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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 ... 68 69 70 71 72 ... 100 150 200 250 300 350 400 407 · «PREV / NEXT»
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 10, 2010 11:26 PM
Edited by Hero_Of_Light at 23:31, 10 Oct 2010.

Emmm... What does it do exactly? I see in the end that creature 145 was made to shoot and alive? The only thing that changed was that the catapult hurls flaming boulders. If that is so its cool (I'll keep it that way) but not what I meant.

The idea was to have a variable that checks hero's number (so that it may identify If he or she is a Knight or a Cleric) and If so change the catapult with another creature that was made into a siege engine as well.


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 10, 2010 11:32 PM

The check for shooting is optional, if the creature already shoots. The script allows to any creature to shoot any projectile, if frames are correct. For instance, the catapult will throw fire balls. Or death cloud, up to you.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 10, 2010 11:46 PM

Wait, wait because the possibilities are great If that does what I think it does...

You're saying that this makes any creature a shooter (given that it has the proper animation) and also that it defines the shooting def as well (whether it will be a marksman arrow or a flaming bolt)?

Because If so, I would like a small walkthrough on how it works. For instance which variable states the bolt that is thrown? And what are the bolt variables in the first place?

Can you make it for instance to check If the hero is a Necromancer or Dark Knight and then make the catapult throw Death Clouds?

It doesn't really fit on what I was planning in the first place, but If the script does what I think it does then I can make it work somehow...

Castle Heroes will have both Catapult and Trebuchet... It will be much better

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 11, 2010 12:11 AM
Edited by Salamandre at 00:12, 11 Oct 2010.

Yes it makes any creature (except pikeman and halberdier) a shooter if frames + sounds present and it lets you choose the projectile type. Check my thread about "shooters" a few weeks ago to get details.

And yes, it can make the necro catapult to throw death cloud but needs BA trigger instead of instructions.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 11, 2010 09:22 PM
Edited by Hero_Of_Light at 21:29, 11 Oct 2010.

OK I got it working but I have two questions:

How can I choose the missile?
I saw that there is a list:

#3rojectile Type
0 - Archer (exception: for being number 196 - drakolich);
1 - a monk;
2 - Elf;
3 - master gremlin;
4 - magician;
5 - titanium;
6 - Gog;
7 - personal;
8 - jellyfish;
9 - ork;
10 - Cyclops;
11 - lizard;
12 - Ice elemental;
13 - halflings;
14 - Catapult;
15 - ballista.

But I don't know where to put them. Can you show me the exact section of the script that configures that?

Also, can you post the creature's ID's so that I may change the sounds as well? I get how its done, but I don't know the names (crusshot and so on). Because when I press Misc on H3deftool it opens an error window.  

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 11, 2010 09:25 PM
Edited by Salamandre at 21:26, 11 Oct 2010.

!#FU6000:P0/$/11;

You must get a working def tool, there is no list about sounds except inside.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 11, 2010 09:29 PM
Edited by Hero_Of_Light at 21:30, 11 Oct 2010.

You mean instead of !?FU6000; it will start with !#FU6000:P0/$/11;
?????

And $ is the missile number?

By the way:
I tried making a recruitable creature not moving (so that its a siege weapon, monster flag no 64) and it didn't work. The numbers of the creature weren't shown at all and when I clicked on them on town screen the game crashed. Is there any other way of making a creature not moving?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 11, 2010 09:31 PM

No, $ is creature ID, 11 is missile layout (in that example).
I don't know about creature not moving. Have you tried 0 speed?
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 11, 2010 09:46 PM

Oh OK I got it.

Yes I tried it out but in the game it was reset to 1. It's no big deal, I'll make it a slow moving war machine...

You see I am working on an idea for some time now... I want to make Castle to have only human recruits (griffins and Archangels are out). So I wanted to include the notion that they relied on pure military strenght, War Machines and the Healing powers of Priests and Paladins. So I wanted to include two war machines in the town lineup:

An Arbalest


And a level 7 Trebuchet (heavy artillery). But I didn't want them to move... Still I can make them move real slow I guess...

I wanted to use your Trebuchet from Praetorian thread but as I told you its way too tall... The animation isn't working right and the missile is like it's thrown from the main part (not the edge). If you could remake it or find a smaller one I'd really appreciate it...    


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 11, 2010 11:44 PM

I will look into. There are amazing models of scorpions (roman balista), trebuchets and balistas in ROME Total War game but animations failed on import in 3D Max. So there is only this trebuchet left, which is a poor model. If you feel like adding your own animations to those models from RTW I can lay out the models. But without 3D max they will not look very good.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 12, 2010 12:47 PM
Edited by Hero_Of_Light at 12:47, 12 Oct 2010.

No thank you. I don't really want to use Total war animations (unless I really have to) because they don't match the Heroes ones. But thanks anyway, you're really helpful...

Incidentally, I came across a little program that extracts creature sprites from Diablo Hellfire. In fact the creature animations can fit to Heroes because they consist of 8 different angles. I already extracted some from Hellfire and they look good (their animation is relatively close to Heroes). If you are interested in a creature from there I can send you the full animation pictures.

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted October 12, 2010 07:43 PM

Quote:
The animation isn't working right and the missile is like it's thrown from the main part (not the edge)

Fix CRANIM.txt

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 13, 2010 12:45 AM
Edited by Hero_Of_Light at 00:59, 14 Oct 2010.

OxFea

You're right it can work out. I'll compare the stats of other archer units and adjust them for the one I am interested in. Thanks for the tip.

Salamandre

It worked out ok! I extracted the Trebuchet pics and made a new creature def... As a creature, the Trebuchet works fine (no crashes). The only thing that needs fixing is the place where the boulder is hurled. And indeed it can be fixed in the Cranim.txt. Thanks for your help as well.

****EDIT***

Did you know that the Catapult monster flag was buggy? I made a creature a catapult and it sometimes shoots two boulders, some times one and some times none, depending to where you aim. in addition, when shooting on the middle down section of the wall, it goes berserk and doesn't stop shooting until the walls are all down!

Is there a way to fix this? I would give the monster flag using the Stack Experience method but being a Catapult is not on the feature list. Furthermore, I'd like someone to give me an alternative for this monster flag giving script:

!!MA:X$/?v300;
!!VRj:|(flag number);
!!VRv300:+j;
!!MA:X1$/v300;

And this monster flag taking away script:

!!MA:X$/?v300; save natural abilities in v300
!!VRj:Sv300 &(flag number);
!!VRk:Sv300+j; get rid of it if so
!!MA:X1$/k;

because they are very messy... Most of the times when I give a monster flag, there is also one taken away and so on... That's why I prefer Creature Stack Experience because its a clean and easy way to give any ability to a creature. If there is any other way to add and remove a monster flag nice and easy, please share!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 14, 2010 02:14 AM
Edited by Salamandre at 02:27, 14 Oct 2010.

I suppose the script got messed through multiple copy/paste in the forum but I know from where is coming

The script is:
!!MA:X$/?v300; save natural abilities in v300
!!VRj:Sv300 &4*-1; check for shooting ability; **observe the difference with yours
!!VRk:Sv300+j; get rid of it if so

Or use the regular way to remove the bits you want. The ERM says:

You can also clear (remove) a specific bit without touching the other bits in a variable. To do so, use the negative minus one of the bit value you wish to remove. For example, to remove the 5th bit (16), use -17, e.g., !!VRv1:&-17;

[Check if third bit is present (4)]
!!VRv1:&-5; remove it
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 14, 2010 11:38 AM

So what you are saying is that the giving command is still this:

!!MA:X$/?v300;
!!VRj:|(flag number);
!!VRv300:+j;
!!MA:X$/v300;

And the taking script is:

!!MA:X$/?v300;
!!VRj:Sv300 &4*-1;
!!VRk:Sv300+j;
!!MA:X$/v300; <------- I think you forgot this

Right?

About the Catapult? Do you know if the bug can be fixed?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 14, 2010 05:11 PM
Edited by Salamandre at 17:22, 14 Oct 2010.

I did not forget, only pointed out what was missing. Better if you use the ERM help way to remove any bits, it is easier and more elegant. Today I don't use that script from 300 spartans anymore, but the shortest way, as described in previous post, at the end.

No idea why catapult goes berserk.
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GrayFace
GrayFace


Promising
Known Hero
posted October 16, 2010 05:36 PM

Your code can be improved:
!!MA:X$/?v300;
!!VRj:Sv300 &4*-1 +v300;
!!MA:X$/j;

Or
!!MA:X$/?j;
!!VRj:&4;
!!MA&j<>0:X$/d-4;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 16, 2010 05:49 PM
Edited by Salamandre at 17:51, 16 Oct 2010.

Yes, thanks. I added already:

[Check if third bit is present (4)]

in previous post, but did not write the script. Yours is complete, there are many ways to achieve same result, as shown
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 27, 2010 04:33 PM
Edited by Hero_Of_Light at 00:37, 29 Oct 2010.

I found a way to make a creature loose its upgrade ability.

!!MA:L9/10; [more than 8th level monster - no upgrade]
!#MA:U#/-3; [no upg]

This way you can make the creatures in a town REALLY interchangeable.

For instance I wanted to make swordsmen not to upgrade to crusaders (so that I may use both of them in different Castle slots). I used:

!#MA:U6/-3; [no upg]

(6 is the number of Swordsmen)

Then, when clicking on Swordsmen the upgrade button was there, but it couldn't be pushed. It's actually a very expensive upgrade. Also when visiting a Hill Fort Swordsmen where considered already upgraded (due to the fact that they are level 11th).

Anyway, I thought I'd share.

I DO HAVE A QUESTION THOUGH.

Is there any way to remove the fearsome AND the immune to all spells abilities from a creature? I don't know if they are monster flags (it ain't on the list). Does anyone know something about it? Please Answer!

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LarvaExotech
LarvaExotech

Tavern Dweller
posted October 28, 2010 11:50 PM
Edited by LarvaExotech at 23:55, 28 Oct 2010.

Hiho.

I cannot create my own temat for that so I will write here.

I'm developing a DLL for ERA platworm with LUA Scripting system instead of regular ERM. The cons of this solution are great:

> more language flexibility, allowing to create much better things with LUA (tables, iteration, datatypes etc)

> system reads all .LUA files from .\Data\Lua\ directory and scripts have their own variables, so one script won't mess another like in ERM (even with official 3.58f+script update, there are many variables used by several scripts at once and messing game, causing glitches like ballista named "The first aid tent heals ETC hitpoints" or creatures turning into first aid tents after battle, and even a glitch with 4095 wandering monsters (entering battle = CRASH). with LUA there is NO WAY for scripts to mess up themeselves as every script is handled by his own interface.

> also other "indexed" things like !!FU numbers are overlapping from script to script

> better looking code

> more interesting functions like including other files, math functions (like power, abs, min, max), even saving/loading things on xml, ini files, controlling mouse pointer, running winapi functions and much more

> better random generator as it now supports FOUR random generators:
* doGenerateRandomNumber(min, max) - generates random number using !!VR:T erm function
* lua math.random(min, max) - generates random number using LUA library function
* RandomNumber(min, max, seed) - generates random number using Pascal random number generator
* BoxMuller(min, max) - generates random number using box muller alghoritm

> MUCH more easier to develop a script for H3, a typical newbie-scripter dont have to read 32523523 pages of ERM manual and choosing clean variables from 358f_Claimed.txt, instead he runs a notepad and start writing

> I'm planning to develop a script editor for that as well

For now system works stable, and allows to use around 90% of "triggers" and around 40% of "receivers" from ERM (its using ERM interface). Also I icluded few nice things from this forum (like lua function that allows shooting with non-shooters, by Salamandre). It works like a some kind of wrapper:

instead of ERM -> Heroes3
we got LUA -> ERM -> Heroes3

An example script:

Quote:


-- on enter cartograpther
function onEnterObject(pos, type, subtype)

 -- someone has entered cartographer? get rid of it!
 if (type == 13) then
   doDeleteObject(TRUE, pos)
 end

end

-- on hero move
function onHeroMove(hero, pos)

 -- we are cheating! + 250 gold per one tile!
 gold = getPlayerResource(PLAYER_RED, RESOURCE_GOLD)
 gold = gold + 250
 setPlayerResource(PLAYER_RED, RESOURCE_GOLD, gold)
 
 -- also we would want to see some map (50 tiles is enough)
 doMapOpenView(PLAYER_RED, 50, pos)

 -- we will print text in debug.txt
 debugPrint("Some crap text in console.")

end




The DLL will be released after its done, I think it will be around week with testing. There also big drawback - ERM scripts are no longer usable, because our "platworm" uses ERM variables for passing things into dll and loading things from dll, and this is automatically invalidating all scripts done for Heroes3 for all time.

I'll be recreating all of 3.58f +update scripts from scratch for LUA engine.

If somebody could create a thread for me, I'd be thankful!

Larva~

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