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Fire!!!

right, i am decreasing the probability, of a critical hit, im still trying to find the code that regulates the amount of damage dealt on a critical hit.
 
A suggestion, maybe you could make the critical hit like a "headshot" or an event that means that the magazine was hit and the ship gets blow apart instantly, not just a hi damage hit.

And two thypical questions of mine:

1. Can the forts be critically hit?
2. Can the bombs be implemented just for a special kind of vessel (the bomb ketch)
 
<!--quoteo(post=144214:date=Apr 1 2006, 01:11 AM:name=Capitan Caceres)--><div class='quotetop'>QUOTE(Capitan Caceres @ Apr 1 2006, 01:11 AM) [snapback]144214[/snapback]</div><div class='quotemain'><!--quotec-->
A suggestion, maybe you could make the critical hit like a "headshot" or an event that means that the magazine was hit and the ship gets blow apart instantly, not just a hi damage hit.

And two thypical questions of mine:

1. Can the forts be critically hit?
2. Can the bombs be implemented just for a special kind of vessel (the bomb ketch)
<!--QuoteEnd--></div><!--QuoteEEnd-->

dont ask. i just deal with the FX and not so much the logic setup of things
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

Nice job.

Can you tell me which functions, and which lines, have you modified in AIShip.c in version 3?

I have several "mods in progress" that involve AIShip.c and I need that info in order to "mix" them with your new version

TIA

Kblack
 
Do you know the program WinMerge? That will instantly show you all the differences. Ruddy useful. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=144239:date=Apr 1 2006, 11:40 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Apr 1 2006, 11:40 AM) [snapback]144239[/snapback]</div><div class='quotemain'><!--quotec-->
Do you know the program WinMerge? That will instantly show you all the differences. Ruddy useful. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->


Nice! I didn't know it... Thx
 
<!--quoteo(post=144237:date=Apr 1 2006, 10:20 AM:name=kblack)--><div class='quotetop'>QUOTE(kblack @ Apr 1 2006, 10:20 AM) [snapback]144237[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

Nice job.

Can you tell me which functions, and which lines, have you modified in AIShip.c in version 3?

I have several "mods in progress" that involve AIShip.c and I need that info in order to "mix" them with your new version

TIA

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

what kind of mods exactly?
 
<!--quoteo(post=144247:date=Apr 1 2006, 12:42 PM:name=Merciless Mark)--><div class='quotetop'>QUOTE(Merciless Mark @ Apr 1 2006, 12:42 PM) [snapback]144247[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=144237:date=Apr 1 2006, 10:20 AM:name=kblack)--><div class='quotetop'>QUOTE(kblack @ Apr 1 2006, 10:20 AM) [snapback]144237[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

Nice job.

Can you tell me which functions, and which lines, have you modified in AIShip.c in version 3?

I have several "mods in progress" that involve AIShip.c and I need that info in order to "mix" them with your new version

TIA

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

what kind of mods exactly?
<!--QuoteEnd--></div><!--QuoteEEnd-->


I'm tweaking with the boarding procedure, and with the morale code.
 
A little sneak peak on what is to come


STOP BLOWING HOLES IN MY SHIP!

<img src="http://www.hibiscus-sinensis.com/alexraptor/blowhole.jpg" border="0" alt="IPB Image" />
 
Merciless Mark _0_0__0__0_0_

reallllyy good shizzle <img src="style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />:
 
1) yes, they can. thats what happens when a "fort cannon is blown up".
2) i expect so, since it has already been done with the fort, it has bombs as heated shot.
speaking of which; the heated shot isn't available in the store of a nation [which represents the town's supplies], so having heated shot as an ammo type might be partially the reason for the "forts stop firing" bug.
any idea on a possibility?
 
Right, so where are the PoTC code guru's? i require their help

The hull damage textures were never designed for color, so since they were black this wasent really an issue, however, with the damaged wood edges it does become a problem, Light dosent seem to affect the texture, so as a result you get the edges kind of glowing in the dark. i need to get so they react to light.

this is the code for blot in the shaders

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->block Blot()
{
    technique t0
    {
        pass p0
        {
            zbias = 2;
            lighting = true;
            ZEnable = true;
            ZWriteEnable = false;
            AlphaTestEnable = false;
            AlphaBlendEnable = true;
            SrcBlend = srcalpha;
            DestBlend = invsrcalpha;
            ColorArg2[0] = texture;
            ColorOp[0] = SelectArg2;
            ColorOp[1] = disable;
            AlphaArg1[0] = texture;
            AlphaArg2[0] = diffuse;
            AlphaOp[0] = modulate;
            AlphaArg1[1] = current;
            AlphaArg2[1] = tfactor;
            AlphaOp[1] = modulate;
            AlphaOp[2] = disable;

            Render.Draw

            Restore.States
        }
    }
}<!--c2--></div><!--ec2-->
 
A little update on as what to expect

Flying planks and barrels and who-knows-what's have been disabled on hits from Solid shot, grape shot and knipples/bar shot, since cannon ball hits wouldnt cause planks and barrles to go flying but rather wood splinters. I have yet to create the wood splinter textures.

Flying items have been left enabled on bombs, cannon explosions and critical hits, since the 3 mentioned would be actual explosions it would be quite concievable that planks and barrels would be potentially blow away by the blast.

Oh and btw, im not quite understanding the code in PoTC, so could somone help me out here?

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        // NK add USE_PARTICLES switch
        case GOOD_BALLS:
            if (rand(35) == 17) { bSeriousBoom = true; }
            if (rand(30) < 3) { bInflame = true; } // was 1
            Play3DSound("ball2bort", x, y, z);
            switch(USE_PARTICLES)<!--c2--></div><!--ec2-->

Ive come to the conclusion that "if (rand(35) == 17) { bSeriousBoom = true; }" is the line that determines probability of a critical hit, but im not quite shure what type of systems it uses(1 in 1000? 1 in 100), 35 is the number that should be changed.
So could somone who understands me tell me what number to put there? this would be the likleyhood of a hit to the gunpowder magazine(wich will destroy the ship or damage it critically)
 
<!--quoteo(post=144294:date=Apr 1 2006, 09:06 PM:name=Merciless Mark)--><div class='quotetop'>QUOTE(Merciless Mark @ Apr 1 2006, 09:06 PM) [snapback]144294[/snapback]</div><div class='quotemain'><!--quotec-->
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        // NK add USE_PARTICLES switch
        case GOOD_BALLS:
            if (rand(35) == 17) { bSeriousBoom = true; }
            if (rand(30) < 3) { bInflame = true; } // was 1
            Play3DSound("ball2bort", x, y, z);
            switch(USE_PARTICLES)<!--c2--></div><!--ec2-->

Ive come to the conclusion that "if (rand(35) == 17) { bSeriousBoom = true; }" is the line that determines probability of a critical hit, but im not quite shure what type of systems it uses(1 in 1000? 1 in 100), 35 is the number that should be changed.
So could somone who understands me tell me what number to put there? this would be the likleyhood of a hit to the gunpowder magazine(wich will destroy the ship or damage it critically)
<!--QuoteEnd--></div><!--QuoteEEnd-->


rand( a ) returns an integer between 0 and a
So, rand(35) == 17 means 1 in 36 chances (remember the 0 )
While rand(30) < 3 means 3 in 31 (i.e. 0, 1 and 2) or roughly a 10%

HTH
 
<!--quoteo(post=144297:date=Apr 1 2006, 10:18 PM:name=kblack)--><div class='quotetop'>QUOTE(kblack @ Apr 1 2006, 10:18 PM) [snapback]144297[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=144294:date=Apr 1 2006, 09:06 PM:name=Merciless Mark)--><div class='quotetop'>QUOTE(Merciless Mark @ Apr 1 2006, 09:06 PM) [snapback]144294[/snapback]</div><div class='quotemain'><!--quotec-->
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        // NK add USE_PARTICLES switch
        case GOOD_BALLS:
            if (rand(35) == 17) { bSeriousBoom = true; }
            if (rand(30) < 3) { bInflame = true; } // was 1
            Play3DSound("ball2bort", x, y, z);
            switch(USE_PARTICLES)<!--c2--></div><!--ec2-->

Ive come to the conclusion that "if (rand(35) == 17) { bSeriousBoom = true; }" is the line that determines probability of a critical hit, but im not quite shure what type of systems it uses(1 in 1000? 1 in 100), 35 is the number that should be changed.
So could somone who understands me tell me what number to put there? this would be the likleyhood of a hit to the gunpowder magazine(wich will destroy the ship or damage it critically)
<!--QuoteEnd--></div><!--QuoteEEnd-->


rand( a ) returns an integer between 0 and a
So, rand(35) == 17 means 1 in 36 chances (remember the 0 )
While rand(30) < 3 means 3 in 31 (i.e. 0, 1 and 2) or roughly a 10%

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

So rand(200) == 17 would mean 1 chance in 201 of a critical hit?
 
<!--quoteo(post=144206:date=Mar 31 2006, 04:21 PM:name=Merciless Mark)--><div class='quotetop'>QUOTE(Merciless Mark @ Mar 31 2006, 04:21 PM) [snapback]144206[/snapback]</div><div class='quotemain'><!--quotec-->
right, i am decreasing the probability, of a critical hit, im still trying to find the code that regulates the amount of damage dealt on a critical hit.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Exactly which lines of code in AIShip.c did you change?

I don't see your initials on any code lines.
 
intials...

im to busy getting the bloody thing to work than waste time on writing intials on every insignificant change
 
<!--quoteo(post=144300:date=Apr 1 2006, 04:04 PM:name=Merciless Mark)--><div class='quotetop'>QUOTE(Merciless Mark @ Apr 1 2006, 04:04 PM) [snapback]144300[/snapback]</div><div class='quotemain'><!--quotec-->
intials...

im to busy getting the bloody thing to work than waste time on writing intials on every insignificant change
<!--QuoteEnd--></div><!--QuoteEEnd-->

You might want to start initialing your changes to the build; that is if you expect to see them included in the Build.

CCC, Pieter, NK, correct me if I'm wrong.

<!--quoteo(post=144300:date=Apr 1 2006, 04:04 PM:name=Merciless Mark)--><div class='quotetop'>QUOTE(Merciless Mark @ Apr 1 2006, 04:04 PM) [snapback]144300[/snapback]</div><div class='quotemain'><!--quotec-->
intials...

im to busy getting the bloody thing to work than waste time on writing intials on every insignificant change
<!--QuoteEnd--></div><!--QuoteEEnd-->

BTW, if you really feel that your changes are insignificant, then why are you making them?
 
Sorry about that message, i was rather how shall one say... peeved, was having problems with some things not working properly
 
<!--quoteo(post=144298:date=Apr 1 2006, 10:34 PM:name=Merciless Mark)--><div class='quotetop'>QUOTE(Merciless Mark @ Apr 1 2006, 10:34 PM) [snapback]144298[/snapback]</div><div class='quotemain'><!--quotec-->

So rand(200) == 17 would mean 1 chance in 201 of a critical hit?
<!--QuoteEnd--></div><!--QuoteEEnd-->

Yes.
 
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