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Devil's island

Just to update, I'm still playing with trying to set it up so if you go into the part of the temple with the big statue in it you can get back out again. So far no luck in either a game with a completed main quest or one with an incomplete main quest.

I have found, thanks to Fred Bob, that in a game with a completed main quest, if you hit F3 at the spot where you put the idol with the long name, you get the movie of the door opening and the glowing transporters work, (also Danielle and Clement show up. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> ) you can go into the transporters and use them to get back out again, as long as you don't use the last one that puts you in the room with the statue. (If you do that, you can't get out. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mellow.gif" style="vertical-align:middle" emoid=":|" border="0" alt="mellow.gif" /> )

I'll keep playing with it and if I figure it out, I may try to see if I can create the pitfall, like I was talking about earlier, where you are transported to a location in the maze. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" />
 
<!--QuoteBegin-SirChristopherMings+--><div class='quotetop'>QUOTE(SirChristopherMings)</div><div class='quotemain'><!--QuoteEBegin-->I have found, thanks to Fred Bob, that in a game with a completed main quest, if you hit F3 at the spot where you put the idol with the long name, you get the movie of the door opening and the glowing transporters work, (also Danielle and Clement show up. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> ) you can go into the transporters and use them to get back out again, as long as you don't use the last one that puts you in the room with the statue. (If you do that, you can't get out. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mellow.gif" style="vertical-align:middle" emoid=":|" border="0" alt="mellow.gif" /> )<!--QuoteEnd--></div><!--QuoteEEnd-->Arrr, Sir Chris! Dis also be true even if'n ye hain't done de Main Quest yet! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> Truth be ye really don't need dat silly idol, ye jus' be needin' tew press F3 on de right spot an' it acts like ye did be havin' de idol! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> Thar must be some trigger some whars dat be a blockin' de corridor tew de Chamber o' de Orb! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Thar must be some trigger some whars dat be a blockin' de corridor tew de Chamber o' de Orb!<!--QuoteEnd--></div><!--QuoteEEnd-->

It's strange, all the stuff I figured out to be able to get out of the temple doesn't apply to this! It's fun trying to figure it out though! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> When I eventually get it, you'll hear my "Yippee!" in Louisiana. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--QuoteBegin-Screwface+--><div class='quotetop'>QUOTE(Screwface)</div><div class='quotemain'><!--QuoteEBegin-->Hi Kieron,

Nice to have you again in the forum ! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid=":p:" border="0" alt="pirate2.gif" />

I've added some lines of code in two files of your great Ship Berthing mod. I wanted to add the possibility of berthing ships on Khael Roa. I think it will be a good complement for devil's island mod. The 2 files are :

kam_shipberthing_ship.c in program folder
kam_shipberthing_miscfunctions.c in Interface folder

I've tested it and it works ! I think we should make an update of your mod.

Screwface !<!--QuoteEnd--></div><!--QuoteEEnd-->

'course! that mod needs updating anyway for some bugs. what changes did you make?
 
CouchcaptainCharles, thanks for your answers.

Now it´s fun again. This really helped. The big padlock problem is no more, the knocking sounds all over the place are gone.

Using both your location cloning chapter and the last answer I found that it´s all about 4 changes.

Yes you are right, it´s possible to teleport to a randitem locator if it´s a free one. Like those in Oxbay port. I get to boxes allright but find myself stuck up to my knees in the box.
 
Thanks for the advice CCC; I'll give it a try when I can and let you know.

Right now I have it set so only "randitem_x" is a locator, as per the tutorial, and hexedited certain locations' randitem labels as I wanted. But what I get is, I can't pick any random items up, and some of the doors in my string of underground locations don't even give me the option of opening them. For stability purposes, I may try and limit the locator modding as much as possible for my underground areas... and make it all a `one-way` string.
 
<!--QuoteBegin-Kieron+--><div class='quotetop'>QUOTE(Kieron)</div><div class='quotemain'><!--QuoteEBegin-->'course! that mod needs updating anyway for some bugs. what changes did you make?<!--QuoteEnd--></div><!--QuoteEEnd-->

I have added a case for Khael Roa by using the example of the others island in the code. example :

you find :
case "QC": tempnumab2 = 7; break;
and you add
case "KhaelRoa": tempnumab2 = 8; break;

Idem for the KhaelRoa_Port and the PortCostBracket.

You must also enable the Khael Roa pic in the interface by adding in the kam_shipberthing_miscfunctions.c :

GameInterface.islandslist.pic9.img1 = "KhaelRoa";
GameInterface.islandslist.pic9.tex1 = 0;

just after theses lines :

GameInterface.islandslist.pic8.img1 = "QuebradasCostillas";
GameInterface.islandslist.pic8.tex1 = 0;

Screwface.
 
alan_smithee, just a checklist that lets you go from let´s say “goto4” to a randitem2
In Oxbay port and leave the other randitem as it is. All by CCC.


file deals with search add


1) locations_loader group teleport new line after teleport”);
(if the group is not there
already)
AddCharacterLocatorGroup(mainCharacter, "merchant");

2) character_events single
locator switch new line before switch
if( mc.location == "Oxbay_port" && locator == "goto4"){group = "reload";}

3) character_events group switch next copy the case ”reload” block
and rename it to “goto”

4) character_login group Trace 2 new lines before Trace
chr.location.group = "randitem" TeleportCharacterToLocator(chr, chr.location.group, chr.location.locator);

1) to 3) departure and 4) arrival

Hope this may help
 
That's a good summary. Only that step 3 is superfluous now because the new method in step 2 takes care of that. Saves some copying <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

I hope that during the weekend I can find the time to write one or two tutorialchapters about all this.
 
CouchcaptainCharles said:
Only that step 3 is superfluous now because the new method in step 2 takes care of that. Saves some copying <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

CouchcaptainCharles, I´ve tried but it seems to me that you need step 3. Otherwise the padlock symbol will not "turn out" when you step OFF the locators.
 
Good point! I forgot to mention *BLUSH* that you must do step 2 also a bit further down in the function chrCharacterExitFromLocator() . That one runs if you leave a locator, and if we let the case "reload" run for our new exits it will clear the icons etc. :

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void chrCharacterExitFromLocator()

{

    aref loc = GetEventData();

    aref chr = GetEventData();

    string group = GetEventData();

    string locator = GetEventData();

    float timeInLocator = GetEventData();



// ccc additional exits: some `non-reload` locators now work like reload group loctrs

    ref mc = GetMainCharacter();  //must be added cause not yet defined here

    if(mc.location == "dungeon 1" && locator == "box3"){ group = "reload"; }

    if(mc.location == "Oxbay_cave" && locator == "randitem1"){ group = "reload"; }

    if(mc.location == "Oxbay_fake_fort" && locator == "character_3"){ group = "reload"; }

// ccc additional exits end



    switch(group)

    {

    case "reload":

 Log_SetActiveAction("Nothing");<!--c2--></div><!--ec2-->
 
Hey by the way: Is there a way to make doors locked, same as chests, so you either have to force them open or even use a key? I'd like to see that, some keys required, in classic RPG format. S'too easy to hack open any chest right now (except when it bombs/stabs me repeatedly... sometimes 10 times in a row!)
 
it's certainly possible to lock doors. this line locks the reload from the lighthouse into oxbay canyon:

<b>Locations[FindLocation("Oxbay_canyon")].reload.l3.disable = true;</b>

implementing a key that unlocked the door would be interesting coding...
 
I'm guessing you could code it to unlock a *specific* door via locators and win conditions, with an if/else situation - if you have the key, the door opens, else it remains closed.
 
Wowsers, hefty thread chock full of good work! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

On this last bit, here's what I'd suggest.
Add an item for each key you want, and have location/locator properties
itm.key.location = location.name
itm.key.locator = name.of.locator

frex, "Oxbay_canyon" and "reload.l3"

Then, in characterutilite.c, in bool TakeNItems(ref _refCharacter,string itemName, int n)
add checks to see if item has attribute key (and _refchar is pchar too, of course).
If current qty of item + n > 0, Locations[itm.key.location].(itm.key.locator).disable = 0, else disable = 1.
 
Keys really would be something. To check it all out what Nathan Kell wrote I first have a very simple question:

How do I put an item on a certain "item" or "randitem" locator?
 
Dis mode be done, mateys? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Screwface, did ye e'er update yer download package wid de changes Sir Chris made? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Jack Rackham: I think you can do that the way the startup items are done; check questlocations init and, um, characters_init.c? for how tut_deck is set up.
Also there's `item-spawning` code in item_logic.c IIRC, which you may have to modify so it doesn't "overwrite" your item with a random one.

Oh, and the quad pistol by the shipwreck on Douwesen.
 
<!--`QuoteBegin-Fred_Bob`+--><div class='quotetop'>QUOTE(Fred_Bob)</div><div class='quotemain'><!--QuoteEBegin-->Dis mode be done, mateys?  :? Screwface, did ye e'er update yer download package wid de changes Sir Chris made?  :cheeky[/quote]

That's done Fred Bob ! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

I've uploaded an update folder with the files to replace to have the changes of Sir Chris and some others additions (modifications of 2 files of Kieron Ship Berthing mod to berth ships on Khael Roa) <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

Screwface.
 
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