Yes. (door_TortugaT)Should the file go to "RESOURCE\MODELS\Ammo\BuildingItemsJRH" instead?
And please delete the Ammo folder under Locations.
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Yes. (door_TortugaT)Should the file go to "RESOURCE\MODELS\Ammo\BuildingItemsJRH" instead?
Interesting!Rewrote one of the standard functions. It is not clear why there was a cycle that was looking for an object in each group of equipment.
Now the function works differently:
1) We get a group of objects.
2) Let's see what is put on in the group of the subject.
3) If the current equipment is the same as necessary, then return the "true".
No need to look for a gun in the group for cold weapons.
New:
bool IsEquipCharacterByItem(ref chref, string itemID)
{
aref arItm;
Items_FindItem(itemID,&arItm);
if(CheckAttribute(&arItm, "groupID") && GetCharacterEquipByGroup(chref, arItm.groupID) == itemID)
{
return true;
}
return false;
}
Old:
bool IsEquipCharacterByItem(ref chref, string itemID)
{
aref arEquip;
makearef(arEquip,chref.equip);
int q = GetAttributesNum(arEquip);
for(int i=0; i<q; i++)
{ if(GetAttributeValue(GetAttributeN(arEquip,i))==itemID) return true;
}
return false;
}
Interesting!
Thanks.
Is that to improve performance?
I'm not sure that it will improve performance. The new code uses 'Items_FindItem', which uses 'GetItemIndex', which uses 'NativeFindCharacter', which I suspect searches the whole 'Items' array. Being a native function, it probably does this quicker than doing the same search in code. But it's probably not as quick as simply searching the character's inventory, which is what the current code does.
In any case, the new code does not prevent a search of items of the wrong group. It just hides that search.
MASSIVE CONGRATULATIONS, matey!!and with that it should be PLAYABLE.
Excellent!Here's my latest upload
http://piratesahoy.bowengames.com/potc/JRH/JRH files 6154 20-09-21.7z
and with that it should be PLAYABLE.
Here's my latest upload
http://piratesahoy.bowengames.com/potc/JRH/JRH files 6154 20-09-21.7z
and with that it should be PLAYABLE.
Info: there's a jump start for part 2. Talk to Blackbeard's head in the very first cabin and choose the last case "21".
Or if you want to get a better feeling for the story choose case "20" which takes you to the last chest/drawing room.
From here the story now continues. (after the guy with the bad accent)
It's playable but the first released version. More jump starts and a walk through is coming later.
But can help if something messes up real bad and you're stuck. I appreciate of course any bug reports.To much jump starts are not good for full play-through
I've been meaning to ask, is the bug forum thread the best consolidation of the bugs there is? Or do you happen to have a personal document which has some bugs sorted into categories? Been meaning to ask this since it seems like the vast majority of reported bugs aren't confirmed so I have no idea how big the list of confirmed bugs areBut can help if something messes up real bad and you're stuck. I appreciate of course any bug reports.
It's a very long adventure so there will be mistakes from my side.
But can help if something messes up real bad and you're stuck. I appreciate of course any bug reports.
It's a very long adventure so there will be mistakes from my side.
As far as I'm aware, the Bug Tracker forum IS the most up-to-date.I've been meaning to ask, is the bug forum thread the best consolidation of the bugs there is? Or do you happen to have a personal document which has some bugs sorted into categories? Been meaning to ask this since it seems like the vast majority of reported bugs aren't confirmed so I have no idea how big the list of confirmed bugs are
In theory there is:For other bugs I'm not sure if there's a standard procedure (any longer).