a double Conflux, one for single scenarios and one for campaigns. I figured out a way to make it a WoG option too, so that a player can choose between old and new Conflux lineup in WOG options. That's why I wanted for the command to enable a certain script in the campaigns but I guess it might be even better If I just added two timers.

Thanks anyway, it is useful info and it needs to be there in case I need it for the future
____________
Not idly do the leaves of Lorien fall.

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fanofheroes
fanofheroes


Famous Hero
posted March 24, 2016 02:21 AM

Salamandre said:
Ok, upload a map like that.

I don't see why you are lost, all you have to do is download a mod for era, look at structure then use same, data folder with its lods/pacs), s subfolder with scripts, a readme file with details for the player, is not like we are talking quantum physics here.


I know it's not quantum physics, it was just a bit foreign to put it together.  Its like assembling a motor engine without a manual lol.  you guys have your mods install so easily and they all fall into the right folders lol.  All I would say in my readme for example is copy my games folder into your heroes folder and enjoy! lol

anyways, here's the simplified map to help me with the artifacts that I'm struggling with.  

http://www.mediafire.com/download/327t7gerpyyg0u1/zzArtifactbuilder.h3m

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 26, 2016 02:38 PM
Edited by majaczek at 15:38, 26 Mar 2016.

Sorry if it happenned that somebody had similair question, but I'll ask it anyway. I want to add to my mod three ultra creature banks, and yeah I want to make them visible for AI as CrBanks (So I'll take three not locked slots for CrBanks). The banks would be Temple of The Sun (only good town guardians), temple of the Moon (only bad guys), and Temple of the Stars (the rest 3 which are happily neutrals). The prize would be standard Gold amount (for AI to smell the prize), scripted "add some exp" and scripted chance of:
- little chance of the grail
- one or two combo artifacts
challenge would be exhausting so the prize would be worthfull

but again there is a problem: grail buildings of Tower, Conflux and Inferno. Please UN:C codes to disable them. I would script myself that tower grail would give all visitors all adventure spells, Rest I will think myself.

also there I am asking for another favour. Please a code to disable Orb of Inhibition and Recanter Cloak hardcoded behaviour totally. They are even more overpowered that Orb of Vulnerability, and with current emerald mod, still blank artifacts and above can't be a part for Set Artifact. (I'll script some effects myself).

Thank you for reading such a long post .

EDIT: And again please help... I know assembler a bit, and lately found nice plugin ERM Hooker and made some sample code. But really I need address which to hook to change the number where AI calculates risk of siege (I will find a formula myself, I just need place to begin with, just to make AI stop kamikazing Guarded Towns).

EDIT: Fred did you tried Amethyst Plugin? I used it a bit but for me it have a bit problems (my fault) with making them work with Adventure Map .

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 29, 2016 10:50 PM
Edited by fred79 at 22:52, 29 Mar 2016.

i am attempting to give the sharpshooters(pirates) a new shot sound. i have renamed the pirtshot.wav to pirtshot.82m, and placed the file in the /data directory. but when i attempt to have the creature shoot, i get this error:



here is the script i'm using for it:

!?BG0;
!!BG:A?v4 N?v5;
!!BMv5:T?v6;
!!FU&v6<>137/v4<>7:E;
!!VRz1:S^DATA/PIRTSHOT.82m^;
!!SN:Pz1;


could anyone show me what i'm doing wrong?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 29, 2016 11:40 PM
Edited by Salamandre at 23:43, 29 Mar 2016.

Creature sounds are compressed wav format, I never saw else. Then specifying DATA in z var is wrong, it must play only the wav file. The simplest way would be to make a mod then place the wav file in its mymodsounds.snd

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 29, 2016 11:57 PM
Edited by fred79 at 00:29, 30 Mar 2016.

but it's a new sound(not replacing anything existing), and it has to be put into the data folder. at least, that's what every bit of info i've found on the subject says...

why would i make a mod for a sound addition, when what i'm attempting to do is the exact same thing, only less complicated? your response makes no sense to me at all.
--------
edit: i tried an alternative method, with this script:

!?FU111112;
!!UN:C4697553/4/?y1; y1
!!VRy2:S116*x1+y1+8; y2
!!UN:Cy2/4/?y3;
!!SN:K4/?z2/y3/1;

!#VRz2:S^PIRT^;
!#FU111112:P137;

!?GM0; on loading
!!VRz2:S^PIRT^;
!!FU111112:P137;

and got "invalid syntax" errors before the test map even loaded. i'm assuming this script is for era2 only?


edit 2: this is the part of the script causing the invalid syntax errors:

!!SN:K4/?z2/y3/1;

it's the first error that pops up(then everything in the script that follows it is displayed). if i remove this part, i get no errors, but then the sound isn't changed, either.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 30, 2016 12:41 AM

fred79 said:
why would i make a mod for a sound addition, when what i'm attempting to do is the exact same thing, only less complicated? your response makes no sense to me at all.



because that's the safest way. If you make 1 single sound and want to distribute among players, how you do it, upload Heroes3.snd, hundreds of megas for 1 mo sound?

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 30, 2016 01:32 AM

a mod like that would still require erm, wouldn't it? because i'm not replacing sounds, but adding them.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 30, 2016 02:20 AM
Edited by Salamandre at 02:28, 30 Mar 2016.

A mod is "I add some thing to the game" then Era is optimized for handling such things. Also use wav format for creature sounds, there are some mods around which show how to add or replace a def/sound during or before the game. See Battle Heroes Extra. Or StarGate Atlantis which uses custom sounds for 60 creatures.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 30, 2016 02:27 AM

ok, i'll check into it. thanks, sal.

one more question, while i'm at it: do either of those mods add new shot defs as well? because i need to do that too.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 30, 2016 02:30 AM

They don't, but I don't think that would be a problem. I have no experience with that but I guess that assigning a custom sound to an action -as you do in your script- works for any correctly packed def, shots included.
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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 30, 2016 02:32 AM
Edited by fred79 at 05:46, 30 Mar 2016.

ok, thanks.

edit: nevermind. i'm retarded.
-----------------------
edit 2: jesus christ, sal. you could have warned me i'd be reading through the encyclopedia britannica of erm scripts. i'm on line 04490 atm. i read through the creature alterations, and i didn't find any new sound attributes for creatures there.

what i need's at the snowing bottom, isn't it, sal?

*skips down to end* snow.

*scans up to line 17752, then quits again*

GODDAMNIT, SAL. my head's going to explode with too much more of this...


btw, i'm having a blast reading through your texts, and checking out the stuff you included in the mod. some of it is really funny, especially some of the sound files.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 30, 2016 05:59 AM

@fremuffin






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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 30, 2016 06:05 AM
Edited by fred79 at 06:25, 30 Mar 2016.

i may have already stumbled upon what i need(

!?BG0;
!!BG:A?v4 N?v5; action shoot
!!BMv5:T?v6;
!!FU&v6<>44/v6<>45/v6<>35/v6<>89:E; (SGA)
!!FU&v4<>7:E; exit if not shooting
!!VRz10:S^^;
!!VRz9:S^^;
!!HE106:A2/7/?y-1/?y-2; assume SGA is HE106
!!VRz10&y-2>0:S^mp5-1.wav^;
!!HE106:A2/8/?y-1/?y-2;
!!VRz10&y-2>0:S^autogun.wav^;
!!HE106:A2/9/?y-1/?y-2;
!!VRz10&y-2>0:S^Electr.wav^;
!!HE106:A2/10/?y-1/?y-2;
!!VRz10&y-2>0:S^Zat.wav^;
!!SN&z10<>z9:Pz10;

). is the info i need under "battle triggers"?, or is that scripted battles(meaning, for creatures you don't control, or only for certain heroes)?

i just need to make sure that the creatures use sounds regardless of where they are on the battlefield/who's fighting, etc. permanent sounds, not only for one battle.
-----------------
edit: i just finished scanning through the sga scripts. i think the script above is only for a certain hero, sal(!!HE106). i scanned through your sounds.pac file, and nearly all of the sounds you have listed in there, are REPLACEMENTS for existing sounds. that's not going to help me in the least, as i'm working with ALL creatures, not just the vanilla ones. i'm not a complete dumbass; i knew i could permanently replace existing vanilla sounds years ago.

i need a script that adds new sounds, for WOG creatures. sounds that you WON'T find in heroes3.snd(since they only copy other creatures' sounds).

and the "battle heroes" mod i couldn't make heads or tails of, since it's in a different language.

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