I'll give that a try...
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The first main part should be completed soon. First of between 4 and 6, depending on how you count.Yes.
Yes, it does!
ch.old.name = "Guzman";
ch.old.lastname = "";
ch.name = "Guzman";
ch.lastname = "";
ch.id = "Guzman";
ch.model = "Soldier_Spa2"; // PB
ch.sex = "man";
ch.sound_type = "soldier";
LAi_CharacterReincarnation(ch, true, false);
GiveItem2Character(ch, "blade15");
ch.equip.blade = "blade15";
ch.location = "none";
ch.location.group = "";
ch.location.locator = "";
ch.Dialog.Filename = "Guzman_dialog.c";
ch.nation = FRANCE;
ch.rank = 1;
ch.reputation = "50";
ch.experience = "0";
ch.skill.Leadership = "1";
ch.skill.Fencing = "3";
ch.skill.Sailing = "1";
ch.skill.Accuracy = "1";
ch.skill.Cannons = "1";
ch.skill.Grappling = "1";
ch.skill.Repair = "1";
ch.skill.Defence = "1";
ch.skill.Commerce = "1";
ch.skill.Sneak = "1";
ch.money = "10";
ch.quest.meeting = "0";
LAi_SetGuardianType(ch);
LAi_SetLoginTime(ch, 0.0, 24.0);
LAi_SetHP(ch, 80.0, 80.0);
ch.greeting = "Gr_isla muelle soldier";
AddGameCharacter(n, ch);
I tried it and it didn't work. Partly because at least half the time the guard wouldn't stun and I ended up beating him to death. But even when he did stun, the quest check didn't trigger unless I talked to him. If we can't figure out how to make it trigger instantly the same way "NPC_Death" does, I'll have to revert to the original method - check for loss of a couple of HP, then stun him by code.Maybe it's as easy as adding a new case like this one:
Code:case "stunned": return CheckAttribute(refCharacter, "stuntime"); break;
I believe 'LAi_SetGuardianType(ch)' may be setting him to be a default soldier. You've set his nation to be FRANCE, so he's set up as a French soldier, with a French uniform and default French sword. See what happens if you set his nation to be SPAIN and use 'LAi_SetGuardianTypeNoGroup(ch)' instead.I've been working on the fighting / stunning stuff and I think it's starting to work the way I wanted, although there is still battle music played throughout.
In the meantime - how can I get this guy to fit in with the other soldiers? I've tried several character models but he even has the wrong sword!
Ah; that's to be expected.Partly because at least half the time the guard wouldn't stun and I ended up beating him to death.
That's good news; it proves the code at least does do something.But even when he did stun, the quest check didn't trigger unless I talked to him.
The game doesn't check continuously on "quest win conditions" as that would bring the game performance down too much.If we can't figure out how to make it trigger instantly the same way "NPC_Death" does, I'll have to revert to the original method - check for loss of a couple of HP, then stun him by code.
Soldier weapons are given by the 'GiveSoldierWeapon' function in PROGRAM\Periods.c to any character for which 'isSoldier' is set.In the meantime - how can I get this guy to fit in with the other soldiers? I've tried several character models but he even has the wrong sword!
ch.old.name = "";
ch.old.lastname = "";
ch.name = "";
ch.lastname = "";
ch.id = "Ox_soldier_1";
ch.model = 1; // PB
Add this before the 'SetCurrentTime':And another thing that just jumped to mind. It's around noon and I have SetCurrentTime(7.00, 0); in a case - now Blaze travels back in time a few hours, but I want it to jump to next morning instead.
WaitDate("", 0, 0, 1, 0, 0);
AddDataToCurrent(0, 0, 1, false);
That's always how it goes.There may of course be some rough edges, details that could be polished or even potential collisions with eventualities of the gameplay unknown to me
I love it already!The twins team up to find their brother Blaze, a scoundrel who sells stolen rum to Toni Haraldo, an important official of the spanish colony on Martinica. The only problem is: Blaze drank most of the rum himself already.
Does this mean the storyline could finally stop being an "Unfinished" one and can be made part of the main mod?So even if your work is not yet finished, if you reckon it's playable, upload it and it can go into the next update. Based on what you've said so far, I'd certainly be willing to play it!
I thought so too! Makes sense to test and polish it step by step. What would be the best method? As I said I prepared a PotC folder structure with just everything Devlin-related in the right folder (if I haven't forgotten anything). Should I just upload it here?Back in 2016 when someone else was handling updates and my "Ardent" story was under development, I'd upload it whenever a playable section was finished - the earliest version let you escape from prison, rescue your crew, return to Havana, and that was it.
So even if your work is not yet finished, if you reckon it's playable, upload it and it can go into the next update. Based on what you've said so far, I'd certainly be willing to play it!
There's certainly some silliness in there. The idea is to mix silly humour with little bits and pieces of the early caribbean history. And some (not so) bold "predictions" about the "future" history of the caribbean.I love it already!
Most of what I have right now I put into effect over the last ten days or so. So if everything continues to run smoothly - certainly, we could get there. My envisioned story isn't very long, but I rather have a realistic goal and there's always the option to add more stuff later (continuation, more story chapters in between, unique sidequests as subplots to the story).Does this mean the storyline could finally stop being an "Unfinished" one and can be made part of the main mod?
Yes, if it will get past the forum file size limit. (If not, try splitting it - post "PROGRAM" and "RESOURCE" as separate zips in different posts, for example.)What would be the best method? As I said I prepared a PotC folder structure with just everything Devlin-related in the right folder (if I haven't forgotten anything). Should I just upload it here?
Good - as you might have noticed in "Ardent", I love mixtures of silly humour and actual history.There's certainly some silliness in there. The idea is to mix silly humour with little bits and pieces of the early caribbean history. And some (not so) bold "predictions" about the "future" history of the caribbean.
Having a shorter story might be a good thing anyway. We've had several people who started on storylines, then gave up and were never heard from again, possibly because they felt they had to make a long epic and then lost interest part way through. If others get the idea that short stories are fine as well, perhaps we'll get some more...Most of what I have right now I put into effect over the last ten days or so. So if everything continues to run smoothly - certainly, we could get there. My envisioned story isn't very long, but I rather have a realistic goal and there's always the option to add more stuff later (continuation, more story chapters in between, unique sidequests as subplots to the story).
Cool idea!There's certainly some silliness in there. The idea is to mix silly humour with little bits and pieces of the early caribbean history. And some (not so) bold "predictions" about the "future" history of the caribbean.
Very very wise.Most of what I have right now I put into effect over the last ten days or so. So if everything continues to run smoothly - certainly, we could get there. My envisioned story isn't very long, but I rather have a realistic goal and there's always the option to add more stuff later (continuation, more story chapters in between, unique sidequests as subplots to the story).
Probably because Jamaica is English normally, but Early Explorers changes it to Spanish and therefore applies random Spanish names to all characters in town.Storyteller randomly changes name when a new game is started out of another game.
JRH sent me his sound library early in this thread. Just took it from there and renamed it.How did you make "SJGfem.WAV"?
Preferably @Grey Roger could have a look at exactly those last quest case - "Meet_after_Martinica" and "Martinica_Debriefing". I took what seems to be the standard location for talking scenes in the cabin in various storylines, including Ardent (Cabin2SJG). But when I go to sea directly from the jetty, the loading screen freezes. When I go via ship deck, I get to the location but none of the other characters do. When I change my reload locator I end up somewhere in the ocean. But I'm going to use this cabin several times, so I need it to work.The quest currently ends when you're transported back to the Martinica jetty. (There's one more quest case when you go to sea, that should bring you to the cabin, but it hasn't worked yet when I tried it yesterday).
I would've thought that something named "Cabin2SJG" would be in the storyline location init files.Preferably @Grey Roger could have a look at exactly those last quest case - "Meet_after_Martinica" and "Martinica_Debriefing". I took what seems to be the standard location for talking scenes in the cabin in various storylines, including Ardent (Cabin2SJG). But when I go to sea directly from the jetty, the loading screen freezes. When I go via ship deck, I get to the location but none of the other characters do. When I change my reload locator I end up somewhere in the ocean. But I'm going to use this cabin several times, so I need it to work.