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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 ... 104 105 106 107 108 ... 150 200 250 300 350 400 407 · «PREV / NEXT»
Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted October 07, 2011 08:04 PM

I don't have the crash log anymore and anyways i restored my version of wog+ERA (i think it's 1.81 or something). The error was something about wog version and so i think my instalation of 1.91 went wrong. Maybe because your exe was for a russian WOG, i don't know...

By the way, i don't see the 1.91 version on the official ERA thread. Is it still under development and a beta version? If so then i will wait for the final and complete release.

Anyways, as i said i don't need the additional factions all that much.
I would suggest that you work with ERA team on this (if you are not doing so already) and try to make this feature a dll (if that's possible). I reckon it will be much easier and safer to use this way.

Good luck with that.
____________
Not idly do the leaves of Lorien fall.

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Bersy
Bersy


Honorable
Supreme Hero
posted October 07, 2011 08:21 PM

The only russian file is Help\Era manual.chm. Just run the installer.

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solitaire345
solitaire345


Promising
Famous Hero
posted October 07, 2011 09:32 PM
Edited by solitaire345 at 22:24, 07 Oct 2011.

Bersy, what compiler do you use to compile c++ version of the example plugin? Compiling it with Microsoft Visual C++ 6 results in 49 errors and 7 warnings.

Also, tomorrow I will translate the russian ERA help and add the information to my updated ERM help files.
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Bersy
Bersy


Honorable
Supreme Hero
posted October 07, 2011 11:30 PM

Quote:
Bersy, what compiler do you use to compile c++ version of the example plugin?

DevC++ (GNU C++)
Sav adapted to MSVC: http://wforum.heroes35.net/showthread.php?tid=3155&pid=65777#pid65777
Click on spoiler.

Quote:
Also, tomorrow I will translate the russian ERA help and add the information to my updated ERM help files.

I finished 15%, I think. Have doubts you'll manage to do it quickly but still you can try.

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Bersy
Bersy


Honorable
Supreme Hero
posted October 07, 2011 11:55 PM

I forgot about one thing. Data\sptraits.txt is also russian. Should be taken from Era 1.81.

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solitaire345
solitaire345


Promising
Famous Hero
posted October 08, 2011 07:57 PM
Edited by solitaire345 at 20:01, 08 Oct 2011.

Update to english ERM help. Added descriptions of new commands and triggers. Added pages for useful tools and list of functions from era.dll. The new pages look a bit like drafts for now. At some point I'm going to improve them. Also the new buttons on the top row are a bit ugly. It would be nice if someone remade them to look like others
Download
I will also update the help with more pages (most of the buttons in last two rows of the menu are duplicates, because I simply copy-pasted them..)


Bersy, thanks for the link, but it seems like your forum isn't there at all. I think I'll wait. I don't want to mess with two compilers in one machine

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crvsdd
crvsdd

Tavern Dweller
posted October 09, 2011 07:37 PM

Quote:
If you really want clues, not ready solutions, then:

1) Use !!BM:G in cycle to check all enemy creatures. If they're all slowed save the hero's ID (!!BA:H), his owner ID (!!HE:O), his coordinates (!!HE:P) and finish the battle (!!BU:V). Set some flag to 1.

2) Set the timer which activates every day. Let it count days when the flag you chose becomes 1. After "n" days use !!HE:P and !!HE:O (remember, you saved heroes' ID, owner ID and coordinates) and simply place him on the map. Null all used variables and flags.

If there is a possibility that there may be a couple of such heroes, you'll have to extend the script and use more variables checking on how many heroes are already "hidden".

3) What do you mean saying "control"? There are dozens of different ways.


Okay, I have the "check all creatures is slowed" part right. But for some reason the game doesn't compile the !!BA:H code (I get an error every time !!BA:H0/?y1 H1/?y2; is executed under BA trigger)

By "control" I means that the player with XYZ hero can set how many days he wish the enemy hero to reappear. Ex. if XYZ hero is with red player, then the red player gets to choose how many days XYZ can delay an enemy hero.

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somebody613
somebody613


Hired Hero
posted October 09, 2011 10:48 PM
Edited by somebody613 at 22:52, 09 Oct 2011.

crvsdd
Can't wait for SYNCHRO heroes too.
Oh, btw, would you consider Sylvan Centaurs being XYZ or SYNCHRO or just FUSION???

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crvsdd
crvsdd

Tavern Dweller
posted October 10, 2011 07:06 AM

Quote:
Quote:
If you really want clues, not ready solutions, then:

1) Use !!BM:G in cycle to check all enemy creatures. If they're all slowed save the hero's ID (!!BA:H), his owner ID (!!HE:O), his coordinates (!!HE:P) and finish the battle (!!BU:V). Set some flag to 1.

2) Set the timer which activates every day. Let it count days when the flag you chose becomes 1. After "n" days use !!HE:P and !!HE:O (remember, you saved heroes' ID, owner ID and coordinates) and simply place him on the map. Null all used variables and flags.

If there is a possibility that there may be a couple of such heroes, you'll have to extend the script and use more variables checking on how many heroes are already "hidden".

3) What do you mean saying "control"? There are dozens of different ways.


Okay, I have the "check all creatures is slowed" part right. But for some reason the game doesn't compile the !!BA:H code (I get an error every time !!BA:H0/?y1 H1/?y2; is executed under BA trigger)

By "control" I means that the player with XYZ hero can set how many days he wish the enemy hero to reappear. Ex. if XYZ hero is with red player, then the red player gets to choose how many days XYZ can delay an enemy hero.


Okay, that placing problem was found to be a logic error in my code.

But i got a new problem: Re-appeared hero doesn't appear on Hero's list.

Example: I played red versus XYZ as blue. My red hero got slowed and disappeared for 3 days. When he re-appeared 3 days later, I can move him around and attack other stuff, but he doesn't show up on the hero's list on the right hand side of the adventure screen.

Here's my code:
!!HEv5002:Oy-2/0;             set owner
!!HEv5002:Pv5002/v5004/v5005; put defeated hero where he was

v5002 is the hero defeated by XYZ
y-2 is the owner of v5002 before he was defeated by XYZ
v5003, v5004, v5005 records the location of defeat.

Help! How do I get this hero back on the "Hero List" in adventure screen?

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solitaire345
solitaire345


Promising
Famous Hero
posted October 10, 2011 07:35 AM
Edited by solitaire345 at 21:11, 10 Oct 2011.

Did you try to redraw adventure map screen?

I realized that the screen is redrawn with every hero step. Try that command which sets hero position in hero list (I can't remember it at the moment).

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 10, 2011 12:14 PM

Quote:
!!HEv5002:Pv5002/v5004/v5005; put defeated hero where he was



I suggest you paste' here the whole code, I already see that v5002 is used twice.
____________
Era II mods and utilities

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crvsdd
crvsdd

Tavern Dweller
posted October 11, 2011 12:01 AM
Edited by crvsdd at 00:11, 11 Oct 2011.

Quote:
Quote:
!!HEv5002:Pv5002/v5004/v5005; put defeated hero where he was



I suggest you paste' here the whole code, I already see that v5002 is used twice.


snap.... that was a mistake that I had already corrected..

!!HEv5002:Pv5003/v5004/v5005;    

was the one I used.

Thanks!

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted October 11, 2011 12:22 PM

I think it's been asked before but since i don't remember the answer, i guess it counts as a new question

Is there a way to change a creature's def in a particular time of the game? I ask this because i have an idea:

The idea is to make the werewolfes sto start with a human def (i am thinking of something like a darker peasant) and then when it is full moon (days 14,15,16 every month) to have a diferent wolf def. So is there a way to change the def a creature uses only for select days during each month?

I think that would work nicely and be in fact closer to the whole werewolf mythology in general.
____________
Not idly do the leaves of Lorien fall.

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Bersy
Bersy


Honorable
Supreme Hero
posted October 11, 2011 01:34 PM

solitaire345, thanks for the work. I'll try to help with full translation as soon as i can.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 11, 2011 09:05 PM

I don't know what's going with PO:S but it certainly does not store the subtype of the object on nor the subtype of terrain. I found that you can store in any value up to 255, and modifying it does not change anything upper. Mostly an extended PO:N for multiple visits. Maybe the Help should be updated, but I don't know a proper description.
____________
Era II mods and utilities

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solitaire345
solitaire345


Promising
Famous Hero
posted October 11, 2011 10:31 PM
Edited by solitaire345 at 22:34, 11 Oct 2011.

Quote:

The idea is to make the werewolfes sto start with a human def (i am thinking of something like a darker peasant) and then when it is full moon (days 14,15,16 every month) to have a diferent wolf def. So is there a way to change the def a creature uses only for select days during each month?




My try. I didn't test this script because of lack of time.

ZVSE
!#TM1:S1/999/1/255; create timed event that occurs to everyone and everyday.

!#SN:M1; Clear an array
!#SN:M2/2/1/1; Make array of two slots
!#SN:M1/0/^CPKMAN.DEF^; replace pikeman's def with anything you want
!#SN:M1/1/^ZM194Z.DEF^;
*now we have an array with two filenames


!?TM1; Our timer.
!!VRy1:Sc; get current day

!!SN:M1/?y1/1; Get address for wolf form def
!!SN&y1<14:M1/?y1/0; Get address for human form def
!!SN&y1>16:M1/?y1/0; Get address for human form def

!!UN:C[Pointer to werewolf's def]/4/y1; set the pointer to def


I don't know where is the pointer of def, because I badly corrupted my disassembly and haven't yet recreated all the data I had. I guess it's 7899676, but I might have made a mistake. I believe Bersy or 0xFEA can tell it for sure.

NOTE: This can work only with Era 1.9

I also have an idea of writing an ERM function that would allow changing the def and sound of any creature at any time.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted October 12, 2011 12:31 AM

Quote:
!?TM1; Our timer.
!!VRy1:Sc; get current day

!!SN:M1/?y1/1; Get address for wolf form def
!!SN&y1<14:M1/?y1/0; Get address for human form def
!!SN&y1>16:M1/?y1/0; Get address for human form def


I may be wrong but will this change the defs the days 14,15,16 of the first month ONLY? Again i might be mistaken, if it does this for every month then ok.

Quote:
NOTE: This can work only with Era 1.9


Damn, that's a problem. I tried installing ERA 1.9 from the exe you gave me but it doesn't work. After all the files are extracted i try to run the WogERA.exe and when it opens there is a window requesting the SoD disk!!! (Now that's a window i haven't seen for years). Originall WOG always ran without any cd. What gives?! Is it because i have Heroes Complete and not SoD?  

Quote:
I also have an idea of writing an ERM function that would allow changing the def and sound of any creature at any time.


That would be a nice touch indeed. Changing the sounds also when the human is transformed into werewolf. That would be kewl
____________
Not idly do the leaves of Lorien fall.

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Bersy
Bersy


Honorable
Supreme Hero
posted October 12, 2011 11:33 AM

Quote:
Originall WOG always ran without any cd. What gives?!

Delete file EraPlugins\AfterWoG\nocd speedup.bin
Put in data folder this file: http://www.multiupload.com/J8YI4J82W2

Quote:
!#SN:M2/2/1/1; Make array of two slots

Maybe !#SN:M1/2/1/1? Slot 1, length - 2, type - string, save in file.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted October 12, 2011 01:11 PM

Quote:
Delete file EraPlugins\AfterWoG\nocd speedup.bin


Thanks it worked.

Quote:
Maybe !#SN:M1/2/1/1? Slot 1, length - 2, type - string, save in file.


I think you were right about this line because with the original solitaire's one there was an error message. However the script doesn't really work and the werewolves def is still the same. Solitaire said he may try to perfect this feature so... here's to hoping.

@Solitaire

I managed to install ERA 1.9 thanks to Bersy's suggestion and i checked the new factions and it worked. I will test it thoroughly but the first results seem ok. Thank's a lot! Hope you get that changing def thingy as well

There is one other thing i would like to ask you. In ERApluggins folder there are two new folders: AfterWOG and BeforeWog that are full of bin and off files. Can i delete them or are some of them obligatory for the game to work?
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Not idly do the leaves of Lorien fall.

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Bersy
Bersy


Honorable
Supreme Hero
posted October 12, 2011 01:58 PM

Bin-files are usually obligatory, bin.off can be turned on by renaming to bin. I dont suggest to delete anything. Era 1.9+ has almost no hardcoded features in exe. The patches do this the work.

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