• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Fist Fighting & Darwinism

Great find Pieter!!! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />



I have installed and tested out TIH's new Lai_events.c and I'm glad to report that for the most part, everything is now working properly!


The only 2 questions I have left on this issue:


1) The 2 character models that CANNOT be stunned at all, ever. Namely Claire Larousse and Nigel Blythe. Every other Officer and NPC I've hired I can easily punch out with just 2-3 punches, but those 2 I can hit all day long and never knock out. Any guess as to why this is? I listed all their experience levels on the bugtracker and could find no reason myself why those 2 should be immune to stunning.


2) A character that has been killed can, after they are dead, be punched then stunned and then talked to as if they are no longer deceased, but back in the "stunned" group. Not really a big deal, as no matter what happens in the conversation they die as soon as you finish the dialog. Just kind of interesting to punch my Officer to death, then supposedly "help" them with a potion and have my reputation increase +1 for doing so.



Thanks again Hat and Pieter for solving this one so quickly!!! You guys rock. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

H.M.M.
 
Some characters (especially quest characters) do NOT allow disarming, nor stunning. For quest related reasons... it screws with their dialog, and thus breaks quests. Bad.

So, some don't or ever will allow stunning etc.

As for the death thing, you must have corpsemode set to 2 with no autolooting ? As I see that being a way that could happen. There is code in there to prevent attacking corpses though, so why hitting them with a fist works... must be a goof in the code for fists ?
 
G'day Hat! <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />


Sounds good. I can understand completely how & why those quest characters should be like that, it is best it remains that way. Let's consider the "no-stun" on Claire & Nigel (and whoever else) closed and leave it. Thanks!!!!


As fort he other question, yes - I had the settings as the defaults, which is Corpsemode 2 and autolooting 0.

I tested this area further, you're right that swinging a blade at a corpse seems to do nothing (can't tell if it is actually hitting or not, but appears not).

BUT:


You can still target corpses with ranged weapons (guns, cobblestones, grenades) and FISTS. and....

<b>Reputation Exploit:</b>

Hitting the corpse with fists can put the corpse into the stunned group. You can then talk to the corpse, give it a potion and increase your Rep by 1 for being such a good citizen. In my testing I found that slaughtering a city and punching the corpses and then reviving them quickly got my Reputation up to HERO!!!!! <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

An interesting exploit that perhaps can be looked at for a later build.


Cheers,
H.M.M.
 
I think this exploit can be easily fixed:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void LAi_Stunned_StunCharacter(aref chr, float duration, bool playSFX, bool playGFX, bool resumeoldtype)
{
    // TIH no stunning settings Aug31'06
    if (CheckAttribute(chr, "nodisarm" )) return;
    if (CheckAttribute(chr, "index") && sti(chr.index) == GetMainCharacterIndex()) return;
    if (LAi_IsBoardingProcess() && CheckAttribute(chr, "chr_ai.group") && chr.chr_ai.group !=  LAI_GROUP_PLAYER) return;
    if(CheckAttribute(chr,"corpse")) return; // can't stun corpses<!--c2--></div><!--ec2-->

Also: You can actually kill immortal characters by using your fists. Does anyone know how I can check if a character is set to immortal?
 
Quite an exploit! I wonder if we shouldn't remove the rep increase for reviving anyway. When I wrote the stun feature (once upon a time <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ) I added the reviving only as in-game fix in case you accidently hit the wrong character. But a rep increase in such cases doesn't make much sense, does it?
 
I dont think your rep should increase. Or decrease based on what you do with a stunned character. Its a bit of an exploit itself, as stunning is SO easy to do with SO many targets. Rep changes should be far and few between, not something you can easily do in one location <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

As for 'targeting' dead bodies with guns. Its just a engine graphical glitch that is not able to be avoided at this time. However you DO fire and hit the enemy behind the dead body, as I have tested that time and time again and that works fine... you are not actually shooting the dead bodies.

Again, that also doesn't apply if you have corpsemode to 0 or 1 <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> However just rest reasy that you are not actually shooting dead bodies lol.

To check for imortality, I think there is a flag, that you can use just like the nodisarm and nostun attributes. Uhm... its called ... uh ....

Well hell... I cant find one! Apparently whatever imortal characters there are, are not setup in that way.

<b>EDIT:</b>

This is what you need to use:
LAi_IsImmortal(aref chr);
 
About knocking characters out: Is it really THAT easy? It should be a a 1-2% chance on the starting player level, then increase with each level. For example: On level 10, it should be a 10-20% chance with each hit.
 
Oh, it was really easy. To test the problem I just started a new game, no skills, hired two officers, and punch punch punch stunned. It was simple enough to run around punching people and stunning them, of course I did a lot of dodging of swords, but it wasn't too difficult.
 
But if you punch a character and he/she isn't <i>knocked</i> out at once, then the whole town should start to attack you, including all soldiers. That shouldn't be so easy, should it? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Anyway: Perhaps the fists should be better balanced. If anyone knows how to do this, be my guest. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Heheh. I never really use fists myself. I like cold hard steel and powder in my hands. And since I dont use the blade damage mod (sorry!) no one else ever uses fist either.

So I wouldn't be a good candidate to balance it.
 
You might be able to try the bladedamage mod? It's not <i>that</i> bad, really? <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Back
Top