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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 373 pages long: 1 50 100 150 200 250 300 350 ... 366 367 368 369 370 ... 373 · «PREV / NEXT»
Bersy
Bersy


Honorable
Supreme Hero
posted July 24, 2019 02:45 PM

Did you look at DwTables.txt?
The author said, that dwelling name and creature number must be specified in it.
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Heroes 3 Era and everything for it. Releases folder for releases.

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fanofheroes
fanofheroes


Known Hero
posted July 24, 2019 03:51 PM

Bersy said:
Did you look at DwTables.txt?
The author said, that dwelling name and creature number must be specified in it.


Ya that file is in russian.  I have no idea what it says lol

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Bersy
Bersy


Honorable
Supreme Hero
posted July 24, 2019 07:00 PM

DwTable.txt format:
Column 1 - name for dwelling of type 17 (see ERM help Object types)
Column 2 - creature ID for dwelling of type 17
Column 3 - any comments
Column 4 - name for dwelling of type 20 (see ERM help Object types)
Columns 5-8 - creature IDs for dwellings of type 20. To disable particular slot, set -1 instead of creature ID. Disabled slots must be AFTER normal ones.
Column 9 - any comments

To generate dwellings of type 17 on random maps, write them down in zaobjts.txt
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fanofheroes
fanofheroes


Known Hero
posted July 25, 2019 02:43 AM

Bersy said:
DwTable.txt format:
Column 1 - name for dwelling of type 17 (see ERM help Object types)
Column 2 - creature ID for dwelling of type 17
Column 3 - any comments
Column 4 - name for dwelling of type 20 (see ERM help Object types)
Columns 5-8 - creature IDs for dwellings of type 20. To disable particular slot, set -1 instead of creature ID. Disabled slots must be AFTER normal ones.
Column 9 - any comments

To generate dwellings of type 17 on random maps, write them down in zaobjts.txt


Great thank you! I tried it and everything works except the name of the Dwelling is incorrect.  I have the name written properly on the DwTable.txt, the units i want to recruit there also work correctly.  but the name in the map editor and game play is not correct.  

the ending numbers I have for the written code is:

17 101 0 0

Since 101 is the first empty blank spot and 17 is the type of dwelling. Is there another text file i must add the name to as well?

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Bersy
Bersy


Honorable
Supreme Hero
posted July 25, 2019 12:11 PM

Welcome ) Could you upload your dwtable.txt?
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fanofheroes
fanofheroes


Known Hero
posted July 25, 2019 03:58 PM
Edited by fanofheroes at 18:13, 25 Jul 2019.

Bersy said:
Welcome ) Could you upload your dwtable.txt?


here it is. Thank you for your attention


I just double checked, there's only a mistake in the name in the map editor.  During gameplay the names of the dwellings are correct.  

this error pops up in map editor when i move the cursor over the icons or drag them into the map:


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Bersy
Bersy


Honorable
Supreme Hero
posted July 25, 2019 08:19 PM

Did you add corresponding object to zeobjts.txt?
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fanofheroes
fanofheroes


Known Hero
posted July 26, 2019 01:44 AM
Edited by fanofheroes at 05:48, 26 Jul 2019.

Bersy said:
Did you add corresponding object to zeobjts.txt?



Yes.  I placed them embedded into the lines, because if i placed them at the bottom, the last object would show up 3x in a row at the end.  I even placed them into zobjects to test if it'll work there too, but no success.  its no big deal i suppose if it's a mystery.  It works during gameplay.  I just hope it doesn't crash 1 month into gameplay haha.

Is the way i structured it in dwtable.txt correct?

Update===============================

I figured it out.  You have to go to the Wog mod folder, extract from the hmmwog35.pac the file "zcrgn1.txt" file and scroll down to add the names of the dwellings.  Since I added the names after the dracolitch dwelling in zeobjects, I inserted the names in the same position in zcrgn1.txt.   The clue i found was that garisson was spelled 'garizon' when i was having this problem earlier.  Still though, I get that same "application error" popping up from time to time, and it forces the mapeditor to close.  So if anyone is making maps like this, frequent map saving is key!

hope this helps others who get this too!





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Bersy
Bersy


Honorable
Supreme Hero
posted July 26, 2019 09:38 PM

MoP said, that you need to change both ZCRGN1.TXT and Options.ini for map editor. Check the last one, probably there is something like dwellings number in it.
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fanofheroes
fanofheroes


Known Hero
posted July 26, 2019 10:41 PM
Edited by fanofheroes at 22:49, 26 Jul 2019.

Bersy said:
MoP said, that you need to change both ZCRGN1.TXT and Options.ini for map editor. Check the last one, probably there is something like dwellings number in it.


Ah good point.  I never thought of that.

So I tried, it, set the dwellings number really high, and it still doesn't work and i get the application error.  I changed options.ini in both the main Data folder, and the Data folder in typhon to test it as well. no luck.

I'm looking over the map editor error log, it's quite long and my comprehension of it is as good as my reading of hieroglyphics.  these are the first 3 lines. looks like something to do with h3wmapedpatch.dll??

004E68D0|C:gog gameshomm 3 completeh3wmaped.exe + E68D0
0266AE8B|C:goggameshomm3completeModsWoGEraEditorh3wmapedpatch.dll + BAE8B
0266AF58|C:goggameshomm3completeModsWoGEraEditorh3wmapedpatch.dll + BAF58

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Bersy
Bersy


Honorable
Supreme Hero
posted July 27, 2019 10:51 AM

Dwellings number must be set to exact number of dwellings, not bigger or lesser.
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fanofheroes
fanofheroes


Known Hero
posted July 27, 2019 05:50 PM

Bersy said:
Dwellings number must be set to exact number of dwellings, not bigger or lesser.


Bingo!!! worked like a charm thank you!!!


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Bersy
Bersy


Honorable
Supreme Hero
posted July 27, 2019 11:32 PM

Welcome :-)
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AlfWithCake
AlfWithCake


Known Hero
posted July 31, 2019 08:53 PM
Edited by AlfWithCake at 20:55, 31 Jul 2019.

 I've stumbled on a rock when I tried to remove spell using !!BM:G, setting duration to 0. I've tested this for stone skin; instead of removing stone skin, script just leaves it with 0 duration and it doesn't disappear even when new round starts, making it last forever. Moreover, additional defence granted from stone skin is not removed. The only workarounds I could think of is dispelling every spell and applying them back without stone skin, or setting it to 1 letting it to vanish next turn. Both are not really welcomed, especially first, since it requires a lot of additional variables, as I use custom spell effect values, and will make it uncompatible with other mods that potentially apply spell. There must be anything that allows to remove a specific spell using ERM, does anyone have an advice?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 31, 2019 09:19 PM

Not by using regular commands, ask igrik in russian forums, probably UN:C voodoo will do it.

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Bersy
Bersy


Honorable
Supreme Hero
posted July 31, 2019 09:24 PM

Did you try to add BU:R after setting duration to 0?
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AlfWithCake
AlfWithCake


Known Hero
posted July 31, 2019 09:38 PM

@Bersy
 I didn't, but I did now and still it didn't work, tough luck.

@Sal
 Thanks, I'll ask them about it.

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TheSamaritan
TheSamaritan


Hired Hero
posted August 01, 2019 07:36 AM
Edited by TheSamaritan at 07:42, 01 Aug 2019.

What is the trigger that activates when a monster is attacked and no battle occurs?Like in The Begining campaign?Also how do you rename a monster (So it doesn't show monster picture) or a hero?
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Bersy
Bersy


Honorable
Supreme Hero
posted August 01, 2019 08:45 AM

!?OBx/y/z or !?OB54/-1
!!HExx:B0/zXX;
!!UN:G1/...
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TheSamaritan
TheSamaritan


Hired Hero
posted August 01, 2019 08:56 AM

Thanks but i dont want to get into a battle with them.
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