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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 373 pages long: 1 50 100 150 200 250 ... 294 295 296 297 298 ... 300 350 373 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 30, 2016 06:46 AM

There is no problem adding sounds. You create mod, then in data add a sound lod, put your wav inside, then in data/s create script as above, while removing all unnecessary blocks, as hero or my creatures. It is not difficult but you have to know erm basics, as receivers and triggers.

You posted previously the script, so is done, now just use wav and a lod. The wav will be played when your creature shoots.

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fred79
fred79


Responsible
Undefeatable Hero
posted March 30, 2016 07:38 AM
Edited by fred79 at 08:24, 30 Mar 2016.

i didn't know that scripts were universal like that; i assumed they were area-specific. i'll give it a go, and get back to you. i have to take a look at erm help to decypher the scripts, so that i know what to change. thanks for the info. and sorry if i come across tempermental; i'm worried that there's somehow a miscommunication, and i don't want to waste time when i have so much to do. i'd rather get as much done as possible in a few years; than to stretch it all out over several.


edit: ...i wasn't able to decypher any of that script past the first 4 characters per line, with erm help(both the old version, or the new). the syntaxes used in that script aren't explained under BG, FU, VR, or SN(per syntax). those complete lines aren't even options in erm help. it's like trying to read hieroglyphs in braille, or something. ffs. i'm so lost. i get the idea that reading erm help will only further confuse me, since what should be READILY APPARENT or EXPLAINED IN ERM HELP, isn't. at least, not where it SHOULD be explained.

why in the goddamn hell wouldn't all the options be explained, under their own receiver pages?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 30, 2016 08:31 AM

yeah it can take a lot until you are familiar with, it is correctly detailed but you try to jump 26 steps. Upload your script giving shooting ability to that creature + the wav, I will make a generic mod later today.

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fred79
fred79


Responsible
Undefeatable Hero
posted March 30, 2016 10:11 PM

lol, i was tired when i posted that. i'm griping, because with the first scripts i went to analyze in erm help(the creature ability scripts), i was able to find out exactly what was what. with these, i couldn't make heads or tails of them, because they included characters that weren't an option; or at least, weren't included in what could be created under their syntax.

sal, i could post what i think would be the script, and something tells me i'd be horribly wrong. i can frankenstein all kinds of scripts together, and i'd still miss the mark, if erm help isn't designed for creating THESE scripts unless you read the entire goddamn thing. the EA and MA scripts are the only sets i've worked with so far, where they're effectively spelled out under their respective category. they made it easy to understand what a script did, regardless of whether or not you made the script yourself, or if someone else did.

i'm wading into much more complicated stuff, to be sure. it'd just be a lot easier, if these areas in erm help were explained more efficiently; like how they did with the EA and MA sets. it's like i went from reading a foreign language that is still in use today(meaning, i could find literal examples to study), to an ancient foreign language that nobody uses anymore. these scripts are utterly unreadable, when i don't have a "key" to work with. at least, when that "key" suddenly becomes an entire book, instead of just a couple paragraphs.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 30, 2016 10:57 PM

I mean your script from HERE

If you only gave shooting ability with MA and EA, it will not work. It requires the above script, which fixes the arrow type.

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fred79
fred79


Responsible
Undefeatable Hero
posted March 31, 2016 12:28 AM
Edited by fred79 at 00:31, 31 Mar 2016.

i know i have to fix the arrow type. that's obvious. when i brought up MA and EA, i was referring to the abilities i changed already in the creatures. that stuff comes easy, because it's spelled out in erm help. the other stuff isn't; at least, not the scripts that change the projectile type to a brand new one.

going from what i read in that thread, i made this(which doesn't work, as it is claimed as invalid syntax):

!?FU6000;
!!VR12&0=1/137<2:S16;
!!VR12&1=1/137>197:S16;
!!FU|137<2/137>197:E;
!!VR137:+7961526;
!!UN&x1=0:C137/1/12;
!!UN&x1=1:C137/1/?12;
!#MA:X137/?i;
!#VRi:|4;
!#MA:X137/i;
!#MA:N137/16;
!#FU6000:P0/137/12;

i also used the info from the script that worked for felipe(with my info swapped in), and that didn't work either(invalid syntax errors):

!?FU6000;
!!VRx3&x1=1/x2<2:S12;
!!VRx3&x1=1/x2>197:S12;
!!FU|x2<2/x2>197:E;
!!VRx2:+7994814;
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;
**PIRT
!#MA:X137/?i;
!#VRi:|4;
!#MA:X137/i;
!#MA:N137/16;
!#FU60000/137/11


i replaced the ice elemental projectile with the new shot def; that's why i thought this might work.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 31, 2016 07:23 AM

!!VR12: incorrect syntax, lacks v (variable 12)
!!VRv12: correct (v1-v9999)
!!VRi: correct (any letter a-z)
!!VRx1: correct (x1 up to x16)
!#FU60000/137/11: incorrect
!#FU6000:P0/137/12; correct

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Era II mods and utilities

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fred79
fred79


Responsible
Undefeatable Hero
posted March 31, 2016 09:23 AM
Edited by fred79 at 09:25, 31 Mar 2016.

thanks a ton, sal. you're saving my sanity, a little piece at a time. :)

this is the script that worked(for some reason, the first one didn't work, but the second one did):

!?FU6000;
!!VRx3&x1=1/x2<2:S12;
!!VRx3&x1=1/x2>197:S12;
!!FU|x2<2/x2>197:E;
!!VRx2:+7994814;
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;
**PIRT
!#MA:X137/?i;
!#VRi:|4;
!#MA:X137/i;
!#MA:N137/16;
!#FU6000:P0/137/12;

(that script changes the sharpshooter's(pirate's) shot def to the ice elemental's(which i changed out with the musket ball) shot def)
--------

now, the only thing i need to do, is to change the sound for the shot def.

would you care to help with that one, sal? i'm just as stuck on that, as i was on changing the shot def.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 31, 2016 09:38 AM

Make mod, create SND lod in mod/data, then try this:

ZVSE

!?FU6000;
!!VRx3&x1=1/x2<2:S16; [don't change this, it isn't what you thought before]
!!VRx3&x1=1/x2>197:S16;
!!FU|x2<2/x2>197:E;
!!VRx2:+7961526;
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;

!#MA:X137/?i;
!#VRi:|4;
!#MA:X137/i;
!#MA:N137/16;
!#FU6000:P0/137/12;

!?BG0;
!!BG:A?v4 N?v5; action shoot
!!BMv5:T?v6;
!!FU&v6<>137:E; only sharps
!!FU&v4<>7:E; exit if not shooting
!!VRz1:S^mysoundname.wav^;
!!SN:Pz1;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 31, 2016 09:44 AM

But now that I see your creature ID I realize that you use the wrong script. This is to give shooting ability to creatures not having it, or sharps have it. I am not sure of result if you add new code over existing ability.

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fred79
fred79


Responsible
Undefeatable Hero
posted March 31, 2016 09:44 AM
Edited by fred79 at 09:45, 31 Mar 2016.

i came back to post what i've tried already, since i forgot:

this script doesn't crash the game, but doesn't work to change the sound, either:

!?BG0;
!!BG:A?v4 N?v5; action shoot
!!BMv5:T?v6;
!!FU&v6<>44:E;
!!FU&v4<>7:E; exit if not shooting
!!VRz10:S^^;
!!VRz9:S^^;
!!VRz10&y-2>0:S^PIRTSHOT.wav^;
!!SN&z10<>z9:Pz10;

i have the PIRTSHOT.wav in the heroes3snd file, and i also have the PIRTSHOT.82m in the /data folder(which i tried a variance of the script above with PIRTSHOT.82m instead of PIRTSHOT.wav), and it didn't work either.

i'll give the script you posted a try, and then get back to you. thanks again for your help, man(even though i get frustrated at times). it's invaluable to me. :)



edit: damn smileys in code. too bad you have to disable all of them, and not just after/before a certain point.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 31, 2016 09:49 AM

hehe, you copied script from Atlantis then you deleted some lines but blocks still there. Doesn't work that way, it never works that way ;)
____________
Era II mods and utilities

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fred79
fred79


Responsible
Undefeatable Hero
posted March 31, 2016 10:04 AM
Edited by fred79 at 10:05, 31 Mar 2016.

your sound script works! thanks, man.

now i have two remaining questions(maybe you know the first even though it isn't erm-related, so i'll ask you):

1. i'm trying to speed up the time that the projectile travels from the gun to the target. i'm also trying to speed up the reaction time of the target. i changed the "flight animation distance" time in CRANIM.txt, but it doesn't seem to do anything, even though i have it set to 0.10. any idea how i can fix the travel time/reaction time?

2. this question is for the sound script: i have many sounds to add(for new wog creature change-outs). do i have to replicate that entire script for each sound, or just the last part of the script?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 31, 2016 10:07 AM

Are all scripts for shooting or any action? You will need if/en syntax then one single script. Post a few examples with creature ID, action desired, sound name then I show how to compile in same script.
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Era II mods and utilities

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fred79
fred79


Responsible
Undefeatable Hero
posted March 31, 2016 10:14 AM

the remaining scripts are for everything but shooting, for multiple creatures. anything not covered in the vanilla game, really.

i'll do my best to make a script for sounds, but i promise you you'll be disappointed.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 31, 2016 10:28 AM
Edited by Salamandre at 10:29, 31 Mar 2016.

I am not sure I understand what's all about, as you need script for ONLY shooting sounds and ONLY if that creature did not have shooting ability. All regular sounds should be replaced in mymod.snd, no need any script.

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fred79
fred79


Responsible
Undefeatable Hero
posted March 31, 2016 10:42 AM

what i mean is, the wog creatures are the only ones i need sound scripts for(any creature that copies another creature's sounds). none of the remaining sounds i need are for shooting; just attack, defend, kill, move, wince.

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fred79
fred79


Responsible
Undefeatable Hero
posted March 31, 2016 10:54 AM

for the UN:C guru's out there: i need the code to remove ALL the enchanter's(creature 136) spell-casting abilities(both before attack, and after attack). i've tried the various other ways, and nothing works; so i'm assuming it's a UN:C thing. feel free to correct me if i'm wrong, though.

the "make creature mimic crusader" script didn't work, either(which means that script is useless, really).

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 31, 2016 11:23 AM

Right sorry, forgot about duplicate sounds. Then better you write down a list with 2 complete patterns:

Creature 1 ID
Attack sound name
Defense sound name
Death
etc

Creature 2 ID
Attack sound
Defense sound
Death
etc

Then I show you how to compile all, regardless how many there are.

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fred79
fred79


Responsible
Undefeatable Hero
posted March 31, 2016 12:08 PM
Edited by fred79 at 12:29, 31 Mar 2016.

here's two i need to fix. i'm assuming the script to fix them will be useful to fix the rest:*

137 (pirate)
pirtattk.wav
pirtdfnd.wav
pirtkill.wav
pirtmove.wav
pirtwnce.wav

172 (arachnid)
aracattk.wav
aracdfnd.wav
arackill.wav
aracmove.wav
aracwnce.wav


* lol, i need sleep. what i'm assuming was clearly stated in your post, sal.

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