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Problem with making a fight scene ( THIS IS HALTING MY MOD )

CaptJoe

Landlubber
hi!!!

Im a new member to this forum and i thought i would say hello and thank you to all of those modders who have extended the enjoyment of POTC soooooooooo much!!!!!
Also i have a problem. I am trying to make a mod ( cant promise if it will get finished ) and I have added some English soldiers and skeletons into the oxbay_port area but i cant make them fight each other. Any help plz?
Thanks to any that reply
( Some more details on the mod im making are in the My First Mod post)
Captain Joe of the HMS Transparent
 
I have never modded, but am piling up a ton of ideas and searching and learrning the way of potc, I think you have to make their relations different, you could try looking at the way build 11 (or 10, forgot which one I play I think its 11) makes the thug in the town work, and have the english stand there and the skeletons draw their swords (crappy version)

or set the skels as pirates and the english as english and set the paptrols for both of them such that they intersect and start fighting, and quite realistically, the winner goes home and keeps patroling, and you can always have fun changing someone's fate.
 
Or you could look at the way that the game gets Nigel and Artois to fight in quests_reaction.c
The code is something like:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->LAi_ActorAttack(characterFromID("Nigel Blythe"), characterFromID("Artois Voysey"), "");
LAi_ActorAttack(characterFromID("Artois Voysey"), characterFromID("Nigel Blythe"), "");<!--QuoteEnd--></div><!--QuoteEEnd-->
So you will have to assign a unique ID for each character you want to attack.
Covetski idea probably would work better but I'm not sure what code controls making groups attack each other.
 
Hi Joe, sorry I haven't responded, life has been pretty busy around here lately...

What you need to do is look at the way GROUPS attack each other - make them enemies. To find out how to manipulate groups, first find a place in PotC you want to emulate - say the flight from Oxbay where the French are in pursuit of the main character.

This is from quests_reaction.c -

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  case "Story_PlayerTriesToRunFromOxbay_2":

     /*NK*/ sld = LAi_CreateFantomCharacter(0, true, true, 0.25, "Soldier_fra", "reload", "reload1");

     LAi_group_MoveCharacter(sld, "FRANCE_SOLDIERS");

     

     /*NK*/ sld = LAi_CreateFantomCharacter(0, true, true, 0.25, "Soldier_fra2", "reload", "reload1");

     LAi_group_MoveCharacter(sld, "FRANCE_SOLDIERS");

     

     /*NK*/ sld = LAi_CreateFantomCharacter(0, true, true, 0.25, "Soldier_fra3", "reload", "reload1");

     LAi_group_MoveCharacter(sld, "FRANCE_SOLDIERS");

     

     /*NK*/ sld = LAi_CreateFantomCharacter(0, true, true, 0.25, "Soldier_fra4", "reload", "reload1");

     LAi_group_MoveCharacter(sld, "FRANCE_SOLDIERS");

     

     /*NK*/ sld = LAi_CreateFantomCharacter(0, true, true, 0.25, "Soldier_fra5", "reload", "reload1");

     LAi_group_MoveCharacter(sld, "FRANCE_SOLDIERS");



     LAi_group_MoveCharacter(characterFromID("Fra_occupant_05"), "FRANCE_SOLDIERS");



     LAi_group_SetRelation("FRANCE_SOLDIERS", LAI_GROUP_PLAYER, LAI_GROUP_ENEMY);

     LAi_group_FightGroups("FRANCE_SOLDIERS", LAI_GROUP_PLAYER, true);

 break;<!--c2--></div><!--ec2-->First you have to assign your characters to a group, and then define the group relation. Then move the groups to a spot where you want them to fight...

Hope this helps! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
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