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Assassin Main Quest

<!--quoteo(post=312750:date=Apr 12 2009, 10:18 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Apr 12 2009, 10:18 PM) <a href="index.php?act=findpost&pid=312750"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pieter can include them in his next update. But if you have time, it would be great to include more stuff made by you. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Consider it done. Only I didn't make the next update yet. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=312751:date=Apr 12 2009, 09:24 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE (Thomas the Terror @ Apr 12 2009, 09:24 PM) <a href="index.php?act=findpost&pid=312751"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am busy with the English soldiers now. Would you like a unique skin for the Vice-admirals officer?<!--QuoteEnd--></div><!--QuoteEEnd-->
Enrique Padilla ? if I don't make any mistake.. Yes, because the player will meet this <i>bad guy </i>many times later in the main quest..

And for the Vice-admiral himself, I would like some kind of medals in his torso...

Let's hope you will finish the english soldiers soon. I really need a skinner in full-time over the next weeks <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=312475:date=Apr 11 2009, 03:29 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 11 2009, 03:29 PM) <a href="index.php?act=findpost&pid=312475"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm thinking you might want to add your "GypsyCaptn_6" and "Johan_Elting_b" models there as well:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if ( Pchar.model == "animists3" || Pchar.model == "GypsyCaptn_6" || Pchar.model == "Johan_Elting_b")<!--c2--></div><!--ec2--><!--QuoteEnd--></div><!--QuoteEEnd-->
Agreed. You can include this code into the next update. By the way, I would like someone making a small mod : when my relation is hostile with a nation the people of this nation would also be hostile with me in the towns if I wear GypsyCaptn_2 or GypsyCaptn_3 or GypsyCaptn_4 or GypsyCaptn_5.
 
Isn't that going to make for an insane amount of fighting? But then... it does make sense if there are "Wanted" posters about. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Anyway, give this a try:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    // Bartolomeu o Portugues Main Quest -->
    if ( Pchar.model == "GypsyCaptn_2" || Pchar.model == "GypsyCaptn_3" || Pchar.model == "GypsyCaptn_4" || Pchar.model == "GypsyCaptn_5")
    {
        if ( NationsRelations2MainCharacter[sti(GetLocationNation(location))] == RELATION_ENEMY ) relation = LAI_GROUP_ENEMY;
    }
    // Bartolomeu o Portugues Main Quest <--<!--c2--></div><!--ec2-->
I didn't test this, but I *think* it should work.
This code goes above the camouflage cloak code I had posted.

I wonder if we could/should make the code a bit less model-specific and more general.
Eg. add a <i>.camouflage</i> attribute to some models for which the camouflage code would then apply.
But what for the enemies in enemy towns? Could we make that fame-dependent and add a bit of a chance and luck value to it?
 
<!--quoteo(post=312870:date=Apr 13 2009, 12:39 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 13 2009, 12:39 PM) <a href="index.php?act=findpost&pid=312870"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wonder if we could/should make the code a bit less model-specific and more general.
Eg. add a <i>.camouflage</i> attribute to some models for which the camouflage code would then apply.
But what for the enemies in enemy towns? Could we make that fame-dependent and add a bit of a chance and luck value to it?<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks Pieter, I'll try the code <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

And it seems you have some good ideas for improving this mod <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I'd still need some suggestions on that last question I posted:<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->But what for the enemies in enemy towns? Could we make that fame-dependent and add a bit of a chance and luck value to it?<!--QuoteEnd--></div><!--QuoteEEnd-->
If we DO make it fame-dependent, you'd need to make sure somehow that the player's fame is high enough by the time you want everybody to be hostile.
Somehow. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Or Town-dependent <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />

Each time, it happens something important in a Spanish town, a sign appears there.

For instance, Santiago after the warehouses' atttack.
Havana after releasing the Bartolomeu's crew
San Juan after the infiltration mission
Santo Domingo after capturing the light galleon.

Anyway, I have no preference between fame-dependent and/or add a bit of a chance and luck value to it.
 
Town-dependent would also make sense, yes. And it might be easily done by adding an attribute to the location at certain points in the quest.
Let me see if I can get that sorted for you; sounds like a good idea. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Some texture changes for your new version:

(I changed the ground texture, so everything is a bit more brown (dry)
<img src="http://i93.photobucket.com/albums/l68/Thomas_the_Terror/RunningontheBeachSpanishsoldiers.jpg" border="0" class="linked-image" />

Enrique Padilla
<img src="http://i93.photobucket.com/albums/l68/Thomas_the_Terror/EnriquePadilla.jpg" border="0" class="linked-image" />

Vice Admiral Salvatore
<img src="http://i93.photobucket.com/albums/l68/Thomas_the_Terror/Admiral.jpg" border="0" class="linked-image" />

Salvatore's new Headquarters
<img src="http://i93.photobucket.com/albums/l68/Thomas_the_Terror/BackhallSpain.jpg" border="0" class="linked-image" />

Well, that were the skins I have already finished.
 
Very pretty! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
 
WTF??? I'm trying to add that <i>.camouflage</i> attribute to the character models, but seem to have ran into something really weird.
I added <i>model.camouflage = true;</i> to the "Johan_Elting" model (temporary for testing) in initModels.c, then added the following test-code to the console:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    if(CheckAttribute(Models[PChar.model],"camouflage"))
    {
        LogIt("Has camouflage attribute!");
    }<!--c2--></div><!--ec2-->This log message displays properly if I press F12.
But if I now replace this in PROGRAM\Loc_ai\LAi_monsters.c:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if ( Pchar.model == "animists3" || Pchar.model == "GypsyCaptn_6" || Pchar.model == "Johan_Elting_b")<!--c2--></div><!--ec2-->with this:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if(CheckAttribute(Models[PChar.model],"camouflage"))<!--c2--></div><!--ec2-->I get an error message: <i>invalid index 1998428212 [size:600]</i>
But it's the exact same friggin' line of code that's working fine in console.c!!! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<!--quoteo(post=312920:date=Apr 13 2009, 03:26 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Apr 13 2009, 03:26 PM) <a href="index.php?act=findpost&pid=312920"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Or Town-dependent <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />
Each time, it happens something important in a Spanish town, a sign appears there.
For instance, Santiago after the warehouses' atttack.
Havana after releasing the Bartolomeu's crew
San Juan after the infiltration mission
Santo Domingo after capturing the light galleon.<!--QuoteEnd--></div><!--QuoteEEnd-->The following seems to work. In PROGRAM\Loc_ai\LAi_monsters.c find:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// KK -->
        if (GetLocationNation(location) != PERSONAL_NATION)
            relation = LAI_GROUP_NEITRAL;
        else
            relation = LAI_GROUP_FRIEND;
// <-- KK<!--c2--></div><!--ec2-->Replace it with:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// KK -->
        if (GetLocationNation(location) != PERSONAL_NATION)
        {
            // PB: For Bartolomeu -->
            if(CheckAttribute(location,"dangerous") && NationsRelations2MainCharacter[sti(GetLocationNation(location))] == RELATION_ENEMY)
            {
                relation = LAI_GROUP_ENEMY;
            }
            else
            {
                relation = LAI_GROUP_NEITRAL;
            }
            // PB: For Bartolomeu <--
        }
        else
            relation = LAI_GROUP_FRIEND;
// <-- KK<!--c2--></div><!--ec2-->
You can then enable this functionality for a location at a certain point in your quest with a line like:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Locations[FindLocation("Havana_town_01")].dangerous = true;<!--c2--></div><!--ec2-->
Of course at the moment this code is fairly unsophisticated and there's no chance or fame or level influence at all.
If anybody has some input on how any such influence should work, post here, and I'll see about making the required modifications. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
You can test this by adding the following code to console.c:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Locations[FindLocation(PChar.location)].dangerous = true;<!--c2--></div><!--ec2-->Go into the QC pirate town, press F12, leave, then come back and everyone will instantly attack you.
 
<!--quoteo(post=312394:date=Apr 11 2009, 06:40 AM:name=damski62)--><div class='quotetop'>QUOTE (damski62 @ Apr 11 2009, 06:40 AM) <a href="index.php?act=findpost&pid=312394"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Re Xebec:-
What happened to the texture I did for it? Now looks grey and dull,..change it back please.
Don't know what's up with the sails.....did'nt do them <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> Will have a look into it though.
Zareth has done a new walk file for it.....so no more walking through deck.<!--QuoteEnd--></div><!--QuoteEEnd-->Do you have that texture and crew walk file somewhere still? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<img src="http://i93.photobucket.com/albums/l68/Thomas_the_Terror/Xebec1.jpg" border="0" class="linked-image" />
<img src="http://i93.photobucket.com/albums/l68/Thomas_the_Terror/Xebec3.jpg" border="0" class="linked-image" />

What do you think of the new texture for the Xebec?
 
Better. And good idea to give 'er some different sails. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
I'd still like to see that texture that Damski62 was mentioning though. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
i really like the look of it, but what the frick's up with the rig in that last screenshot? <img src="style_emoticons/<#EMO_DIR#>/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" /> it's all over the place! there's no wind in excistence that requires that setup.
 
I reported rigging weirdness four pages back too. I think Damski's already figured out what's wrong.
 
ah. haven't been following this. would be cool if the yards would actually end up on the proper side of the mast relative to the wind though.
 
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