[H5 EDITOR] Troubleshooting topic

Maps and the art of mapmaking.
Urostoki
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Unread postby Urostoki » 03 Apr 2010, 12:36

Thanks you for your answers rdeford but i'm sorry, i did not understand. 8|

I understood that I must use "RemoveObject (barrierTrees")".

But I have no idea how to write the script in the sense that if the dragons are dead, trees are removed.

Can you explain in detail so that I understand the logic of writing scripts ?

And nobody can explain how to set up random creatures to be linked to the same faction of the player? :S

Thank you very much. :)

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Corlagon
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Unread postby Corlagon » 03 Apr 2010, 15:08

Well, I've investigated to no avail, so I'll repost here.

I have a few custom .ogg files, and desperately need them to play during certain battles in place of the normal old battle music. It doesn't matter how this is accomplished - scripting, a custom arena, whatever it takes. As long as the original music is overrided in these pivotal fights. But I'm out of ideas.

Please help me out with getting this to work - it'd be a real shame if I can't have these custom tracks play during certain fights. They really define the atmosphere in a way the old music can't.

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rdeford
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Unread postby rdeford » 03 Apr 2010, 16:41

Urostoki wrote:Thanks you for your answers rdeford but i'm sorry, i did not understand. 8|

I understood that I must use "RemoveObject (barrierTrees")".

But I have no idea how to write the script in the sense that if the dragons are dead, trees are removed.

Can you explain in detail so that I understand the logic of writing scripts ?

And nobody can explain how to set up random creatures to be linked to the same faction of the player? :S

Thank you very much. :)
Basically, you must write some code that uses conditional expressions to control the timing of the the removal. However, telling you how to do this coding is too big a topic for forum messages. So, if you are really serious about doing it, begin by downloading a copy of

The Basics of Heroes V Scripting ver. 2.0 for H5, HOF, & ToTE

from: https://www.celestialheavens.com/567

Then, spend a weekend reading this document. You will find that this guide contains the information on how to do what you desire. However, H5 scripting is a form of computer programming. If you are new to programming, it will be a little difficult to grasp the concepts. Just stick with it. I believe that you can do it, especially if you look at plenty of examples as I describe in the next paragraph.

Next, look at the scripting in maps written by others. Good authors to look at are, Grumpy Old Wizard, Franzy, me, and several others. One approach is to play a few scripted maps until you find one that does some conditional event control that is similar to what you wish to do, then go look into the script and see how it was done.

For example, the example I gave you my previous message came from my own working map, The Virgin of Ponce I. Look at the script for this map after you have read the Guide, and you will see how I controlled the timing of the tree removal with a few IF statements.
rdeford, Mage Of Soquim

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living and letting live, is the simple basis for it all."

Ernest Holmes 1984

Urostoki
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Unread postby Urostoki » 05 Apr 2010, 07:20

@ rdeford

Well you're right, I am a beginner in programming. And scripting in H5 is Chinese for me (I already have difficulty with English, so the Chinese ....). :??

I'll try to understand by looking at maps, but I fear that I am quickly discouraged. My goal was to convert the map Powerspot of H4, and it has a lot of script, including the creatures associated with the faction of the player.

Finally, I express the wish that if there is an upcoming Heroes, as it is seen to get a map editor like the H4. Because it makes no sense that the players must have 2 years of programming study to successfully develop complex maps. :disagree:

In any case, Franzy and rdeford, I want to thank you and "Bonne continuation" in French. ;)

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rdeford
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Unread postby rdeford » 05 Apr 2010, 16:04

Urostoki wrote: .... Finally, I express the wish that if there is an upcoming Heroes, as it is seen to get a map editor like the H4. Because it makes no sense that the players must have 2 years of programming study to successfully develop complex maps.
You are not the only only one to express this wish. Let us hope that The Gods Of Commerce are listening to the multitudes and there will be a H6 and that its editor will be all you desire. H5 was a commercial success, but I believe that it would have been at least five times that success if the editor had allowed all the good players out there to easily create the good fan-made maps that have made the previous HOMM versions endure for all these years. Ubisoft just didn't understand the role that the editor played in the franchise's success.
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living and letting live, is the simple basis for it all."

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bkknight2602
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Language

Unread postby bkknight2602 » 06 Jul 2010, 00:31

What language does the script editor follow? While prowling around, I thought I stumbled on that answer, but can not find it again.
I've tried some code, but haven't gotten all the syntax correct in my tries.

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Unread postby bkknight2602 » 06 Jul 2010, 00:49

alavris wrote:
Bandobras Took wrote:
Pitsu wrote: Should work. I would double check that the "TestScript" function itself is correct. And the syntax everywhere...
Hmmm . . . can someone provide an example of a function that works when capturing a town so I can compare?
I can try. Firstly open object properties tree (of the town which will be captured). To do this, mark by the cursor the town on the map. When it's red, press CTRL+SPACE. Now, add name of the town in this tree. It's important to do it here, because done in town properties window will not work. Now in map properties window paste the example code:

Code: Select all

function fun1()
	MessageBox("Maps/Multiplayer/Alavris 1/wiad1.txt");
end;

Trigger(OBJECT_CAPTURE_TRIGGER, "TestTown", "fun1");
It's all simple, but the trap is when we have to name the town. Remember to do it in right place.
.
Is there a way to list the names of all the towns of a map in the cheat console?

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rdeford
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Re: Language

Unread postby rdeford » 06 Jul 2010, 14:35

bkknight2602 wrote:What language does the script editor follow? While prowling around, I thought I stumbled on that answer, but can not find it again.
I've tried some code, but haven't gotten all the syntax correct in my tries.
The language is LUA.

Go to: https://www.celestialheavens.com/567

Download this guide to learn the syntax:

The Basics of Heroes V Scripting ver. 2.01 for H5, HOF, & ToTE
rdeford, Mage Of Soquim

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living and letting live, is the simple basis for it all."

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bkknight2602
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Unread postby bkknight2602 » 09 Jul 2010, 02:39

On a test map there is a necro town to capture. The name of the town was town1 in two places the name and the NameFileRef. After capture there was an error in the console:
last token read: 'transform' at line 1 in string "DoScript scripts"

Any suggestions?

Function transform(townname)
TransformTown(townname, TOWN_HEAVEN);
end;
Function town1capture()
transform("town1");
end;
Trigger(OBJECT_CAPTURE_TRIGGER, "town1", "town1capture");

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Unread postby rdeford » 09 Jul 2010, 03:28

@ kbknight2602

I haven't worked with the H5 editor and scripting for a couple of years, but, as I recall, the name of any object you are going to refer to in your scripts has to be a "script name." Open the object panel to see a list of object properties in the editor and select the town. Among the properties displayed for the town, I believe that there is a field for Name and the name (town1) goes there. If you've already done this, then I am not sure what to do now. There are topics in the CH forum for the H5 editor and the transform function has been discussed a lot.
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living and letting live, is the simple basis for it all."

Ernest Holmes 1984

bkknight2602
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Unread postby bkknight2602 » 09 Jul 2010, 13:47

Bummer as the code was from page 6 of the document.

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rdeford
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Unread postby rdeford » 10 Jul 2010, 00:39

OK -- I just took a look at the Scripting Guide and some of my notes from the old days. The problem with your code, I THINK, is that the TransformTown() function takes a numeric value the town type argument. Here is example code from the Scripting Guide:

Code: Select all

function transform(townname)

  local towntype  =  5; 

  TransformTown(townname, towntype); 

end; 
-- townname and towntype are both variables. The value of the first is defined when the function is called up. The value of the second was set to 5 right before.

As far as I know, the list below gives the valid numeric values for the town type.

@TransformTown("Town",0) - invalid town type #0
@TransformTown("Town",1) - invalid town type #1
@TransformTown("Town",2) - invalid town type #2
@TransformTown("Town",3) ->Haven
@TransformTown("Town",4) ->Sylvan
@TransformTown("Town",5) ->Academy
@TransformTown("Town",6) ->Dungeon
@TransformTown("Town",7) ->Necropolis
@TransformTown("Town",8) ->Inferno
@TransformTown("Town",9) ->Fortress

The weird format for this list is because I originally copied it from a game file. As you can see, the value of 5 used in the example results in transforming the town into an Academy.

I have not fired up the editor and tested any of this, but I think it will help you.
rdeford, Mage Of Soquim

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living and letting live, is the simple basis for it all."

Ernest Holmes 1984

bkknight2602
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Unread postby bkknight2602 » 10 Jul 2010, 17:16

Tried that, but got an error message in the console:
Script error "=" expected
last token read line 1 in string "DoScript script"

Line 1 being:
Function transform(townname)

Also inserted town1capture in the capture script box.
I'm, going to try Function transform() and put townname=="town1") in the town1capture function. May not work but anything is worth a try at this point.

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Unread postby bkknight2602 » 10 Jul 2010, 17:31

That didn't work BUT what did work was to change the first letter of function from a capital to a lower case on both functions.
The "=" expected finally sunk in, but thanks for your suggestions.
On to the next bit of learning code.

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Unread postby Franzy » 12 Jul 2010, 03:44

The coe should look like this:

Code: Select all

function town1capture(townname)
TransformTown(townname, TOWN_HEAVEN);	
end;
Trigger(OBJECT_CAPTURE_TRIGGER, "town1", "town1capture");
P.S. NameFileRef field is an obsolete one, no need to fill it ever.
bkknight2602 wrote:On a test map there is a necro town to capture. The name of the town was town1 in two places the name and the NameFileRef. After capture there was an error in the console:
last token read: 'transform' at line 1 in string "DoScript scripts"

Any suggestions?

Function transform(townname)
TransformTown(townname, TOWN_HEAVEN);
end;
Function town1capture()
transform("town1");
end;
Trigger(OBJECT_CAPTURE_TRIGGER, "town1", "town1capture");

Emore
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Unread postby Emore » 16 Jul 2010, 06:44

I am new to the forum, and new to forums in general. I have recently took to scripting and finding it fun and challenging. I am hoping to get some help with a function by which a random encounter is generated. I am having trouble because i cannot seem to find a way to add a variable inside a "for i = 1,(random) do" statement. Something about not being able to index a number?

The idea is, i can get from 2 - 5 different creatures of random type, with random numbers for each group. I gave up on trying to have this sort of encounter triggered in multiple regions. I don't know how to assign a trigger in such a way. However, I have succeeded in getting this idea done through very, very long, repeating functions (some 360 lines).

Trying to be short has made this a long post. Here is a little piece that will show better what i mean:

function thingone()
witchwood();
end;
Trigger(OBJECT_TOUCH_TRIGGER,"thing1","thingone")

function thingtwo()
witchwood();
end;
Trigger(OBJECT_TOUCH_TRIGGER,"thing2","thingtwo")

this goes on to cover a total of 15 'things'

These trigger this (among other things):

function witchwood()
if GetCurrentPlayer() == PLAYER_1 then
heroesInRegion = GetObjectsInRegion("WitchWood", OBJECT_HERO);
hh = heroesInRegion[0];
local b = random(12) + 1;
if b <= 2 then
local ran = random(2) + 1;
local g1 = random(10) + 10;
local g2 = random(10) + 10;
local g3 = random(10) + 10;
ShowFlyingSign("bla",hh, 1, 3);
sleep(8);
StartCombat(hh,nil,3,43,(ran*g1),44,(ran*g2),145,(ran*g3),nil,"");
else if b == 3 then

and so on. Where creatures are 43, 44, etc. i would rather a variable. Also, where there are 3 set groups, i would rather a variable (2 -5).

I have many other questions, but this is the one that got me to sign up on these forums. Thanks for your time in advance.

Franzy
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Unread postby Franzy » 16 Jul 2010, 17:44

Err, why don't you first randomize number of stacks, thand start a cycle to create appropriate number of troops for each stack?

Also, no need to use GetObjectsInRegion. You can pass heroname as a parameter for OBJECT_TOUCH_TRIGGER hadler. Like this:

function thingone(hh,obj)
--hh holds hero name touching the object, obj - object name.
end;

Trigger(OBJECT_TOUCH_TRIGGER,"thing1","thingone")

Emore
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Unread postby Emore » 16 Jul 2010, 19:15

I am not completely sure i understand. The touch trigger i use is for 15 different named objects within the region. treasure, bones, witch huts, etc.
An encounter happens randomly when any of those items is touched, or the region is entered, or whenever a new day dawns with a hero is inside the region.

If an encounter is created, then I need to come up with all the random elements that define it specificly. They are not named stacks present on the map at all. So, i came up with several functions that handle different aspects of the encounter. One for the main order of events, five seperate long winded functions for the five possible groups, another that starts the combat. I would show what im doing but I dont know how i could, with such a massive series of functions.

I could cut down on the script by hundreds of lines if i knew more, i think.

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Unread postby Franzy » 17 Jul 2010, 06:37

Well, if so it's ok, I guess.

Emore
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Unread postby Emore » 17 Jul 2010, 07:50

I have another question. How can I obtain a list of special effects and sound effects? The two special effects and one sound effect that I have I got from reading this board. If it is in one of the .pak files, what do I need to have in order to open those files?

Hoping I can get some help on my previous question. I know there are some awesome script writers out there who would find my problem childs play. The things I've seen posted here are so complex, I get lost in them.


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