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Assassin Main Quest

Indeed, Damski62 made a really good work. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />:
Seeing, I've got again internet at home I finally downloaded today the Damski62's work.

Now, I'm waiting for the Thomas' work. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
I was wondering if perhaps you would want to make use of the <i>Ship_Detonate(pchar, false, false);</i> function at some point in one of your quests.
That creates an explosion aboard your ship and also works in the port scene. You can make it work on other characters' ships too.
If you make it "true, false" instead, the explosions will not stop until the next location reload. That might not be quite as useful, but is still funny.
The ship does not actually take damage from that though, so that'd need to be added manually.

I tried some more "sink ship in port scene" code, but still had no luck. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
I am more interested in the 'sail away' option <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />. So in CotBP quest you can see the Black Pearl disappearing on the horizon. And in the Bartolomeu quest you can see Rivera sailing away with the Santiago.
 
Indeed; but that causes error messages. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
This function <i>Ship_Detonate</i> could be useful by the way. I need to check that. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
About the 'sail away' option, I also thought of using it for the Santiago ' stealing on Hispaniola but I and Pieter found many bugs with this option. Maybe Pirate_kk could find a solution. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
If you use that function, you can use <i>Ship_ApplyHullHitpoints(pchar, 50.0, KILL_BY_TOUCH, -1);</i> to do the damage.
Make sure you DON'T do so much damage in the port scene to sink the ship though; that makes the game crash. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
I noted many changes for the Johan Elting' skin in Alpha 9.5 patch 1; especially, the skin for the infiltration missions. I agree to use the new one but I wouldn't like to lose the old one. I was thinking to let these 2 outfits for the infiltration missions but seeing I'm not going to make for each quest an infiltration mission, it would be excessive to have 2 outfits only for this kind of mission. So I thought, I could give the old skin later, in the middle of the main quest, like a normal outfit.

I also noted that the old function for the dangerous locations is still in Lai_Monsters. I think it's better because I tested the last function you made Pieter and it doesn't work. With a relation of -105, I entered at least 10 times in a dangerous location and nothing happened.

Finally, in my new update, I changed the Pchar relation system with Spain for the Bartolomeu Main Quest.
 
Newer function doesn't work? Drat! Oh well... let's keep the olde one then. Is there any modifications you'd like to be made to the old one?
Maybe some level of randomization at least?

As for the new infiltration model... I think Thomas didn't really like the original. But we can keep both if you so prefer. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

And thanks a lot for the new updates. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<!--quoteo(post=323695:date=May 30 2009, 11:43 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 30 2009, 11:43 AM) <a href="index.php?act=findpost&pid=323695"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe some level of randomization at least?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, good idea. Something less systematic would be welcome. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->But we can keep both if you so prefer. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Indeed, I like the SuperDurnius' model. As I said, I will use it as a "normal" outfit in the middle of the main quest. As Dark Vador has a black outfit, let's say Johan will have his own one. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
What chance would you want for the attack to occur?

The black leather guy is by SuperDurnius? Didn't even know that. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
How about we use Thomas' one as "_a" model and the SuperDurnius one as "_b"; then you can pick whichever you want at any time in the quest.
 
<!--quoteo(post=324295:date=Jun 1 2009, 03:29 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 1 2009, 03:29 PM) <a href="index.php?act=findpost&pid=324295"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What chance would you want for the attack to occur?<!--QuoteEnd--></div><!--QuoteEEnd-->
50% of chance at least. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> This function needs to be useful.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The black leather guy is by SuperDurnius? Didn't even know that. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
How about we use Thomas' one as "_a" model and the SuperDurnius one as "_b"; then you can pick whichever you want at any time in the quest.<!--QuoteEnd--></div><!--QuoteEEnd-->
He seems you don't like this model. <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" /> And I consider it as one of the most original skins made for POTC.
Two models just for the infiltration mission? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> The SuperDurnius' model has just one armour finished but I will ask SuperDurnius to make the other ones in the future so this model could be used as a normal outfit. If the player doesn't want to use it, he can always choose the old one made by Thomas.
In my opinion, the SuperDurnius' skin is really impressive and if I can use it not just for the infiltration missions, that would be better. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
If I am honest I hate that black skin. Nobody would wear something like that in the 17th century, and especially not on the streets! It is not that the skin is not good. But, it looks ridiculous in the time frame, it is not the 21st century.
 
50% chance? Can just use a rand() around it then. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

We'll just add both and you can use the different models at the points in the quests where you want. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
<!--quoteo(post=324310:date=Jun 1 2009, 04:20 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE (Thomas the Terror @ Jun 1 2009, 04:20 PM) <a href="index.php?act=findpost&pid=324310"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If I am honest I hate that black skin. Nobody would wear something like that in the 17th century, and especially not on the streets! It is not that the skin is not good. But, it looks ridiculous in the time frame, it is not the 21st century.<!--QuoteEnd--></div><!--QuoteEEnd-->
I perfectly understand your opinion Thomas. But, let people choose at least the SuperDurnius' model if they want.
If they don't want the SuperDurnius' model of course, they will continue to use your model.
 
Yeah, I know. They should have a choice, I just wanted to say why I objected. The only thing I beg you, is that you won't use it as his regular outfit, he wears on the streets, but as an infiltration outfit.
 
<!--quoteo(post=324311:date=Jun 1 2009, 04:20 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 1 2009, 04:20 PM) <a href="index.php?act=findpost&pid=324311"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->50% chance? Can just use a rand() around it then. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, I think so. Do you agree Pieter ? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
We can always have both included and a <i>GiveModel2Player("modelID",false);</i> line puts a model in the player's interface without actually applying it.
I'm using that for the beginning of the Jack Sparrow storyline now, for those people who are really impatient to play as the REAL Jack Sparrow.
Maybe you can use that at some point here too?
 
<!--quoteo(post=324317:date=Jun 1 2009, 04:29 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE (Thomas the Terror @ Jun 1 2009, 04:29 PM) <a href="index.php?act=findpost&pid=324317"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, I know. They should have a choice, I just wanted to say why I objected. The only thing I beg you, is that you won't use it as his regular outfit, he wears on the streets, but as an infiltration outfit.<!--QuoteEnd--></div><!--QuoteEEnd-->
I would like to give to the SuperDurnius' model a symbolic aspect (Dark side aspect that's why I talked of Dark Vador <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> ). The model would be given by the Vice-Admiral in the middle of the main quest as reward. (only given... the player can freely wears or not this outfit).
 
For the chance in the dangerous code, try this.
Repace:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if(CheckAttribute(location,"dangerous") && NationsRelations2MainCharacter[sti(GetLocationNation(location))] <= RELATION_ENEMY)<!--c2--></div><!--ec2-->With:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if(CheckAttribute(location,"dangerous") && NationsRelations2MainCharacter[sti(GetLocationNation(location))] <= RELATION_ENEMY && rand(1) == 0)<!--c2--></div><!--ec2-->Increase the <i>rand(#)</i> value if you want to decrease the chance.

<!--quoteo(post=324322:date=Jun 1 2009, 05:41 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Jun 1 2009, 05:41 PM) <a href="index.php?act=findpost&pid=324322"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would like to give to the SuperDurnius' model a symbolic aspect (Dark side aspect that's why I talked of Dark Vador <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> ). The model would be given by the Vice-Admiral in the middle of the main quest as reward. (only given... the player can freely wears or not this outfit).<!--QuoteEnd--></div><!--QuoteEEnd-->Interesting. Sounds good to me. Solves all issues as far as I'm concerned, while still keeping it as an option. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Thanks Pieter, I will try this <img src="style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> and make some tests.
 
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