• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. Screwface

    Explorers...

    I discovered that if you outcomment the section of code, the fast travel rework for the buggy forts but do not work anymore for some others (ex : cayman and marigot). In facts, it seems the solution was simpler than some silly things i wrote previously. We don't need to outcomment the code...
  2. Screwface

    Explorers...

    The good locator is the reloadc3 for port au prince, not reloadc2 which is the locator of the jungle entrance In hispaniola init file : // ccc may07 Location Remodeling Campaign --> // additional gate to fort Locations[n].reload.l31.name = "reload8"; Locations[n].reload.l31.go =...
  3. Screwface

    Explorers...

    I don't know if that's the reason but i discovered that if i outcomment this section of code in PlayerFastTravel function (reload_tables.c file) : if (HasSubStr(finishLocName, "fakefort")) { locatorName = "reloadc3"; if (finishLocName == "Cayman_fakefort1" || finishLocName ==...
  4. Screwface

    Explorers...

    I've not too much free time at the moment but i will do it :onya2
  5. Screwface

    Explorers...

    That's why there are 4 difficulty level for the spyglass in the buildsettings : // ====================================== // SPYGLASS VIEW // ====================================== int KBSPG = 2; // Makes the info given by spyglasses unaccurate and depending of distance // 0: Stock PotC...
  6. Screwface

    Explorers...

    I don't think it's possible to proceed like that just because you wouldn't have a link with the locator name anymore. In this case, how could we do to enable the fast travel as soon as we find the locator ? I don't know :shrug Plus, the l3 in the curtable has nothing to do with the l3 in...
  7. Screwface

    Explorers...

    Here are the modifications to disable the fast travel until you discovered the place. In the locations init files, just add this kind of line to the declaration of reload locator you want to disable : if(!bArcadeMode) Locations[n].reload.l(num).goto_disable = 1; // Screwface: Disable Go-To...
  8. Screwface

    Build 14 Alpha 9

    And a special cheers to Pieter who has been a precious help to fix the different flags mod by giving reports, clues and good ideas to succeed to fix all problems, all this besides his own works, rework ship models, merge the different modders things,... and i certainly forget a lot of things he...
  9. Screwface

    Improve the Sea AI

    Oh i see what's going wrong. Here is the fix in CheckForMainCharacterfalseflag function (Screwface_functions.c) : void CheckForMainCharacterfalseflag(ref chr, float range) { Ref Pchar = GetmainCharacter(); ref rgroup = Group_GetGroupByID(GetGroupIDFromCharacter(chr)); float distance; int i = 0...
  10. Screwface

    Solved Fixing the Different Flags Mod

    That's a good news, thanks to confirm that :cat
  11. Screwface

    Solved Fixing the Different Flags Mod

    I did the same but flag on my ship updated ! I have a clue where your "bug" could come ! Actually, when a mast is lost around, you have a delay of 1000 frames but the problem is if another mast fall during the waitdelay, this one will be increased of 1000 frames so if there are 3 masts which...
  12. Screwface

    has not set their status

    has not set their status
  13. Screwface

    Improve the Sea AI

    Oh what a strange thing ! Is it each time a ship surrenders or just sometimes ?
  14. Screwface

    Build 14 Alpha 9 Experimental Mods

    <!--quoteo(post=337190:date=Jul 14 2009, 03:51 PM:name=pirate_kk)--><div class='quotetop'>QUOTE (pirate_kk @ Jul 14 2009, 03:51 PM) <a href="index.php?act=findpost&pid=337190"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Congratulations for Screwface! Because one can recognize...
  15. Screwface

    Solved Fixing the Different Flags Mod

    <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":god2" border="0" alt="bow.gif" /> Thomas you have more knowledge about the 14 juillet than many of my fellow countrymen <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle"...
  16. Screwface

    Solved Fixing the Different Flags Mod

    Did you see my previous message edit ? The waitdelay is set in refreshflags but is deleted at the end of a waitdelay! i will post a new update later tonight ! For now i have to go out for the national celebration in my country ! See you later <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif"...
  17. Screwface

    Solved Fixing the Different Flags Mod

    Hmm did you have a processus anormaly interrupted before ? <b>Edit :</b> Probably you had 2 waitdelay() very close each other and at the end of the first one, the waitdelay attribute was deleted so the errors came when the second reached it end. Need to be fix !
  18. Screwface

    Solved Fixing the Different Flags Mod

    The best way would be to add an attribute to ships who need to be updated at the ai sea update. So at the next Ai sea update we would call a refreshflags style function which also check the presence of this attribute. If it exists, the function would refresh the flags and delete it. For the...
  19. Screwface

    Solved Fixing the Different Flags Mod

    <!--quoteo(post=337175:date=Jul 14 2009, 03:10 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 14 2009, 03:10 PM) <a href="index.php?act=findpost&pid=337175"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That sounds great, Screwface! One question...
  20. Screwface

    Solved Fixing the Different Flags Mod

    Here are my last code modifications. I've introduced a security delay after a flags update. During this time, no new flags update can be done and is done at the following Ai Sea update after it end. I was forced to put a big delay after a mast fall. The mast fall processus seems to pass during a...
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