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Ваши вопросы по ERM-скриптам
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gamecreator Offline

Posts: 7107
Post: #1651

хм, думал все знают. в Data\s конечно. туда, где остальные скрипты лежат.


When all gods have burnt to ashes in eternity of sorrow,
Demons gonna tear your soul because there is no tomorrow.
13.08.2011 00:23
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Tektronix Offline

Posts: 12
Post: #1652

(13.08.2011 00:23)gamecreator Wrote:  хм, думал все знают. в Data\s конечно. туда, где остальные скрипты лежат.

Ага, заработало!! Спасибо)))
13.08.2011 00:48
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Valery Offline

Posts: 2196
Post: #1653

Some asked me for a battle script:
"a siege battle where the walls cannot be destroyed without the player lighting a bomb of some sorts directly under the castle."

I added some personal touch by changing the cursor to the "bomb", but I have one glitch: the next stack moving after the catapult triggers the same message "bomb could not be neutralized" if player did not correctly place the bomb on the keep tower. Only the next stack.


The second glitch comes from the fact that I don't know how to check if walls were destroyed, so sometimes earthquake is casted a few more times than necessary. Other times is ok.

Is any of two problems solvable, please? He has not ERA, so no possible access to FU77006. Must be 3.58. But if there is solution in ERA only, I probably can convince him to upgrade.
(This post was last modified: 13.08.2011 13:24 by Valery.)
13.08.2011 12:56
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Berserker Offline
Administrators

Posts: 16657
Post: #1654

Before: !!FU&y1<>254:E; *exit
Add: !!IF&y1<>254:V472/0.

Still don't know how to solve walls problem.


Скачать Герои 3 Эра и всё, что с ней связано / ERA 2.46f для старых модов
Поддержать проект
13.08.2011 17:33
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Valery Offline

Posts: 2196
Post: #1655

Thanks a lot, I don't know how I could forget that flag. 132

It is strange that sometimes 3 earthquakes destroy all walls, and next time it needs 9.

Within test, it looks like the upper tower is considered slot 28 if defender and all slots on. Checking his health with BM28:H?y1 gives 100. I configured the earth quakes to cast as long as y1>0 but does not work. The test messages gives me the health of slot 28 still 100, after it was destroyed.
(This post was last modified: 13.08.2011 19:03 by Valery.)
13.08.2011 17:55
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Tektronix Offline

Posts: 12
Post: #1656

I have one small problem. I need to check subclass of garrison with coordinates y-1; y-2; y-3

So, I do:

!!OBy-3/y-4/y-5:T?v131;[take class]
!!OBy-3/y-4/y-5:U?v132;[take subclass]

But it works only if there is no hero in garrison. If there is a hero I have v131=34, v132=0;

How to deal with it?
14.08.2011 20:00
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Sav Offline

Posts: 2180
Post: #1657

I think, you should teleport that hero to 0/0/0, chech the garnisson sybtype and teleport the hero back.

P. S. I can't understand: do you speak Russian oder English? Sm
(This post was last modified: 14.08.2011 20:07 by Sav.)
14.08.2011 20:05
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Tektronix Offline

Posts: 12
Post: #1658

(14.08.2011 20:05)Sav Wrote:  I think, you should teleport that hero to 0/0/0, chech the garnisson sybtype and teleport the hero back.

P. S. I can't understand: do you speak Russian oder English? Sm

Спасибо, заработало!

А на каком языке тут предпочтительно надо писать? Мене без разницыSm
14.08.2011 20:44
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Sav Offline

Posts: 2180
Post: #1659

Ну, тут всё-таки русский раздел. Sm Полагаю, что здесь писать на русском всё же предпочительнее.
14.08.2011 21:05
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Valery Offline

Posts: 2196
Post: #1660

If I add additional keymaster tents, color borders, what would be a good idea to make AI use them properly? Type/Subtype? Script squares around? Make the color border passable if corresponding tent was visited by AI? Please submit your ideas, thanks.
15.08.2011 18:43
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gamecreator Offline

Posts: 7107
Post: #1661

i think, you will need to work with AI destination points (!!AI). i don't know how AI makes choice about visiting or not visiting original tents, but such information may provide solution for your task.


When all gods have burnt to ashes in eternity of sorrow,
Demons gonna tear your soul because there is no tomorrow.
15.08.2011 20:26
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Valery Offline

Posts: 2196
Post: #1662

It is not difficult to make AI visit the tents (change to pyramid type) but to make him pass the corresponding borders. Some thing may be achieved by changing the passability around, will see.
15.08.2011 21:17
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Tektronix Offline

Posts: 12
Post: #1663

Всем привет!
У меня созрела ещё пара вопросов...
Я решил модифицировать существ с индексами 183-191(это которые коммандиры) и столкнулся с некоторыми проблемами:

1. Комманда MA:X#/$; работает, но не добавляет описания способностей существа. Можно как-то так сделать, чтобы было написано под существом, какими способностями оно обладает?

2. Для существ 183-191 я не могу открыть экран опыта, если захожу через героя (двойной щелчок по существу в окне героя, затем правый клик по картинке существа). Но могу зайти в окно с опытом во время битвы. Можно ли это как-то исправить?

3. При атаке существ 183-191 включается анимация алебардщика. Вобщем, проблема небольшая, но всё же...
17.08.2011 02:39
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etoprostoya Offline

Posts: 1809
Post: #1664

1-2) Для командиров есть свои команды (!!CO).
3) Просто нет кадра атаки на командира (в AVWATTAK.DEF), так как не предполагалось ставить его на карту
17.08.2011 11:03
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feanor Offline

Posts: 624
Post: #1665

Напоминаю, что 183-191 - это не "ненужные" копии командиров, а командиры атакованного героя. Поэтому замена их на левых существ может привести к коллизиям.
17.08.2011 12:05
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