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Information aboute The New Pirate Age - Update! [WIP]

@Grey Roger
Help :(
I have Change it but they don'T akktack me automaticly if i am on the beach.

Now delet this Code also because the have ne Dialogs.
Code:
    ch.dialog.CurrentNode = "Node_1";

PS: About the Dark Assassin in the Canyan he will have Dialog and afther the Dialog End
he start the Attack !
 

Attachments

  • TempQuestEnemy.c
    12 KB · Views: 73
  • quests_reaction.c
    3.8 KB · Views: 84
Last edited:
Start a new game. Go to the lighthouse. If they still don't attack, quit the game and post "compile.log", "system.log", and "error.log" if it exists.
 
I don't know, then. That "compile.log" shows that case "Lighthouse_Pirates" is certainly being triggered. The line near the end, 'Quest name Lighthouse_Pirates FOUND in QuestComplete' tells us that. (Useful hint: look at "compile.log" and look for lines saying "Quest name <something> FOUND in QuestComplete". The <something> will be a quest case in your "quests_reaction.c". So if you look for all those lines, you can see how the game is going through your quest.)

Try this. It may or may not work, but it's the only thing I can think of at the moment. I've added a line in quest case "Lighthouse_Pirates" which I've seen in other quest cases where a fight is to be triggered.
 

Attachments

  • quests_reaction.c
    3.9 KB · Views: 83
@Grey Roger and @Pieter Boelen

SOS Please Help me in two Porblem!

1.) Me Enemys donrt Attack me automaticly if i am on the Place.
for Exampel: The Oxbay - Lightouse Pirates dont attack me automactly, ony i attack there.

2.) Pleace chack this Cody in the quests_reaction.c, is it right?
It doesn't work I don't know why it not works?

Code:
    if (GetMySimpleName(PChar) == "Monkey D Ruffy") GiveShip2Character(PChar,"Going_Merry","Going Merry",-1,PIRATE,true,true);
    if (GetMySimpleName(PChar) == "James Flint") GiveShip2Character(PChar,"SchoonerWar","Walrus",-1,PIRATE,true,true);
    if (GetMySimpleName(PChar) == "Jack Throne") GiveShip2Character(PChar,"CrimsonBlood","Jackdaw",-1,PIRATE,true,true);#
    if (GetMySimpleName(PChar) == "Bonus Charakter 1") GiveShip2Character(PChar,"SchoonerWar","?",-1,PIRATE,true,true);
    if (GetMySimpleName(PChar) == "Bonus Charakter 2") GiveShip2Character(PChar,"Brigantina1","Dirty Lady",-1,PIRATE,true,true);
    if (GetMySimpleName(PChar) == "Bonus Charakter 3") GiveShip2Character(PChar,"Frigate_sat","Red Dragon",-1,PIRATE,true,true);
    if (GetMySimpleName(PChar) == "Bonus Charakter 4") GiveShip2Character(PChar,"SchoonerWar","Black Mamba",-1,PIRATE,true,true);

CU
PK!

PS: later i need help for the Quest Iteme and Dialog codes!
 

Attachments

  • quests_reaction.c
    5 KB · Views: 86
  • TempQuestEnemy.c
    11.9 KB · Views: 71
  • initModels.c
    483.3 KB · Views: 78
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Ship assignments like that would probably be better in "StartStoryline.c". Or, if they're to stay in "quests_reaction.c", move them to inside case "Start". If they're outside the "switch" block which is most of "quests_reaction.c" then the ship will be assigned every time "quests_reaction.c" runs. So, if you're playing as Monkey D Ruffy and you acquire another ship, e.g. by capturing it or because the story says you get a different ship, it won't be long before you're back on "Going Merry".

Remove the # from the end of Jack Throne's ship line. It certainly isn't doing any good and may prevent the entire file from running.

Try adding this inside case "Lighthouse_Pirates":
Code:
DumpAttributes(CharacterFromID("Jango"));
Run the game, go to the lighthouse, and if the enemies still don't attack, quit the game and post "compile.log". 'DumpAttributes' won't make the enemies attack but it will put a lot of information about Jango into "compile.log" which may help to figure out why he is not attacking.
 
A ok. And where on storyline. C?

Pleace Check the StartStoryline.c! -> And that also dont work:
for Exampel
I like have: I choose Monkey D. Ruffy so than a also i have automatic the Ship Going Merry!



:( No attack on oxbay_Lighthouse.
 

Attachments

  • StartStoryline.c
    2.4 KB · Views: 92
  • quests_reaction.c
    4.2 KB · Views: 69
  • compile.log
    26.7 KB · Views: 65
Last edited:
That looks about right, though they're all getting ships named "Ship1", "Ship2" etc. The version you originally had:
Code:
   if (GetMySimpleName(PChar) == "Monkey D Ruffy") GiveShip2Character(PChar,"Going_Merry","Going Merry",-1,PIRATE,true,true);
   if (GetMySimpleName(PChar) == "James Flint") GiveShip2Character(PChar,"SchoonerWar","Walrus",-1,PIRATE,true,true);
   if (GetMySimpleName(PChar) == "Jack Throne") GiveShip2Character(PChar,"CrimsonBlood","Jackdaw",-1,PIRATE,true,true);
   if (GetMySimpleName(PChar) == "Bonus Charakter 1") GiveShip2Character(PChar,"SchoonerWar","?",-1,PIRATE,true,true);
   if (GetMySimpleName(PChar) == "Bonus Charakter 2") GiveShip2Character(PChar,"Brigantina1","Dirty Lady",-1,PIRATE,true,true);
   if (GetMySimpleName(PChar) == "Bonus Charakter 3") GiveShip2Character(PChar,"Frigate_sat","Red Dragon",-1,PIRATE,true,true);
   if (GetMySimpleName(PChar) == "Bonus Charakter 4") GiveShip2Character(PChar,"SchoonerWar","Black Mamba",-1,PIRATE,true,true);
gives the ships their correct names.
 
Looking at that "compile.log", it seems as though the lighthouse gang have all forgotten that they're supposed to be in group LAi_monsters_group. Remind them. In "quests_reaction.c", case "Lighthouse_Pirates", add this:
Code:
LAi_group_MoveCharacter(CharacterFromID("Jango"), LAi_monsters_group);
Add a similar line for each of the lighthouse gang. They need to go before the line 'LAi_group_SetRelation(LAi_monsters_group, LAI_GROUP_PLAYER, LAI_GROUP_ENEMY);' because the gang need to be assigned to group LAi_monsters_group before that group is set to attack you.
 
@Grey Roger

The Enemy works now. Thanks!

But that Code does not work: Why?
Code:
   if (GetMySimpleName(PChar) == "Monkey D Ruffy") GiveShip2Character(PChar,"Going_Merry","Going Merry",-1,PIRATE,true,true);
   if (GetMySimpleName(PChar) == "James Flint") GiveShip2Character(PChar,"SchoonerWar","Walrus",-1,PIRATE,true,true);
   if (GetMySimpleName(PChar) == "Jack Throne") GiveShip2Character(PChar,"CrimsonBlood","Jackdaw",-1,PIRATE,true,true);
   if (GetMySimpleName(PChar) == "Bonus Charakter 1") GiveShip2Character(PChar,"SchoonerWar","?",-1,PIRATE,true,true);
   if (GetMySimpleName(PChar) == "Bonus Charakter 2") GiveShip2Character(PChar,"Brigantina1","Dirty Lady",-1,PIRATE,true,true);
   if (GetMySimpleName(PChar) == "Bonus Charakter 3") GiveShip2Character(PChar,"Frigate_sat","Red Dragon",-1,PIRATE,true,true);
   if (GetMySimpleName(PChar) == "Bonus Charakter 4") GiveShip2Character(PChar,"SchoonerWar","Black Mamba",-1,PIRATE,true,true);
 

Attachments

  • StartStoryline.c
    2.4 KB · Views: 70
Last edited:
What happens? Which ship do you get if you play as Monkey D Ruffy, and which ship do you get if you play as James Flint?

Warning: I will be on holiday as of later today. After that, I won't be on this forum again until 29th August.
 
I repeat the question - what happens? Which ship do you get when you play as Monkey D Ruffy, and which ship do you get when you play as James Flint?

That is to say, what actually happens when you play the game as it is now?
 
I have a new Start Character with Brig2.
And if I change in the Game at the start the Character.

The Character change but the Ship does not automatically Change.
 
Before the first of those lines in "StartStoryline.c", add this:
Code:
traceandlog("My name is: " + GetMySimpleName(PChar));
Run the game, then post "compile.log". That won't fix the problem but will let me see what the game thinks your name is. Also, please post "PROGRAM\Storyline\NewPirateAge.c".
 
There's no great hurry, then. As I said, I'll be away today, and won't be back until 29th August.
 
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