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Assassin Main Quest

<!--quoteo(post=336890:date=Jul 13 2009, 09:36 AM:name=Captain Maggee)--><div class='quotetop'>QUOTE (Captain Maggee @ Jul 13 2009, 09:36 AM) <a href="index.php?act=findpost&pid=336890"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I finished playing the current Assassin quest in the last few days and I have to say it was quite enjoyable <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

I loved the dead general scene <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

Well done on the quest <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
First, I tried to put the French soldiers in a tempquestenemy.c but the camouflage still doesn't work. I'm not sure but I think the camouflage mod doesn't work only for the quest locations. Indeed, I already finished the locations for the Mona island and put the characters and for the infiltration mission in this island the camouflage mod works.
By the way, I made a big mistake, we need to use this function on the lineship's deck :

LAi_group_SetRelation("SHIP_FRENCH_SOLDIERS", LAI_GROUP_PLAYER, LAI_GROUP_ENEMY);

I already included this change in my new update for the main quest (update 13 July). It contains the 4th quest but also a video for the 5th quest. I didn't do the final test for the 4th quest but my idea was to upload the maximum of resources from the cybercafe today and over the next days, I'll send a small update for this quest if necessary from my home.
 
Thanks Bartolomeu; added it to my game now! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
Could you upload your modifications for the init file French soldiers?
On Mona island, do you have the soldiers as init or LAi_CreateFantomCharacter?

Of course the whole camouflage thing is added in the LAi_CreateMonsters function; not sure if that runs properly for those locations.
But it did work on the Kralendijk soldiers, who are not randomly generated monsters either. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--quoteo(post=336977:date=Jul 13 2009, 05:06 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 13 2009, 05:06 PM) <a href="index.php?act=findpost&pid=336977"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Could you upload your modifications for the init file French soldiers?<!--QuoteEnd--></div><!--QuoteEEnd-->
Useless, because as I said in my previous post, the modification doesn't work <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->On Mona island, do you have the soldiers as init or LAi_CreateFantomCharacter?<!--QuoteEnd--></div><!--QuoteEEnd-->
init but that's not the problem because for the lineship 's deck in my modification they were init and the camouflage mod didn't work.

btw : try to release the Mona island this week-end.
 
I'll see if I can get something sorted for your island then.
Unfortunately I'm not looking forward to doing work on that. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
Oh well... what must be done, must be done, no? <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />

I'm pretty sure we should be able to get the camouflage to work properly.
But I'm not at all sure if it can work on LAi_CreateFantomCharacter-generated enemies at all.
That's why I'd like to use the init version as a base and then see what I can do about it.
 
<!--quoteo(post=336952:date=Jul 13 2009, 03:47 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Jul 13 2009, 03:47 PM) <a href="index.php?act=findpost&pid=336952"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->LAi_group_SetRelation("SHIP_FRENCH_SOLDIERS", LAI_GROUP_PLAYER, LAI_GROUP_ENEMY);<!--QuoteEnd--></div><!--QuoteEEnd-->That does work much better; prevents all four enemies rushing towards the player straight away. That's a bit much. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<!--quoteo(post=336949:date=Jul 13 2009, 03:37 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Jul 13 2009, 03:37 PM) <a href="index.php?act=findpost&pid=336949"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sorry Thomas, but I've already chose the texture (see screenshot). About the size of the cannon, I want to keep them like they are. By the way, I already made a video and I'm going to upload right now the video and other stuff for Pieter.<!--QuoteEnd--></div><!--QuoteEEnd-->That's too bad; the one uploaded by Thomas really does look better. Actually has modeled wheels... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I think I've got Isla Mona sorted for you now:
<img src="http://piratesahoy.net/build/temp/IslaMona.jpg" border="0" class="linked-image" />

Find the files <a href="http://piratesahoy.net/build/temp/IslaMona.zip" target="_blank">here</a>. I also disabled "Sail To" for "Bocht van Hato" at Curacao and only enabled it in the correct part of the Bartolomeu storyline.
If you want, you can use this same method for disabling the Isla Mona shore so that it appears like "just an island".

I used the Isla de Muerte island model, since that is actually the AoP Isla Mona island model. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
The reload to "shore" of the island causes error messages because there's no town, but I can't hope to fix that until I HAVE the locations.

Also the island doesn't show on the Archipelago map in the interface screen; wished I knew how to add it there.
In a gray and distant past, this happened automatically and even Isla de Muerte appeared there at the correct times. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--quoteo(post=337192:date=Jul 14 2009, 02:56 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 14 2009, 02:56 PM) <a href="index.php?act=findpost&pid=337192"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's too bad; the one uploaded by Thomas really does look better. Actually has modeled wheels... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I prefer not to change the cannons. <img src="style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />
 
<!--quoteo(post=337064:date=Jul 13 2009, 09:51 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 13 2009, 09:51 PM) <a href="index.php?act=findpost&pid=337064"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm pretty sure we should be able to get the camouflage to work properly.
But I'm not at all sure if it can work on LAi_CreateFantomCharacter-generated enemies at all.
That's why I'd like to use the init version as a base and then see what I can do about it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I can send you the modification over the next days.
 
<!--quoteo(post=337204:date=Jul 14 2009, 04:51 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 14 2009, 04:51 PM) <a href="index.php?act=findpost&pid=337204"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think I've got Isla Mona sorted for you now:
<img src="http://piratesahoy.net/build/temp/IslaMona.jpg" border="0" class="linked-image" />

Find the files <a href="http://piratesahoy.net/build/temp/IslaMona.zip" target="_blank">here</a>. I also disabled "Sail To" for "Bocht van Hato" at Curacao and only enabled it in the correct part of the Bartolomeu storyline.
If you want, you can use this same method for disabling the Isla Mona shore so that it appears like "just an island".<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks ! and I'll do that for Mona island.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I used the Isla de Muerte island model, since that is actually the AoP Isla Mona island model. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
The reload to "shore" of the island causes error messages because there's no town, but I can't hope to fix that until I HAVE the locations.

Also the island doesn't show on the Archipelago map in the interface screen; wished I knew how to add it there.
In a gray and distant past, this happened automatically and even Isla de Muerte appeared there at the correct times. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I'll send you the locations. But can you put Mona exactly on the route between San Juan and Santo Domingo. It seems to be too in the North.
 
First, I fixed the dialog.c of the Tortuga's Governor.

Otherwise, could you check these following reloads ? :

- reload from the Turks Fort to the Jungle.
- reload from the cave to the Sandy Point.(always on Turks island)

Indeed, I've had a problem with them..

Another thought, did you not forget to remove the Antigua_Store in the Antigua_outskirts ?? Why we need it if we already have one in the port ??


btw : How to prevent somebody from saving the game in a specific location ??
 
<!--quoteo(post=337278:date=Jul 14 2009, 10:34 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Jul 14 2009, 10:34 PM) <a href="index.php?act=findpost&pid=337278"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'll send you the locations. But can you put Mona exactly on the route between San Juan and Santo Domingo. It seems to be too in the North.<!--QuoteEnd--></div><!--QuoteEEnd-->You can do it yourself in PROGRAM\WorldMap\worldmap_init.c:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    worldMap.islands.IslaMona.position.x = -785.0;  // East  = +, West  = -
    worldMap.islands.IslaMona.position.y = 30.0;  // This doesn't need modifying
    worldMap.islands.IslaMona.position.z = -70.0;   // North = -, South = +
    worldMap.islands.IslaMona.position.rx = -810,6; // Probably needs modifying if you move; just add/substract the same number as for x
    worldMap.islands.IslaMona.position.rz = -84,5;  // Probably needs modifying if you move; just add/substract the same number as for z<!--c2--></div><!--ec2-->
Just adjust those values. As far as I'm aware, it's just a trial-and-error job. New game required for the changes to take effect. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Thanks Pieter ! I'll do that <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
<!--quoteo(post=337282:date=Jul 14 2009, 10:39 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Jul 14 2009, 10:39 PM) <a href="index.php?act=findpost&pid=337282"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Otherwise, could you check these following reloads ? :

- reload from the Turks Fort to the Jungle.
- reload from the cave to the Sandy Point.(always on Turks island)<!--QuoteEnd--></div><!--QuoteEEnd-->I'll try to remember checking those in a couple of days. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=337282:date=Jul 14 2009, 10:39 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Jul 14 2009, 10:39 PM) <a href="index.php?act=findpost&pid=337282"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another thought, did you not forget to remove the Antigua_Store in the Antigua_outskirts ?? Why we need it if we already have one in the port ??<!--QuoteEnd--></div><!--QuoteEEnd-->Dunno; I didn't make the Antigua locations... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=337282:date=Jul 14 2009, 10:39 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Jul 14 2009, 10:39 PM) <a href="index.php?act=findpost&pid=337282"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->btw : How to prevent somebody from saving the game in a specific location ??<!--QuoteEnd--></div><!--QuoteEEnd-->In PROGRAM\INTERFACE\save_load.c there is the following code:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    if(CheckAttribute(PMainCharacter,"NoSave.CarryRelic") && PMainCharacter.NoSave.CarryRelic != "none")
    {
        bNightmareMode = true;
        GameInterface.strings.NoSave = LanguageConvertString(tmpLangFileID,"You can't save while carrying a holy relic! Give it to a monk first."); // NK
    }
    // scheffnow <--
// KK -->
    if(CheckAttribute(PMainCharacter, "NoSave.Resurrection"))
    {
        bNightmareMode = true;
        GameInterface.strings.NoSave = LanguageConvertString(tmpLangFileID, "You can't save until") + " " + GetMyFullName(ResurrectingOfficiant) + " " + LanguageConvertString(tmpLangFileID, "leaves.");
    }
// <-- KK<!--c2--></div><!--ec2-->
You could add something like:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// PB: For Bartolomeu -->
    if (!bSeaActive)
    {
        ref lcn = &Locations[FindLocation(PMainCharacter.location)]; // PB
        if(CheckAttribute(PMainCharacter, "nosave") || CheckAttribute(lcn, "nosave"))
        {
            bNightmareMode = true;
            GameInterface.strings.NoSave = "You can't save for quest purposes.";
        }
    }
// PB: For Bartolomeu <--<!--c2--></div><!--ec2-->
Then you can either add a "nosave" attribute to the player or a location and you should not be able to save there.
However, I think you could still be able to use quicksave and save anyway. But I'm not sure how to handle that.
In fact, the whole save code will soon be greatly modified to add the Save At Sea functionality, which could complicate matters.
What exactly is your plan with disabling saving?
 
I would like to disable the saving in the fort where the cannons are. I noted if you save in this location and you load it : the cannons disappear !!

I use the BuildingSet model method for the cannon. Indeed, with the method used for the deadgeneral for instance we can't put two cannons in the same location and at night the cannons "shine" like in the daylight.
 
BuildingSet cannons disappear? Is there too many characters in the location or what?
I'm pretty sure BuildingSet models usually stay put, right? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

As for the "shine at night", the same applies to the BuildingSet models, I think.
I'm thinking that it might be possible to fix this with Maya, but we'd need our modelers for that.

I wished I knew why some models glow in the dark and others don't. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
I suspect it's some sort of "Tool-saved lack of data" problem.
 
<!--quoteo(post=337292:date=Jul 14 2009, 10:03 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 14 2009, 10:03 PM) <a href="index.php?act=findpost&pid=337292"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As for the "shine at night", the same applies to the BuildingSet models, I think.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's weird but not for the cannons <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

If you see the video, you can confirm they are pretty dark at night..
 
<!--quoteo(post=337292:date=Jul 14 2009, 10:03 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 14 2009, 10:03 PM) <a href="index.php?act=findpost&pid=337292"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->BuildingSet cannons disappear? Is there too many characters in the location or what?
I'm pretty sure BuildingSet models usually stay put, right? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Right and I don't know why I've got this.

Anyway, I'll send you the files I already made over the next days...
 
<!--quoteo(post=337286:date=Jul 14 2009, 10:51 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 14 2009, 10:51 PM) <a href="index.php?act=findpost&pid=337286"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You could add something like:<!--QuoteEnd--></div><!--QuoteEEnd-->That code I posted causes trouble. Use this instead:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// PB: For Bartolomeu -->
    if (!bSeaActive && CheckAttribute(PMainCharacter, "location"))
    {
        ref lcn = &Locations[FindLocation(PMainCharacter.location)]; // PB
        if(CheckAttribute(PMainCharacter, "disablesave") || CheckAttribute(lcn, "disablesave"))
        {
            bNightmareMode = true;
            GameInterface.strings.NoSave = "You can't save for quest purposes.";
        }
    }
// PB: For Bartolomeu <--<!--c2--></div><!--ec2-->
 
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