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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 50 100 150 200 250 300 ... 310 311 312 313 314 ... 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 18, 2016 01:52 PM

maybe you should not be using 2.47 alpha as we have no idea if Bersy will implement and debug it one day. So you will end with a bunch of work around which will not work in 2.46 while no one has yet 2.47.

Think about.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted August 22, 2016 09:59 PM
Edited by majaczek at 18:36, 25 Aug 2016.

Salamandre said:
maybe you should not be using 2.47 alpha as we have no idea if Bersy will implement and debug it one day. So you will end with a bunch of work around which will not work in 2.46 while no one has yet 2.47.

Think about.


no problem since I not yet tried the new functionalities, just the fixes.
If you are sure not to use newer ERA I may accept it.
the workarounds was needed in 2.46 too since there was no trigger in plugin API for what I needed (one before save but earlier than those availible and one after save but later one we have), I workarounded it on basis player have to use keyboard or mice to do such actions )

=======================================================================

here is save which meshes ERM Interpreter after End of Turn (100% fired on AI Turn). ERM debugger points on treasure chest 2 from WoG. Last script I edited was War Machines 1 from Knightmare Warchest. After ERM note game goes along.

PS: how to summon War machines on Battlefield if hero has artifact on war machine slot but not the default, and to support commanders (which also summons War Machines if hero have none on art slot or increases count if hero have the war machine)


=======================================================================

what is default position of ammo cart on battlefield? which one or attacker, which one for defender?

probably solved :|
=======================================================================

i prepared a plugin for myself to do the dirty job of summoning war machines, sadly it doesn't work... any Ideas?

EDIT: Fixed!

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mikleu
mikleu

Tavern Dweller
posted August 28, 2016 12:55 AM

Hello everybody. I cannot start a new thread so please help me with the following issue:  in the commanders special abilities – “death stare” (shaman commander – reptiles town) is no longer available during the battle and replaced instead with “poison” magic spell. I would like to play a version with the “death stare” activated. So if anyone can advise what changes should be done in the script, I think – script no. 27)to regain death stare would be most appreciated. Thank you all.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 28, 2016 01:45 AM
Edited by Salamandre at 01:46, 28 Aug 2016.

Open the script in erm scripter and disable the following lines (first search for them)

!!VRv7084&v7083>-1:Sy-1 &4096;                   [check death stare bit - attacker]
!!VRv7086&v7085>-1:Sy-2 &4096;                   [check death stare bit - defender]
!!COv7083&v7083>-1/v7084=4096:B1/12/0;           [remove death stare - attacker]
!!COv7085&v7085>-1/v7086=4096:B1/12/0;           [remove death stare - defender]

Then those lines, scroll down:

!!FU7073&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v7084=4096/y-4=0/y-10<50:Py-7/y-8;  [50% cast poison if commander with death stare attacked or shot - attacker]
!!FU7073&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v7086=4096/y-4=1/y-11<50:Py-7/y-8;  [50% cast poison if commander with death stare attacked or shot - defender]

Scroll then those too:

!!FU7073&y-3>=174/y-3<=191/v7081=6/v7084=4096/v7087>0/y-4=0/y-10<50/y-6>-1/y-9=0:Py-7/y-8;  [50% cast poison if commander with death stare retaliates - attacker]
!!FU7073&y-3>=174/y-3<=191/v7081=6/v7086=4096/v7087>0/y-4=1/y-11<50/y-6>-1/y-9=0:Py-7/y-8;  [50% cast poison if commander with death stare retaliates - defender]

And those too:

!!COv7083&v7083>-1/v7084=4096/y-1=1:B1/12/1;     [restore death stare - attacker]
!!COv7085&v7085>-1/v7086=4096/y-1=1:B1/12/1;     [restore death stare - defender]

To disable, simply replace the !! trigger by !* or anything else. keep however the lines if want to revert back later.

Not tested but I think should work.

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fanofheroes
fanofheroes


Famous Hero
posted August 28, 2016 10:07 PM

Hello again everyone, I've been away most of the summer for school and now that I'm back I'd like to continue trying to fix the artifacts I made for my scenario.  I was having difficulty with them not working correctly throughout long game scenarios so I was wondering if anyone can help me get these codes work please?

I attached a working map and ERM scripts on a separate file seeing that I don't know how to make a MOD yet. I also removed the XXL map feature that may have made it difficult to open these files.  Hope they're accessible

http://www.mediafire.com/download/edtxjul5nj8grqf/artifactbuilder.erm

http://www.mediafire.com/download/vsyo0lgogv0gmic/zztestbattle.h3m

thanks again for your expert eyes on this!

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mikleu
mikleu

Tavern Dweller
posted August 29, 2016 02:25 PM

....

Not tested but I think should work.


Hey there again. Made those changes but still not working. Thanks anyway.


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 29, 2016 03:23 PM

I tested and it works. Upload your modified file please.
____________
Era II mods and utilities

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Fanofheroes
Fanofheroes


Famous Hero
posted August 30, 2016 01:25 AM

Salamandre said:
I tested and it works. Upload your modified file please.


How do i do that exactly? what do I need to include if I wanted to upload the mod? Just the maps and any alterations? Is there a checklist I can follow to upload my mod?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 30, 2016 07:42 AM

I was answering to mikleu.

For you, you should show the codes for ONE artifact, get them corrected then use that for all. Then I do'nt see why is such big fuzz to make a mod, you have 120 mods you can download and look at their structure.

Pick one, look how is done, do same (folders and subfolders).

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mikleu
mikleu

Tavern Dweller
posted August 30, 2016 10:47 AM

it works :)

OLEEE it works My mistake was that I try to apply that modification on a saved game and it didn't worked like that. But when I started a new game it was OK. Your post was really helpful. Many thanks and 1000 beers  

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 30, 2016 10:54 AM

For a saved game you need to press F12 after loading, so scripts are reloaded with the modification. That's for ERA 2, not wog 3.58.
____________
Era II mods and utilities

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Fanofheroes
Fanofheroes


Famous Hero
posted August 30, 2016 03:32 PM

Salamandre said:
I was answering to mikleu.

For you, you should show the codes for ONE artifact, get them corrected then use that for all. Then I do'nt see why is such big fuzz to make a mod, you have 120 mods you can download and look at their structure.

Pick one, look how is done, do same (folders and subfolders).


Mods- ok sounds good, I can mimic those.

As far as the artifacts go, I tried using one as a template for the others. And with help, they seem to work well in the short term use. But for lengthy/large maps that take time, by the 4th month they crash and don't work. Namely it's just 4 artifacts that are giving me trouble, the head, necklace, chest and foot position artifacts.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 31, 2016 07:32 AM
Edited by Salamandre at 07:36, 31 Aug 2016.

If they crash, is probably because you clone some function or variable which is used by other wog scripts. What would REALLY help is to upload a saved game before the crash so we can debug it and find the crash reasons.
____________
Era II mods and utilities

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fanofheroes
fanofheroes


Famous Hero
posted September 01, 2016 11:11 PM

Salamandre said:
If they crash, is probably because you clone some function or variable which is used by other wog scripts. What would REALLY help is to upload a saved game before the crash so we can debug it and find the crash reasons.



this map gives me errors that says something about the castles from day 1 and the artifacts prompt errors 4+months later.


error problems from artifacts

http://www.mediafire.com/download/kbi7oxrjak51zd5/testgameartifacts.GM1


error problems from day 1

http://www.mediafire.com/download/u6trk6ocgxvnx54/day1problems.GM1


I really appreciate your expert opinions.  I'm not much of a programmer so this has been an interesting journey for me

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 01, 2016 11:40 PM

fanofheroes, please open your mod manager, take a screen of active mods then upload it here.
____________
Era II mods and utilities

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fanofheroes
fanofheroes


Famous Hero
posted September 02, 2016 12:13 AM
Edited by fanofheroes at 00:15, 02 Sep 2016.

Salamandre said:
fanofheroes, please open your mod manager, take a screen of active mods then upload it here.


https://s16.postimg.org/np3xjemth/Screenshot_48.png

my service expired for uploading pics, but that url should take it to another screenshot

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 02, 2016 12:18 AM
Edited by Salamandre at 00:22, 02 Sep 2016.

Yeah, exactly as I thought. Your manager is a total mess, WoG mod should be at the bottom, at least for testing your mod you should have zero other mods enabled, and one mod there is, naturally, causing all your day 1 errors, that is Conquistador. If you had read the instructions for that mod, you would have learn that is only for random maps, not scripted ones.

It helps to read instructions before activating 25 mods.

Disable all mods except WoG, Yona and sec skills scrolling, WoG at base then test again. Once is clean, you can add other mods, and if error, you will know from which conflict is coming.
____________
Era II mods and utilities

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fanofheroes
fanofheroes


Famous Hero
posted September 02, 2016 12:30 AM

Salamandre said:
Yeah, exactly as I thought. Your manager is a total mess, WoG mod should be at the bottom, at least for testing your mod you should have zero other mods enabled, and one mod there is, naturally, causing all your day 1 errors, that is Conquistador. If you had read the instructions for that mod, you would have learn that is only for random maps, not scripted ones.

It helps to read instructions before activating 25 mods.

Disable all mods except WoG, Yona and sec skills scrolling, WoG at base then test again. Once is clean, you can add other mods, and if error, you will know from which conflict is coming.


Ah ok, the conquistador mod I only added this week, but the issues were continuing before that.  I'll disable them and see if it works.  I followed a list that Khadras prepared, but I missed that info on the unscripted parts.  Too bad cause I liked the extra hard challenged games in Conquistador.  I was getting greedy and hoped I could have them all working haha

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 02, 2016 08:42 AM

You make some confusions here. Conquistador will work with your artifacts, but not on a test map, thats all. It is a mod to be played only on random maps.

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Fanofheroes
Fanofheroes


Famous Hero
posted September 02, 2016 08:02 PM

Salamandre said:
You make some confusions here. Conquistador will work with your artifacts, but not on a test map, thats all. It is a mod to be played only on random maps.


Oh the recent link to my map I had was the actual scenario map. It was made from the random map generator and then I went in and edited it to make my version of middle earth.

I'll disable the mods like you mentioned and see what and if any errors come up and I'll save the game before it occurs and show you.

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