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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 ... 66 67 68 69 70 ... 100 150 200 250 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 29, 2010 05:27 PM
Edited by Salamandre at 17:28, 29 Aug 2010.

Bah, there is not a single documentation about OB:C. Hard to use when I have no idea what it does. Do you have any infos or an example?

Simple ask in variable what number is the market at x/y/z?

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted August 29, 2010 05:40 PM

!!OB12/12/0:C?y1;
!!FU9000y1/3/3;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 29, 2010 05:51 PM

Quote:
!!OB12/12/0:C?y1;
!!FU9000y1/3/3;


Thank you, so supposing we have 2 BM on the map, there is no way to find each one's number before starting the map, right? Only in real time playing we can get the number. I was aiming for a pre-game control as we can do with towns black markets.

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted August 29, 2010 06:02 PM

Quote:
Thank you, so supposing we have 2 BM on the map, there is no way to find each one's number before starting the map, right?

You can setup BM on 1st day with the help of timer or global event trigger.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 29, 2010 06:35 PM
Edited by Salamandre at 18:36, 29 Aug 2010.

So simply a :

!?PI;
!!OB12/12/0:C1;

will be enough to trigger x1 for that market as being number one?

Or better use for C a variable and not number ie VRy99:S1, and then Cy99?

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted August 29, 2010 09:04 PM

Quote:
will be enough to trigger x1 for that market as being number one?

What for you set number? Oo

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 29, 2010 09:13 PM
Edited by Salamandre at 01:57, 30 Aug 2010.

That precisely I am asking, as I never used UN:C.

How do you set market at 12/12/0 as being merket number 1 in instructions or global timer?

@Edit: Sorry I got it, was dumb and looking in the wrong direction.
y1 stores the number of the market at 12/12/0, thus the function will trigger custom artefacts for that one only.

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Trith
Trith


Adventuring Hero
Not a Hero... Just a... Nobody
posted September 08, 2010 04:01 PM

I've seen somewhere one script, but I don't remember where. It was about buildings requirements. Not about resources requirements, but other buildings for example to build wyverns nest, you need only lizard den and to build altar of air you need mages guild. And I need script which could change these requirements in other buildings.
____________
Forgive me my horrible English...

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Aleee
Aleee


Known Hero
posted September 08, 2010 08:03 PM

Smth like this:

!?TH0;
!!CA-1:T?i;   //comment these two lines to skip checking
!!FU&i<>[type of the town]:E; //for a particular type of town
!!CA-1:B3/[number of building which is checked];  
!!CA-1&1:B4/[number of building to set permission];
!!CA-1&-1:B5/[number of building to set permission];

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted September 17, 2010 08:21 PM

This question may not be for this thread but...

Since the commander defs are used for both as commanders and creatures, is there a way to add to the game 9 more defs (for instance ZM183NPC.def to ZM191NPC.def) and make the game through ERM use these defs for the creatures? What I mean is that Paladins creature (No 183) uses the def ZM174NPC.def and If there is a way to make it use a completely different def.

In fact if there is a way why not add blank creatures from creature 196 till the creature limit, so that they may be used for modding (and thus one wouldn't have to replace existing ones).

If anyone knows anything about this please post a response.  

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted September 17, 2010 10:02 PM
Edited by OxFEA at 22:15, 17 Sep 2010.

Quote:
In fact if there is a way why not add blank creatures from creature 196 till the creature limit, so that they may be used for modding (and thus one wouldn't have to replace existing ones).

It is possible, but not with ERM. You'll need special dll for ERA.

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lulisz
lulisz

Tavern Dweller
posted September 17, 2010 11:41 PM

Hello. I am new to ERM scripting (started learning on the 14th xD) and I was wondering if anyone could help me with this (extremely) short script.

ZVSE
!?LE40/83/0:C1/132/5;
!!IF:M^You seem to have found a wandering group of monsters eager to join you, and they seem determined to do so...^;

I can get it to display the message, but the units (Azure Dragons in this case) will not appear in my hero's army. Also, I've been wondering what the number in front of C is supposed to do. I read the help file, but I don't understand what to put there. The amount of types of units, the type that's on the Format C page (Type 54, but that wouldn't make sense, since it says "in position #1 (from 0 to 6) of type $2 (Format C) and number $3." I'd appreciate any help in the matter (Also, I chose to de-WoGify the map, since when it is WoGged (I think that's how it's spelt xD) it will show the actual script as well).

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted September 18, 2010 12:01 AM
Edited by Hero_Of_Light at 12:30, 18 Sep 2010.

Quote:
Quote:
In fact if there is a way why not add blank creatures from creature 196 till the creature limit, so that they may be used for modding (and thus one wouldn't have to replace existing ones).

It is possible, but not with ERM. You'll need special dll for ERA.


Does anyone know how? Is it easy or will it be too complicated?

I think that changing the commander's creatures defs will be easier. Because to add a completely new creature (creature No 196 for instance) will be kind of difficult as it needs to have it named, creature flaged etc. But I think creatures from No 183 - 191 are all already done, but they use the defs from creatures No 174 - 182. If someone was able to change that, we would be able to use them AND keep the commanders as well. So If anyone knows how to please share.
 

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Kreegan
Kreegan


Known Hero
Winged Anquietas
posted September 18, 2010 02:11 PM

Quote:
Hello. I am new to ERM scripting (started learning on the 14th xD) and I was wondering if anyone could help me with this (extremely) short script.

ZVSE
!?LE40/83/0:C1/132/5;
!!IF:M^You seem to have found a wandering group of monsters eager to join you, and they seem determined to do so...^;

I can get it to display the message, but the units (Azure Dragons in this case) will not appear in my hero's army. Also, I've been wondering what the number in front of C is supposed to do. I read the help file, but I don't understand what to put there. The amount of types of units, the type that's on the Format C page (Type 54, but that wouldn't make sense, since it says "in position #1 (from 0 to 6) of type $2 (Format C) and number $3." I'd appreciate any help in the matter (Also, I chose to de-WoGify the map, since when it is WoGged (I think that's how it's spelt xD) it will show the actual script as well).


ehmmm... why to do so by ERM? There's easier way to add them to your army... ;P

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 18, 2010 02:11 PM

@Lulisz : you need a receiver after the trigger (!!LE998). Also this kind of event can be done via the regular editor, no need ERM.
____________
Era II mods and utilities

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lulisz
lulisz

Tavern Dweller
posted September 18, 2010 04:19 PM

@Up and @Up2
I know that I don't need ERM for it, just wanted to try out something simple, but I still don't know what the first digit after the C is supposed to do. And if I were to put a WoG creature instead of the Azure Dragon, would I need to WoGify the map in order for it to work?
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 18, 2010 05:18 PM
Edited by Salamandre at 17:26, 18 Sep 2010.

The management of the LE command is one of the simplest. Just open some WoG maps and read the receivers used with it. It will answer all your past and future questions. The first digit is about the number of the slot in which the creature will go, that's why it is better to use HE-1 receiver and ask the player where he wants it.
____________
Era II mods and utilities

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lulisz
lulisz

Tavern Dweller
posted September 18, 2010 05:36 PM

Oh, thanks a lot!
____________

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Emrakul
Emrakul

Tavern Dweller
posted September 24, 2010 07:00 AM

Hi all!
I would like to replace a creature in a specific town, almost in the same way as in the script that turns conflug to wog town, but only for one specific town.
I wonder if it possible to do so as I don't find any way to do this in the erm help or on internet?
Can you please enlighten me in order to know if it is useful to continue my map.
Thanks for sharing your knownlege in this thread, very instructive for me.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted September 24, 2010 05:20 PM

!#UN:T*1/*2/*3/*4;

where:

*1 = number of Town (0 = Castle, 1 = Rampart etc)

*2 = number of slot (o = level 1, 1 = level 2 etc)

*3 = upgrade - non upgrade (o = non upgrade, 1= upgraded)

*4 = Creature number (0 to 195)

For example:

!#UN:T1/0/1/119; [Sprites]

Gives Sprites (119) to upgraded building (1) to first level slot (0) to Rampart town (1).



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