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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 372 pages long: 1 50 100 150 200 250 ... 295 296 297 298 299 ... 300 350 372 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 31, 2016 12:56 PM
Edited by Salamandre at 13:00, 31 Mar 2016.

Ok, I let some spaces so you understands the pattern -several blocks of script, each for a battle action. All you have to do is add the remaining creatures in the appropriate column.

!?BG0;
!!BG:A?y1 N?y2; ask for action
!!BMy2:T?y3; creature ID

!!if&y1=2:; creature WALK
;if creature is sharp (137)
!!VRz1&y3=137:S^pirtmove.wav^;
!!SN&y3=137:Pz1;

;if creature is arachnid (172)
!!VRz1&y3=172:S^aracmove.wav^;
!!SN&y3=172:Pz1;
[...and so on, for each creature of your list, copy the 3 lines with ID only changed...]
!!en:;  END OF WALK



!!if&y1=3:; creature DEFENDS
;if creature is sharp (137)
!!VRz1&y3=137:S^pirtdfnd.wav^;
!!SN&y3=137:Pz1;

;if creature is arachnid (172)
!!VRz1&y3=172:S^aracdfnd.wav^;
!!SN&y3=172:Pz1;
[...and so on, for each creature of your list, copy the 3 lines with ID only changed...]
!!en:; END OF DEFEND



!!if&y1=6:; creature ATTACKS
;if creature is sharp (137)
!!VRz1&y3=137:S^pirtattk.wav^;
!!SN&y3=137:Pz1;

;if creature is arachnid (172)
!!VRz1&y3=172:S^aracattk.wav^;
!!SN&y3=172:Pz1;
[...and so on, for each creature of your list, copy the 3 lines with ID only changed...]
!!en:; END OF ATTACKS



!!if&y1=7:; creature shoots
;if creature is sharp (137)
!!VRz1&y3=137:S^shoot.wav^;  [if there is a wav for it]
!!SN&y3=137:Pz1;

;if creature is arachnid (172)
!!VRz1&y3=172:S^shoot.wav^;
!!SN&y3=172:Pz1;
[...and so on, for each creature of your list, copy the 3 lines with ID only changed...]
!!en:; END OF SHOOTS

Thats all, there is no way to track when creature dies and make a custom sound (without a complex battle script), so you can have custom sounds for shoot, attack, defend,  (creature) casts spell (I ignored it, prolly you don't use) and move.

Then erm identifies attack as "walk and attack" so not sure if you will get both sounds, need test.



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fred79
fred79


Responsible
Undefeatable Hero
posted March 31, 2016 01:16 PM

i appreciate your help, sal. i'll test these later today, as i have to get some sleep.

that REALLY sucks that i can't change the death sound the same as the others. i wonder... is it easier to script a wog creature to use a pre-existing sound(a relay to an alternate vanilla creature's death sound)?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 31, 2016 01:40 PM

Not in my competences, nor in my prices.

Should ask Hawaiing.

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fred79
fred79


Responsible
Undefeatable Hero
posted March 31, 2016 01:43 PM

there should be a new hc user designation(like moderator, contributor, etc): erm guru.


ok, i'm going to try to get some sleep now. enough internet entertainment for me.

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fanofheroes
fanofheroes


Known Hero
posted March 31, 2016 07:09 PM

Can anyone help me with these artifact scripts? They work upon initial testing but after long gameplay they don't seem to function properly.  I saved the info in this map

Thank you


http://www.mediafire.com/download/327t7gerpyyg0u1/zzArtifactbuilder.h3m

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted March 31, 2016 07:20 PM

fanofheroes said:
Can anyone help me with these artifact scripts? They work upon initial testing but after long gameplay they don't seem to function properly.  I saved the info in this map

Thank you


http://www.mediafire.com/download/327t7gerpyyg0u1/zzArtifactbuilder.h3m


I cant open the map in the editor. Says Invalid or corrupt map file.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 31, 2016 07:51 PM

Same here.

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fanofheroes
fanofheroes


Known Hero
posted March 31, 2016 08:10 PM

Salamandre said:
Same here.




Ok I'll take a look at it and fix that. I downloaded the XXL map mods so I'll reinstall it tonight under the original wog without the XXL.

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Hawaiing
Hawaiing


Adventuring Hero
posted April 01, 2016 03:03 AM

fred79 said:
i appreciate your help, sal. i'll test these later today, as i have to get some sleep.

that REALLY sucks that i can't change the death sound the same as the others. i wonder... is it easier to script a wog creature to use a pre-existing sound(a relay to an alternate vanilla creature's death sound)?


have a try


!?BF;[or BR/BG...]
....(your code)....
and y1=STACK_ID
....(your code)....
!!VRz2:S^pikeattk.wav^;
!!VRz3:S^pikedfnd.wav^;
!!VRz4:S^pikekill.wav^;
!!VRz5:S^pikemove.wav^;
!!VRz6:S^pikewnce.wav^;
!!FU9999911:Py1/2/1;
!!FU9999911:Py1/3/5;
!!FU9999911:Py1/4/4;
!!FU9999911:Py1/5/0;
!!FU9999911:Py1/6/2;

!?FU9999911;
**change stack sounds, byHawaiing
**x1=STACK_ID 0-41,x2=z-var indexer (wav name)
**x3=sounds for 0 move/1 attack/2 wound/3 shoot/4 death/5 defend
!!FU|x1<0/x1>41:E;
!!FU|x2<1/x2>1000:E;
!!FU|x3<0/x3>5:E;
!!VRy1:Sx2 *512 +9597416;
!!VRx3:-10;
!!BMx1:Gx3/?y11/d;
!!SN:E5622064/2/y1;
!!BMx1:Gx3/v1/d;
!!if&y11>0:;
!!UN:Cy11/4/?y13;
!!VRy13:+4;
!!UN:Cy13/4/?y14;
!!SN:Ey14/2/y11;
!!en:;

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fred79
fred79


Responsible
Undefeatable Hero
posted April 01, 2016 05:51 AM

thanks, hawaiing. i'll give that a try, and then get back to you with results. most likely tomorrow, as i'm going to attempt to go to sleep tonight.

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fred79
fred79


Responsible
Undefeatable Hero
posted April 01, 2016 09:20 PM
Edited by fred79 at 21:22, 01 Apr 2016.

Salamandre said:
Ok, I let some spaces so you understands the pattern -several blocks of script, each for a battle action. All you have to do is add the remaining creatures in the appropriate column.

!?BG0;
!!BG:A?y1 N?y2; ask for action
!!BMy2:T?y3; creature ID

!!if&y1=2:; creature WALK
;if creature is sharp (137)
!!VRz1&y3=137:S^pirtmove.wav^;
!!SN&y3=137:Pz1;

;if creature is arachnid (172)
!!VRz1&y3=172:S^aracmove.wav^;
!!SN&y3=172:Pz1;
[...and so on, for each creature of your list, copy the 3 lines with ID only changed...]
!!en:;  END OF WALK



!!if&y1=3:; creature DEFENDS
;if creature is sharp (137)
!!VRz1&y3=137:S^pirtdfnd.wav^;
!!SN&y3=137:Pz1;

;if creature is arachnid (172)
!!VRz1&y3=172:S^aracdfnd.wav^;
!!SN&y3=172:Pz1;
[...and so on, for each creature of your list, copy the 3 lines with ID only changed...]
!!en:; END OF DEFEND



!!if&y1=6:; creature ATTACKS
;if creature is sharp (137)
!!VRz1&y3=137:S^pirtattk.wav^;
!!SN&y3=137:Pz1;

;if creature is arachnid (172)
!!VRz1&y3=172:S^aracattk.wav^;
!!SN&y3=172:Pz1;
[...and so on, for each creature of your list, copy the 3 lines with ID only changed...]
!!en:; END OF ATTACKS



!!if&y1=7:; creature shoots
;if creature is sharp (137)
!!VRz1&y3=137:S^shoot.wav^;  [if there is a wav for it]
!!SN&y3=137:Pz1;

;if creature is arachnid (172)
!!VRz1&y3=172:S^shoot.wav^;
!!SN&y3=172:Pz1;
[...and so on, for each creature of your list, copy the 3 lines with ID only changed...]
!!en:; END OF SHOOTS

Thats all, there is no way to track when creature dies and make a custom sound (without a complex battle script), so you can have custom sounds for shoot, attack, defend,  (creature) casts spell (I ignored it, prolly you don't use) and move.

Then erm identifies attack as "walk and attack" so not sure if you will get both sounds, need test.





these scripts didn't work. the sounds weren't changed, but there weren't any "invalid syntax" issues, either.


Hawaiing said:

!?BF;[or BR/BG...]
....(your code)....
and y1=STACK_ID
....(your code)....


i don't understand what you're referring to with "my code".

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 01, 2016 09:29 PM

Upload your mod (with the snd.lod and the aforementioned wavs) then I put in Hawaiing code, which is better anyway because it plays all sounds. By "your code" he means the checks for creature ID, I will add it.

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fred79
fred79


Responsible
Undefeatable Hero
posted April 01, 2016 10:55 PM

Salamandre said:
Upload your mod (with the snd.lod and the aforementioned wavs) then I put in Hawaiing code, which is better anyway because it plays all sounds. By "your code" he means the checks for creature ID, I will add it.


i'd have to compile it, as i've been running off the main files(like i usually do, since when i release my campaign, it's going to include everything i have that's needed. though i haven't seperated everything yet). it'll take some time, as i'll be busy the rest of today, and this weekend.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 01, 2016 10:57 PM

Just a reminder: Era can't handle campaigns -will not work, not until 2.55 which is also postponed.

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fred79
fred79


Responsible
Undefeatable Hero
posted April 01, 2016 11:03 PM

so i can't create a custom campaign for people to play under era? that snowing blows. looks like i'll just have to release them one-by-one, and have people play them in order then, without any cross-overs... and that's totally lame.

is there any news on when 2.55 will be released, and is campaign support guaranteed?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 01, 2016 11:20 PM

I tested 2.55 one year ago and campaign worked perfectly but battles had a bug, all spells were dispelled after one round. So I reported this to Bersy then he postponed it until he has the time to look in.

We asked him several times since but real life keeps him too busy, that's it.

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fred79
fred79


Responsible
Undefeatable Hero
posted April 02, 2016 12:55 AM

damn. all this time spent on making 3 maps into a campaign, and i won't even be able to release them as a campaign. oh well, at least the maps have been improved since then. i can always add back what was removed, that would give them back their own stories. however scant those are.

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Hawaiing
Hawaiing


Adventuring Hero
posted April 02, 2016 03:09 AM
Edited by Hawaiing at 03:09, 02 Apr 2016.

Hawaiing said:

!?BF;[or BR/BG...]
....(your code)....
and y1=STACK_ID
....(your code)....


i don't understand what you're referring to with "my code".


!?BF;
!!VRz2:S^pikeattk.wav^;
!!VRz3:S^pikedfnd.wav^;
!!VRz4:S^pikekill.wav^;
!!VRz5:S^pikemove.wav^;
!!VRz6:S^pikewnce.wav^;
!!VRy1:S0;[change STACK_0's sound,loop stack_id and find which one you want to change]
!!FU9999911:Py1/2/1;
!!FU9999911:Py1/3/5;
!!FU9999911:Py1/4/4;
!!FU9999911:Py1/5/0;
!!FU9999911:Py1/6/2;


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bloodsucker
bloodsucker


Legendary Hero
posted April 02, 2016 11:30 AM
Edited by bloodsucker at 11:31, 02 Apr 2016.

@Fred Yep, these two deserve the title and so does RoseCavalier on an other department. The worst part is, I know Sal is not being rewarded even with his recommended quality points.
Sometimes you wonder what makes people going on...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 02, 2016 03:39 PM

Guys thanks for proposing but why would I need more, internet fame?

Beside, I was hoping that someone will take it over, learn erm and lower my burden because I have no longer time to write scripts for others (people wrongly imagine that when you know coding you do it in a second, which is untrue). I will still show errors on given scripts, if asked, but for new scripts, better someone hurry and learns the whole thing.  

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