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Flying Dutchman...

I recall they aren't exactly whole in the film. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
They're slighty torn round the edges. They LOOK moldy but they're more sea-weedy. IF one looks closely enough one can see a "pattern" of sorts.
 
Is it possible to make it submerge? And i cant put the dutchman in-game i don't have the skills for it <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
You do have a model made? Contact Kazeite. He might be able to help.

As for submerging: At present it's not possible. But perhaps somebody can figure out a way to do it. I don't have a clue how to though. Easiest might be to have two ship models: one normal and one submerged and swap them through code. You won't see an animation that way, but might be able to dive. Perhaps we could make a movie play that shows the ship submerging. What advantage is being submerged going to have gameplay-wise? Or is it just going to look nice?
 
Maybe if you are in a battle you can dive your ship and suprise your enemy by coming out of water near his ship or something like that. Or to use that for escape from the battle.
 
The Dutchman? Used to <u>escape</u> from battle? Never! <img src="style_emoticons/<#EMO_DIR#>/pirate3.gif" style="vertical-align:middle" emoid=":p2" border="0" alt="pirate3.gif" />

It would be "cool" to dive, but not much more, which is to say that it seems a tad bit useless for it to do so. But still, would be interesting, eh? I mean, if seeing the Kraken swim past were possible...
The ship's waterline can't be changed ingame, can it?
 
I'm affraid that we discuss something which possibly can't be achieved. The sinking animation is hardcoded into the engine, so we could 'sink' the ship and even get proper animation, but we wouldn't stop that process, do anything under the water and then surface the ship. I didn't tried method Pieter proposed, but I don't see possibilities of making that work - I mean changing the ship model during the battle - as game doesn't like making any changes to the ship model when in sailing mode, apart adding holes to the sails and borts and falling masts. I tried only to change flag and/or sails during sailing, spent quite a long time trying to achieve that without a trace of success. Maybe I missed something, however I believe I made everything what could be possible. Changes to the ship model require full reset, that means landing on the shore or switching to the map, and reloads like going to the ship deck and back doesn't help. Sorry.

pirate_kk
 
Hm.. what about this line in ships.ini?

refShip.WaterLine = 0.0;

Can't this be "changed" in-game? I'ts definitely easy creating a (permanently) submerged ship, isn't it?

edit-

I don't know much about coding, but it would simplify things if we found a way to change the ship's waterline instantaneously from refShip.WaterLine = 0.0 to something like refShip.WaterLine = 26.0 to make it sink, and maybe assign this to a special ability that comes with an artifact, quest or a certain level. If it were possible this way, we wouldn't need to touch a thing on the model itself, and woudn't have to load or reload anything. Here are some screenshots of what going underwater looks like.
<a href="http://img65.imageshack.us/img65/125/seadogs21398em4.png" target="_blank"><img src="http://img65.imageshack.us/img65/125/seadogs21398em4.png" border="0" class="linked-image" /></a><img src="http://img49.imageshack.us/img49/9909/seadogs21401bu0.png" border="0" class="linked-image" /><img src="http://img49.imageshack.us/img49/2899/seadogs21411dn5.png" border="0" class="linked-image" /><img src="http://img65.imageshack.us/img65/1889/seadogs21413vq8.png" border="0" class="linked-image" /><img src="http://img507.imageshack.us/img507/1919/seadogs21415ul2.png" border="0" class="linked-image" /><img src="http://img65.imageshack.us/img65/509/seadogs21420nh9.png" border="0" class="linked-image" /><img src="http://img49.imageshack.us/img49/4449/seadogs21427ub5.png" border="0" class="linked-image" /><img src="http://img507.imageshack.us/img507/8067/seadogs21431jf9.png" border="0" class="linked-image" /><img src="http://img507.imageshack.us/img507/231/seadogs21433ln3.png" border="0" class="linked-image" /><img src="http://img49.imageshack.us/img49/4879/seadogs21440zi5.png" border="0" class="linked-image" />
The drawback I don't like is the fact that it is quite bleak underwater once you move away from the coastline.
 
This isn't bad <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
Pirate_KK, could you come up with a line of code that will change the player's refship.Waterline by pressing F12? Might be worth a try. I do think that again a reload of the full scene is required for the change to take effect though.
 
<!--quoteo(post=208317:date=Jul 20 2007, 05:16 AM:name=Thomas the Terror)--><div class='quotetop'>QUOTE(Thomas the Terror @ Jul 20 2007, 05:16 AM) [snapback]208317[/snapback]</div><div class='quotemain'><!--quotec-->I like your van der Decken, how did you made it? I see admiral+huber_fra+skel_? Did you use the TOOL?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yep, used Tool.
 
<!--quoteo(post=208341:date=Jul 20 2007, 09:51 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 20 2007, 09:51 PM) [snapback]208341[/snapback]</div><div class='quotemain'><!--quotec-->Pirate_KK, could you come up with a line of code that will change the player's refship.Waterline by pressing F12? Might be worth a try. I do think that again a reload of the full scene is required for the change to take effect though.<!--QuoteEnd--></div><!--QuoteEEnd-->

I think that parameter 'WaterLine' is used by engine. Changing its value will affect all ships of a given type, not only one belonging to the player. Besides, player must make a full reload (from map to sea or from town to sea) to actually observe the result.

The code I tested quick is as follows:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->ref shp = GetShipByType(GetCharacterShipType(pchar));
shp.Waterline = <value>;<!--c2--></div><!--ec2-->where <value> is deepness of ship submerge (for <value> > 0.0) or "float avove surface" (for <value> < 0.0).

WARNING: When I tested it on starting Lugger without any repairs and used battle sails, my mainmast and mizzenmast fell.

pirate_kk
 
i must say, those half-submerged screens look really awsome. a bit wierd, but still.
 
Maybe you alredy said that, i don't know.

Let's say you want to dive your ship and come out near enemy ship. You choose ability to fast travel to other ship(hope you know what I mean) and we only put clip in the game from movies when Dutchman dives and comes out <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
or just knock the thing clean out of the water. would be impossible to do, but it would be pretty funny to watch!
 
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