• New Horizons on Maelstrom
    Maelstrom New Horizons


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Few minor modifications/additions/`bug-fixes` for PotC

Hey! Nice one Petros! I'll have that one in the game too! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

As for the 'bug' I tried fixing: I must be the most stupid person on this planet; it wasn't a bug at all. But the button won't work if you already have 100% health.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> Stupid, stupid, stupid! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
I made a new version available. It can be found from the Millenium Dock link. I'm currently wrapping up some good documentation on all additions.
 
<!--`QuoteBegin-v_Grimmelshausen`+--><div class='quotetop'>QUOTE(v_Grimmelshausen)</div><div class='quotemain'><!--QuoteEBegin-->Thanks Pieter.
But if you upload your newest version, it will be on that link as well, or only on the ftp?[/quote]<i>Only</i> on that link, unless I have the time to also put it on the FTP.
 
Check out <a href="http://millenniumdock.bravepages.com/storage/others/potcmods.htm" target="_blank">this new page</a> I made featuring a download link to the newest version of my modpack, as well as a complete feature list (at least; I hope it's at least `sort-of` complete), including pictures! <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" />

Took me a whole week to create this version, so I hope you'll enjoy. Any bugs you might encounter, please tell them, so we can fix 'em.
BTW: If somebody would be willing to play the game with the disarm mode set to 2 (every hit disarms) to see if the disarming works properly or causes trouble. You might need to have godmode on; otherwise you might die when you get disarmed yourself.
BTW 2: The '`fist-sword`' could do with major improvement. Anybody capable of making it work more properly, please do, as I don't know how to manage. I added some fistcode to the Loc_AILAi_events.c file, but it isn't quite ready yet (you'll see I added a few comments about what features still need to be added)
BTW 3: Almost all new features remain virtually untested, so all testing is not only welcome, but also much needed!

Anyway: Have fun and thanks for all you help! <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" />
 
Hey Pieter, that page is great! Congrats! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
Thanks a lot. The page actually took me 'just' a few hours to complete. The new modpacl version took me the whole week. Does it work `more-or`-less properly?
 
Excellent page, Peter <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> Looks professional, clear and mouthwatering <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />


Thanks again for compiling our mods <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" /> I have made a seperate post with additional info about the Captain's Challenge mods. Please post any feedback for those there.

I'll test fists and disarming together with my current work on forts. Lots of fighting there and I have to play that as invicible anyway.
 
<!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->Excellent page, Peter  :onya   Looks professional, clear and mouthwatering <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" /> [/quote]Well... Not quite as professional as my <a href="http://www.vsshipyard.tk" target="_blank">other website</a> (but that one took me years to get as good as now; only I don't have time anymore to keep it up), but it'll have to do. It's at least a clear presentation of all added features.

<!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->Thanks again for compiling our mods  :cheers   I have made a seperate post with additional info about the Captain's Challenge mods. Please post any feedback for those there.[/quote]You're welcome. I like doing it; it's more fun than school. <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" />
I hope to be able to find some free time to do some Captain's Challenge testing. I've had particularly little time for actually testing anything, let alone play PotC, so everything is most likely still buggy.

<!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->I'll test fists and disarming together with my current work on forts. Lots of fighting there and I have to play that as invicible anyway.[/quote]I was hoping you would be able to do some improvement on my "fist" attribute code in PROGRAMLoc_aiLAi_events.c, because it's really quite basic and needs through improvement before it actually resembles fistfighting.
I tried having the disarming show the name of the officer who is disarmed, but no luck, so this will have to do, until somebody fins something to improve. I added nodisarm attributes to almost all defined characters in the character init files (not only questcharacters, but all others too, otherwise they might end up being regenerated in "disarmed" mode, which isn't supposedto happen), but might have added it to some that don't need them, while some that don't have them, might need them (I just remembered it might cause trouble when fighting the nosave monks, as they don't have a nodisarm attribute as they aren't generated with weapons; they only get them by stealing them from the player), so I'm not sure the disarming is working 100% perfectly yet.
Work on forts with lost of fighting? Now THAT sounds really interesting! What are you working on exactly? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
I am still working on the Thief mod and the additional locations on Oxbay which I promised a loooong time ago <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> . But I am more than halfway through, so there is hope <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Thief mod? Have I ever heard of that? Not for as far as I can remember... Sounds interesting. <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" />
 
Found the time to play a bit today and everything worked fine. Excellent work, Pieter and all who contributed

So I have nothing to criticise or correct, only a few proposals, based entirely on my taste only :

Fists
Very nice feature, ideal for quests where you are trapped or down and out with only your fists. But at the very beginning if you have only rank 1 you have only a 0.5%-1% chance to knock someone out, which could be a bit frustrating and may cause players to scorn the fists as they seem to be useless. You could add a basic chance of e.g. 10% to give beginners a chance, like this:

if(rand(100)< punch +10 ) // ccc added +10
// Checks if punch knocks enemy out; character's rank increases chance

Even with such a "basic" successchance would fistfighting be a tough business .

As particle effect for the Knockout, how did you like the "stars" that sandbagged or (cobble)stoned people see?

Concerning the animation, you have kind of inherited a problem that the "stun" feature has as well: that "`knocked-out`" people stand up and cower if enemies are near. Only that it becomes more apparent in your fistfights.

I made a fix for our mutual problem: just outcomment these two lines in LAi_poor


if(chr.chr_ai.tmpl != LAI_TMPL_ANI)
{
// ccc LAi_tmpl_ani_PlayAnimation(chr, "afraid", -1.0);
// ccc LAi_SetAfraidDead(chr);
}

and victims stay in their "collapsed" state.


Disarming
As for setting so many characters to "nodisarm", you did that mainly because you don't want to fill the gameworld with disarmed NPCs, correct? Makes sense, but there may be another way to achieve that:

-only crucial questcharacters whose disarming might spoil a quest get the "nodisarm" attribute
-the disarming only unequips the blade but leaves it as item in the inventory
-a routine that runs in certain intervals reequips the blade after some time

That way the disarming would have its effect on the current fight, but after e.g. a day or after reloading the location. all NPCs would again be armed as they are supposed that way.
BTW, leaving the bladeitem in the NPC's inventory wouldn't keep us from giving it as booty to the player as well.

I'll write some "rearming" routine anyway, cause my "steal" feature has the same problem. If you want you can join in.
 
Thanks a lot for your answer. I'll see what I can do with your suggestions.

I like the "stars" particle effect fine; I wanted to add it to my fists item, but for some reason or another, it didn't work. I could add it as itm.effect1, but then it will always be shown if you hit your opponent, not only if you knock him/her out. Copying the particle effect into the "fist" code caused errors instead of stars. (Well... Stars before my eyes maybe...)

Are you sure the blades aren't taken from NPCs? Hmm. That might at least enable all guards to have their nodisarm line removed again. I suppose that when the disarming code works properly, I or someone else must play the game in `disarm-mode` 2 and see what characters need their nodisarm statement.
BTW: After a person is disarmed, I go to another location and return, he/she still panicks at the mere sight of me (this especially goes for guards). I'd like them to be back to normal when you return, having their blades again and being back at their posts. Any way that might be accomplished?

As for the animation: I completely copied your `stun-code`, so it's no surprise that it has the same bug. <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" /> What happens if you outcomment these lines? Does it just solve the problem, or does it cause nobody to play the afraid animation anymore? Because that's not supposed to happen either.

You're right about your fists not being much use in the beginning of the game; might be a good idea indeed. But then, the feature isn't quite working allright yet. You got any idea how I might disable `sword-like` sounds when using your fists? It already looks fake when fistfighting (after all; it's just swordfighting without a sword), but it also sounds stupid. Also: When hitting someone, there are two `damage-texts` displayed above the character; one for the weapon's damage and one for the punch damage. I'd like to be able to change that into just one, but I've got no idea how.
BTW: Only the player character ever receives the fists item. You're not supposed to be able to trade it, nor be able to lose it (haven't tested that though). All other characters don't have them (yet?). If your entire inventory is taken from you (like when you are in jail), you will lose your fists too (I suppose).
As for the amount of characters with nodisarm: Yes; I didn't want to end up with everybody who was once disarmed panicking whenever you're near for all eternity. Hope their might be a way to reset disarmed character back to their normal state after some time...

I would like to help you as much as I can, but doubt I could do too much good. I'll try though.

Once again: Thanks a tremendous lot for all your help; couldn't have done much without it. <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" />
 
I'd expect if you set the fist item "price" at 0, it can't be traded or stolen. At least I never remember waking up in a tavern and finding important quest items stolen from me, but maybe they have an additional attribute I'm not noticing.

___

CCC: A thought I had for the thief mod, if you don't fear it becomming too big or prolonged: There are plenty of spots where a ladder rests against a house... placing a reload locator at the bottom of each would let you "sneak" into the `upper-storey` of a store or home, with a random chance of an angry resident or a bunch of cuthroats up there ready to bust a lead ball in your arse. You'd probably have to do the sneaking, if this is `do-able`, when no one else could see you... like the chests inside homes, only somehow involving an NPC proximity test...
 
Sorry I haven't been around to test this stuff lately. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
 
<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->As for the animation: I completely copied your `stun-code`, so it's no surprise that it has the same bug.  :cheeky What happens if you outcomment these lines? Does it just solve the problem, or does it cause nobody to play the afraid animation anymore? Because that's not supposed to happen either.
[/quote]A valid concern, but the only NPC that regularly has the LAi_poor type is "Henry", the beggar in Redmond. I don't think that it matters if he can stand up and cower, but to make things perfect one could disable the cower ability only for chr who have the "stuntime" attribute:


if(chr.chr_ai.tmpl != LAI_TMPL_ANI && !CheckAttribute(chr,"stuntime")) // ccc stunned chr shall not cower
{
LAi_tmpl_ani_PlayAnimation(chr, "afraid", -1.0);
LAi_SetAfraidDead(chr);
}


As for the metallic swordsounds during fistfighting, I fear we can't do much. As Inez has uncovered the animations are in resourceanimationman.ani, and the sounds for the attack moves are defined there as well. But it's no `c-code`, and I wouldn't mess with it. Maybe one could use some loud hitting sound or yell to drown out the metalsword sounds.
BTW, fighting with monkeys also sounds like metal on metal. So if it's o.k. with monkeys it should be o.k. with fists as well <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />



The "rearming" procedure for disarmed NPCs can be done easily. If you disarm a chr by means of "RemoveCharacterEquip" only he will keep his sword in his inventory.
The file characterscharacters_login.c runs whenever a character is being put into a reloading location. If we insert following procedure into the "LoginCharacter" function...


LAi_CharacterLogoff(chr);
}
}

// ccc special weapons, rearm disarmed chr
if(GetCharacterEquipByGroup(chr, BLADE_ITEM_TYPE)=="" && FindCharacterItemByGroup(chr, BLADE_ITEM_TYPE) != "")
{
EquipCharacterByItem(chr, FindCharacterItemByGroup(chr, BLADE_ITEM_TYPE))

}
// ccc end
}


...it will rearm a chr if he has a blade inventorized but not equipped. So disarmed people will stay weaponless as long as the players stays in the location, but if he leaves and returns later they will have "fetched their spare sword" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Alan, yes, at least some of the ladders should be employed. If i make new locatorfile i'll have an eye on them. BTW, I have at least the locatorfiles for the forts finished? Can you use them for your work?
 
Oh hey, maybe here's a rough solution for clanging fists: brass knuckles. Or maybe that's an additional item to augment your fighting ability. Or comedically giant boxing gloves...!

CCC: I haven't much use for them with what I've got my eye on now... I'll wait till you release them in whichever mod they belong, then maybe I'll make some garrison towns or something if you haven't already.
 
To CCC: Things that still need to be fixed (probably):
- Particle effect added when enemy is knocked out (haven't had any luck getting it to work only if you actually knock your opponent out; it's either all or nothing <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> )
- If a disarmed person is disarmed and you encounter him/her again, will he/she still panick at the sight of you due to the "LAi_SetCitizenTypeNoGroup(enemy);" line in the code? That's not supposed to happen either.
- Does a disarmed person keep his/her weapon? I know the player will actually lose the sword (and be unable to get it back in any way; that should also be fixed). If not, that'll need to be fixed too.
- Also: The disarm attribute should only be given to the characters that actually need it, but for that, someone would need to make a list of important quest characters that may not be disarmed, because it'll mess up the quest or even cause you to get stuck in the game.
 
You can't disarm the rapers or the sequence won't end. Same with the French who chase you out of Oxbay when you're going to steal the ship. Same with the French who catch you at Grey Rock Bay on Oxbay when you're trying to land the troops.

Has anyone found trouble with the Vice City mod and disarming? I keep expecting the AI's to all start fighting and then get disarmed but the guards then turn on ME or my men because we're still armed and the "alarm" is still on...

Question: Didn't we have it fixed that if we did not want to sell our rum to the smugglers on Douwesen, that we could get out of that part of the transaction without causing harm to the whole deal? Or is that based upon the luck level of the character? I was just forced to sell my rum and I did not want to, but the transaction would not complete otherwise... I think something's wrong...

Also - can the enemy also have SWAK's? An enemy threw a bomb at me and I expired - messily, I might add, along with several of my OFFICERS. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> Talk about RUDE!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/slap.gif" style="vertical-align:middle" emoid=":slap" border="0" alt="slap.gif" />

Does the distance one throws a bomb have an effect on the enemy? I threw a bomb at some standing robbers who had not yet started towards me, and it was amazing to see them explode in a puff of smoke and burn in a furious blaze, and yet stand there doing nothing. Are they invulnurable until you talk?
 
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