void SetCoastalGuardPursuit()
{
ref Pchar = GetMainCharacter();
if(DEBUG_SMUGGLING>2) trace("SMUGGLING move coastguard to the sea");
Group_SetTaskAttack("Coastal_Guards", PLAYER_GROUP, true);
Group_LockTask("Coastal_Guards");
Group_SetPursuitGroup("Coastal_Guards", PLAYER_GROUP);
Group_SetAddress("Coastal_Guards", Islands[GetCharacterCurrentIsland(Pchar)].id, "", "");
// PB: Ensure they're deleted after escaping -->
Pchar.quest.Rand_ContrabandInterruptionAtSeaEnded.win_condition.l1 = "MapEnter";
Pchar.quest.Rand_ContrabandInterruptionAtSeaEnded.win_condition = "Rand_ContrabandInterruptionAtSeaEnded";
// PB: Ensure they're deleted after escaping <--
}
void StopCoastalGuardPursuit()
{
ref Pchar, rCap1, rCap2, rCap3;
Pchar = GetMainCharacter();
rCap1 = CharacterFromID("Coastal_Captain01");
rCap2 = CharacterFromID("Coastal_Captain02");
rCap3 = CharacterFromID("Coastal_Captain03");
group_DeleteGroup("Coastal_Guards");
ChangeCharacterAddressGroup(CharacterFromID("Coastal_Captain01"), "None", "", "");
ChangeCharacterAddressGroup(CharacterFromID("Coastal_Captain02"), "None", "", "");
ChangeCharacterAddressGroup(CharacterFromID("Coastal_Captain03"), "None", "", "");
}