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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 412 pages long: 1 ... 6 7 8 9 10 ... 50 100 150 200 250 300 350 400 412 · «PREV / NEXT»
fnord
fnord


Promising
Famous Hero
posted December 21, 2004 02:52 AM

Quote:
Quote:
I'm hoping that Tim Duncan (aka Corribus) and myself will have our WoG map done in time too.

Damn! I'd hoped I would win that contest!

You still have a good shot at it! Our map may be too complex or not to the judge's taste.

Quote:
It looks like a simple error--you have v992 for the AE0 trigger instead of v998.

Duh!

It's easy to miss things like that--so it often helps if another person looks at it.

Quote:
Get rid of the last line (the !!HE-1 line) and instead use a UN command to set the equip position of an artifact:  !#UN:A162/2/7;

It works fine now.

Great!

Quote:
NOTE: all objects in the main Format OB have links to the specific subtype Format where one exists.
I know, I know, I've already used it for "Gelu Legacy 2" scenario but I swear I cannot find it now. I've reinstalled the game several times and probably have the old versions of the help files! 6)



Could be. Did you download the 3.58 ERM tools package?

Quote:
Are you using the command [place artifact to wagon]in an instruction or in a receiver? Perhaps if it's in an instruction, the game sets the random artifact after that.
Instruction, but the artifact was usually what I had set... Sometimes it matters whether the hero visits certain objects or not(a witch hut and obelisk nearby) before the wagon, but that's impossible. Never mind, I gave it up!



If you need to use it in future, I recommend either trying the !?PI; (post-instruction trigger...almost the same as instructions but occurs just slightly after and is a trigger instead of !# lines), or else set the artifact when the hero visits the object using an object trigger.

Quote:

Anyway...

Thanks a lot! I really appreciate the time and effort you give to us mapmakers, even when we are the competition.



You're welcome. I don't know if there will be many WoG entries anyway but I sure hope there will be at least 3 (including our two).

Quote:

P.S. Seriously though, these contests are more than welcome.In my opinion, WoG needs new maps.It's nice to wogify old ones, mind you, but it's far from the experience when one plays unique scenarios.



Yes, definitely! A lot of things that can be done with custom maps aren't really suited to WoGify scripts and it's definitely fun to have new map-specific scripting to keep the player entertained (and guessing).

Quote:

Here's hoping the team will update the official site real soon!


I hope so too but the ones responsible for making the main Website decisions seem a little slow in deciding on anything.

Anyway, Happy Holidays!


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greek_god_su...
greek_god_superman


Famous Hero
Bringer Of Light
posted April 12, 2005 06:45 PM

Enhanced War Machines

When posting an answer to bigjocker in another thread, I stumbled upon these war machine-boosting scripts I have never used myself. This because I donīt like all the changes made to some war machines and prefer to put them all off. But the catapult-boosts of first two of the enhanced war machines scripts I like very much. In fact, I would like to use only them. And this is my problem; I canīt edit those scripts because I donīt understand anything about those variables and other things. I would like to have a new script affecting only the catapult.

This is what Iīd like to have:
1. Catapult being able to target creatures in normal combat
2. effect of catapult increasing with level and ballistics skill
3. Catapult having the critical hit ability (death stare)using the same formula as in script55, maybe with smaller percentage for critical hit
4. Iīd maybe also like to have this fireball attack of script54, but maybe -if it is possible- you could choose between the normal attack (with chance of critical hit) and fireball attack (without critical hit)?? For instance, for normal attack --> click normally, for fireball attack --> shift-click or something

What I wouldnīt want to see:
1. hero able to have many catapults
2. catapult hp lowered

So, if anyone could make me this script, I would be very grateful. All kind of editing help accepted too, but I think it wonīt help as much as I am so dumb with erm.
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted May 04, 2005 11:50 AM
Edited By: Vlaad on 4 May 2005

ERM questions

1) I've been trying to place a sword in hero's left hand (the slot for shields). What's wrong with this line?

!#UN:A162/5/7;

2) I wanted to display four pics while the map is loading:

...
!#IF: D1/z10/z11/z12/z13/z14/z15/z16/z17/z18/z19/z20/z17/z18/z19/z20;
!#IF:F1/z21/z22/z23/z24/0; Give hints and disable cancel button  
!#IF:E100/1; The choice is stored in v100
...

(It works, but the pics are slightly bigger than the originals. By the way, they are all 100x130x24b jpgs, up to 4-6 KB each.)

Frankly, I am bad with flags and variables! I understand I have F1 now, which stores the information about the player's choice, right? Now, if the player chooses VRz24 for example, how do I give him a creature day 1 or something like that? Oh c'mon, don't die laughing now!

Some interesting notes, too:

1) I needed a random hero with random creatures and dwellings but without a town. Instead of writing a script, I decided to simply delete the town day 1.

It was deleted all right, but only on the adventure map. I still had it in my town list - it was even producing gold every day! I was able to build it etc.

I tried to place "fog of war" (the black shroud) over the invisible town, but failed.

2) Creating new combo artifacts with the new commands is easy enough. However, when I was asked if I wanted to combine a custom one and said "yes", the new combo artifact disappeared. The problem was the slots were already occupied. Obviously, I need to do additional set up (checking and placing it in the backpack).

3) I decided to use commanders as creatures and noticed a few things:

- they all start with flying and shooting abilities
- you cannot check their experince in the hero screen, but in the combat screen only
- you cannot choose the warlord's banner bonus (it is is set as default - +2 HP)
- if you leave them on the adventure map, they become trees (no graphics )

4) Two unused # for artifacts (one is empty, the other is a "lock") can be used like any other artifact! You cannot leave them on the map, of course.

Naturally, you will see all these features in my new scenarios (coming soon!).




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fnord
fnord


Promising
Famous Hero
posted May 04, 2005 08:25 PM

Quote:
1) I've been trying to place a sword in hero's left hand (the slot for shields). What's wrong with this line?

!#UN:A162/5/7;



If you're trying to change the equip position of the blank sword, you have the wrong numbers. Check UN:A in the ERM help again. The value for "Position on body" (parameter 2) is 2, and for "Left hand" it's 5.

So it should be:

!#UN:A162/2/5;

Quote:

2) I wanted to display four pics while the map is loading:

...
!#IF: D1/z10/z11/z12/z13/z14/z15/z16/z17/z18/z19/z20/z17/z18/z19/z20;
!#IF:F1/z21/z22/z23/z24/0; Give hints and disable cancel button  
!#IF:E100/1; The choice is stored in v100
...

(It works, but the pics are slightly bigger than the originals. By the way, they are all 100x130x24b jpgs, up to 4-6 KB each.)

Frankly, I am bad with flags and variables! I understand I have F1 now, which stores the information about the player's choice, right? Now, if the player chooses VRz24 for example, how do I give him a creature day 1 or something like that? Oh c'mon, don't die laughing now!



The checkbox choice by the player is stored in v100 (1, 2, 3, 4 or -1 if no button was chosen) so all you have to do is set a day 1 timer for that player and then use v100 as the condition for your line that adds the creatures.

For example, if the player is Blue and the hero is Christian (hero number 6), you could use:

!#TM1:S1/1/1/2; [Day 1 timer for Blue player only]

!?TM1;
!!HE6&v100=1:C2/0/100/1; [Give Christian 100 Pikemen]
!!HE6&v100=2:C2/1/90/1; [Give Christian 100 Halberdiers]
!!HE6&v100=3:C2/2/70/1; [Give Christian 100 Archers]
!!HE6&v100=4:C2/3/50/1; [Give Christian 100 Marksmen]


Quote:

Some interesting notes, too:

1) I needed a random hero with random creatures and dwellings but without a town. Instead of writing a script, I decided to simply delete the town day 1.

It was deleted all right, but only on the adventure map. I still had it in my town list - it was even producing gold every day! I was able to build it etc.

I tried to place "fog of war" (the black shroud) over the invisible town, but failed.



Hmmmmm...I thought that deleting a town (with UN) was working correctly. I'm pretty sure it was at one time at least because a year or so ago I recall talking to Slava about a problem with the town not being removed from the player's list and he fixed it. I haven't tried it lately, however so maybe something got screwed up in more recent versions.

However, I think you may be able to "manually" remove it from a player's list with the OW:W commands.

Quote:

2) Creating new combo artifacts with the new commands is easy enough. However, when I was asked if I wanted to combine a custom one and said "yes", the new combo artifact disappeared. The problem was the slots were already occupied. Obviously, I need to do additional set up (checking and placing it in the backpack).



I'm guessing that the new combo artifact is in a position other than one used by one of the artifacts that makes up the combo, right?  So this situation is something that's new to the game (doesn't exist for the SoD combos) and I suppose it wasn't considered. As you noted, you would probably need to script an additional check of some sort to make sure the new position is available.

Quote:

3) I decided to use commanders as creatures and noticed a few things:

- they all start with flying and shooting abilities



Okay, this is known and is a current limitation but not a major one I think. I think you may be able to change this manually with various commands anyway.

Quote:

- you cannot check their experince in the hero screen, but in the combat screen only



I noticed that too.

Quote:

- you cannot choose the warlord's banner bonus (it is is set as default - +2 HP)



Have you tried setting it through ERM?  I don't know if that would work or not.

Quote:

- if you leave them on the adventure map, they become trees (no graphics )



That's pretty funny really. I haven't tried it yet myself but I remember someone else mentioned this not too long ago (or maybe it was even you in another thread).

Quote:

4) Two unused # for artifacts (one is empty, the other is a "lock") can be used like any other artifact! You cannot leave them on the map, of course.



Yes, and the lock artifact is particularly handy as an extra picture that can be displayed in dialogue boxes too (I've used it this way in the sequel to THUNK).

Quote:

Naturally, you will see all these features in my new scenarios (coming soon!).



Cool.


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BIGJOCKER
BIGJOCKER


Responsible
Supreme Hero
Forgotten but not Forsaken
posted May 05, 2005 02:06 PM

Can someone post a sample of the script,which would change blank artifacts specialities and names.... please

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted May 05, 2005 05:42 PM
Edited By: Vlaad on 5 May 2005

Fnord

Thanks !!!

Quote:
If you're trying to change the equip position of the blank sword, you have the wrong numbers. Check UN:A in the ERM help again. The value for "Position on body" (parameter 2) is 2, and for "Left hand" it's 5.

So it should be:

!#UN:A162/2/5;


It works now, of course. Next time please remind me not to type parameters by heart, but check the help files first.
Quote:

The checkbox choice by the player is stored in v100

Naturally! I wrote it myself in the script! So why did I mention flag 1?

Seriously though, I am too stupid to make this work:

Quote:
!#TM1:S1/1/1/2; [Day 1 timer for Blue player only]

!?TM1;
!!HE6&v100=1:C2/0/100/1; [Give Christian 100 Pikemen]
!!HE6&v100=2:C2/1/90/1; [Give Christian 100 Halberdiers]
!!HE6&v100=3:C2/2/70/1; [Give Christian 100 Archers]
!!HE6&v100=4:C2/3/50/1; [Give Christian 100 Marksmen]


You mean 100, 90, 70 or 50 respectively?

I had to modify your example for my map. Like I said, it's no good (aside from choice 1 - the first three lines give the player creatures, but other choices are ignored):

ZVSE
!#TM1:S1/1/1/1; Day 1 timer for red player only

give creature bonus
!?TM1;
!!HE-1&v100=1:C2/18/3/1;
!!HE-1&v100=1:C2/137/2/1;
!!HE-1&v100=1:C2/175/1/1;
!!HE-1&v100=2:C2/168/1/1;
!!HE-1&v100=3:C2/195/1/1;
!!HE-1&v100=3:C2/177/1/1;
!!HE-1&v100=4:C2/159/9/1;


New questions!

1) This is not possible, is it:

!!HE-1:N?v111;
!!HOv111:S;

I know !!HO: is not the same as !!HE:, but how can I disable interaction with the current hero?

2) Damn variables again! I just want to check if the artifact is equiped:

!!HE-1:A2/v33/1/1;
!!IF&v33=144:M^This doesn't work!^;

(I have no idea what I wrote myself! )

Comments

Quote:

I'm guessing that the new combo artifact is in a position other than one used by one of the artifacts that makes up the combo, right?

Right.

Quote:

That's pretty funny really. I haven't tried it yet myself but I remember someone else mentioned this not too long ago (or maybe it was even you in another thread).

Yeah, it was me, over at CH. I check out both forums daily but prefer this place...

Frankly, at CH there are dozens of people asking the WoG team for all kinds of impossible options, while I think there are too few quality threads.

In addition, only one or two maps were produced in the end (I enjoyed Vanadia's Freedom, though). Less talk, more rock!

On the other hand, we have spammers from Nepal...

Big Jocker

Here's one of mine (just place the new blank sword anywhere on the map):

ZVSE
!?OB5/162;
!!UNv998/v999/v1000; [Delete sword]
!!UN:Iv998/v999/v1000/5/162; [Place sword]
!!ARv998/v999/v1000:M^Scimitar of Second Strike

Gives +7 bonus on attack and defense and can be combined with other swords.^;
!?AE1&v998=162;
!!HE-1:Fd7/d0/d0/d0;
!?AE0&v998=162;
!!HE-1:Fd-7/d-0/d-0/d-0;
!#VRz430:S^{Scimitar of Second Strike}

Gives +7 bonus on attack skill and can be combined with other swords.^;
!#HT5/162:T430;
!#UN:A162/2/5;

If you like it, copy the text to Time Events in your map and set the day of first occurance to 600. Do not paste it from here because of BB codes (See that red smiley?). Instead, quote my reply and you will get the plain text format.

However, I still cannot get rid of that "This is BLANK artifact" line when players pick it up. Fnord...?

Joker, I strongly suggest you download a new map called
THUNK and check out scripted artifacts yourself. You can find it on MapHaven (the link is in the upper right corner of this page).


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fnord
fnord


Promising
Famous Hero
posted May 05, 2005 08:33 PM
Edited By: fnord on 5 May 2005

Quote:
Fnord

Thanks !!!




You're welcome.

Quote:

Quote:
!#TM1:S1/1/1/2; [Day 1 timer for Blue player only]

!?TM1;
!!HE6&v100=1:C2/0/100/1; [Give Christian 100 Pikemen]
!!HE6&v100=2:C2/1/90/1; [Give Christian 100 Halberdiers]
!!HE6&v100=3:C2/2/70/1; [Give Christian 100 Archers]
!!HE6&v100=4:C2/3/50/1; [Give Christian 100 Marksmen]


You mean 100, 90, 70 or 50 respectively?



Err..right. I copy/pasted the lines and then changed parameters and comments but forgot to change the number in the comment part.

Quote:

I had to modify your example for my map. Like I said, it's no good (aside from choice 1 - the first three lines give the player creatures, but other choices are ignored):

ZVSE
!#TM1:S1/1/1/1; Day 1 timer for red player only

give creature bonus
!?TM1;
!!HE-1&v100=1:C2/18/3/1;
!!HE-1&v100=1:C2/137/2/1;
!!HE-1&v100=1:C2/175/1/1;
!!HE-1&v100=2:C2/168/1/1;
!!HE-1&v100=3:C2/195/1/1;
!!HE-1&v100=3:C2/177/1/1;
!!HE-1&v100=4:C2/159/9/1;




I don't know why it wouldn't work unless v100 is being changed by some other code somewhere. Perhaps if you posted the complete script (and make sure to disable other scripts for the test) it would become obvious. Unless there's some new internal ERM bug with the dialogue commands, but that seems a bit unlikely.

However, I'm not sure that !!HE-1 is really "safe" to use because "-1" means current hero and in a timer, there isn't necessarily a current hero. So even if it's working now with -1, it seems a bit risky to use.

Quote:

New questions!

1) This is not possible, is it:

!!HE-1:N?v111;
!!HOv111:S;

I know !!HO: is not the same as !!HE:, but how can I disable interaction with the current hero?



I think that may in fact work, but if it does, there's still the potential problem of timing. When do you need the hero disabled? After which trigger? And remember that the current hero may change so you may end up disabling multiple heroes if the trigger executes more than once.

Quote:

2) Damn variables again! I just want to check if the artifact is equiped:

!!HE-1:A2/v33/1/1;
!!IF&v33=144:M^This doesn't work!^;



Okay, try this:

!!HE-1:A2/v33/?v1/?v2;
!!IF:M^The hero has %V1 artifacts (type %V33) and %V2 equipped^;

Quote:

That's pretty funny really. I haven't tried it yet myself but I remember someone else mentioned this not too long ago (or maybe it was even you in another thread).

Yeah, it was me, over at CH. I check out both forums daily but prefer this place...

Frankly, at CH there are dozens of people asking the WoG team for all kinds of impossible options, while I think there are too few quality threads.

In addition, only one or two maps were produced in the end (I enjoyed Vanadia's Freedom, though). Less talk, more rock!

On the other hand, we have spammers from Nepal...



Well, there are a lot of threads and a lot of wishes for new features and I think people enjoy making wishes whether or not they ever appear, so...it's all good I guess.

Quote:

Big Jocker

Here's one of mine (just place the new blank sword anywhere on the map):

ZVSE
!?OB5/162;
!!UNv998/v999/v1000; [Delete sword]
!!UN:Iv998/v999/v1000/5/162; [Place sword]
!!ARv998/v999/v1000:M^Scimitar of Second Strike

Gives +7 bonus on attack and defense and can be combined with other swords.^;
!?AE1&v998=162;
!!HE-1:Fd7/d0/d0/d0;
!?AE0&v998=162;
!!HE-1:Fd-7/d-0/d-0/d-0;
!#VRz430:S^{Scimitar of Second Strike}

Gives +7 bonus on attack skill and can be combined with other swords.^;
!#HT5/162:T430;
!#UN:A162/2/5;

If you like it, copy the text to Time Events in your map and set the day of first occurance to 600. Do not paste it from here because of BB codes (See that red smiley?). Instead, quote my reply and you will get the plain text format.

However, I still cannot get rid of that "This is BLANK artifact" line when players pick it up. Fnord...?



That's very odd, because this line...

!!ARv998/v999/v1000:M^Scimitar of Second Strike

Gives +7 bonus on attack and defense and can be combined with other swords.^;

...should replace the default message completely for that artifact, so I'm not sure why it wouldn't be doing so.


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BIGJOCKER
BIGJOCKER


Responsible
Supreme Hero
Forgotten but not Forsaken
posted May 05, 2005 09:05 PM

Thank's Vlaad....i will see if i like it...and surely download the map....

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BIGJOCKER
BIGJOCKER


Responsible
Supreme Hero
Forgotten but not Forsaken
posted May 06, 2005 06:21 AM

I need more help :
1. Can anyone make a script which would change creature's casting spell. I mean if Ogre Magi now casts Bloodlust I want to change it to Fireshield...
2.again about blank artifacts.......is it posible to make a script which would make a blank artifact more special...I mean like other artifacts...like Angelic aliance,Armagedons Blade,and others which doesn't just give skils but also something more....

(I hope you understood me)

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted May 06, 2005 10:11 AM

Quote:

I don't know why it wouldn't work unless v100 is being changed by some other code somewhere. Perhaps if you posted the complete script (and make sure to disable other scripts for the test) it would become obvious. Unless there's some new internal ERM bug with the dialogue commands, but that seems a bit unlikely.

However, I'm not sure that !!HE-1 is really "safe" to use because "-1" means current hero and in a timer, there isn't necessarily a current hero. So even if it's working now with -1, it seems a bit risky to use.


Problem solved!

Nah, the v100 was not changed by other scripts (I checked "manually"). You were right about !!HE-1: ,though - the script worked fine, but gave the creature bonus to random heroes, mine and AI's alike. I realized that when my opponent attacked me with bonus creatures that AI couldn't hire anywhere.

Anyway, I checked the help files again and found this footnote:

The TM timer will not activate properly on the very first day when a map is played, so if you want ERM code (receivers) to do something on the very first day, it is better to link them to something else such as a local event or a day 1 general (timed) event.

I changed the trigger and now it works.


Quote:
!!HE-1:N?v111;
!!HOv111:S;

I think that may in fact work, but if it does, there's still the potential problem of timing. When do you need the hero disabled? After which trigger? And remember that the current hero may change so you may end up disabling multiple heroes if the trigger executes more than once.


Nah, there's only one hero.

But it doesn't work.

Quote:
Quote:
However, I still cannot get rid of that "This is BLANK artifact" line when players pick it up. Fnord...?



That's very odd, because this line...

!!ARv998/v999/v1000:M^Scimitar of Second Strike

Gives +7 bonus on attack and defense and can be combined with other swords.^;

...should replace the default message completely for that artifact, so I'm not sure why it wouldn't be doing so.

It does, but when I pick it up I still get : "Blank sword #162" or something below the picture.

By the way, I am also interested in your answers to BigJocker's questions.

P.S. While I was testing the map, I noticed the Sphinx cannot be reached from above (there's a similar problem with Star Axis). In addition, the head of the Sphinx is transparent so the player can see his hero standing behind the object. It looks odd and could be tricky for mapmakers.
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fnord
fnord


Promising
Famous Hero
posted May 07, 2005 09:05 PM

Quote:
I need more help :
1. Can anyone make a script which would change creature's casting spell. I mean if Ogre Magi now casts Bloodlust I want to change it to Fireshield...



A new command was made that should allow this, but on a battle by battle basis only (a script could be made to run every battle, however) but for some reason it only seems to be working for Commanders. Since it may be a bug in the ERM, it probably wouldn't be fixed until 3.59 unless I'm just doing something wrong in my tests.

Quote:

2.again about blank artifacts.......is it posible to make a script which would make a blank artifact more special...I mean like other artifacts...like Angelic aliance,Armagedons Blade,and others which doesn't just give skils but also something more....

(I hope you understood me)


Sure, you can give a blank artifact any ability that you can script, which means there's millions of possibilities (although some things aren't possible). This is mostly limited by the complexity of the script, how well you know scripting and how much time you want to spend writing a script to do what you want.


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fnord
fnord


Promising
Famous Hero
posted May 07, 2005 09:17 PM
Edited By: fnord on 7 May 2005

Quote:

Problem solved!

Nah, the v100 was not changed by other scripts (I checked "manually"). You were right about !!HE-1: ,though - the script worked fine, but gave the creature bonus to random heroes, mine and AI's alike. I realized that when my opponent attacked me with bonus creatures that AI couldn't hire anywhere.



Excellent!

Quote:

Anyway, I checked the help files again and found this footnote:

The TM timer will not activate properly on the very first day when a map is played, so if you want ERM code (receivers) to do something on the very first day, it is better to link them to something else such as a local event or a day 1 general (timed) event.

I changed the trigger and now it works.



I think the timer must have been working before or you wouldn't have had other heroes receiving creatures at all.

Anyway, that information is old and out of date (probably left in the help by accident) and this problem was fixed several WoG versions ago. Timers definitely do work on the very first day as I've used them quite often (in THUNK and many other places).


Quote:
!!HE-1:N?v111;
!!HOv111:S;

I think that may in fact work, but if it does, there's still the potential problem of timing. When do you need the hero disabled? After which trigger? And remember that the current hero may change so you may end up disabling multiple heroes if the trigger executes more than once.


Nah, there's only one hero.

But it doesn't work.



Okay, so what's the actual script you have (complete with trigger) and what exactly is happening?

For example, if you're trying to activate this when two heroes meet, it may be too late to stop the battle commencing.

Quote:
Quote:
However, I still cannot get rid of that "This is BLANK artifact" line when players pick it up. Fnord...?



That's very odd, because this line...

!!ARv998/v999/v1000:M^Scimitar of Second Strike

Gives +7 bonus on attack and defense and can be combined with other swords.^;

...should replace the default message completely for that artifact, so I'm not sure why it wouldn't be doing so.

It does, but when I pick it up I still get : "Blank sword #162" or something below the picture.



If it's below the picture, that's the artifact name you're referring to and can be changed with the UN:A9 command (you need to assign it a permanent z variable). Likewise, the UN:A10 command can be used (with another z variable) to change the artifact description.

Quote:

By the way, I am also interested in your answers to BigJocker's questions.



Okay, see above.

Quote:

P.S. While I was testing the map, I noticed the Sphinx cannot be reached from above (there's a similar problem with Star Axis).


I don't think this is anything specific to the Sphinx or Star Axis. As far as I know, this applies to all Heroes objects with yellow trigger squares with the exception of the ones that can be picked up or vanish from the map (resources, chests, artifacts, monsters, etc.). All others can only be visited from the left or right square or any of the bottom three squares.

Quote:

In addition, the head of the Sphinx is transparent so the player can see his hero standing behind the object. It looks odd and could be tricky for mapmakers.



I'm not quite sure what you mean here. You can normally see heroes when they move behind adventure map objects. In what way is it different with the Sphinx?


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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted May 07, 2005 11:44 PM

Quote:
Quote:
!!HE-1:N?v111;
!!HOv111:S;


Okay, so what's the actual script you have (complete with trigger) and what exactly is happening?

For example, if you're trying to activate this when two heroes meet, it may be too late to stop the battle commencing.

Nah, I am trying to simulate Stealth, one of my favourite Heroes 3 features. I had hoped to give it to the hero with the Invisible Cloak, but I ended up using the simplest !?OB trigger. Not much to write home about, I'm afraid:

!!IF&-5:Q1/9/4/1^{Stealth}

This skill will hide you from the King's scouts, but will not work against the infravision of the Dark Elves.^; display if flag 5 is false
!!IF:V5/1;  set flag 5 to 1 (true)

the flag was set before; this works fine

!HE-1:N?v111;
!!HOv111:S;

This doesn't work, and I cannot think of any other way - other !!HO: options are no good; I even thought about list of curses, but it's rather limited...

The idea was to allow the human player to safely trespass a part of map controlled by strong AI forces, namely by "the King". I know his #, but it doesn't help much, does it?

Right now, I can't come up with anything else but this:

!!HE144:K;
kill the king

Quote:

I don't think this is anything specific to the Sphinx or Star Axis. As far as I know, this applies to all Heroes objects with yellow trigger squares with the exception of the ones that can be picked up or vanish from the map (resources, chests, artifacts, monsters, etc.). All others can only be visited from the left or right square or any of the bottom three squares.

You are right, of course.

I wanted to make the player visit the Sphinx and the easiest way was to place one in a bottleneck. Otherwise I wouldn't have noticed that in the first place.

Quote:
I'm not quite sure what you mean here. You can normally see heroes when they move behind adventure map objects. In what way is it different with the Sphinx?

You are right again. I guess I've never paid attention.
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fnord
fnord


Promising
Famous Hero
posted May 08, 2005 12:11 AM

Quote:
Quote:
Quote:
!!HE-1:N?v111;
!!HOv111:S;


Okay, so what's the actual script you have (complete with trigger) and what exactly is happening?

For example, if you're trying to activate this when two heroes meet, it may be too late to stop the battle commencing.

Nah, I am trying to simulate Stealth, one of my favourite Heroes 3 features. I had hoped to give it to the hero with the Invisible Cloak, but I ended up using the simplest !?OB trigger. Not much to write home about, I'm afraid:
</quote>

Okay, but I'm still not sure exactly how it's supposed to activate. Could you write the exact syntax of the !?OB trigger you're using?

Quote:

!!IF&-5:Q1/9/4/1^{Stealth}

This skill will hide you from the King's scouts, but will not work against the infravision of the Dark Elves.^; display if flag 5 is false
!!IF:V5/1;  set flag 5 to 1 (true)

the flag was set before; this works fine



Okay.

Quote:

!HE-1:N?v111;
!!HOv111:S;

This doesn't work, and I cannot think of any other way - other !!HO: options are no good; I even thought about list of curses, but it's rather limited...



I ran a test on a test map and this works just fine (although you only have one ! in your first line so if you have the same in your real code, that could be the problem).


Quote:

The idea was to allow the human player to safely trespass a part of map controlled by strong AI forces, namely by "the King". I know his #, but it doesn't help much, does it?



According to my test it should work perfectly although I'm not sure exactly how/when you're triggering the code.

Quote:

Right now, I can't come up with anything else but this:

!!HE144:K;
kill the king



A tad extreme.  Another way you could do it if you wanted is to set the king's patrol radius through ERM, but the HO command does seem to work.


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fnord
fnord


Promising
Famous Hero
posted May 08, 2005 12:15 AM

Quote:
Quote:
Quote:
!!HE-1:N?v111;
!!HOv111:S;


Okay, so what's the actual script you have (complete with trigger) and what exactly is happening?

For example, if you're trying to activate this when two heroes meet, it may be too late to stop the battle commencing.

Nah, I am trying to simulate Stealth, one of my favourite Heroes 3 features. I had hoped to give it to the hero with the Invisible Cloak, but I ended up using the simplest !?OB trigger. Not much to write home about, I'm afraid:
</quote>

Okay, but I'm still not sure exactly how it's supposed to activate. Could you write the exact syntax of the !?OB trigger you're using?

Quote:

!!IF&-5:Q1/9/4/1^{Stealth}

This skill will hide you from the King's scouts, but will not work against the infravision of the Dark Elves.^; display if flag 5 is false
!!IF:V5/1;  set flag 5 to 1 (true)

the flag was set before; this works fine



Okay.

Quote:

!HE-1:N?v111;
!!HOv111:S;

This doesn't work, and I cannot think of any other way - other !!HO: options are no good; I even thought about list of curses, but it's rather limited...



I ran a test on a test map and this works just fine (although you only have one ! in your first line so if you have the same in your real code, that could be the problem).


Quote:

The idea was to allow the human player to safely trespass a part of map controlled by strong AI forces, namely by "the King". I know his #, but it doesn't help much, does it?



According to my test it should work perfectly although I'm not sure exactly how/when you're triggering the code.

Quote:

Right now, I can't come up with anything else but this:

!!HE144:K;
kill the king



A tad extreme.  Another way you could do it if you wanted is to set the king's patrol radius through ERM, but the HO command does seem to work.


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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted May 08, 2005 08:33 AM

Quote:
Okay, but I'm still not sure exactly how it's supposed to activate. Could you write the exact syntax of the !?OB trigger you're using?

Does it matter? I think it's something as simple as !?OB10/10/0;

Quote:
I ran a test on a test map and this works just fine (although you only have one ! in your first line so if you have the same in your real code, that could be the problem).

Nah, it's a typo when I did copy/paste to reply.

Good news, though!

Quote:
Another way you could do it if you wanted is to set the king's patrol radius through ERM, but the HO command does seem to work.

I forgot about that! If I cannot get !!OH to work myself, I'll send the AI hero to his castle and control his movement.

Again, thank you for your time!
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fnord
fnord


Promising
Famous Hero
posted May 08, 2005 09:56 AM

Quote:
Quote:
Okay, but I'm still not sure exactly how it's supposed to activate. Could you write the exact syntax of the !?OB trigger you're using?

Does it matter? I think it's something as simple as !?OB10/10/0;




Okay, then you might want to double check all your code and double check that the object coordinates are correct, etc. In my test map, I tested with several heroes and used a Magic Well as the trigger to disable visiting. I used the same code you did in your previous message and the AI heroes were unable to attack any of my heroes that had visited the well (and thus activate the script). They'd move next to them but couldn't attack.


Quote:
I ran a test on a test map and this works just fine (although you only have one ! in your first line so if you have the same in your real code, that could be the problem).

Nah, it's a typo when I did copy/paste to reply.

Good news, though!



Yes, I assure you that it definitely works but you might want to make a test map yourself to verify it and then figure out why it's not working in your actual map.

Quote:
Another way you could do it if you wanted is to set the king's patrol radius through ERM, but the HO command does seem to work.

I forgot about that! If I cannot get !!OH to work myself, I'll send the AI hero to his castle and control his movement.

Again, thank you for your time!


You're welcome. Even just setting patrol radius to 0 at that point (without returning the hero to his castle) could work. You could probably even get fancy and check the player hero's location and restore movement when the hero is out of range..but that requires some formula's for calculating range and hero movement triggers etc. so might be too much of a hassle.

BTW, the full AI movement control doesn't always work as well as it should (AI receiver). I tried to use it in THUNK to control the THUNK and it didn't work. But the standard patrol radius works fine.


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BIGJOCKER
BIGJOCKER


Responsible
Supreme Hero
Forgotten but not Forsaken
posted May 08, 2005 10:28 AM

Quote:

A new command was made that should allow this, but on a battle by battle basis only (a script could be made to run every battle, however) but for some reason it only seems to be working for Commanders. Since it may be a bug in the ERM, it probably wouldn't be fixed until 3.59 unless I'm just doing something wrong in my tests.



Let me know if you will make it...


Quote:

Sure, you can give a blank artifact any ability that you can script, which means there's millions of possibilities (although some things aren't possible). This is mostly limited by the complexity of the script, how well you know scripting and how much time you want to spend writing a script to do what you want.




can you make a scrip for me,which would give any ability for the blank artifact...because i need a sample..thanks

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BIGJOCKER
BIGJOCKER


Responsible
Supreme Hero
Forgotten but not Forsaken
posted May 08, 2005 10:31 AM

Quote:

A new command was made that should allow this, but on a battle by battle basis only (a script could be made to run every battle, however) but for some reason it only seems to be working for Commanders. Since it may be a bug in the ERM, it probably wouldn't be fixed until 3.59 unless I'm just doing something wrong in my tests.



Let me know if you will make it...


Quote:

Sure, you can give a blank artifact any ability that you can script, which means there's millions of possibilities (although some things aren't possible). This is mostly limited by the complexity of the script, how well you know scripting and how much time you want to spend writing a script to do what you want.




can you make a scrip for me,which would give any ability for the blank artifact...because i need a sample..thanks

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BIGJOCKER
BIGJOCKER


Responsible
Supreme Hero
Forgotten but not Forsaken
posted May 08, 2005 10:31 AM

Quote:


A new command was made that should allow this, but on a battle by battle basis only (a script could be made to run every battle, however) but for some reason it only seems to be working for Commanders. Since it may be a bug in the ERM, it probably wouldn't be fixed until 3.59 unless I'm just doing something wrong in my tests.




Let me know if you will make it...


Quote:


Sure, you can give a blank artifact any ability that you can script, which means there's millions of possibilities (although some things aren't possible). This is mostly limited by the complexity of the script, how well you know scripting and how much time you want to spend writing a script to do what you want.




can you make a scrip for me,which would give any ability for the blank artifact...because i need a sample..thanks

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