• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. Modder01

    Solved Dutchman Quest Revisions (Test Game Download Included)

    New Errors (The change attributes function still is random - in short I can barely make heads or tails of it in it's current state):
  2. Modder01

    Solved Dutchman Quest Revisions (Test Game Download Included)

    Trace statement for companion: if(sti(iCompanionIndex)==0) trace("Calling Companion GetCharacter with a zero " + iCompanionIndex); New Errors:
  3. Modder01

    Solved Dutchman Quest Revisions (Test Game Download Included)

    Tested that for replacing the characters loop with what you have there, but still the trace statement fires... Logs are attached. I had to hard reset my computer after the globals.c trace statements gave my computer a hard freeze - I removed the trace statements that were added to globals.c...
  4. Modder01

    Solved Dutchman Quest Revisions (Test Game Download Included)

    The game, as a result of that latest change of globals.c has gotten very choppy and nearly unplayable, when running the intro videos at the beginning (without skipping them) the game crashed altogether... Here are the logs (I initiated the dutchman quest, however when testing it in godmode I got...
  5. Modder01

    Solved Dutchman Quest Revisions (Test Game Download Included)

    In trying to test which character it was that had index of 0, I am getting trace errors out the wazoo: ref GetCharacter(int iIndex) { //if (iIndex >= TOTAL_CHARACTERS || iIndex < 0) { return &NullCharacter; } if(iIndex >= TOTAL_CHARACTERS) { trace("Incorrect Index for a...
  6. Modder01

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    Probably a bug.... Don't know how it can be fixed though...
  7. Modder01

    Solved Dutchman Quest Revisions (Test Game Download Included)

    Logs (from those traces) (Note: changed iChar to qChar in the Dutchman Encounter quest file to prevent it conflicting with the storyline's iChar):
  8. Modder01

    Solved Dutchman Quest Revisions (Test Game Download Included)

    I only got to test it once last night. I'm not sure that the model is fixed.... Considering the fact that Davy Jone's HP is not set and his weapons are not equipped, It either is I have to reverse the way the characters are passed or add the give and equip statements along with setting the HP or...
  9. Modder01

    Solved Dutchman Quest Revisions (Test Game Download Included)

    At least this time it passes to the special character spawn code in the cabin, however none of the win conditions work, nor is the character redefined properly (the model is fine at least).... I was able to shoot him once and he died... Also he didn't have his gear equipped... Could this be...
  10. Modder01

    Solved Dutchman Quest Revisions (Test Game Download Included)

    New Code: dutch_encounter.c void DutchEncounterQuestComplete(string sQuestName, string qname) { ref chr; //trace("--- QUEST " + sQuestName + " CHECKED ---"); switch(sQuestName) { case "begin_dutchencounter": //UpdateLogbook SetQuestHeader("Dutchman")...
  11. Modder01

    Solved Dutchman Quest Revisions (Test Game Download Included)

    That didn't work, however I have another plan.... Locations that don't have an inland location have an island location tag on the world map retrieved at certain time in islands loader.c using the command on a trace line "worldMap.island". If it can be read from the LAI_Boarding.c I can compare...
  12. Modder01

    Solved Dutchman Quest Revisions (Test Game Download Included)

    Dead end... Location ID is unique, but not in the same sense as I thought... Captain cabine location has an ID of 272 even though the original pchar location is not calculated. Have another idea... in LAI_boarding.c there is logic to get the location of the player's ship and of the enemy ship...
  13. Modder01

    Solved Dutchman Quest Revisions (Test Game Download Included)

    that was unhelpful... pchar location is CaptainCabine.... I am going to trace the location ID and see if it is unique or is random.
  14. Modder01

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    The red color should denote a skill penalty by that amount. If your officer is assigned to a ship, depending on rank, the skill penalty will be incurred on the officer....
  15. Modder01

    Solved Dutchman Quest Revisions (Test Game Download Included)

    New Logs: Note: 2nd "Not Grenada statement" is for the quest ship when It spawned in Grenada sea....
  16. Modder01

    Solved Dutchman Quest Revisions (Test Game Download Included)

    New Trace Statements....Testing Now.... void LAi_SetBoardingCaptain(string locID) { int i; ref chr; string model; string ani; string bString = "blade"; int xhp; int locIndex = FindLocation(locID); int eclass = sti(boarding_enemy.rank); //Установим врагов model...
  17. Modder01

    Solved Dutchman Quest Revisions (Test Game Download Included)

    I made that code to account for the contingency that he doesn't so that it would spawn a random person in the cabin fight and that if Davy Jones existed, he would be spawned instead. That code in LAI_Boarding.c is frequently used outside of the quest so I had to prepare for that contingency.
  18. Modder01

    Solved Dutchman Quest Revisions (Test Game Download Included)

    The quest generates the character. Therefore the character becomes part of the array when it is generated.
  19. Modder01

    Solved Dutchman Quest Revisions (Test Game Download Included)

    The character array does not include Davy Jones and I suspect that since the exact pchar location isn't known it is defaulting to the normal spawn. I can add trace and run again...
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