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» Map woes
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Cavorite Offline

Posts: 14
Post: #1

I am a map maker and have made several maps with my own scrips. I have a map that I have done and everything works fine except when I save the game and then load it in. When loaded, it appears that only WOG instructions work. No other scrips work at all. Can anyone please help me? This map is the last map of a real nice 5 map campaign.

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09.03.2016 19:28
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Algor Offline
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Posts: 2279
Post: #2

Post here erm-part in


09.03.2016 22:09
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Valery Offline

Posts: 1772
Post: #3

Campaigns won't work in era 2 yet, is not a matter of script. Hopefully 2.55 will have campaign support I hope.


All my WoG scenarios
09.03.2016 23:59
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Cavorite Offline

Posts: 14
Post: #4

(09.03.2016 22:09)Algor Wrote:  Post here erm-part in

I'm not sure what your asking? Please define.

I have several scripts like this one that do not work after a save game is loaded.
------------------------------------------------------
ZVSE

!#VRz183:S^Guard Hut^; *** Hint text
!#HT40/51:Tz183; *** set hint text for all objects
!#OB68/9/1:S; *** disable for all
!#OB68/9/1:E7; *** enable for pink


!?OB68/9/1; *** Object trigger

!!HE-1:N?v61; *** hero # in v61

!!IF:M^I can only let {Gunnar} pass this Guard Hut.^;

!!UN&v61=85:O68/9/1; *** delete Guard Hut if Gunnar
!!OB68/9/1&v61=85:B; *** remove hint text
-----------------------------------------------------------------

The instructions work and the objects have the correct hint texts and mouse over in the game, but the object trigger does not operate and the object acts as if it wern't there on the map.

The version I'm using is:
When I do a
!#UN:V?v5/?v6;

v5= 358 v6=0
(This post was last modified: 10.03.2016 08:19 by Cavorite.)
10.03.2016 07:47
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Cavorite Offline

Posts: 14
Post: #5

(09.03.2016 22:09)Algor Wrote:  Post here erm-part in

I'm not sure what you are asking? One of the scripts is above. After loading a game, the map is no longer WOGIFIED.
(This post was last modified: 13.03.2016 21:29 by Cavorite.)
13.03.2016 21:28
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gamecreator Offline
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Post: #6

(10.03.2016 07:47)Cavorite Wrote:  When I do a
!#UN:V?v5/?v6;
v5= 358 v6=0
AFAIK this is impossible in vanilla WoG. What is it patched with?


When all gods have burnt to ashes in eternity of sorrow,
Demons gonna tear your soul because there is no tomorrow.
13.03.2016 22:21
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Cavorite Offline

Posts: 14
Post: #7

(13.03.2016 22:21)gamecreator Wrote:  
(10.03.2016 07:47)Cavorite Wrote:  When I do a
!#UN:V?v5/?v6;
v5= 358 v6=0
AFAIK this is impossible in vanilla WoG. What is it patched with?

As far as I know it is not patched with any outside programs. Just
allinon1
and New_objects_ver_1_09.rar
I have Era 2.4 but I never use it and don't really know what the difference is?

The ERM help menu that explains the sentax of the commands says this at the top:
for WoG v3.58f and ERA, explaining ERM - Event Related Model v2.8.1

This is from the ERM help file: Under the UN: command

V ?$1/ ?$2; Gets the version of WoG and ERM being used.
    $1 version of WoG
    $2 version of ERM

Comments:
   You can only get or check but not set the values:
   e.g., !!UN:V?i/?j;

Recommendation:
Use the instruction !#UN:V to check version and then display a message for the player at the start of the map that they have an older version of the Add-on (if they do). This is better then them getting half way through the map before finding out they can't finish it.

The values returned are: 359/300 for ERA and TE, 358/281 for WoG 3.58f
(This post was last modified: 18.03.2016 06:51 by Cavorite.)
18.03.2016 06:31
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gamecreator Offline
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Post: #8

(18.03.2016 06:31)Cavorite Wrote:  This is from the ERM help file: Under the UN: command
I know that.
And in WoG source UN:V returns a fixed number. It is literally impossible for it to be anything other than its original value. Which is not 0, according to your quote of ERM help.


When all gods have burnt to ashes in eternity of sorrow,
Demons gonna tear your soul because there is no tomorrow.
18.03.2016 14:31
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Cavorite Offline

Posts: 14
Post: #9

(18.03.2016 14:31)gamecreator Wrote:  
(18.03.2016 06:31)Cavorite Wrote:  This is from the ERM help file: Under the UN: command
I know that.
And in WoG source UN:V returns a fixed number. It is literally impossible for it to be anything other than its original value. Which is not 0, according to your quote of ERM help.

I put this code in my map just so I could tell you what ver I was using. Neever the less this is what is returned from this command. I am willing to offer you the map and you can see for yourself.

PLEAS!

I dont't know whats going on. Thats why I need your help!
(This post was last modified: 19.03.2016 08:37 by Cavorite.)
19.03.2016 08:34
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gamecreator Offline
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Post: #10

So far you haven't provided any info whatsoever except UN:V output and a short script. I'm just working with what you gave me.
Now you are saying that you will show the map. You should have done it from the start.


When all gods have burnt to ashes in eternity of sorrow,
Demons gonna tear your soul because there is no tomorrow.
19.03.2016 11:27
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Valery Offline

Posts: 1772
Post: #11

From what he relates -scripts work then stop working when reload game, it looks to me he has same problem as Era 2 when trying campaigns. It was fixed in 2.55 but isn't yet released because a sudden "phantom dispel" bug in battles vs AI. All applied spells duration become 1 round.


All my WoG scenarios
(This post was last modified: 19.03.2016 16:37 by Valery.)
19.03.2016 16:36
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gamecreator Offline
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Post: #12

Hm, somehow overlooked him mentioning it's a campaign. Then you are right, it's a know bug.


When all gods have burnt to ashes in eternity of sorrow,
Demons gonna tear your soul because there is no tomorrow.
19.03.2016 17:53
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Cavorite Offline

Posts: 14
Post: #13

(19.03.2016 17:53)gamecreator Wrote:  Hm, somehow overlooked him mentioning it's a campaign. Then you are right, it's a know bug.

I know this map is part of a campaign BUT I am testing this map as a single map. How can I give you the map so you can see for yourself what is going on? I fixed an error and now it returns ERM= 281. The map still doesn't work after a load???

At the start I have a script that checks to see if the player has 8 heroes and replaces missing ones. After a load, the map says this script has wrong syntax and is skipped. I think it skipps all scripts except instructions. Script below:

(This post was last modified: 24.03.2016 20:12 by Cavorite.)
24.03.2016 19:15
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gamecreator Offline
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Post: #14

I see. You just don't know what !?GE does. Here is a quote from ERM help:
Quote:This is a "global" event with number #.
The # must be first in the Event text (the event title doesn't matter).
This number WON'T APPEAR later in message text in the game as long as it's used by a trigger.
Example:
Global event with text "1230There you are!" transforms to "There you are!" with number 1230.


When all gods have burnt to ashes in eternity of sorrow,
Demons gonna tear your soul because there is no tomorrow.
24.03.2016 23:04
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Cavorite Offline

Posts: 14
Post: #15

(24.03.2016 23:04)gamecreator Wrote:  I see. You just don't know what !?GE does. Here is a quote from ERM help:
Quote:This is a "global" event with number #.
The # must be first in the Event text (the event title doesn't matter).
This number WON'T APPEAR later in message text in the game as long as it's used by a trigger.
Example:
Global event with text "1230There you are!" transforms to "There you are!" with number 1230.

YES I understand that, and I do have an event with that # and it works fine until you load a game. The ERM help doesn't say that it won't work after loading a game!
26.03.2016 18:04
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