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Assassin Main Quest

Maybe it indeed is my game version then. I'll test again somewhere in the future.
In any case, I have succesfully concluded the whole updated Assassin quest now.
I did end up using some console teleports in the end, because of the crashes that are probably caused by the Different Flags mod.
 
Oh... and I like who you replaced the joke at the end of the Santos quest with! But I'm thinking the dialog and quest texts might need to be updated.
The current ones still bear relevance on the character that was originally used there... (not wanting to give it away here... <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /> ).
 
For the infiltration in the French ship, the player uses the Johan_Elting _B model so the camouflage outfit. All the soldiers should be hostile (and the player wears this outfit <b>before</b> being reloaded on the lineship. <img src="style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" />

About the dialogues and quest_text for this character I can make new ones <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
I know they shoud be. But they weren't. Beats me why. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
<!--quoteo(post=333281:date=Jun 27 2009, 10:34 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 27 2009, 10:34 AM) <a href="index.php?act=findpost&pid=333281"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know they shoud be. But they weren't. Beats me why. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
That's magical <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
During the 4th quest, the player needs to go through the Hispaniola_Grot2 location twice. But when he enters the cave all the skeletons inside die. I remember you said you were thinking of removing the cursed characters from the assassin storyline, is it right ?

If yes, I need at least you replace the cursed characters by normal ones. In this case, pirates as you can meet in the dungeon for instance.
 
I already removed all skeletons in random encounters in the game; there'll be pirates/smugglers instead now.
The dead ones in that cave are not random though. By the looks of it, Screwface set that on purpose.

What exactly do you want with that cave? Are dead skeletons OK? Do you want dead smugglers? Or do you want enemies?
We can change the code so that there's still always dead skeletons as per Screwface's intention,
but there'll be live enemies at the points where you don't want that.
 
<!--quoteo(post=333752:date=Jun 28 2009, 06:17 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 28 2009, 06:17 PM) <a href="index.php?act=findpost&pid=333752"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Or do you want enemies?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, I want them. Pirates like those in dungeon <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
In PROGRAM\Loc_ai\LAi_monsters.c, find:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// Screwface : to have dead skeletons on turks shore ship and hispaniola grots
if(location.id == "Turks_shore_ship" || location.id == "Hispaniola_Grot2" || location.id == "Hispaniola_Grot3"){chr.chr_ai.hp_max = 0; chr.chr_ai.hp = 0;LAi_CheckKillCharacter(chr);}<!--c2--></div><!--ec2-->Remove <i>"location.id == "Hispaniola_Grot2" || "</i> so that it looks like this:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if(location.id == "Turks_shore_ship" || location.id == "Hispaniola_Grot3"){chr.chr_ai.hp_max = 0; chr.chr_ai.hp = 0;LAi_CheckKillCharacter(chr);}<!--c2--></div><!--ec2-->
In PROGRAM\LandEncounters\LEnc_monsters.c, find:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// Screwface : to have dead skeletons on Turks shore ship
if(location.id == "Turks_shore_ship" || location.id == "Hispaniola_Grot2" || location.id == "Hispaniola_Grot3"){modelInfo.model = "Skeletons";}<!--c2--></div><!--ec2-->Remove <i>"location.id == "Hispaniola_Grot2" || "</i> so that it looks like this:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if(location.id == "Turks_shore_ship" || location.id == "Hispaniola_Grot3"){modelInfo.model = "Skeletons";}<!--c2--></div><!--ec2-->
There'll be regular enemies there now instead of dead skeletons. I'm thinking we might just go the simple route and do it like this,
since a cave with skeletons remains anyway ("Hispaniola_Grot3") and I'm too lazy right now to come up with anything else. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Thanks, I'll make these changes for the Grot2 <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
In the 4th quest, I will use the plantation on Guadeloupe and the Curacao village. Are there anything Pieter you will add in those locations that I don't know ? (at least for the Curacao village I need to open two locations : A tavern and a house).
 
I might add some slaves walking around on the plantations. Other than that, I have no plans.
 
Thanks for the information <img src="style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
<!--quoteo(post=332355:date=Jun 24 2009, 04:07 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Jun 24 2009, 04:07 PM) <a href="index.php?act=findpost&pid=332355"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- The Tortuga atmosphere : the cursed skeleton doesn't follow the monk.<!--QuoteEnd--></div><!--QuoteEEnd-->I have fixed the code for the Jack Sparrow storyline now; still have to do the others:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        case "Tortuga_jack":
            Pchar.quest.Tortuga_restore.win_condition.l1 = "ExitFromLocation";
            Pchar.quest.Tortuga_restore.win_condition.l1.location = "Tortuga_port";
            Pchar.quest.Tortuga_restore.win_condition = "Tortuga_restore";

            sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, GetRandomModelForTypeNation(1, "Captains", PIRATE), "goto", LAi_FindRandomLocator("goto"));
            LAi_SetImmortal(sld, true);
            LAi_group_MoveCharacter(sld, "bagarreur");

            sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, GetRandomModelForTypeNation(1, "Captains", PIRATE), "goto", LAi_FindRandomLocator("goto"));
            LAi_SetImmortal(sld, true);
            LAi_group_MoveCharacter(sld, "bagarreur1");
            LAi_group_FightGroups("bagarreur", "bagarreur1", true);

            sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, GetRandomModelForTypeNation(1, "Captains", PIRATE), "goto", LAi_FindRandomLocator("goto"));
            LAi_SetImmortal(sld, true);
            LAi_group_MoveCharacter(sld, "bagarreur2");

            sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, GetRandomModelForTypeNation(1, "Captains", PIRATE), "goto", LAi_FindRandomLocator("goto"));
            LAi_SetImmortal(sld, true);
            LAi_group_MoveCharacter(sld, "bagarreur3");
            LAi_group_FightGroups("bagarreur2", "bagarreur3", true);

            sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, GetRandomModelForTypeNation(1, "Captains", PIRATE), "goto", LAi_FindRandomLocator("goto"));
            LAi_SetImmortal(sld, true);
            LAi_group_MoveCharacter(sld, "bagarreur4");

            sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, GetRandomModelForTypeNation(1, "Captains", PIRATE), "goto", LAi_FindRandomLocator("goto"));
            LAi_SetImmortal(sld, true);
            LAi_group_MoveCharacter(sld, "bagarreur5");
            LAi_group_FightGroups("bagarreur4", "bagarreur5", true);

            if(rand(100) < 50)
            {
                string SkelLocator = LAi_FindRandomLocator("goto");
                sld = LAi_CreateFantomCharacter(false, 0, true, false, 0.25, GetRandomModelForType(-1,"Monks"), "goto", SkelLocator);
                LAi_SetImmortal(sld, true);
                sld.id = "bagarreur6";
                sld.name = "Scared";
                sld.lastname = "Monk";
                LAi_SetActorType(characterFromID("bagarreur6"));
                LAi_ActorRunToLocation(characterFromID("bagarreur6"), "reload", "reload7_back", "none", "", "", "skeleton_leaves", 0.0);

                sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, GetRandomModelForType(-1,"Skeletons"), "goto", SkelLocator);
                LAi_SetImmortal(sld, true);
                sld.id = "bagarreur7";
                sld.name = "Cursed";
                sld.lastname = "Skeleton";
                LAi_SetWarriorType(characterFromID("bagarreur7"));
                LAi_warrior_SetCommander(CharacterFromID("bagarreur7"), CharacterFromID("bagarreur6"));
            }
        break;

        case "skeleton_leaves":
            LAi_SetActorType(characterFromID("bagarreur7"));
            LAi_ActorGoToLocation(characterFromID("bagarreur7"), "reload", LAi_FindRandomLocator("reload"), "None", "reload", "", "", -1);
        break;

        case "Tortuga_restore":
            PChar.quest.Tortuga_jack.win_condition.l1 = "location";
            PChar.quest.Tortuga_jack.win_condition.l1.character = PChar.id;
            PChar.quest.Tortuga_jack.win_condition.l1.location = "Tortuga_port";
            PChar.quest.Tortuga_jack.win_condition = "Tortuga_jack";
        break;<!--c2--></div><!--ec2-->
The skeleton does chase the monk again, but he doesn't start running until the monk is at a distance.
Then once the monk disappeared, the skeleton will walk elsewhere too, rather than stand aimlessly in the port.
Also, I changed the quest from a SetEnterLocationQuest to a win_condition,
because I noticed that apparently the SetEnterLocationQuest is ALSO executed upon loading a savegame there. That resulted in double characters.
So hopefully this all works better now. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Fixed for all other storylines now too. Shall be included in the next patch.
 
<!--quoteo(post=334205:date=Jul 1 2009, 01:03 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 1 2009, 01:03 AM) <a href="index.php?act=findpost&pid=334205"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fixed for all other storylines now too. Shall be included in the next patch.<!--QuoteEnd--></div><!--QuoteEEnd-->
WOOHOO! Hurray for Pieter
 
Thanks Pieter,

Can you check another thing : the reload between Charlestown and the Jungle doesn't work. <img src="style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" />
 
So from Charlestown to the rest of the junlge? Alright... I'll check. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

BTW: One thing I thought of why the ship deck fight doesn't work: the relations based on your outfit are set during the reload.
But aren't the enemies on deck only added AFTER that? If so, there's a good chance that it wouldn't work for them. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--quoteo(post=334430:date=Jul 1 2009, 03:09 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 1 2009, 03:09 PM) <a href="index.php?act=findpost&pid=334430"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So from Charlestown to the rest of the junlge? Alright... I'll check. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Indeed. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Thanks for checking.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->BTW: One thing I thought of why the ship deck fight doesn't work: the relations based on your outfit are set during the reload.
But aren't the enemies on deck only added AFTER that? If so, there's a good chance that it wouldn't work for them. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
As I said, I didn't have this bug. Anyway, I can add a line of code to be sure the soldiers are hostile. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
I was just trying to think of why it didn't work for me. Still doesn't explain why it DOES work for you. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
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