Ok, Singapore is finally finished.
There are three locatorfiles. I needed two (day + night) but a third was needed for
items added via locators. (planks + donkeys)
There are two walk paths. (day + night)
Work arounds have been made where the walk path didn't work.
Officers follow you through those fixes now. (they didn't on the shipwreck)
NPC:s can't pass that line though, so there are two large zones and
NPC:s will stay in their zone. The "border" is
at the bottom of the stairs to the right.
Eight doors have been prepared for future interior locations. (officer locators here)
Four in the port part: Shipyard, Tavern, Prison and Store.
Four in the upper part: Blacksmith, Tailor, Residence and Brothel.
No interior locations are added.
Many goto and merchant locators are placed but no characters are added.
Ship locators: pchar + 3 companions + boat + 7 other ships/boats.
Other fixes: three doors are changed because of wrong scale or look.
Other added: night lights, night fire locators, smoke locators and a lot of items.
The sound type changes when you enter the tunnel passage from "silent_port" to "Singapore_town"
and vice versa.
Here are the starting conditions:
//this part only if you want to see all ship locators:
AddPassenger(Pchar, characterFromID("Captaine Chevalle"), 0);
// SetOfficersIndex(Pchar, 1, getCharacterIndex("Captaine Chevalle"));
// LAi_SetOfficerType(characterFromID("Captaine Chevalle"));
// ChangeCharacterAddressGroup(characterFromID("Captaine Chevalle"), "Singapore_port", "officers", "reload1_1");
SetCompanionIndex(PChar, 1, GetCharacterIndex("Captaine Chevalle"));
GiveShip2Character(characterFromID("Captaine Chevalle"),"Brig1","Victory",-1,PIRATE,true,true);
AddPassenger(Pchar, characterFromID("Slaver"), 0);
// SetOfficersIndex(Pchar, 2, getCharacterIndex("Slaver"));
// LAi_SetOfficerType(characterFromID("Slaver"));
// ChangeCharacterAddressGroup(characterFromID("Slaver"), "Singapore_port", "officers", "reload1_2");
SetCompanionIndex(PChar, 2, GetCharacterIndex("Slaver"));
GiveShip2Character(characterFromID("Slaver"),"EdinburghTrader","Victory",-1,PIRATE,true,true);
AddPassenger(Pchar, characterFromID("Jaoquin de Masse"), 0);
// SetOfficersIndex(Pchar, 3, getCharacterIndex("Jaoquin de Masse"));
// LAi_SetOfficerType(characterFromID("Jaoquin de Masse"));
// ChangeCharacterAddressGroup(characterFromID("Jaoquin de Masse"), "Singapore_port", "officers", "reload1_3");
SetCompanionIndex(PChar, 3, GetCharacterIndex("Jaoquin de Masse"));
GiveShip2Character(characterFromID("Jaoquin de Masse"),"Cutter2","Victory",-1,PIRATE,true,true);
SetCharacterShipLocation(characterFromID("Sao Feng"), "Singapore_port"); //Empress nr4
SetCharacterShipLocation(pchar, "Singapore_port");
Pchar.Singapore_pos = "1"; (starting from the lower part)
DoQuestReloadToLocation("Singapore_port", "reload", "reload1" ,"Singapore_check_points");