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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 ... 49 50 51 52 53 ... 100 150 200 250 300 350 400 407 · «PREV / NEXT»
DoCSumann
DoCSumann

Tavern Dweller
posted December 15, 2009 10:18 AM

Salamandre,
It works for additional skill, thanks. But I still have no option for quick combat when I do map testing. Have you any idea what it could be?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 15, 2009 10:24 AM
Edited by Salamandre at 10:24, 15 Dec 2009.

Doc, there is a regular box from SOD for quick combat in system options, you must click on. It always work. Post here your !#UN:P options, maybe something wrong in.
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Era II mods and utilities

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DoCSumann
DoCSumann

Tavern Dweller
posted December 15, 2009 10:39 AM

Yes, you were right. It was turned off from my system options. Regards.

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kikilo
kikilo

Tavern Dweller
posted December 17, 2009 10:32 AM

Hi all,

I m new member to heroes community, I enjoy heroes for about 10 years,
I ve got some question for ERM script.

Is it possible to create a script, that add monster randomly each start of week on all the map, because we enjoy challenge.

In the native WOG, we like neutral stack size enabled, but the main inconvenient it s with this option is on, all monster are aggresive and can t join the hero army. is there anything to correct this ?

and for finish, how to do for add new script in wog, i ve got to modify and replace an old one? how to do the process ?

thank you a lot!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 17, 2009 07:46 PM

Check "week of monsters" box.
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mister_kalu
mister_kalu


Known Hero
posted December 18, 2009 11:45 AM

hi, i have a little question, about monsters habilities... is possible to deactivate a monster hability?, for example the resurrect of the archangels, griffin's unlimited retaliations or the medusa's stone gaze?... if is possible.. how i do that? thanks )))))

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 18, 2009 12:23 PM

To deal with both your questions about shooters and removing natural abilities, the answer is: it is very hard if not impossible.

1) To make a non shooter a shooter I still deal with the translation of a russian article in which the required things are stated. Mostly you need a new def for the projectile + script + def frames + 82M sound file. For each.
2) To remove abilities, it could be (not tested) possible for Archangel by setting their magic cast to zero, but removing death stare from gorgons and stone from medusas I have no idea how and never saw anyone doing it successfully.
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DoCSumann
DoCSumann

Tavern Dweller
posted December 23, 2009 10:28 AM

Is there some script that makes computer's heroes more agile and avoid their standing in one place for more turns (without any reason)?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 23, 2009 01:00 PM

There is the AI section in ERM. You can set an enemy hero to patrol within a given area (change later if you wish), make him attack your hero or anyone, follow him. Now, it is not so hard to see why an AI is stopping move for several turns. Maybe he is trapped in a small area, maybe he knows that within x squares you can reach him (AI always knows that), there can be zillion reasons. But there is one thing you must keep in mind when scripting AI's moves: Use always:

ZVSE

!#UN:J4/32000; (control AI radius)


When I did 300 spartans map I "told" to 52 AI heros where to move during all game. Well, they did not always listen. The above code fixed the thing. A must.
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DoCSumann
DoCSumann

Tavern Dweller
posted December 23, 2009 01:30 PM

Once you have explained to me how to make AI hero hunting my hero and I have that script. But now I don't need that.
I have this problem with lazy (inert) AI hero which is much stronger than mine and ther is nothing to stop him to move all around. He is just wasting his time .
Can this one line script fix that problem?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 23, 2009 01:31 PM
Edited by Salamandre at 13:32, 23 Dec 2009.

Yes, but I must see the pattern and understand the reason he does not attack. It is different script for each situation. You can also script him to hunt your main hero position (!!HE$:P)
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DoCSumann
DoCSumann

Tavern Dweller
posted December 23, 2009 01:38 PM

It's not about attacking me. It's just about how he moves around the map (standing in some corner for couple of turns and doing nothing).
Thanks anyway, I will do script testing and inform you how it works.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 23, 2009 01:41 PM
Edited by Salamandre at 13:44, 23 Dec 2009.

Send me the map if trouble, I will figure how to fix it. (include exact instructions for what he has to do). There are several "cheats" possible. In Alexander map (sorry for always referring to my maps but I dealt with most AI problems in them) I had to script the mines around a choke point to change owner every 2 days, thus force the AI go there, he will always go if there is a mine to flag.
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DoCSumann
DoCSumann

Tavern Dweller
posted December 23, 2009 02:17 PM

Don't apologize, I have already used a lot of scripts from your maps.
As I said you will be inform if there will ba a trouble.

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Charad
Charad

Tavern Dweller
posted January 09, 2010 08:21 PM

hello everyone
i am completely new to erm and i have an simple question
how can i show an image in a message without asking questions or something?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 09, 2010 08:51 PM
Edited by Salamandre at 20:54, 09 Jan 2010.

!!IF section

1) B#/$1/$2;
Use this command to set up or change a Single Image/Animation Extended Dialogue Box to be displayed with the IF:P command.
  # - number of dialogue (1..100)
  $1 - index of string variable that stores the name of an image (BMP, GIF or JPG) or AVI file
  $2 - for AVI to repeat continuously (1) or not (0)

Then:
2) P$;
Use this command to display a Single Image/Animation Extended Dialogue Box, previously set up with the IF:B command.
 # - number of dialogue to display.


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Charad
Charad

Tavern Dweller
posted January 10, 2010 10:52 AM

alright i got it. thanks
and then i have another question, i want to change the name of a monster but i don`t want it to be ''a few of ...''
just when you right click only the name appears

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gnollking
gnollking


Supreme Hero
posted January 10, 2010 05:15 PM

Is it possible to script artifact #164 to increase luck by +1?

If yes, then how?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 11, 2010 12:18 AM
Edited by Salamandre at 00:53, 11 Jan 2010.

ZVSE

!?BA0&1000; **Start of battle
!!BA:H0/?y-95; **check left hero
!!BA:H1/?y-93; **check right hero
!!HEy-95&y-95>=0:A2/164/?v1/?v3; **check AR=164 for left hero if not neutrals
!!HEy-93&y-93>=0:A2/164/?v2/?v4;**check AR=164 for right hero if not neutrals
!!HEy-95&v3>0:R1/d1; **+1 luck to left if art on
!!HEy-93&v4>0:R1/d1; **+1 luck to right if art on

!?BA1&1000; **End of battle
!!HEy-95:O?v5; **check left hero if alive
!!HEy-93:O?v6; **check right hero if alive
!!HEy-95&v5>=0:A2/164/?v1/?v3; **check AR=164 left if alive
!!HEy-93&v6>=0:A2/164/?v2/?v4; **check AR=164 right if alive
!!HEy-95&v3>0/v5>=0:R1/d-1; **left,if alive and AR on, luck to -1
!!HEy-93&v4>0/v6>=0:R1/d-1; **right,if alive and AR on, luck to -1


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gnollking
gnollking


Supreme Hero
posted January 11, 2010 02:21 PM

Thank you very much.
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