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JRH quest

Jack Rackham

ex train dispatcher
Quest Writer
Storm Modder
I'm not sure if everyone can see this ... Just a short info about what I have been working at since the summer 2006. It's the same old quest: Part 1 save the governors daughter. Part 2 get the reward for that. It's location cloning, new characters (some historic), many items and some as I hope completely new functions/situations. And a lot of puzzles too. Part 1 is finished, and about 75% of part 2. I realize I'm far beyond that thin line Catalina talked about ...
 
Awesome! Be sure to post here if you need help with something. We have a lot more experience with quests since last time you posted. Bartolomeu o Portugues made several quests of his own and Short Jack Gold has been working on the Jack Sparrow storyline.

You posted on the Modders-only POTC Modding forum, so not everybody can see this. If you do want everybody to see it, post on the <a href="http://forum.piratesahoy.net//index.php?showforum=42" target="_blank">Build Alpha & Brainstorming</a> forum instead. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Cool, JRH! Looking forward to it, if you need some historic characterskins, just ask <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
Thanks for your answers. What I might ask the forum about when I'm through is help to "englifying" my dialogs. They're written in swenglish I'm afraid.

The enormous time it takes (at least for me) to make a quest makes me wonder if it could be a good idea to team up with others. I think Petros discussed it long time ago; splitting a quest into parts? Another possibility could be to divide the work into skinning modeling code dialogs intrigue whatever you're good at/likes to do. I'm not sure if such a team would stay friends for so very long...? Any other ways to get it to work? What do you say modders?
 
Bartolomeu o Portugues and Short Jack Gold actually worked together on the Curse of the Black Pearl film quest, so it <i>can</i> be done. Bartolomeu made the second part and Short Jack Gold made the first part. Now Bartolomeu has started work on his own new main quest and Short Jack Gold is working on finetuning and improving the rest of the CotBP quest.

Also I did some improving on Bartolomeu's quests, rewriting some of the dialog, adding some slight additions to the storyline or the scenes, etc. We all try to improve each others' work so that the end result becomes better than what any of us could've done on our own. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=246157:date=Mar 18 2008, 02:10 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Mar 18 2008, 02:10 PM) <a href="index.php?act=findpost&pid=246157"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for your answers. What I might ask the forum about when I'm through is help to "englifying" my dialogs. They're written in swenglish I'm afraid.<!--QuoteEnd--></div><!--QuoteEEnd-->
If you still need help, I could do some "Englifying" for you. <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />
Let me know if you do.
 
Short Jack Gold, sorry for not having answered you, but Ihavn'e visited this place for a while. I have dialog files - quite a lot I am afraid. When I'm through with the quest I'll ask for your help again. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> JRH
 
Nice seeing you again. Be sure to let us know if you could use some help. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Hello Pieter, my quest is still in a (slow) progress. Right now I'm experiencing terrible virus problems but hope to be back in the modding soon. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Oh dear; I'm afraid I can't help much with that, except suggest to format your computer after saving your files. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
When you have to wipe out everything on he hard disc - I can say I appreciate the Modding Tools download facility on Pieter's Pirate Page. Thank you!
 
I hope you didn't have to wipe out all work on your quest either. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
I have a question: If you want to make a quest ship (that is a ship which is NOT for sale) is it enough with these 2 lines in ships_init?

refShip.unique = true;
refShip.CanEncounter = false;

if not what else has to be done?
wonders JRH
 
<!--quoteo(post=266545:date=Jul 5 2008, 11:05 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE (Jack Rackham @ Jul 5 2008, 11:05 AM) <a href="index.php?act=findpost&pid=266545"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have a question: If you want to make a quest ship (that is a ship which is NOT for sale) is it enough with these 2 lines in ships_init?

refShip.unique = true;
refShip.CanEncounter = false;

if not what else has to be done?
wonders JRH<!--QuoteEnd--></div><!--QuoteEEnd-->I suspect that you should use also:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->refShip.CanBuy = false;<!--c2--></div><!--ec2-->You'll be able to buy that unique ship in shipyards otherwise.

Even with those setting that ship should be available in Vanderdecken shipyard...

pirate_kk
 
You don't even need to set <i>refShip.unique = true;</i>. That just ensures there are no national modifiers applied to the ship that, for example, make pirate ships faster and Dutch ships be capable of carrying more cargo. As long as you set refShip.CanBuy and refShip.CanEncounter to false, you won't run into those ships anywhere in the game. Except at Vanderdecken's shipyard, who is a seller of cursed and quest ships for those players who really want them. But he's more expensive than other shipyards AND he's hard-to-find. He's so hard to find he isn't even in most game versions at all, except the most recent ones. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
I need to turn reincarnation off for some time during my quest.
Is there anyone who knows how to do that? <img src="style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" />
 
I think it should be that :

reincarnation ON : <!--coloro:#4169E1--><span style="color:#4169E1"><!--/coloro-->bSuppressResurrection = false; <!--colorc--></span><!--/colorc-->
reincarnation OFF : <!--coloro:#4169E1--><span style="color:#4169E1"><!--/coloro-->bSuppressResurrection = true;<!--colorc--></span><!--/colorc-->
 
If you just want to delay the resurrection, you can do as a simple virtual sailor suggests.
This has already been used in the Artois Voysey quest when Nigel Blythe kills you in the fight.

However, if you want the pchar to actually die and Game Over, then it's another story.
In Build 14 Alpha 8 I made this really simple.
I changed:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if (rand(100) + (makeint(mc.skill.Sneak)*3) < DEATHRATE) {<!--c2--></div><!--ec2-->to:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if (rand(100) + (makeint(mc.skill.Sneak)*3) < DEATHRATE || CheckAttribute(mc,"killed")) {<!--c2--></div><!--ec2-->Now all you need to do is to call:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->            pchar.killed = true;
            PostEvent("LAi_event_GameOver", 0, "s", "land");<!--c2--></div><!--ec2-->This will ensure a proper Game Over situation.
You can, of course, add a delay to this so you get the pchar-falling-to-the-floor animation.
4.9 seems to be a good value for the delay:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        case "Upstairs_Fight2":
            Lai_KillCharacter(pchar);
            LAi_QuestDelay("Upstairs_Fight3", 4.9);
        break;

        case "Upstairs_Fight3":
            pchar.killed = true;
            PostEvent("LAi_event_GameOver", 0, "s", "land");
        break;<!--c2--></div><!--ec2-->
 
Thanks for your quick answers, I'll test this.
If anyone is interested my quest is growing & growing: new characters showing up <img src="style_emoticons/<#EMO_DIR#>/trio-pirates.gif" style="vertical-align:middle" emoid=":trio" border="0" alt="trio-pirates.gif" /> , new features <img src="style_emoticons/<#EMO_DIR#>/treas1.gif" style="vertical-align:middle" emoid=":treas" border="0" alt="treas1.gif" /> etc etc, so I would guess some more months ... <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />
 
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