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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 ... 283 284 285 286 287 ... 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 03, 2016 03:39 PM

I don't know exactly, read Bersy's comment on ERA II main thread. I used the receiver a lot in Atlantis mod and I had no problems with.

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Finally
Finally


Hired Hero
posted January 03, 2016 03:43 PM

S works but C and P crashes.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 03, 2016 03:57 PM

I think MP:S can work in all situations. But I didn't see your code.

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Finally
Finally


Hired Hero
posted January 03, 2016 04:22 PM
Edited by Finally at 17:13, 04 Jan 2016.

It works now, even without finding address.
Edit: Sorry finding address is still a must, I forgot to press F12 to update the script.

Here's the code:

ZVSE

!?LE143/142/0;
!!IF:M^{~red}Bad Apple{~}^;
!!MP:S12/^Bad Apple^;

In the beginning, it doesn't seem to work because the hero comes from grass too, and the BGM won't change immediately. I accidently ALT+TAB out and in then I found BGM changed. Then I tried to let the hero comes from dirt to grass, BGM changes immediately as expected.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 05, 2016 12:45 PM

i'm still reading through this thread(and collecting information as i go), but i haven't found these 2 questions answered yet:

1. i'm attempting to use MA:X to change creature attributes, but the list in erm help isn't complete. meaning, i need more code numbers, to apply/remove certain attributes, than what is listed in erm help(which is scant much, under MA:X).

2. same problem with UN:C scripts. i cannot find the associated numbers i need, to make the scripts.

i'm relatively new to erm help(both the older version and the new), so i would be grateful for any assistance in directing me to where i can find the numbers i need to make these scripts(i already have the creature numbers).

these scripts need to be universal, as they are permanent changes to creatures in my lod. thanks in advance.

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igrik
igrik


Promising
Known Hero
posted January 07, 2016 07:22 AM

!!MP cut from problems with threading
you should use
!!VRz1:S^MainMenu^;
!!UN:C6919188/4/?y1;
!!SN:E5877680/2/y1/z1/0/1;
; the penultimate option
; 0 - continue playing where you left off
; 1 - to play each time first
; the last parameter
; 0 - It means to play every time only the beginning and without repetition in a circle track (Works only if the penultimate = 1)

fred79, specify exactly what you want.

** sorry for my bad english

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted January 07, 2016 10:03 AM

@ Akuhak, Oxfea, Igrik, gamecreator

I will continue to push this matter, in hopes that a solution is near.

Can anyone edit the restore interface pluggin for me and fix some bugs it has? Or If not, make a new one where:

1) This pluggin restores the original SoD interface and I would like to know if it can be edited to restore the original Heroes 3 Complete interface. The reason I asked is that I would like to have the RoE intro playing when I start Heroes. If it's not possible then fine, I just would like to know.

2) This pluggin restores the original SoD campaigns as well, which is pretty much why I want it to work so much. However, I noticed that it doesn't fully restore the campaign videos and keeps the (in my opinion really bad) WoG videos.

To clarify, when WoG came out, the 10 videos from the first two SoD campaigns were replaced with new ones. this pluggin restores original SoD campaigns and videos but it seems to have missed out on EPILOGUES on these campaigns. In New Beggining and Elixir of Life campaigns, the final epilogue is not restored and it is still the WoG video that plays. It seems the author of this pluggin has neglected the epilogues.

Can someone help me? Sorry If I seem to push the matter intensively but it is kind of important for me and if someone knows how to fix it I would be grateful.
____________
Not idly do the leaves of Lorien fall.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 07, 2016 11:16 AM

igrik said:
fred79, specify exactly what you want.

** sorry for my bad english


your english is just fine.

you most likely won't want to help me, as i have a list of things that i want done(and this list isn't even complete, as i still want some other creatures not on this list moved around). of the following list of creatures, i want them wiped of their abilities(even the hardcoded abilities), before i can add new ones. i know how to add abilities(for the most part), but the UN:C codes to make the creatures "blank" is what i don't know.

the creatures i want to have blank slates(so that i can configure them how i want) are:

84 Goblin
85 Hobgoblin
86 Wolf Rider (keep as 2-hex)
87 Wolf Raider (keep as 2-hex)
88 Orc (keep as shooter)
89 Orc Chieftain (keep as shooter)
90 Ogre
91 Ogre Mage
92 Roc  (make them 1-hex)
93 Thunderbird (make them 1-hex)
94 Cyclops (keep as shooter)
95 Cyclops King (keep as shooter)
96 Behemoth (keep as 2-hex)
97 Ancient Behemoth (keep as 2-hex)

116 Gold Golem
117 Diamond Golem

134 Faerie Dragon

136 Enchanter

140 Boar (keep as 2-hex, can only spawn on ocean tiles)
141 Mummy (can only spawn on ocean tiles)

144 Troll (can only spawn on ocean tiles)

151 Diamond Dragon (keep as 2-hex)

156 Ghost Behemoth (keep as 2-hex)

160 Emissary of War ----
161 Emissary of Peace ---
162 Emissary of Mana -----
163 Emissary of Lore ------ (if these are possible to wipe)

164 Fire Messenger -
165 Earth Messenger -
166 Air Messenger ----
167 Water Messenger --- (if these are possible to wipe)

168 Gorynych
169 War zealot (keep as shooter)
170 Arctic Sharpshooter (keep as shooter)
171 Lava Sharpshooter (keep as shooter)
172 Nightmare (keep as 2-hex)
173 Santa Gremlin

192 Sylvan Centaur
193 Sorceress

195 Hell Steed
196 Dracolich


like i said, it's a list. if you still want to help, you're welcome to. it'd be much easier for everyone to do this myself, but a hex-edited key(number list) to wipe creatures' hardcoded abilities doesn't seem to exist. which, imo, could be really, really helpful for beginning scripters.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 07, 2016 11:23 AM

Well, you could already start by browsing Hero of Light last mod -erm file, copy/paste the blocks he already asked and which were already done, then your list will be much shorter.  

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 07, 2016 11:28 AM
Edited by fred79 at 13:46, 07 Jan 2016.

thanks, sal. i'll look into it. i've been browsing different mods and maps, and trying to find what i need as a baseline to start from(i don't have the time to learn scripting from scratch). hopefully there'll be descriptions after every line of script. those are the easiest to use.

edit #1: i looked through HoL's latest mods, and they didn't have anything like what i was looking for(although i learned some neat stuff for commanders).


edit #2: i may have figured half of this out myself(with the help from a script oxfea gave me a while back), using the MA:X script(i just removed the rocs & thunderbirds(jet grunts & jet soldiers)) 2-hex ability, effectively making them one-hex.

i have 2 remaining questions:

1. is anything not covered by what is specified under the MA:X script in erm help, NOT hardcoded*(meaning, i can rid the thunderbirds of their lightning strike ability, etc, etc.)?

*and if creature specialty abilities are hardcoded(which i'm almost positive are), then where would i find a list of them, such as santa gremlin's guards/dread knight's death blow, etc? are they all under UN:C?

2. under the MA:X script in erm help(s),

0x00002000 = 8192
0x00100000 = 1048576
0x00200000 = 2097192

0x10000000 = 258435456
0x20000000 = 536870912
0x40000000 = 1073741824

don't have designations. does anyone know what they are?

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted January 07, 2016 02:59 PM

Giving your creatures states that already exist in the game is pretty easy. Use this command:

!!MA:X7/?v300;     **Crusader flags
!!MA:X169/v300;

This makes creature 169 act as a crusader (which means, alive, 1 hex strikes twice).

If you want it completely blank then give the creature the swordsmen flags:

!!MA:X6/?v300;     **Swordsman flags
!!MA:X169/v300;

Do you want it two hex and fly? Give them griffin flags and so forth. You can copy any creature's abilities with this command.
____________
Not idly do the leaves of Lorien fall.

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igrik
igrik


Promising
Known Hero
posted January 07, 2016 03:20 PM

http://forum.df2.ru/index.php?showtopic=6588
http://forum.df2.ru/index.php?s=&showtopic=6803&view=findpost&p=411172

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igrik
igrik


Promising
Known Hero
posted January 07, 2016 03:28 PM

but everything is in Russian

and, MA:X
the right to a flag
!!BMy5:F?i;
!!VRi:|32768 |2;
!!BMy5:Fi;

the right to pick up the flag
!!BMy5:F?i;
!!VRi:|32768 -32768;
!!VRi:|2 -2;
!!BMy5:Fi;

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted January 07, 2016 03:29 PM

igrik, do you think you can help me with my problem as well?
____________
Not idly do the leaves of Lorien fall.

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igrik
igrik


Promising
Known Hero
posted January 07, 2016 05:06 PM

I'm not sure that I have enough for this knowledge

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted January 07, 2016 06:33 PM

It's OK, I just hope this can be solved by someone. I think a simple addon for this situation would suffice, a command that makes:

Epilogues of New Beginning and Elixir of Life to be set on default videos OR

Epilogue of last scenario of New Beginning to have NewBeginning_end video and epilogue of last scenario of Elixir of Life to have ElixirOfLife_end video played.

I don't know If it's possible to just add again the two videos in the lod with different names (say vid1 and vid2) and assign them anew. That would also do the trick. But I don't know If it's possible.
____________
Not idly do the leaves of Lorien fall.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 07, 2016 10:06 PM

Hero_Of_Light said:
Giving your creatures states that already exist in the game is pretty easy. Use this command:

!!MA:X7/?v300;     **Crusader flags
!!MA:X169/v300;

This makes creature 169 act as a crusader (which means, alive, 1 hex strikes twice).

If you want it completely blank then give the creature the swordsmen flags:

!!MA:X6/?v300;     **Swordsman flags
!!MA:X169/v300;

Do you want it two hex and fly? Give them griffin flags and so forth. You can copy any creature's abilities with this command.


thanks for the info. 2 questions i have with it:

1. does this also copy their number stats(attack/defense/etc)?

2. will this work on hardcoded creature specialties?

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted January 07, 2016 10:13 PM

No to both. only flagged abilities.
____________
Not idly do the leaves of Lorien fall.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 07, 2016 10:37 PM

igrik said:
but everything is in Russian

and, MA:X
the right to a flag
!!BMy5:F?i;
!!VRi:|32768 |2;
!!BMy5:Fi;

the right to pick up the flag
!!BMy5:F?i;
!!VRi:|32768 -32768;
!!VRi:|2 -2;
!!BMy5:Fi;


i don't understand what these are. i tried checking them in erm help, but there is no BM"y", or VR"i".

thanks for the links. hopefully they might clear up any confusion.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted January 07, 2016 10:42 PM

Hero_Of_Light said:
No to both. only flagged abilities.


i already have the flagged abilities worked out. the only thing remaining are the special creature abilities, which i'll need the hex-edited info for.

i tried opening the exe with a hex-editing program, but i couldn't find the number that oxfea used in a script to remove diamond dragons' and ghost behemoths' "fly"; nor could i find the codes/number key needed to identify the creature itself.

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