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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 25, 2009 07:14 PM |
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Ayreon
Famous Hero
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posted April 25, 2009 07:44 PM |
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The real black market. Format OB: 7.
If it's not possible I'll create my own black market.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 25, 2009 07:50 PM |
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I don't know any way to control a black market on the map. But you can control a town artefact merchant. (black market in town)
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Era II mods and utilities
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Ayreon
Famous Hero
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posted April 25, 2009 08:18 PM |
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Edited by Ayreon at 14:04, 26 Apr 2009.
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Then I'll start scripting my own black market :P for I need to control the merchant on the map ;)
Thanks for the answers though
EDIT:
hmmm okay, time for the next question :P
How can I check whether a hero has a certain artifact?
ERM Help says that
!!HE-1:A#; can Give/remove/check an artifact. I succeeded in giving and removing, but not in checking.
Say, I want to check whether HE-1 has artifact 110. How will the code look like then?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 26, 2009 02:23 PM |
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!!HE-1:A2/##/?v21/?v22; **check for artefact ##
!!FU&v21<1:E; if artefact is not, exit
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etc. if v21>=1 **v21 checks if artefact is IN inventory
v22 checks if the artefact is equipped, so if you want the script to work ONLY if artefact is equipped, then use v22 as condition. But then add a message to warn the player to equipp it.
(!!IF&v21>=1/v22<1:M^You stupid prick, I can't see if it is in your backpack^^;)
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Era II mods and utilities
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Ayreon
Famous Hero
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posted April 26, 2009 03:57 PM |
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And once more I write these words: thanks.
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ChaosHydra
Famous Hero
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posted April 27, 2009 11:08 AM |
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Quote: (!!IF&v21>=1/v22<1:M^You stupid prick, I can't see if it is in your backpack^^
*falls off chair*
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Ayreon
Famous Hero
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posted April 27, 2009 05:41 PM |
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Is it normal that, when you change the view via an !!UN:Lx/y/l/#; command, a new screen pops up where you see yourself trading with yourself?
As in, two allied heroes are trading with eachother, but this time it's twice the same hero?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 27, 2009 05:49 PM |
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yes thats my nightmare. The game consider (when the view returns) the hero as an object, thus he is visiting himself. A bug.
Some people said they could exploit this bug to increase the creatures in the army, but I could never achieve it.
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Era II mods and utilities
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skirk614
Tavern Dweller
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posted April 29, 2009 01:55 AM |
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changing town picture
I do not have much to contribute, I've always been a reader and not a poster. However I have an issue that has been driving me crazy.
I wish I could search this thread in particular because it may have been discussed, but I need to know how to change the picture of a Rampart (or another town) to a completely different picture but still function as a town.
Ive created a town and changed the image within advanced properties to the object image I want. All that happens is the original town image has been reduced to the 'shape' of the new image but still maintains the original picture!
this has to be one of the more straight forward options to change, but I would appreciate any help I can get
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Ayreon
Famous Hero
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posted April 29, 2009 09:04 PM |
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@skirk: I have no idea how to change such a picture, and I doubt ERM has anything to do with it.
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skirk614
Tavern Dweller
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posted April 30, 2009 12:11 AM |
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Edited by skirk614 at 00:16, 30 Apr 2009.
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I should clarify that I want to change the town image to an image of an object already in the game...
The reverse would be placing that object and changing its function to a town...
If you guys are familiar with the map 'Choices' you can find something similar there. In that map they have a Garrison that functions like a town, the scripting is a little more complex tho as the town automatically builds dwellings according to what you have chosen for creatures (in choices you choose which creatures to grow etc)
...thanks
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Ayreon
Famous Hero
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posted April 30, 2009 10:39 AM |
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I believe I misunderstood you the previous time.
But I still don't think ERM has anything to do with it.
With Sergey's Object Editor, you can take a different object, and give it the ability of a town. Search in page 34/35/36 in this topic for a download link.
Also, my eye was drifting through the ERM Help file, and I discovered this:
!!UN:l#1/#2/#3/#4/#5/#6/#7/#8;
#1 = X coördinate
#2 = Y coördinate
#3 = level
#4 = object type
#5 = object subtype
#6 = looks like object type
#7 = looks like object subtype
#8 = terrain
With this command in ERM you can place an object, but making it appear like a different object. I don't know if it works with towns as well, I tried to make an empty object be a town with the !!OBx/y/l:T#; command, but that gave nothing but errors.
Anyway, I'm not sure whether this will work, but you can try nevertheless.
Still, I would go for the Object Editor, and NOT ERM here.
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skirk614
Tavern Dweller
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posted April 30, 2009 01:43 PM |
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Thank you very much!
To be honest, I've heard about the object editor but could never find it anywhere
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 30, 2009 04:20 PM |
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Don't bother, it will not work with the Editor. I tried endless times to make a town look as a banana and never got it.
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Era II mods and utilities
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skirk614
Tavern Dweller
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posted May 01, 2009 04:54 AM |
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Edited by skirk614 at 05:02, 01 May 2009.
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is the object editor seperate from the wog_tools? I looked back 10 pages and couldn't find the link
**edit**
I found it! thank you Ayreon, I managed to get it working
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Ayreon
Famous Hero
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posted May 01, 2009 07:39 PM |
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Your welcome.
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I have another question concerning ERM AI control
I now know how to make the AI go to a certain point, but what if an AI hero is in his castle? How can I make him go out? He won't listen to destination points with flag 1
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 01, 2009 08:06 PM |
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I spent a whole week to figure why AI does not listen always to the !!AI command as I need 52 AI to move where I set them in the new map.
Some were moving, others not, some dissipated etc.
There is a command which solved everything, although I wasn't paying attention to it before, and I was wrong.
!#UN:J4/32000; Control AI "thinking" radius
Now there is also a difficulty chosen issue. If player choose %60 to %100 then AI will have very different moves, even if you script it. So I suggest for maps having the AI moves scripted to have a "check difficulty" on first day and exit game if player choose <%160 or %200.
Here is how I use it in !?PI instructions (the event has to be top on events list)
!?PI;
!!UN:J2/?v614; [Get player difficulty: v614]
!!IF&v614<4:M^Please restart on impossible difficulty^;
!!FU&v614<4:E;
Then in a TM trigger on day one:
!#TM70:S1/999/1/4; tan player, check every day
!?TM70;
!!UN&v614<4:Q0/1; lose game if player choose less than 200%
If you script AI then you will need this, as AI behavior will drastically change if less than %160.
As for your town hero, post the whole script here, why he is in town, can he move? etc.
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Era II mods and utilities
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Ayreon
Famous Hero
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posted May 01, 2009 08:18 PM |
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!!AI&v17=2/-29:S88/4/1/102/28/0/5000000/1; **send hero 88 to 102/28/0 (=town)
!!AI&v17=2/-29:S88/4/2/109/33/0/5000000/0; **send hero 88 to 109/33/0
I added the first line to try to get him out.
It is in the middle of a script, but other lines have no influence on the hero.
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By the way, I have the feeling that my ERM Help is outdated. There's nothing about !?PI; triggers in it, and the command !!UN:J2/#/$; is nowhere to be found either.
I have Document Version 2.00, explaining ERM v2.60. Please tell me if there's a newer one.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 01, 2009 08:30 PM |
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Mine:
v3.58f , explaining ERM - Event Related Model v2.8.1
Please check the latest info and changes
Document Version 2.06
try this:
!!AI&v17=2/-29:S88/4/1/102/28/0/5000000/0; **send hero 88 to 102/28/0 (=town)
!!AI&v17=2/-29:S88/4/2/109/33/0/5000000/1; **send hero 88 to 109/33/0
if doesn't work, then check:
Is the event enabled for that AI faction?
Is 4 the right value for his color?
Is v17=2?
Is there any !!FU:E; before which can screw?
For PI, check index, PI trigger.(scroll down)
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Era II mods and utilities
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