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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 ... 30 31 32 33 34 ... 50 100 150 200 250 300 350 400 407 · «PREV / NEXT»
RivalCommander
RivalCommander


Adventuring Hero
posted January 13, 2009 01:20 AM
Edited by RivalCommander at 01:22, 13 Jan 2009.

[smileys]ZVSE
#OW:D1/254 D0/254 D2/254;
!!OW:!!WM21/61/0:0M G1/4/8^Told you so, you stupid person. There`s an ambush!^
!#UN:P5/0;
!#TM1:S1/1/1/1;
!?TM1;
!!OW:R0/0/0;
!!OW:R0/1/0;
!!OW:R0/2/0;
!!OW:R0/3/0;
!!OW:R0/4/0;
!!OW:R0/5/0;
!!OW:R0/6/0;

This script is supposed to make live forever, place guards on visiting a windmill and it gives 0 gold and remove all resources. But it is an error.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 13, 2009 03:12 AM
Edited by Salamandre at 11:49, 13 Jan 2009.

The second sentence has  a syntax error inside. Beside this, never use a TM trigger for only the first day, as it will not activate properly. Instead link it to a local event or a day one general timed event.

Quote:
Help! I'm dying! Only the script can help me! Please! Help!



You could contact by email jimvogan (at) juno.com . He is a nice person and very skilled in ERM.
____________
Era II mods and utilities

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Hell_Wizard
Hell_Wizard


Famous Hero
posted January 13, 2009 02:06 PM

Thanks, Salamandre. And you, RivalCommander, OW receivers don't work with an instruction trigger. The best is really TM.
____________

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ShadowKing
ShadowKing

Tavern Dweller
posted January 17, 2009 11:35 AM

pff... i didn't see this topic so i've posted this question "i wonder... how can you insert dracon and gelu into tower heroes selection? " in wog questions..
i need some guidance cause i don't know how to do what i mentioned before...

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Nostrazugus
Nostrazugus


Hired Hero
French guy who learn
posted March 09, 2009 05:59 PM

Hello !

I had made research for almost three hours but haven't found anything about it.
I remember I had played many games where AI henchman got some experience like a classic stack (I mean for example double strike for Lizard Warrior). I don't know if it is a bug or not, but, to put it in a nutshell, I'm searching for a script that enable henchman to gain stack experience.
____________
Learning ERM, starting to mapmaking, after more than ten years of HoMM playing

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doom3d
doom3d


Known Hero
Avatar of general Z
posted March 09, 2009 06:29 PM
Edited by doom3d at 18:32, 09 Mar 2009.

Quote:
Please Help Me! The script is perfect, but when I enter text, the game window freezes. What's wrong?


I have checked your code. The first time you type in something, flag 11 will become true. After that lines with &-11 will not be executed.
So after changing flag 11 this will run on your machine:

!?FU48;
** do nothing
!#DO48/0/v39/0:P; and never stop it

Try this:
!#VRv39:S1;
!?FU48;
!!IF&-11:M^[DOES_NOT_MATTER]^;
!!IF&-11:E38/2;
!!VRz1&-11:H11;
!!VRx16&11:S1; ( ..v39&11:S0; may work as well )
!#DO48/0/v39/0:P;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 09, 2009 08:20 PM

Check your private messages.
____________
Era II mods and utilities

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Ayreon
Ayreon


Famous Hero
posted March 17, 2009 04:04 PM
Edited by Ayreon at 16:06, 17 Mar 2009.

Hi, I'm quite new to ERM, but I recently discovered that very nice things can be managed with it, so I try to check it out a bit.

I'm trying to create a hero named Desmond. This is what I got so far:

ZVSE

!?PI;
!!HE6:L1^desmonds.pcx^;
!!HE6:L2^desmond.pcx^;

!!HE6:X6/6/7/C3;


Instead of the C3 I want the Castle Commander (Paladin). I'm going to try and script the Paladin's abilities as well, but before I go there, is this working?

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Ednaguy
Ednaguy


Supreme Hero
My water just broke! No, wait.
posted March 17, 2009 04:11 PM
Edited by Ednaguy at 16:12, 17 Mar 2009.

I don't know if you can set a commander as a special ability (even though it's a creature), but the only way to find out is to try. The "number" of paladins are either 174 or 183 (Commanders have two). I think they count as different monsters, so whenever you give someone a paladin monster, be sure to give them 174 if you've used 174, and 183 if you've used 183.
____________
"Edna, there's a special, tiny, tiny place in hell, waiting just for you... "

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 17, 2009 04:25 PM
Edited by Salamandre at 16:26, 17 Mar 2009.

ZVSE

[Hero screen mouse click]
!?CM2;

!!HE-1:N?v1; [Get current hero #]
!!VRz1:S^Can upgrade Swordsmans and Crusaders to Commanders.^;
!!UN&v1=6:G2/6/2/1; [Set Christian specialty text to z1]
!!FU29750&v1=1:P; [Call function if Christian]

!#HE6:X6/6/7/174;


____________
Era II mods and utilities

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Ayreon
Ayreon


Famous Hero
posted March 17, 2009 04:33 PM

Ok I tested it and it's working!!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 17, 2009 04:40 PM

Quote:
I don't know if you can set a commander as a special ability (even though it's a creature), but the only way to find out is to try. The "number" of paladins are either 174 or 183 (Commanders have two). I think they count as different monsters, so whenever you give someone a paladin monster, be sure to give them 174 if you've used 174, and 183 if you've used 183.


You can.
____________
Era II mods and utilities

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Ayreon
Ayreon


Famous Hero
posted March 17, 2009 04:47 PM

Is it also possible to change the name of a creature via ERM?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 17, 2009 04:51 PM

Those are very simple scripts. The best way to learn and do them alone is just to download some wog maps and look into scripts.

You find those scripts in all maps by Fnord, Vlaad and mine. Then if you still can't do it, post here and we tell you what's wrong.
____________
Era II mods and utilities

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Ayreon
Ayreon


Famous Hero
posted March 17, 2009 05:13 PM

Allright, thanks for that advice. I've taken such a script out of Alexander, and I saw many other (probably) useful scripts that I will check out.

For now I have another question (again, I know)
I want to give the Hierophants the ability to shoot. I thought this would solve it, but it doesn't seem to work... Is there an unforseen flaw?

!!MA:X175/4;
!!MA:X175/2048;
!!MA:X175/32768;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 17, 2009 05:38 PM
Edited by Salamandre at 17:39, 17 Mar 2009.

You can't give shoot ability to a creature who does not have the shoot animation or it will crash. You can only remove it from creatures who shoot. Do they shoot as commanders as I don't remember?
____________
Era II mods and utilities

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Ednaguy
Ednaguy


Supreme Hero
My water just broke! No, wait.
posted March 17, 2009 05:50 PM

All commanders shoot if you add them as normal creatures, IIRC. Wasn't there another ability that all commanders get if you add them as creatures?
____________
"Edna, there's a special, tiny, tiny place in hell, waiting just for you... "

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Ayreon
Ayreon


Famous Hero
posted March 17, 2009 05:50 PM

When they get the shoot ability they do shoot, however, removing the like !!MA:X175/4; doesn't solve it either.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 17, 2009 06:25 PM
Edited by Salamandre at 18:26, 17 Mar 2009.

ZVSE

!?PI;


!#MA:X175/20; shoot and alive (you will need it for being able to ressurect them)
____________
Era II mods and utilities

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Ayreon
Ayreon


Famous Hero
posted March 19, 2009 08:09 PM

I scripted a creature bank according to this tutorial, but when I test the map on a different colour, I still get the messages from the script when the AI visits the building.
How can I solve this?

Also, instead of the artifacts I'd like to give resources as a reward. I've been trying a little, but not result so far. Can anyone give a hint?

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