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Discussion in 'POTC: New Horizons Mod' started by pirateking, Feb 22, 2017.
The Update goes from PERIOD_GOLDEN_AGE_OF_PIRACY to PERIOD_NAPOLEONIC.
And again, visiting the location and using console will tell you the EXACT ACTUAL LOCATION ID.
Then you'll automatically find out if it has been renamed or not.
This is extremely easy and you should make it a high priority to do this.
@Grey Roger and @Pieter Boelen
I have tow Question:
What is the Tavern Name on Nevis in the Quebradas Costillas.c File (Quebradas Costillas / Pirate Settlement)?
Did i need the "ch.greeting" or can i remove and use now "ch.greeting" ?
You can search the file Quebradas Costillas.c yourself for anything with 'tavern'.
USE THE CONSOLE!!!
If you do what I suggested FOUR(!) times by now, you would have a perfect method to figure that out yourself.
I'll make it, but I thought maybe someone could tell me quickly how the tavern is called.
Did i need the "ch.greeting" or can i remove and use now "ch.greeting" ?
As @Jack Rackham says, all you need to do is open that file with "Notepad", "Notepad++" or your choice of other text editing program, then search for the word "tavern". It would probably have taken you less time to do that than to write a forum post here asking us to do it!
When you talk to a character, you'll hear a voice file being played. The "ch.greeting line", which refers to a greeting definition in "RESOURCE\INI\ALIASES\Greetings_alias.ini", determines which voice file will be used. If your "ch.greeting" line does not include the name of one of the greetings in that file then you can probably remove it. Better would be to leave it there but pick one of the greetings from "Greetings_alias.ini". ch.greeting = "Gr_Officer_m common" might work.
Yes put there a two:
There are also two towns on Nevis: Pirate Settlement ("QC_town") and Charlestown ("Charlestown_port"). Guess which tavern is in the Pirate Settlement.
Ah ok! Yes then i am right! Thanks.
One Last Quest: Is there any Cody to Fix my Officers on his Loaction.
So every time the Sit on his Loaction, i dont Hire them.
I hope you understand what i mean.
How do you know that what I suggested doesn't already do what you want? Because I'm pretty sure it does exactly that.
I'm going to make this very simple for you:
It is time for you to stop asking hypothetical questions and start doing something with the actual code in the game.
You can start simple, that is not a problem. But DO something!
Hi. You have post this!
ChangeCharacterAddress(characterFromID("Alistair Garcilaso"), "None", "");
When you want to put him back:
ChangeCharacterAddressGroup(characterfromID("Alistair Garcilaso"), "Douwesen_Pirate_Residence", "sit", "sit1");
But where i put the The Model of Donquixote_Doflamingo?
The 'ch.location', 'ch.location.group' and 'ch.location.locator' lines in the character's definition should put the officer on his location. He ought to stay there unless your quest code moves him. If you go into his tavern, then leave again without talking to the officer, he should still be there if you go back into the tavern.
You can check this easily enough. You should by now have the code you need to put Trafalgar D. Law into Antigua tavern. Go to Antigua and see if he is there. If you have not yet created a new model for him, just go into folder "RESOURCE\MODELS\Characters", make a copy of "9S_Pir.gm" and rename the copy "Trafalgar Law.gm".
Probably somewhere in "Douwesen_Pirate_Residence". As usual, edit "InternalSettings.h", change "VISIBLE_LOCATORS" from 0 to 1, then start a game and go to the Pirate Fort on Bonaire. (If you start a FreePlay game as a Dutch corsair, you will begin at Kralendijk, which is on Bonaire, so it should be relatively easy to get to the Pirate Fort.) Go into Alistair Garcilaso's house and look at the locators, then pick the one where you want DoFlamingo to stand.
Yes do many Work be me self. ( Texture Work, some easy Codeing Work) But i Dont know all Codes. So i have to ask you for the Codes.
I like to know the Code to fix me Officire on his Loaction(no Randomes) like you doe it with Mr Gibbs!
And What about that:
ch.homelocation = "QC_Tavern";
ch.homelocation.group = "Sit";
ch.homelocation.locator = "Sit#";
Like this: ChangeCharacterAddressGroup(characterfromID("Donquixote_Doflamingo"), "Douwesen_Pirate_Residence", "sit", "sit1");
You don't need to ask again, because you asked that and received the answer last week.
What I told you is technically a different approach from Mr. Gibbs, but that is a GOOD thing.
Mr. Gibbs is not done in a normal way at all, so just do what I suggest instead.
That is far simpler and should do pretty much exactly what you want.
I'm afraid you are confusing yourself by asking too many questions at the same time.
Right now, you do NOT need to worry about "ChangeCharacterAddressGroup" just yet.
Step 1: Get A character to show up in the game at all in the location you want.
How? Put the "character init" entry in the game that you have already been working on.
To determine the location, use switch(2) (instead of 0) in PROGRAM\console.c like I already suggested, then press F12 when you're in the location where you want him.
To determine the locator, use VISIBLE_LOCATORS on 1 in PROGRAM\InternalSettings.h
Step 2: Check if the character does actually show up
Step 3: Start tweaking this character to be more to your liking
Step 4: Make sure you are comfortable with all the above steps, because this is the very basics of the basics
Until you do all that, it is USELESS to continue asking any further questions.
Do it, then show us a screenshot of a character somewhere in the game with a custom character name that you chose.
I'm not sure what the "ch.homelocation" attributes do. I never used any of them for the characters in my "Ardent" storyline. The "ch.location" attributes are the ones which set the character's position.
"Sit#" is not a valid locator. You will need to replace the "#" with a number. Again, edit "InternalSettings.h", change "VISIBLE_LOCATORS" to 1, and go to the tavern to find a suitable locator.
Avoid "sit8" in "QC_Tavern". Armand Delacroix, one of the characters in a side quest, sometimes sits there. You don't want your officer sitting in the same chair as Armand!
The 'ChangeCharacterAddressGroup' command is used to put a character on that locator within the storyline code. If your story is going to start with Donquixote Doflamingo already in the pirate house then you won't need that line, but you will need the usual "ch.location", "ch.location.group" and "ch.location.locator" lines in his character definition. But if Donquixote Doflamingo is going to replace Alistair Garcilaso during the story then you can use 'ChangeCharacterAddressGroup' to put him in place.
Group "sit", location "sit1" is a chair. It's where Alistair Garcilaso sits normally. You can put Donquixote Doflamingo there if you like, in which case include 'LAi_SetSitType(ch); ' in his character definition. But as you're going to be fighting him, you'll need to find another locator where he can stand anyway.
Can't remember; it's nothing important.
I think it is for officers who lost their loyalty due to your actions and their alignment.
That's stock game code, which is so unlikely to trigger that it is basically never used.
Moreover, that would presumably only happen to random officers, not to quest characters. You do not want a storyline derailed because a key character decided to leave you without the story requiring it! So those lines should never be significant in storyline character definitions.
Separate names with a comma.