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Posts from NHF – new heroes for Heroes V 3.1.

4.9 (16 ratings)
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6 years ago
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Wow, if something like that had happened even five years ago, it would have been amazing...
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6 years ago
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you can't argue with that, but it's still better late than never) and I don't doubt that if you continue to develop the mod by adding a bunch of new ideas, it will attract a lot of attention again.

Added 1 hour 38 minutes ago
and what is the current state of the mod? is development frozen, or is someone still working on it?
In reply to Ment
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6 years ago
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Ment
Holy cow, if something like this had happened even five years ago, it would have been amazing...
If modders had figured out how to export models with new animations from Maya 2009 to Maya 6.0, 5-10 years ago, that would have been amazing too.
Gerter
Will this be used in a mod to greatly expand its capabilities? If so, I would like to participate in the development - I am proficient in both regular and combat scripts, and I have extensive experience working with them.
I'm not participating in the mod's development (although the hero from the alpha version was eventually brought back to life), but I highly doubt that will happen.
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6 years ago
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It’s a pity, of course. I would gladly work on a mod if it became relevant. Especially since I’ve already successfully added a hero with a combat ability to version 0.88…
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6 years ago
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I can contact Dyrman and ask him about this. In the worst-case scenario, we could continue without him, theoretically, but the quality would definitely suffer. He was a very skilled coder: his code was readable, easy to debug, and well-structured...
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6 years ago
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Hmm, on the contrary, transliteration seems completely unreadable to me. And it's definitely worth finding out Dyrman's opinion on such an important matter!
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6 years ago
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Comrades, if you have a desire to join our team, then I and the esteemed comrade **Dyrman** will be happy to welcome you!
6 years ago
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The news about the possibility of using combat scripts in multiplayer sounds promising, but it still needs to be checked whether the patch will work with version 3.1.
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6 years ago
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I was using version 3.1 and tested it; everything works.
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6 years ago
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There's an unresolved bug that will make it difficult to use combat scripts in online multiplayer: the script will run twice in a player-versus-player battle. There are ideas on how to fix this, but Dreadnaut will need to help with modifying the patch.
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6 years ago
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Hmm, that was certainly something to consider. Is the script applied to both heroes? And generally, is it sufficient to have a script on the attacking hero for it to work?
In reply to Gerter
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6 years ago
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Gerter
Hmm, that was certainly something to consider. Is the script applied to both heroes? And would a rule stating that a script on the attacking hero is sufficient work here?
The problem isn't that. The patch runs the combat script for each client, even if it's only applied to 1 hero or is an auto-executing script.
In reply to RedHeavenHero
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6 years ago
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RedHeavenHero
The problem isn't that. The patch launches a combat script for each client, even if it's only attached to one hero or is an auto-executing script.
I understand. Well, if there's a way to fix this, it should be done; we can't let such a promising feature go to waste.
6 years ago
If scripts are executed twice in PvP.... What if the script is told to be executed owner if the owner of the script is the attacker. The game can differentiate between attacker and defender so adding this rule will make one of the games to not execute the script.

Is it possible or there is a better solution?
In reply to dredknight
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6 years ago
dredknight
If scripts are executed twice in PvP.... What if the script is told to be executed owner if the owner of the script is the attacker. The game can differentiate between attacker and defender so adding this rule will make one of the games to not execute the script.

Is it possible or there is a better solution?
The problem is finding out the owner of the executed script. Devs didn't include such function as it would be unsafe since could lead to desynchronization.

My proposed solution is to call StartCombat with every hero with different owners with the latter script:
SetGameVar('execution_thread', '1')
Break()
Instead of '1' here could be the number of player who possess the hero.

When PvP battle starts, each script decides whether it should execute or not.
For example: if game var 'execution_thread' is less than the owner of one of the heroes, it will refuse to work.

Note that SetGameVar during multiplayer battles is separated from adventure map (so, another hack is needed, and as part of it, I already sent patch to dredknight). And is separated from game vars on other players' computers.

To circumvent adventure map - combat barrier for game vars, consoleCmd('@SetGameVar(...)') should be used instead with already mentioned patch.

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