Okay, then i know this for future uploads. The compile log is completly untouched. I just opend it for looking myself into (Perhaps i can learn something from it
)
What you previously said was:
ive attached the actual files (compile and the gamesave, and converted it as zip) after the clearing program lines.
That was what made me think you had removed something from "compile.log".
It's certainly worth learning how to read the log files. Also look at that "console.c" in post #11. It includes the command 'DumpAttributes(PChar);'. That is what produces all the lines starting with:
Code:
[2024-08-06 19:39:39.713] [compile] [trace] id = Blaze
Scroll down to this line, which is where all the quest stuff starts:
Code:
[2024-08-06 19:39:39.714] [compile] [trace] quest = True
Among this lot are triggers for a whole lot of sidequests, but here's the part about Artois:
Code:
[2024-08-06 19:39:39.714] [compile] [trace] artois_dead =
[2024-08-06 19:39:39.714] [compile] [trace] win_condition = Artois_dead
[2024-08-06 19:39:39.714] [compile] [trace] l1 = NPC_Death
[2024-08-06 19:39:39.714] [compile] [trace] characteridx = 183
[2024-08-06 19:39:39.714] [compile] [trace] artois_line = resqued
[2024-08-06 19:39:39.714] [compile] [trace] captiveidx = 1376
[2024-08-06 19:39:39.714] [compile] [trace] shoot_in_artois_complete = complete
[2024-08-06 19:39:39.714] [compile] [trace] location = ShipDeck6
[2024-08-06 19:39:39.714] [compile] [trace] locator = boatl
First is a trigger to end the quest if Artois gets killed before he's told you about the treasure. The line "artois_line = resqued" is an attribute which was set when you found him in the jungle. "artois_line" is used to track the progress of the quest and is changed several time. But those last three lines are of immediate interest. "shoot_in_artois_complete" is another attribute tracking progress through the quest and if it's set to "complete", it means the quest code for the shooting has been run. That is where "location" and "locator" were set - and, as I said, they should show the port, not the ship deck.
Just for understanding ... the shot itself will be trigger as an "cutsscene" ? Or do it will trigger an ambush by pirates.
I ask, cause i will sometimes be attacked by a group of 1-4 Bandits? somwhere in City, like an ambush in Dschungle or other places ...
I thought the whole time, this event will triggerd by the mysterious coin i got ... (in the meantime it should be 2 or 3 .. didnt know exactly atm).
If its just a trigger for an ambush perhaps im to fast with killing the bandits? ... but Artois was shot at some of the Ambushs, but nothing happend... cleared it and getting things done.
None of these are the shooting scene. If Artois is killed by random bandits then "artois_dead" will trigger and the quest will end right there. The mysterious coins are nothing to do with Artois Voysey. What should happen is that, when you arrive at one of the ports with Artois as one of your active officers, he should suddenly fall down, you have a self-dialog, then you teleport to the nearest tavern to talk to the doctor. If you pay the doctor and then agree to wait, you teleport back to where Artois was shot - that's why "location" and "locator" were recorded.
The savegame location is at the ship. Should i execute the program at the pier, save and then send the new ones to ya?
Dunno how the execution works, works it based at location or is it an global execute?
Download "console.c" again from post #4 - not the one I made for you, the one I made for Sinbad in 2022. Run that somewhere
not at any of the ports where Artois should be shot. (There should be a message on screen "Executed Console" - if not, there's probably a mistake in "console.c", in which case, there should be a file "error.log".) After running this version of "console.c", save game, then put back the "console.c" from post #11. Sail to one of the ports and if Artois still is not shot, press F12, then upload "compile.log". And also "error.log", if it exists.