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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 ... 313 314 315 316 317 ... 350 400 407 · «PREV / NEXT»
XEricSin
XEricSin


Famous Hero
posted September 26, 2016 10:21 AM
Edited by XEricSin at 07:06, 28 Sep 2016.

FU77006 in multiplayer game

I am making a script to allow the first stack of attacker and defender to act multiple times.

This code works well in single player mode. Both player and AI can have multiple actions.

But when playing in multiplayer mode. The AI cannot get additional moves. Looks like !!SN:X1/21; is not working. If pvp then there will be syncing problem.

Anyone can help? Thanks.

ZVSE

!?BG0;
!!BG:N?v49;

!?FU77006;
!!BG:Q?y1;

!!IF:M^side=%Y1  v47=%V47 v48=%V48 v49=%V49^;
!!if&v49=0/v47<2:;
 !!SN:X0/0;
 !!VRv47:+1;
!!en:;
!!if&v49=21/v48<2:;
 !!SN:X1/21;
!!VRv48:+1;
!!en:;

Edit: found the problem is with !!SN:X1/21; should be!!SN:X1/0;

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Pollo2002
Pollo2002


Famous Hero
posted September 27, 2016 10:18 AM
Edited by Pollo2002 at 10:19, 27 Sep 2016.

I think Iīm getting into the most complex script i ever made.
I'm trying to build the idea of what I want to do and the more i think about it the more i think it will be very very long (like 2000 lines long) and be very repetitive and too full of "only run this line if A = B , C>D, F<>E, etc etc"

So looking for help about how to think about it.

Iīm looking to create a garrison script. When a player attacks a castle, if the defending side has a fort, a week of that castle creatures, join the defending side, and gets removed at the end of the battle.


Below is the very general idea of how the script will look like, but Im sure there is a more practical way to think about it, Let me know, and thank you in advance.

ZVSE
!?BA0;  (start of the battle trigger)
!!BA:S?v721; (Check if the battle contains fort or better)
!!BA:P?v722/?v723/?v724; (Check battle position)
!!IF:M^%V722 %V723 %V724^;
!!IF:M^%V721^;
!!FU15501&v721>0:P; (If battle contains fort or better run function)


!?FU15501;

!!CA722:T?y1; (Check castle type)
!!IF:M^%Y1^;
!!BA:M1/0/?y2/?y3; (Check What is on every slot)
!!BA:M1/1/?y4/?y5;
!!BA:M1/2/?y6/?y7;
!!BA:M1/3/?y8/?y9;
!!BA:M1/4/?y10/?y11;
!!BA:M1/5/?y12/?y13;
!!BA:M1/6/?y14/?y15;

!!CA722:B3/30; (Check if level 1 dwelling is built)

!!VRy20&1/y1=0:S0; (If dwelling level 1 is built, and the town is a castle, set the monster type variable to Pikeman)
!!VRy22/y1=0:S14; (Create variable y22 which will be the number of units addded)  (repeat for every unit)

!!VRy21:S-1; (Reset Slot variable)
!!VRy21&y2=y20:S0; (If the Monster type variable and The 0 slot of the army type, are equal, then set the slot)
!!VRy21&y4=y20:S1;
!!VRy21&y6=y20:S2;
!!VRy21&y8=y20:S3;
!!VRy21&y10=y20:S4;
!!VRy21&y12=y20:S5;
!!VRy21&y14=y20:S6;

(if y20 is different than all other monster type y variables, check if slot 0 is available)
(If slot 0 is occupied, check slot 1) (Repeat for every slot)
(If a slot is empty, set Variable slot equal to the empty slot)

(if slot y20 is equal to y2, Add to variable y22 + y3)
(Set slot y21 montster y20 an ammount y22)
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 27, 2016 02:57 PM

IMO much scripting for very little effect or game impact. But anyway, I would store creatures in indexes first:

[get the type of town in y1]
!!VRv2&y1=0:C1/3/5/7/9/11/13; ID creatures castle, store them in v2-v8
!!VRv2&y1=1:C15/17/19/21/23/25/27; ID creatures rampart
[and so on, special note for conflux as ID's are messed so must search each one manually)

Then pass v2-v8 in function, search for dwellings if built then look in indexes. But then you will have head ache, as you must search if both dwelling is build, then its upgrade. If upgrade not build (example you can only build archers but not marksmen) then you must store unupgraded creatures too.

There must be other variants too, but requires some thinking.

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Pollo2002
Pollo2002


Famous Hero
posted September 27, 2016 10:35 PM

In my mod the gameplay effect is huge, I agree it would have almost non existant effect in closed rich maps.

Anyway, I will always add unupgraded units, so that part will be easier, Thanks a lot for the help
____________

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XEricSin
XEricSin


Famous Hero
posted September 28, 2016 07:17 AM

Pollo2002 said:

Iīm looking to create a garrison script. When a player attacks a castle, if the defending side has a fort, a week of that castle creatures, join the defending side, and gets removed at the end of the battle.



Here is my script for recruiting unhired units after battle starts.
You might want to have a look.

ZVSE
**Town defender can buy a stack of creatures from town reserve
**Once per round (click the bottom of main tower)
**Troops are not kept after battle
**v5242 = is current round summon done
**FU29423-29425

!?BR&v997>-1;
!!VRv5242:S0;

*click the bottom of main tower
!?CM4&v5242=0;
!!CM:A?y1/?y2;
!!FU|y1<610/y2<340/y2>430:E;

*check siege/AI defender
*end if not siege
*end if AI defender
*pop conversation box if human defender
!!BA:S?y3 Od/?y4;
!!OW:Iy4/?y5;
!!FU&y3=0:E;
!!FU|y4=-1/y5=1:E;

*//setup conversation box//
!!OW:Ry4/0/?y10;
!!OW:Ry4/1/?y11;
!!OW:Ry4/2/?y12;
!!OW:Ry4/3/?y13;
!!OW:Ry4/4/?y14;
!!OW:Ry4/5/?y15;
!!OW:Ry4/6/?y16;
!!VRz1:S^Choose the creature to call.
You have: {%Y16 Gold}&#65292;{%Y10 Wood}&#65292;{%Y12 Ore}&#65292;
{%Y11 Mercury}&#65292;{%Y13 Sulfur}&#65292;{%Y14 Crystal}&#65292;{%Y15 Gem}^;
!!VRz2:S^Call non-upgraded creature^;
!!VRz3:S^Call 1-troop stack^;
!!DO29423/0/6/1:P; //setup creatures available
!!IF:G0/1/0/1/2/3/4/5/6/7/8/9/10;

!!VRy8:Sv1&1; //non-upgraded?
!!VRy9:Sv1&2; //single recruit
!!VRy10:Sv1&4; //check single creatures
!!VRy11:Sv1&8;
!!VRy12:Sv1&16;
!!VRy13:Sv1&32;
!!VRy14:Sv1&64;
!!VRy15:Sv1&128;
!!VRy16:Sv1&256;

*//Check the creatures of calling, check cost, set quantity to call&#65292;deduct resource and creature reserve

!!CA998:T?y17;
!!if&y16>0:;
 !!CA998:B3/43;
 !!VRy18:S0;
 !!VRy18&1:S1-y8;
 !!UN:Ty17/6/y18/?y26; //monster type
 !!FU29424:Py26/6/y9; //buy y26 /level 6/single recruit
 !!FU:E;
!!en:;
!!if&y15>0:;
 !!CA998:B3/42;
 !!VRy18:S0;
 !!VRy18&1:S1-y8;
 !!UN:Ty17/5/y18/?y25; //monster type
 !!FU29424:Py25/5/y9; //buy y25
 !!FU:E;
!!en:;
!!if&y14>0:;
 !!CA998:B3/41;
 !!VRy18:S0;
 !!VRy18&1:S1-y8;
 !!UN:Ty17/4/y18/?y24; //monster type
 !!FU29424:Py24/4/y9; //buy y24
 !!FU:E;
!!en:;
!!if&y13>0:;
 !!CA998:B3/40;
 !!VRy18:S0;
 !!VRy18&1:S1-y8;
 !!UN:Ty17/3/y18/?y23; //monster type
 !!FU29424:Py23/3/y9; //buy y23
 !!FU:E;
!!en:;
!!if&y12>0:;
 !!CA998:B3/39;
 !!VRy18:S0;
 !!VRy18&1:S1-y8;
 !!UN:Ty17/2/y18/?y22; //monster type
 !!FU29424:Py22/2/y9; //buy y22
 !!FU:E;
!!en:;
!!if&y11>0:;
 !!CA998:B3/38;
 !!VRy18:S0;
 !!VRy18&1:S1-y8;
 !!UN:Ty17/1/y18/?y21; //monster type
 !!FU29424:Py21/1/y9; //buy y21
 !!FU:E;
!!en:;
!!if&y10>0:;
 !!CA998:B3/37;
 !!VRy18:S0;
 !!VRy18&1:S1-y8;
 !!UN:Ty17/0/y18/?y20; //monster type
 !!FU29424:Py20/0/y9; //buy y20
 !!FU:E;
!!en:;


!?FU29423; //set conversation message
!!VRy6:S-1;
!!VRy7:S-1;
!!CA998:M1/x16/?y6/?y7;
!!VRy1:Sx16+1;
!!VRy2:Sx16+4;
!!VRzy2:S^Call %Y6 Non-upgraded Level %Y1 Creature(s)^;
!!VRzy2&y7>0:S^Call %Y7 Upgraded Level %Y1 Creature(s)^;


!?FU29424; //x1=creature ID/x2=level(0-6)/x3=is 1-troop stack(0 or 2)
!!CA998:O?y4;
!!OW:Ry4/0/?y20; //current resources
!!OW:Ry4/1/?y21;
!!OW:Ry4/2/?y22;
!!OW:Ry4/3/?y23;
!!OW:Ry4/4/?y24;
!!OW:Ry4/5/?y25;
!!OW:Ry4/6/?y26;
!!VRy30:S-1;
!!VRy31:S-1;
!!VRy32:S-1;
!!VRy33:S-1;
!!VRy34:S-1;
!!VRy35:S-1;
!!MA:Cx1/0/?y30; //required resources
!!VRy8&y30>0:S0; //resource id
!!MA&y30=0:Cx1/1/?y31;
!!VRy8&y31>0:S1; //resource id
!!MA&y31=0:Cx1/2/?y32;
!!VRy8&y32>0:S2; //resource id
!!MA&y32=0:Cx1/3/?y33;
!!VRy8&y33>0:S3; //resource id
!!MA&y33=0:Cx1/4/?y34;
!!VRy8&y34>0:S4; //resource id
!!MA&y34=0:Cx1/5/?y35;
!!VRy8&y35>0:S5; //resource id
!!MA:Cx1/6/?y36;

!!VRy9:S30+y8; //index of y variable holding monster resource cost
!!VRy10:S20+y8; //index of y variable holding the resource stock
!!VRy11&yy9>0:Syy10:yy9;//quantity of recruits by resource
!!VRy11&yy9<=0:S10000000;
!!VRy1&y36>0:Sy26:y36; //quantity of recruits by gold
!!VRy1&y36<=0:S10000000;
!!CA998:M1/x2/?y12/?y13; //current reserve
*!IF:M^%Y1 %Y11 %Y12 %Y13^;

!!VRy1&y1>y11:Sy11; //min recruites by resources
!!VRy1&y13<=y12/y1>y12:Sy12; //min recruites by reserve
!!VRy1&y13>y12/y1>y13:Sy13; //min recruites by reserve UP
!!VRy1&x3>0/y1>1:S1; //min recruites by single recruit
!!FU&y1=0:E; //end if no available

!!VRy2:Sy36*y1*-1;  //gold cost of recruits
!!VRy3:Syy9*y1*-1; //resources cost
*!IF:M^no=%Y1 g=%Y2 r=%Y3^;

!!OW:Ry4/6/dy2; //deduct resources
!!OW:Ry4/y8/dy3;
!!VRy-1:S0-y1;
!!CA998&y13<=y12:M1/x2/dy-1/d; //reduce reserve
!!CA998&y13>y12:M1/x2/d/dy-1; //reduce reserve UP
!!DO29425/0/8/1:Px1/y1;//place on field


!?FU29425; //summon monster to battlefield x1=type x2=quantity
!!VRy10&x16=0:S31;
!!VRy10&x16=1:S167;
!!VRy10&x16=2:S65;
!!VRy10&x16=3:S133;
!!VRy10&x16=4:S99;
!!VRy10&x16=5:S47;
!!VRy10&x16=6:S149;
!!VRy10&x16=7:S81;
!!VRy10&x16=8:S115;
!!VRy11:Sy10-1;

!!MA:Xx1/?y1;
!!VRy1:&1;//double wide?
!!BU:Oy10/?y2 Ey10/?y3; //this grid occupied?
!!VRy6:Sy2 &4; //quick sand
!!VRy7:Sy2 &8; //mine
!!BU:Oy11/?y4 Ey11/?y5; //prev grid
!!VRy8:Sy4 &4;
!!VRy9:Sy4 &8;

!!if|y2=0/y6=4/y7=8:; //no obstacle
 !!FU&y3>-1:E; //end if occupied
 !!if&y1=0:; //single wide
   !!BU:Sx1/x2/y10/1/-1/1;
   !!VRv5242:S1;
   !!VRx16:S1000000;
 !!el:; //double wide
   !!if|y4=0/y8=4/y9=8:;
     !!FU&y5>-1:E; //end if occupied
     !!BU:Sx1/x2/y10/1/-1/1;summon
     !!VRv5242:S1;
     !!VRx16:S1000000;
   !!en:;
 !!en:;
!!en:;


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XEricSin
XEricSin


Famous Hero
posted September 28, 2016 08:44 PM

I am looking at how to specify the scripts to be run.

The following are items in the 'load only these scripts.txt' from Alexandre the Great.

I only see 11 scripts in the s folder.
Why are here 16 scripts?
What would happen if some scripts are not present?

999 keyboard fix start.erm
YBackpack.erm
Alexander.erm
53 wog - map options.erm
46 wog - summoning stones.erm
74 wog - arcane tower.erm
Upgrade all.erm
Rename.erm
Displayspells.erm
Split.erm
Morn battlefields.erm
Advanced data.erm
era - quick savings.erm
Reminder.erm
Bolt.erm
-999 keyboard fix end.erm

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 28, 2016 08:49 PM

Nothing wrong, I always add to my maps the list of all interface scripts so if the player wants them to run, he can. Without that list he can't.

Also nothing happens if mod is not present.

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Pollo2002
Pollo2002


Famous Hero
posted September 29, 2016 06:57 PM

Thanks a lot, I will indeed take a look
____________

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Pollo2002
Pollo2002


Famous Hero
posted October 01, 2016 04:08 AM

Here is my check monster gold cost script.
The problem is that i canīt think of a way to not return a result when the target is a resource.
For some reason !!MO returns a number on a resource.

!?CM0;
!!VRv651:S-1; Set monstero variable to -1


!!CM?v4/?v5/?v6; Store click location

!!UN904/1; turn errors off
!!UN905/0; clear error flag
!!MOv4/v5/v6:G?y10; Check number of monsters

!!OBv4/v5/v6:U?y1; Check type of monster
!!MA&y10>0:Cy1/6/?y17;
!!UN904/0; turn on errors showing

!!VRv651&y10=0:S0;
!!VRv651&y10>0/y10<5:S1;
!!VRv651&y10>4/y10<10:S5;
!!VRv651&y10>9/y10<20:S10;
!!VRv651&y10>19/y10<50:S20;
!!VRv651&y10>49/y10<100:S50;
!!VRv651&y10>99/y10<250:S100;
!!VRv651&y10>249/y10<500:S250;
!!VRv651&y10>499/y10<1000:S500;
!!VRv651&y10>999:S1000;

!!VRy16&v651=0:S0;
!!VRy16&v651=1:S4;
!!VRy16&v651=5:S9;
!!VRy16&v651=10:S19;
!!VRy16&v651=20:S49;
!!VRy16&v651=50:S99;
!!VRy16&v651=100:S249;
!!VRy16&v651=250:S499;
!!VRy16&v651=500:S999;
!!VRy16&v651=1000:S1999;

!!VRv112:S0;
!!VRv113:S0;
!!VRv112:Sv651 *y17; Get minimum power
!!VRv113:Sy16 *y17; Get maximum power

!!VRy-2:Sv112;
!!VRy-3:Sv113;
!!VRz-1:S^Monster army power is:^+^%Y-2^+^-^+^%Y-3^;
!!IF&v112>0:L-1;
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 01, 2016 08:41 AM
Edited by Salamandre at 09:18, 01 Oct 2016.

!?CM0;
!!CM:P?v4/?v5/?v6; Store click location
!!OB4:T?y1; check type of object in v4
!!FU&y1<>54:E; exit if not monster
!!VRv651:S-1; Set monstero variable to -1
!!MOv4/v5/v6:G?y10; Check number of monsters
!!OBv4/v5/v6:U?y1; Check type of monster
!!MA&y10>0:Cy1/6/?y17;
[..rest of script..]

Advice: don't use v vars unless you can't do other way and need long term storage. Use y1-y100 most of time in same trigger because v vars will probably conflict with wog mod.



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Pollo2002
Pollo2002


Famous Hero
posted October 01, 2016 11:43 AM

Thanks a lot and I will say that yes, Iīm very sloppy with variables, I think this will bite me in the future and eventually i will have to replace variables in a more reasonable way.

It worked great ,and now my gold check script works great


So now im working on scripts for random templates.

The first thing I want to do is a script that checks if a resource have a guard. Basically it would look on a 3 radius if there is a monster ,and if there isnīt it removes the resource.
I know how to look for objects, and replace them or delete them. But I canīt quite figure yet how i can check a 3 radius if there is a monster.
The reason I think its possible is that I think someone did a similar script years ago, I remember seeing something similar, I just canīt seem to find it.
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 01, 2016 12:14 PM
Edited by Salamandre at 12:21, 01 Oct 2016.

That means a lot of squares to check, and also will probably create tons of problems, as there can be a monster in 3 squares radius but not prohibit resource pick, like when there is some obstacle or another object etc. I don't think this is feasible.

For close result, I would rather edit a template, set resources to scarce then distribute with the mod. Most of resources will be guarded anyway, the only ones free are those around your town, pickable on first day.


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Pollo2002
Pollo2002


Famous Hero
posted October 01, 2016 10:49 PM
Edited by Pollo2002 at 22:55, 01 Oct 2016.

Salamandre said:
That means a lot of squares to check, and also will probably create tons of problems, as there can be a monster in 3 squares radius but not prohibit resource pick, like when there is some obstacle or another object etc. I don't think this is feasible.

For close result, I would rather edit a template, set resources to scarce then distribute with the mod. Most of resources will be guarded anyway, the only ones free are those around your town, pickable on first day.




Im ok with the ocassional loose resource, is just that RMG goes insane with it.

Most resouces are guarded only if i max monster strength. Which for the purposes of i want to accomplish with the template, is a bad idea. I want to have a reasonable amount of free buildings like star axis and learning stones.

Also I still have the problem of those piles of resources the RMG want to place near a mine. At the very least I want to be able to check if there is a mine around the resource and delete it, if it is.

I guess your idea is to set the resources to very scarce and the create a script where i replace every resource with a random structure?
Because of that, yes I thought about that, and is my plan B. But is dangerous because it can block passages and do unexpected things.
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 02, 2016 01:39 AM

No, my suggestions was to leave templates as they are, but you can edit inside the rarity of resources (I think). Also after so many years people like to play every map on impossible level, so having a few resources free is not a bad idea for a fluid start.

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Pollo2002
Pollo2002


Famous Hero
posted October 02, 2016 04:18 AM

You can edit how rich the zones are but thats it, but i want star axis, learning stones etc, and to have those i need resources which i dont want.

So if you can lead me to a script that look in a radius if there is an object, i want to know.
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 02, 2016 08:10 PM

There is no script looking in radius but a DO command to loop all coordinates around (y-->x, y+1-->x, y+2-->x and so on until you complete the 3 all around radius). Which means about 12 loops for each resource, so could be long to process all resources on a map.

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Pollo2002
Pollo2002


Famous Hero
posted October 03, 2016 04:27 PM

Ive been the last hour trying to understand how i add objects to ERA.
I downloaded HOTA objects and installed the mod but i dont understand how to add them to editor. will keep looking a tutorial, but if someone can point me the direction is welcome.
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 03, 2016 07:50 PM

The "hota objects" mod already has them in the editor (so you can just add the lod to your mod).

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Pollo2002
Pollo2002


Famous Hero
posted October 03, 2016 10:01 PM
Edited by Pollo2002 at 22:09, 03 Oct 2016.

Oh thanks I was doing a dumb mistake.
Now I know how to place them in the editor, is there a way to call for them as a type/subtype object? like for example If i want to replace some objects after random map places objects?

If the answer is no is there a way to cheat it by replacing some Wog or original object with this hota object?

Two more questions:

Is it possible to set the objects to visited and not visited state for each individual player? both for objects I do completly on ERM as well as original objects in the game, to just enable/disable the visiting status of the object.

Where can i read how to use the ERT files? I see a lot of scripts have an ert file where they store all the strings, and then call for it with very long numbers of Z like 153001
I canīt connect the dots but if there is an explanation on how it works i missed it.
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 04, 2016 02:14 AM

To replace regular objects with Hota objects, you must give to those defs same name as originals, then place your new lod in your mod data folder. it will read them instead of wog. But then passability must match, so you need to compare regular with yours, then work on them on object text editor (from mod manager). However the script which wogifies the map takes into consideration the regular objects passability (I think) so if you change them there could be problems. I only compiled the hota objects into mod for mapmakers, so they can script then use them.

For visited/not visited objects set hint with HT:P, I never did this for multiplayer so I only needed to change for the human player, but I think you can store in PO:B0/$ each player which visits, a bit like timers

Bit value
1 red
2 blue
4 tan
8 green
16 orange
32 purple
64 teal
128 pink

So everytime when a player visits that object, add his bits value. Then when you right click on it, use HT and read from PO that player bits. if they are in, set to visited to display.

For ert I have no idea. You should go in russian forums http://wforum.heroes35.net/index.php and ask there/



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