Davy_Jones
Powder Monkey
I am trying to port the Submerge/Emerge functionality to the game for FD.
"Long story short: An attempt to port this functionality was made back in 2018, with the help of some people here. It worked but had some limited functionality.
I am trying to make it work better, but cant test because the console is not working..."
I am trying to use the execute console command, yet it doesn't work.
This is the code in the console:
void ExecuteConsole()
{
return;
ref pchar = GetMainCharacter();
Log_SetStringToLog("id " + pchar.id);
pchar.Ship.Type = GenerateShip(SHIP_CursedDutchman, 0);
pchar.Ship.SubmergeDutchman = true;
Log_SetStringToLog("Executed Console");
return;
if (!bSeaActive) ref lcn = &Locations[FindLocation(pchar.location)];
ref ch;
int i;
int limit;
Log_SetStringToLog("Executed Console");
}
Can someone tell me if there is a mistake, or the console execution is assigned to a different button in AOP2 GOF2.1.5?
"Long story short: An attempt to port this functionality was made back in 2018, with the help of some people here. It worked but had some limited functionality.
I am trying to make it work better, but cant test because the console is not working..."
I am trying to use the execute console command, yet it doesn't work.
This is the code in the console:
void ExecuteConsole()
{
return;
ref pchar = GetMainCharacter();
Log_SetStringToLog("id " + pchar.id);
pchar.Ship.Type = GenerateShip(SHIP_CursedDutchman, 0);
pchar.Ship.SubmergeDutchman = true;
Log_SetStringToLog("Executed Console");
return;
if (!bSeaActive) ref lcn = &Locations[FindLocation(pchar.location)];
ref ch;
int i;
int limit;
Log_SetStringToLog("Executed Console");
}
Can someone tell me if there is a mistake, or the console execution is assigned to a different button in AOP2 GOF2.1.5?