I will post a new zip tomorrow. Hopefully that helpsHuh?
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I will post a new zip tomorrow. Hopefully that helpsHuh?
Simple version: Extract the file from post #7 to your PROGRAM folder and see if that helps.Huh?
Did you do an F11 like I said you should?After installing @Levis last ZIP, I cant land at Hispaniola anymore.
Log says" Directsail aborted during sail to".
for (int i = 0; i < MAX_CHARACTERS; i++)
{
ref chr = &Characters[i];
DeleteAttribute(&chr,"PerkTypes");
}
If its the consol you mean, then I cant execute those lines.@ANSEL I see already what the problem is.
Seems another thing has to be executed in order to keep it working in an existing game.
Execute this too:
Yes in the console.If its the consol you mean, then I cant execute those lines.
for (i = 0; i < MAX_CHARACTERS; i++)
{
ref chr = &Characters[i];
DeleteAttribute(&chr,"PerkTypes");
}
SetCoastTraffic: Char CrHispaniola5 of type pirate and nation Pirate and we'll check to see if we regen: yes.
Force_GetShipType: Maxclass = 4, Minclass = 8, Per = Napoleonic, Nat = Pirate, Type = war, Loop = 0, Ship ID = Brig1
XP LOG: Start InitAutoSkillsSystem for Clemencien Bouwer id: CrHispaniola5
CrHispaniola5 is not dead, adding.
cr is group commander
SetCoastTraffic: Char CrHispaniola6 of type pirate and nation France is dead and we'll check to see if we regen: yes.
Force_GetShipType: Maxclass = 4, Minclass = 8, Per = Napoleonic, Nat = Pirate, Type = war, Loop = 0, Ship ID = Xebec1
XP LOG: Start InitAutoSkillsSystem for Gonzalo Vaime id: CrHispaniola6
CrHispaniola6 is not dead, adding.
cr is not group commander
do not need to create new group
At least is IS consistent, so you've given us a good testing case.It seems like I have to be the guy with the bad news
// LDH - regen'd characters won't be surrendered - 15Feb09
DeleteAttribute(cr, "surrendered"); // causes crash on set task?
RestoreCharacter(cr); // LDH fix corpses, needed for group processing - 15Feb09
// LDH added corpse group fix because it's not done in RestoreCharacter() - 15Feb09
// probably a good thing, because it's the only way we have left to determine if a character is a corpse
if (cr.chr_ai.group == LAI_GROUP_CORPSES)
{
LAi_group_MoveCharacter(cr, LAI_DEFAULT_GROUP);
}
cr.rank = GetCaptainRank(cr); //Levis
InitAutoSkillsSystem(cr,false); //Levis
void RestoreCharacter(ref chCorpse)
{
if(!CheckAttribute(chCorpse,"corpse")) return;
else DeleteAttribute(chCorpse,"corpse");
if(CharacterIsDead(chCorpse)) { LAi_CharacterLogoff(chCorpse); return; }
//if (CheckAttribute(chCorpse, "old.chr_ai.hp")) { chCorpse.chr_ai.hp = chCorpse.old.chr_ai.hp; }//Removed by levis cause it isn't used anymore.
//if (CheckAttribute(chCorpse, "old.chr_ai.hp_max")) { chCorpse.chr_ai.hp_max = chCorpse.old.chr_ai.hp_max; }//Removed by levis cause it isn't used anymore.