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Assassin Main Quest

And so it would. I seem to have noticed that most of the booms on the various ships are pretty wrong too! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
I thought so. It's still friggin' wrong though! <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Do you have that texture and crew walk file somewhere still?<!--QuoteEnd--></div><!--QuoteEEnd-->

Here's the walk file Pieter <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
[attachment=2824:XebecBig_walk.c]
Forget the texture.....wasted my time apparently. Looks good though Thomas.

As for the masts....still working on it. May need more help with it but I'll update when it's sorted.

damski.
 
Wasted your time? Why? Did you lose the texture? If not, I'm pretty sure a different texture of the same ship can be used elsewhere. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Does anyone have any ideas on the following? Hook...? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=312985:date=Apr 13 2009, 05:19 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 13 2009, 05:19 PM) <a href="index.php?act=findpost&pid=312985"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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" /><!--QuoteEnd--></div><!--QuoteEEnd-->
 
I'M BACK <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />

First, Thomas did some really good work. I accept everything <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

By the way, send me your French officer you made a few weeks ago. You posted the screenshot in the <i>ambitious project</i> topic. I need him for my next mission. <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />

About your code town-dependent, Pieter, I will try it tomorrow. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

I think this mod with my signs is a good feature for the Bartolomeu Main Quest. <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
 
Hi,

The fixed version of the xebec is on the FTP in Zareths 'for damski' folder.

Thanks Zareth <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

damski.
 
I also like the idea. Having tested it, it seems to work. What I want to know now is how we should expand it to add some more logic/variety.
Any luck/level/fame/chance-involvement, you think?
Oh... and I want to have that camouflage code working!!! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<b>Edit:</b> Thanks Damski! Now about that alternate texture of yours... do you have a screenshot...? <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo(post=313184:date=Apr 14 2009, 03:03 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 14 2009, 03:03 PM) <a href="index.php?act=findpost&pid=313184"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I also like the idea. Having tested it, it seems to work. What I want to know now is how we should expand it to add some more logic/variety.
Any luck/level/fame/chance-involvement, you think?
Oh... and I want to have that camouflage code working!!! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks Damski for the xebec <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

For the mod, maybe, the chance of being recognized could increase with the time seeing Bartolomeu will successively attack the Spaniards.

In the interface Nation Relations we have a number increasing each time we attack a nation. The chance of being recognized could be <i>linked </i> with this number.
 
That's an idea; the chance would go up with your (negative) standing with the nation and buying a pardon would also reset the chance to 0 again.
If so, should it still apply only to the locations you set it for or should it apply to all town locations?
I've been wondering about the ease with which you can wander around in enemy towns for quite a while.
Any further suggestions on this are welcome.
 
<!--quoteo(post=313196:date=Apr 14 2009, 03:24 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 14 2009, 03:24 PM) <a href="index.php?act=findpost&pid=313196"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If so, should it still apply only to the locations you set it for or should it apply to all town locations?<!--QuoteEnd--></div><!--QuoteEEnd-->
<i>only to the locations you set it for</i> I think <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I think for each Spanish town, I will choose 2 locations. One will always be the Port. <img src="style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />
 
Ok; I'll see about adding some influence from that value. Shouldn't be too hard, I hope.
Just need to find the value it's using and then figure out a formula that gives a reasonable chance of attack.
Oh... and find the time to do it too... <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
<!--quoteo(post=313184:date=Apr 14 2009, 03:03 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 14 2009, 03:03 PM) <a href="index.php?act=findpost&pid=313184"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I also like the idea. Having tested it, it seems to work. What I want to know now is how we should expand it to add some more logic/variety.
Any luck/level/fame/chance-involvement, you think?
Oh... and I want to have that camouflage code working!!! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<b>Edit:</b> Thanks Damski! Now about that alternate texture of yours... do you have a screenshot...? <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Screenshots are on the 2nd page.
 
<!--quoteo(post=313152:date=Apr 14 2009, 07:26 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 14 2009, 07:26 AM) <a href="index.php?act=findpost&pid=313152"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does anyone have any ideas on the following? Hook...?
<!--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!!!<!--QuoteEnd--></div><!--QuoteEEnd-->
Your index is a random number. It was likely coming up as a zero before and that's why it worked.

PChar.model isn't an integer that can be used as an index from the looks of your other code. You'll need to convert that model name to an index in the Models array to use it.

Hook
 
But why is it a random number there and not in the console? And how do I convert to an index? I really don't understand those arrays. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
The Xebec appears good now with the latest fixes.
Only sometimes there's a crewmember who walks into the ship's cabin, so that you see his head going through the deck above. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
Thanks Hook! The following does work: <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" /><!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//    if ( Pchar.model == "animists3")                                                    // grey robe serves as camouflagecoat, thanks Scheff;)
    if(CheckAttribute(Models[GetModelIndex(PChar.model)],"camouflage"))                 // PB: Recode this to be a general mod
    {                                                                                    // PB: Used for Bartolomeu and Assassin storylines<!--c2--></div><!--ec2-->
 
<i>GetNationRelation2MainCharacter(sti(GetLocationNation(location)))</i> returns the value from the Nation Relation interface.

We need to come up with a formula that does increase your chance of being attacked as you become more hated by that nation, but not <i>too</i> much.
Do you happen to have any input on how frequent you would want this to happen, Bartolomeu? At different points in the quests?
What's the approximate interface value at that time? Does anyone know the range of that value? Especially during the Bartolomeu quest?

I would suggest adding the <i>.dangerous</i> attribute to the port of the town and also the location where the sign is; provided that is NOT the port, of course. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
The following code is used for detecting false flags at sea:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        if (iForceDetectionFalseFlag == 0) {
            if ((frnd() >= GetChanceDetectFalseFlag()) || (MyFlag == PERSONAL_NATION)) {
                MyFlag = GetCurrentFlag();
            } else {
                MyFlag = PERSONAL_NATION;
                bRecognized = true;
                Log_SetStringToLog(TranslateString("", "We are recognized, captain!"));
            }
        }<!--c2--></div><!--ec2-->
With GetChanceDetectFalseFlag() being:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->float GetChanceDetectFalseFlag()
{
// original code -->
//    float rank = GetRankFromPoints(GetScore(GetMainCharacter()));
//    return CHANCE_DETECT_FALSE_FLAG_BASE+(CHANCE_DETECT_FALSE_FLAG_MAX-CHANCE_DETECT_FALSE_FLAG_BASE)*rank/MAX_RANK;
// original code <--

// LDH -->
    ref mchr = GetMainCharacter(); // KK
    float score  = GetScore(mchr); // KK
    float rank   = GetRankFromPoints(score);
    int   sneak  = GetSummonSkillFromName(mchr, SKILL_SNEAK);
    int difficulty = GetDifficulty();
    float chance = rank/MAX_RANK * (11.0-sneak)/10.0;
    chance = chance * difficulty/2.0;        // 0.5, 1.0, 1.5, 2.0
//    chance = chance * (difficulty+1)/3.0;        // alternate difficulty calculation 0.67, 1,0, 1.33, 1.67
    chance = retmin(chance,1.0);    // so chance doesn't go over 100%
//    LogIt("False Flag Detection - Score: " + score + ", rank: " + rank + ", Sneak: " + sneak + ", Chance: " + chance*100.0 + "%"); // for testing
//    LogIt("The chance of your false flag being detected is " + chance*100.0 + "%");    // Tell the player, it might get him used to looking for it.
    return chance;
// LDH <--
}<!--c2--></div><!--ec2-->
Since this mod would be similar to the being detected at sea one, perhaps we could make use of similar code?
On the other hand, that code does NOT take into account how much the other nation hates you and I do like that suggestion of Bartolomeu's. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
I need to have a bit of an idea how to calculate this. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
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