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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERM help and discussion
Thread: ERM help and discussion [ This thread is 227 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 (34) 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 ]
Salamandre
Salamandre


Honorable
Undefeatable Hero
posted March 31, 2009 12:09 PM

Yahoo map archive is the best.
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Nostrazugus
Nostrazugus


Hired Hero
French guy who learn
posted March 31, 2009 01:41 PM

Thanks you Salamandre for all your fast answers
____________
Learning ERM, starting to mapmaking, after more than ten years of HoMM playing

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Ayreon
Ayreon


Famous Hero
posted April 11, 2009 05:30 AM

I have a few more questions.

1) I have now scripted everything needed for a new artifact, except for the ability. I searched the erm_help, but there does not seem to be a fitting solution there. How can I give my artifact the ability to gain +5 powerskill when worn?

2) How can I delete an object via ERM? Say, if you visit a specific place, some creatures disappear from the map. How can I do that?

3) Is it possible to change alliances in the game? I would like the player to choose his ally halfway through the game.

Thanks in advance

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted April 11, 2009 01:32 PM
Edited by Salamandre at 13:38, 11 Apr 2009.

You can not script the artefact in itself, but the action it does when worn.

So:
!?AE1&v998=##/1000;  **when artefact ID=## equiped
!!HE-1:Fd/d/d5/d; **give +5 spell power

Then you have to reverse the script when artefact is un-equipped

!?AE0&v998=##/1000;  **when artefact ID=## un-equiped
!!HE-1:Fd/d/d-5/d; **remove the bonus

Objects in game are deleted with the command:

!!UN:Ox/y/l;  **object at coordinates x/y/l will be removed

Alliances can be changed with player oriented commands (OW)

From ERM help

T#1/$2;   Set/check/get Alliance Team
               $1 - Color (See Format E1).
               $2 - Team (0..6)

Set/check/get $2 Team for $1 Color (changes alliances).
Please note that if owner is neutral (value for object owner is -1), there is no need to get alliance team.
If however you do so, the resulted team number is shown as 0 (which in most cases is the same alliance number for human red player).
To check if owner of i.e. a castle is neutral use see CA section


It works but not always. I tried to change alliances several times in my Alexander map, but a few times it did not work, so AI were still attacking each other. So it is not sure at 100%.

But you can try it: script a dialogue box with several options (ie
1)Choose your ally **v1=1
2)Leave  **v1=2

If player clicked on 1, then v1=1, so bring another dialog:

1)RED
2)BLUE
3)TAN

and so on.

When clicked on one, then give the chosen ally. You still have to read how to make dialogue boxes, but it is very easy.



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Ayreon
Ayreon


Famous Hero
posted April 11, 2009 02:36 PM
Edited by Ayreon at 09:30, 12 Apr 2009.

Thanks a lot Salamandre. I can't believe I couldn't find the two last questions in the normal erm_help

EDIT:
sorry for the lots of edits... but I can't seem to trigger a shrub.
This is the code in which I've made the terrain passable and triggerable:


!#TR48/7/0:P1;
!#TR48/7/0:E0;
!#VRz10:S^Unionpatch^;
!#OB48/7/0:H10;


Then I'd like to trigger it. Since this "unionpatch" is only usable in a quest (I'm experimenting a little), there are conditions for the trigger.


!?OB48/7/0&6/7/1000; **trigger object if flags 6&7 are true
!!IF:M^Having high hopes, you dig a bit in the farmpatch and discover an union.^; **display message
!!IF:V9/1; **set flag 9 to true


However, the trigger does not work. I've rechecked the codes in which flags 6 and 7 are set, and they are set.

Flag 6
This flag is set in a question when talking to the farmer.

!!IF:Q6^Greetings, Christopher. Could you help me with a problem?^;

Since this question appears normally, and the "yes/no"-choice works as intended to, I assume that flag 6 is set.

Flag 7
This flag is set when entering a house.

!?OB54/10/0&6/-7/1000; **triggers if V6=1 and V7=0 nad V1000=1
!!IF:Q5/8/46/1^You find the Clover of Fortune needed for the task.^; **display message with artifact pic
!!HE-1:A1/46/18; **receive artifact
!!IF:V7/1; **set flag 7 to true


Does anyone know where the mistake is made? Or are shrubs just not able to be triggered?

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted April 12, 2009 09:44 AM
Edited by Salamandre at 09:55, 12 Apr 2009.

Quote:



!?OB48/7/0&6/7/1000; **trigger object if flags 6&7 are true
!!IF:M^Having high hopes, you dig a bit in the farmpatch and discover an union.^; **display message
!!IF:V9/1; **set flag 9 to true


However, the trigger does not work. I've rechecked the codes in which flags 6 and 7 are set, and they are set.

Flag 6
This flag is set in a question when talking to the farmer.

!!IF:Q6^Greetings, Christopher. Could you help me with a problem?^;

Since this question appears normally, and the "yes/no"-choice works as intended to, I assume that flag 6 is set.

Flag 7
This flag is set when entering a house.

!?OB54/10/0&6/-7/1000; **triggers if V6=1 and V7=0 nad V1000=1
!!IF:Q5/8/46/1^You find the Clover of Fortune needed for the task.^; **display message with artifact pic
!!HE-1:A1/46/18; **receive artifact
!!IF:V7/1; **set flag 7 to true


Does anyone know where the mistake is made? Or are shrubs just not able to be triggered?


1) It is better to use the flags in the !!IF code. Using in the !?OB code will force you to script again the whole thing when visiting again.

!?OB48/7/0&1000; **trigger object if flags 6&7 are true
!!IF&6/7:M^Having high hopes, you dig a bit in the farmpatch and discover an union.^; **display message
!!IF:V9/1; **set flag 9 to true

2)!!IF:Q6^Greetings, Christopher. Could you help me with a problem?^;
 !!FU&-6:E; **exit if player refused
I would avoid to use flags set from a question. try it with !!IF:V6/1; at the end and put the FU command when player refuses

3) Setting flags with !!IF:V#; will solve your problem
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Ayreon
Ayreon


Famous Hero
posted April 12, 2009 10:34 AM

Still no difference.
When I reach the unionpatch, nothing happens.

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted April 12, 2009 10:52 AM

Have you checked if the coordinates are ok? Sometimes a small error as that and you get a headache from a correct script not working.

If still not work, post here all the scripts which set flag 6 and 7 so I could see if there is other command which cancels them.
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Ayreon
Ayreon


Famous Hero
posted April 12, 2009 11:26 AM
Edited by Ayreon at 11:26, 12 Apr 2009.

Here come the tears scripts:

Script 1: The Farmer
ZVSE

!#IF:V9/0; **set V9 to false
!#IF:V10/0; **set V10 to false
!#OB55/12/0:S; **disable object
!#VRz5:S^Theodore McKey^; **set z5 stringvariable
!#OB55/12/0:H5; **set Hint text from object

!?OB55/12/0&1000; **trigger object
!!IF&6/-9/-10:M^Still haven't got them? Remember, I need one union and one potato.^; **display message if 6/-9/-10
!!FU&6/-9/-10:E; **exit after message
!!IF&-6:Q6^Greetings, Christopher. Could you help me with a problem?^; **ask question if -6
!!IF&-6:M^I understand. After all, why would you help one of the greatest foodsuppliers of Poppyfields?^; **display if refused
!!VRv2&-6:+1; **increase v2 with 1 if refuse
!!UN&-6:O55/12/0; **delete Theorode McKey if -6
!!VRz5&-6:S^ ^; **set z5 variable if -6
!!OB55/12/0&-6:H5; **set hint text to z5 if -6
!!FU&-6:E; **exit if refused
!!IF&6:M^Good, thank you. I need a potato and an union within a week. Normally I would do this myself, but my leg is injured, you see.^; **display message if accepted
!!IF&6:Q8/8/160/1^Oh, and you need the Clover of Fortune to be able to investigate my patches. It's in my house over there, let me give you the key.^; **display message and show pic of gate key
!!IF:V6/1; **set V6 to true
!!FU&6:E; **exit screen
!!IF&6/9/-10:M^That's the union, now I only need the potato.^; **display if 6/9/-10
!!FU&6/9/-10:E; **exit
!!IF&6/-9/10:M^That's the potato, now I only need the union.^; **display if 6/-9/10
!!FU&6/-9/10:E; **exit
!!IF&6/9/10:M^Many thanks, Christopher. Those were the last items I needed for this weeks supplies for Poppyfields. Thanks to you they can live for another week. As a reward, you can keep the Clover of Fortune.^; **display if mission is complete
!!IF&6/9/10:M^Have fun adventuring, Christopher. I will go and deliver these supplies to Poppyfields.^; **display
!!VRv3:+1; **increase v3 by 1
!!UN:O55/12/0; **delete Theodore
!!VRz5:S^ ^; **set string variable z5
!!OB55/12/0:H5; **set hint text to z5
!!FU:E; **exit


Script 2: The Farmhouse (still old style)
ZVSE

!#IF:V6/0; **set flag6 to false
!#IF:V7/0; **set flag7 to false
!#VRz4:S^Farm^; **set z4 to Farm
!#OB54/10/0:H4; **set Hint text to z4

!?OB54/10/0&-6/1000; **trigger if -6
!!IF:M^The door is locked.^; **display

!?OB54/10/0&6/7/1000; **trigger if 6/7
!!IF:M^There is nothing interesting in here anymore.^; **display

!?OB54/10/0&6/-7/1000; **trigger if 6/-7
!!IF:Q5/8/46/1^You find the Clover of Fortune needed for the task.^; **display and show pic of clover
!!HE-1:A1/46/18; **give and equip clover of fortune
!!IF:V7/1; **set flag 7 to true


Script 3: The Farmpatches
ZVSE

!#TR48/7/0:P1; **make terrain passable
!#TR48/7/0:E0; **make terrain triggerable
!#VRz10:S^Unionpatch^; **set z10
!#OB48/7/0:H10; **set hint text to z10

!#TR47/20/0:P1; **make terrain passable
!#TR47/20/0:E0; **make terrain triggerable
!#VRz11:S^Potatopatch^; **set z11
!#OB47/20/0:H11; **set hint text to z11

!?OB48/7/0&1000; **trigger unionpatch
!!IF&-6:M^Better not to walk too far up this farmpatch, I don't want to ruin the food of Poppyfields.^; **display if -6
!!FU&-6:E; **exit if -6
!!IF&6/-7:M^It will be tricky to get an union out of this farmpatch. Perhaps I should get the Clover of Fortune first.^; **display if 6/-7
!!FU&6/-7:E; **exit
!!IF&6/7:M^Having high hopes, you dig a bit in the farmpatch and discover an union.^; **display if 6/7
!!IF&6/7:V9/1; **set flag 9 to true, if 6/7
!!FU&6/7:E; **exit
!!IF&9:M^Luckily I don't have to go in there again.^; **display if 9
!!FU&9:E; **exit

!?OB47/20/0&1000; **trigger potatopatch
!!IF&-6:M^Better not to walk too far up this farmpatch, I don't want to ruin the food of Poppyfields.^; **display if -6
!!FU&-6:E; **exit
!!IF&6/-7:M^It will be tricky to get a potato out of this farmpatch. Perhaps I should get the Clover of Fortune first.^; **display if 6/-7
!!FU&6/-7:E; **exit
!!IF&6/7:M^Having high hopes, you dig a bit in the farmpatch and discover a potato.^; **6/7
!!IF&6/7:V10/1; **set flag 10 to true if 6/7
!!FU&6/7:E; **exit
!!IF&10:M^Luckily I don't have to go in there again.^; **display if 10
!!FU&10:E; **exit


I hope it's a little bit clear what is what:D

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted April 12, 2009 04:08 PM
Edited by Salamandre at 02:39, 13 Apr 2009.

You need to have a look in Fnord custom dialogues (use any map, Thunk, Adjudication, Thoran Rift) and see how it works.

Also the map "the peasant leader" by A Popescu is a VERY good learning tool on flags/dialogues. It is unplayable because the author did not corrected some typo errors (some =1000+) but still great to learn from.

The main problem is that you used to think that !!FU&#:E; will exit a script, but it is not true. It will exit the commands ONLY if # is -1 (player answered to Q1^^ with negative, or # is a v value which has been set elsewhere). Your script is hard to read because it uses too many !!FU:E; commands, while they are not working the way you imagined.

Can you please put the story of those objects? What really the player needs from them, which has to be visited in first etc? Only the story as you see it. I will imagine the orders of the dialogs when I read the story, as right now it is quite difficult to see it.

When you set v# to +3, I assume you used v#=3 elsewhere isn't it? Because if it only related to this script, it is useless.


Try this to understand how VRv#:+1 works and when to use !!FU:E; to exit a script

ZVSE



!#VRv3:S0; **initialize v3
!?OB55/12/0;
!!IF&v3<5:M^The value of v3 is %V3^;
!!IF&v3=5:M^The value of v3 is now %V3 and will not increase anymore^;
!!FU&v3>4:E; **when v3=5, stop increasing v3 value and exit function. If you place this command else where the script will not work. Try to understand why. If placed before, you will not get the v3=5 message, if placed after the next command, it will not stop v3 from increasing. THIS is the right location.
!!VRv3:+1; **each time the object is visited it adds +1 to v3, but FU will stop it at 5!


Here I used v3 as a flag and it gives much better options than a simple flag.

Imagine a Oblivion quest in WoG where you have to make a character answer to you 10-15 different things until you get the hint about another quest.

It can be compiled with an effective use of the !!QW command (papyrus quest) so each time the v3 increase a new hint is added in the same quest. For this you will need 10-15 flags and a enormous script, when here only one v variable was sufficient and a few lines of code were required only. You don't need master scripts to create atmosphere or good visual effects. All you need is the idea then a few basic commands.

Example of "Oblivion" quest: the player is given the choice of attacking a character, or waiting him to go sleep, in the evening. But when you script to wait, the mouse cursor is still a horse, so this had to be changed. The commands used are noobs, but the visual effect is good.

As there are no visual effects about day/night in Heroes, I had to simulate the time passing by freezing the screen and changing the mouse pointer to a clepsydra (mouse cursor is reseted to default as soon as a message is pooping). Also give movement points once the time is over, to simulate the hero has rest between. Also with the original musics you can create whatever option, as the player is conditioned to the game music. (new day, new week, lose battle etc)

**given option to wait or kill before that, then:
!!UN&v1=2:R5/1/1; **change mouse pointer to clepsydra
!!UN&v1=2:R6/5000; **wait (simulate time passing by freezing screen)
!!IF&v1=2:M^After waiting a few hours, You notice Kritolaos is gone. Maybe time came to visit his house while he does not notice you?^;
!!HE29&v1=2:W6000; **give 6000 MV points


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Ayreon
Ayreon


Famous Hero
posted April 13, 2009 08:12 AM

Quote:
You need to have a look in Fnord custom dialogues (use any map, Thunk, Adjudication, Thoran Rift) and see how it works.

Also the map "the peasant leader" by A Popescu is a VERY good learning tool on flags/dialogues. It is unplayable because the author did not corrected some typo errors (some =1000+) but still great to learn from.


Allright, thanks for the advice, I'll check it.
Quote:

The main problem is that you used to think that !!FU&#:E; will exit a script, but it is not true. It will exit the commands ONLY if # is -1 (player answered to Q1^^ with negative, or # is a v value which has been set elsewhere). Your script is hard to read because it uses too many !!FU:E; commands, while they are not working the way you imagined.

Perhaps... However, it does work. Before I made this change, I used seperate triggers, like in the "Script 2: The Farmhouse (old style)". If both methods are wrong, I have no other idea of how to do it, but both methods did work out the way they should work out, except for the shrub trigger.
Quote:

Can you please put the story of those objects? What really the player needs from them, which has to be visited in first etc? Only the story as you see it. I will imagine the orders of the dialogs when I read the story, as right now it is quite difficult to see it.

Allright.
You, Christopher, are on your journey to discover the world. You meet Theodore McKey's farm. He would like you to help him to gather the last pieces for the week's foodsupply to Poppyfields (town). He needs but one union and one potato, and he gives you the key to his house so you can get the Clover of Fortune, which you need to get the union and the potato out of their respective patches. Then you need to go to the patches and trigger them to get the potato or the union. Then head back to Theodore to end the small quest.
Quote:

When you set v# to +3, I assume you used v#=3 elsewhere isn't it? Because if it only related to this script, it is useless.

Oh yes they are set via !#VRv2:S0; and same for v3 in a different script. v2 represents the points you get for negative things you do, and v3 for positive things. I try to give you an ally based on these points later on. You become ally with the dead if v2>v3 and ally with living if v2<v3.

I think I understand what you mean with the !!FU and !!VRv# examples.

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted April 13, 2009 09:50 AM
Edited by Salamandre at 12:10, 13 Apr 2009.

Example of FU command not working:

!!IF&6/7:M^Having high hopes, you dig a bit in the farmpatch and discover a potato.^; **6/7
!!IF&6/7:V10/1; **set flag 10 to true if 6/7
!!FU&6/7:E; **exit
!!IF&10:M^Luckily I don't have to go in there again.^; **display if 10
!!FU&10:E; **exit

The IF&10 is after !!FU&6/7. So as long as flag 6 and 7 are true, IF&10 will not show because you force the script to end before. !!FU&10:E; is useless, as the dialogues are finished, so it exits anyway.

Correct way:

!!IF&6/7/-10:M^Having high hopes, you dig a bit in the farmpatch and discover a potato.^; **6/7 (but when &10 is set to true then not display this)!!IF&10:M^Luckily I don't have to go in there again.^; **display if 10 but must be put before V10 is true, so you get first message (having...), then you have to visit again to get the second (luckily...)
!!IF&6/7:V10/1; **set flag 10 to true if 6/7 (thats OK)

ok, Here is your script. Not tested but should work I think. You have to add all the passability scripts, I removed them to see better what's happening.

!#VRz5:S^Theodore McKey^; **set z5 stringvariable
!#OB55/12/0:H5; **set Hint text from object

!?OB55/12/0&1000; **trigger object
!!IF&-6:Q1^Greetings, Christopher. Could you help me with a problem?^; **ask question  
!!IF&1:V6/1;
!!IF&-1:M^I understand. After all, why would you help one of the greatest foodsuppliers of Poppyfields?^; **display if refused
!!VRv2&-1:+1; **increase v2 with 1 if refuse
!!UN&-1:O55/12/0; **delete Theorode McKey if -6
!!VRz5&-1:S^ ^; **set z5 variable if -6
!!OB55/12/0&-1:H5; **set hint text to z5 if -6
!!IF&6/-7:M^Good, thank you. I need a potato and an union within a week. Normally I would do this myself, but my leg is injured, you see.^; **display message if accepted
!!IF&6/-7:Q8/8/160/1^Oh, and you need the Clover of Fortune to be able to investigate my patches. It's in my house over there, let me give you the key.^; **display message and show pic of gate key
!!IF&7/-11:M^Still haven't got them? Remember, I need one union and one potato.^;
!!IF:V7/1;
!!IF&6/-11/-12/9:M^That's the union, now I only need the potato.^;
!!IF&6/11/-9/-12:M^That's the potato, now I only need the union.^;
!!IF&6/9/11/-12:M^Many thanks, Christopher. Those were the last items I needed for this weeks supplies for Poppyfields. Thanks to you they can live for another week. As a reward, you can keep the Clover of Fortune.^; **display if mission is complete
!!IF&6/9/11/-12:M^Have fun adventuring, Christopher. I will go and deliver these supplies to Poppyfields.^; **display
!!IF&12:M^I must go now^;
!!IF&6/9/11:V12/1;

!?OB54/10/0&1000; **trigger if -6  
!!IF&-6:M^The door is locked.^;
!!IF&6/-8:Q5/8/46/1^You find the Clover of Fortune needed for the task.^; **display and show pic of clover
!!HE-1&6/-8:A1/46/18; **give and equip clover of fortune
!!IF&6/8:M^There is nothing interesting in here anymore.^;
!!IF&6:V8/1;

!?OB48/7/0&1000; **trigger unionpatch  
!!IF&-6/-9/-8:M^Better not to walk too far up this farmpatch, I don't want to ruin the food of Poppyfields.^;
!!IF&6/-9/-8:M^It will be tricky to get an union out of this farmpatch. Perhaps I should get the Clover of Fortune first.^;
!!IF&6/-9/8:M^Having high hopes, you dig a bit in the farmpatch and discover an union.^; *
!!IF&9:M^Luckily I don't have to go in there again.^; **display if 9
!!IF&6/8:V9/1;

!?OB47/20/0&1000; **trigger potatopatch  
!!IF&-6:M^Better not to walk too far up this farmpatch, I don't want to ruin the food of Poppyfields.^; **display if -6
!!IF&6/-8/-11:M^It will be tricky to get a potato out of this farmpatch. Perhaps I should get the Clover of Fortune first.^;
!!IF&6/8/-11:M^Having high hopes, you dig a bit in the farmpatch and discover a potato.^;
!!IF&11:M^Luckily I don't have to go in there again.^;
!!IF&8:V11/1;

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Ayreon
Ayreon


Famous Hero
posted April 14, 2009 10:42 AM
Edited by Ayreon at 10:43, 14 Apr 2009.

Thanks, but still... the unionpatch and the potatopatch won't trigger
Can you try if you can trigger a shrub?

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted April 14, 2009 10:44 AM
Edited by Salamandre at 10:44, 14 Apr 2009.

What trigger does not work? What is a shrub? I placed the objects on a test map and all works perfectly.
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Ayreon
Ayreon


Famous Hero
posted April 14, 2009 10:47 AM
Edited by Ayreon at 10:49, 14 Apr 2009.

!?OB48/7/0&1000; **trigger unionpatch

and the potato won't trigger either.
This is a shrub.
Red is shrubs. Yellow is the triggerplace of the unionpatch.


EDIT:
Then I think there's something wrong with my WoG

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted April 14, 2009 10:49 AM

You mean the object is not yet on the map and you want it to be placed? Or change the passability and add an yellow square to it?
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Ayreon
Ayreon


Famous Hero
posted April 14, 2009 10:51 AM

The object IS on the map, as shown on my picture. and I already coded it to make it passable and triggerable. I do see a horse identical to those who belong to a triggerable square. The problem is just that there is no message popping up. It is possible to stand on those coördinates, in the middle of shrubs.

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted April 14, 2009 10:54 AM
Edited by Salamandre at 11:01, 14 Apr 2009.

I see. The you will have to change its properties after getting the clover. Change it to a fake learning stone or a sign, disable it then you will be able to trigger a message. You can also use Sergey editor to do those changes without having to script anything.

Or use instead of !?OB

!?LEx/y/l:L0; after each visit. It means event is not disabled.
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Ayreon
Ayreon


Famous Hero
posted April 14, 2009 11:04 AM

That did it. Thanks a lot, Salamandre, for your help.
What is the Sergey Editor btw?
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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted April 14, 2009 11:10 AM

Sergey editor is a tool which enables many tricks with the editor. And it never crashes.Changes passability, properties and many others.


HERE
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