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  1. Cerez

    Need Help Bad locator file

    But you can visually display them in-game, then stand in their center, and take the co-ordinates. You can then either attempt to find those co-ordinates in the locators GM file (to find the missing locators), or to set a new locator in those positions/locations (as Jack has said). (Some...
  2. Cerez

    Need Help Bad locator file

    You may want to have a read through this thread: www.piratesahoy.net/threads/npc-positioning-movement.29068/ (COAS is directly based on CT, so it works very similarly, and much of the code for CT will also work in COAS.)
  3. Cerez

    Discussion Music used in GOF 2.0?

    No Pieter. Just no. :eek: Certain language uses and "metaphors" are designed to hurt: To be disabled, and proud of it, and alive Dear sighted people: Words to describe people with disability – People with Disability Australia What is ableist language and what’s the impact of using it? –...
  4. Cerez

    trying to improve dialog writing

    I think that will be because soldiers were designed for group alignments when it comes to the AI, in controlling their behaviour. :beer:
  5. Cerez

    trying to improve dialog writing

    If they're looking for enemies, it makes sense for them to walk around, to patrol the area, as that's the only way they can spot the player. ("Warrior" stands for soldier in the code.) I suppose you could make them StayType until the player reaches a certain close proximity area, at which point...
  6. Cerez

    Discussion Music used in GOF 2.0?

    Please don't use disabilities for derogatory language. (Blind people can find things and read as well as anyone else.) Have you checked the mod's Readme (towards the end)? From the GOF ERAS 2 Readme: Pieces from Sea Dogs 1 are composed by Yury Poteyenko, performed by the Russian Philharmonia...
  7. Cerez

    trying to improve dialog writing

    Just to add to this, not sure how POTC handles its saves, but CT will save the location and size of the locators into the save file itself, so in order to see change in the locator(s) you will need to start a new game, and not load from a save file.
  8. Cerez

    trying to improve dialog writing

    Ah, here's Jack's old post, that helped me, to the rescue: :) Guide - NPC Positioning/Movement
  9. Cerez

    trying to improve dialog writing

    I remember that while I was working on my "Captain Coming Through!" patch for CT, there was one area on a level/map, on a pier, where the only waypoints for the NPCs were further inland. This made the NPCs obstinately walk towards the land -- considering the pier an 'off limits' area (that they...
  10. Cerez

    trying to improve dialog writing

    One thing that comes to mind that may not be so obvious at first is that the game's maps/levels have waypoints for where NPCs can walk. If there is no waypoint between the player and the NPC you're directing them to walk to (or beyond) in the currently situated area, they may not walk at all...
  11. Cerez

    trying to improve dialog writing

    If that's the case, why not also look into how this was handled in the stock game before? The scripts are there and accessible. :) If you remember which NPC or event these cutscenes took place in, you can find the relevant scripts for them, and see how moving the player character was handled...
  12. Cerez

    trying to improve dialog writing

    I'm not certain that you can use LAi_ActorFollow directly on a player character. Wouldn't you need to create an NPC copy of the player's character for the cutscene (because essentially that's what you're creating here, a short cutscene)? Every time you take control of the player character, you...
  13. Cerez

    trying to improve dialog writing

    In actual C programming, you would need to pre-define/declare the variables that hold your data inside the "quest" object, but the Storm Engine's interpreter is more lenient. You can declare/create any new variable for the object simply by setting it: PChar.Quest.mysetting = "myvalue"; As you...
  14. Cerez

    trying to improve dialog writing

    Actually, I may be wrong about this, too. :facepalm "ref d" may not be a new declaration so much as passing the already existing "d" global variable to this script, so that it can be used here. I'm not entirely sure (yet) what "d" exactly is on the global scale in the code (i.e. where it is...
  15. Cerez

    trying to improve dialog writing

    Good point. :yes (My focus is clearly not what it used to be. :facepalm) Nothing to do with NPChar per se (even though Dialog is technically a child of NPChar), rather: Declare reference variable: ref d; Assign the new variable to the Dialog object: makeref(d, Dialog); The variable's name...
  16. Cerez

    trying to improve dialog writing

    This is how all great mods start. ;) :cheers
  17. Cerez

    trying to improve dialog writing

    You can use the "d" shortcut reference, but you need to declare that it stands for the "Dialog" object at the top of the script (see above).
  18. Cerez

    trying to improve dialog writing

    Ah, the "d" is declared where used! :yes @Jack Rackham is right! :cheers makeref(d, Dialog);
  19. Cerez

    trying to improve dialog writing

    I did notice this, but I've seen this mixed implementation in other dialog files, too, in POTC. I don't think the "d" was declared there either... Let me double-check... :nerbz
  20. Cerez

    trying to improve dialog writing

    Okay, I don't see anything wrong with the text formatting and encoding either. First, restore the #include for the .h file. This is a proper C programming convention -- it tells the interpreter/compiler to read the header file. I'm not sure why your copy of the game has this line commented out...
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