Meanwhile, I've been playing the current version of "Devlin Opera". First snag, which may explain why Bonnie got stuck when you got to Nuestra Señora Nieves: Sixto Costa doesn't appear at night. You may want to give him a 24 hour login, and Rico Diaz as well. Either that, or if you arrive at night, have Bonnie tell you to wait until daytime. Giving Sixto and Rico 24 hour logins is probably a lot easier!
Martinica went without any trouble; I chose Blaze to try the fight scene again, clobbered both opponents because as usual they couldn't do me enough damage to knock me down, wiped out the audience and scared Haraldo. Then on to Santiago.
On arriving in Cuba waters, you teleport to the deck for Blaze's history lesson, then the ship appears next to the port. You may want to change Blaze's reason for why you have to go to the port. If Spain is hostile to me and I've just been told that the local garrison is "very vigilant and very humourless", I definitely want to go to the beach rather than the port! Perhaps, instead, the garrison is generally
less vigilant because there have been no attacks since the forts were reinforced, therefore it's relatively safe to sail into port. Then Beatrice response can stay as it is, you don't want to waste time hiking overland. Anyway, at case "Cuban_history_over", I've added 'HoistFlag(SPAIN)'. A player who is hostile to Spain and doesn't know what is about to happen may still be under a hostile flag when he enters Cuban waters, intending to change flag and then sail to a beach. Instead he's teleported right next to the fort, and 'iForceDetectionFalseFlag' won't save you if you're not under a false flag!
"Crewmember Devlin" runs towards me, stops short, and talks from a distance. At case "Santiago_crewmember" I changed the time in the 'Lai_ActorFollow' line to 30.0 and now he has enough time to complete his run. (It took me a while to figure out the joke about how big Santiago is, but now I see what you did there.
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Beatrice's path: no problems found.
Bonnie's path: Bonnie doesn't sit down. At case "Switch_to_Beatrice" you set 'PChar.model.animation' to "Beatrice", which will happen at the end of action on Martinica. Then in Santiago, case "Switch_to_Bonnie" uses 'PChar.model.animation' in the 'SetModel' line. Some time ago I found that most female models, including the "Beatrice" variants, work with animation "woman_sit". So I changed "Switch_to_Bonnie" to explicitly use "woman_sit" in the 'SetModel' line, and now she sits down with Rocoso. The next problem is that I can't get Rocoso to change into "AnimistEdmundo" - not because of model problems but because you have to buy the cloak from Dragan van Mourik, and Bonnie has no money! The alternative solution, telling the guard sailors about naked women in the tavern, works. To allow Bonnie to buy the cloak, I added this to case "Bonnie_Santiago_start2":
Code:
AddMoneyToCharacter(PChar, 100);
PChar.quest.orig_money = sti(Pchar.quest.orig_money) - 100;
That takes 100 out of the money you'll get back at "Switch_to_Beatrice" and gives it to Bonnie, allowing her to buy the cloak. After that, Rocoso duly puts on the cloak and switches to "AnimistEdmundo".
Blaze's path: Rocoso goes outside for the duel, chickens out and walks to the town gate - he doesn't run. He should be in "Actor" mode after the dialog - that, after all, is why Bonnie didn't move at Turks port until 'LAi_SetOfficerType' was added. Nevertheless, when I put another 'LAi_SetActorType(characterFromID("Rocoso Balboa"))' at case "Balboa_flees_duel", right before the 'LAi_ActorRunToLocation' line, he ran away properly.
There's something odd about either "Rocoso Balboa_dialog.c" or "Rocoso Balboa_dialog.h". The correct spelling for the natives is "Taíno" - note the accent over the "i". This works for Blaze but does something silly in Rocoso Balboa's dialog:
Likewise, the Spanish title is "Señor" with a tilde over the "n", which again works fine in other dialogs but not for Rocoso Balboa. I was able to get round it by changing all references to "Senor" or "Senorita" to "#sSenor#" and "#sSenorita", then use a couple of 'Preprocessor_Add' lines in "Rocoso Balboa_dialog.c" to fill them in, and that works. There's no such easy fix for "Taíno", so Rocoso will just have to call them "Taino". Oh well, he's already been on the vino collapso before Bonnie joins him, so it's not surprising if he mispronounces the occasional word.