Here's the shipwreck.
It's the exterior of an inside (wreck cabin) location from COAS.
I sank the wreck down to take in water on maindeck, added a boat, made the grids transparent, placed glass in the windows,
made a new walk patch (as there wasn't any) and a work around for the stairs on deck.
The location is added last in Questlocations.c.
In quest_reaction.c there's a block from line 8804 that you have to copy into your version of the file. (stairs on deck )
These are the starting conditions:
SetCurrentTime(00.00, 0);
SetNextWeather("Heavy Rain");
SetCharacterShipLocation(characterFromID("Reynoud Verheugen"), "SFSI_deck");
Pchar.wreck_deck = "MD";
DoQuestReloadToLocation("SFSI_deck", "goto", "arrive" ,"wreck_deck_arrive");
Pchar can go to forecastle, quarterdeck and poopdeck. Officers and npc:s only maindeck. So the npc locators I've added are there.
Pchar will turn towards the npc:s when arriving.
Hope you'll like it.
It's the exterior of an inside (wreck cabin) location from COAS.
I sank the wreck down to take in water on maindeck, added a boat, made the grids transparent, placed glass in the windows,
made a new walk patch (as there wasn't any) and a work around for the stairs on deck.
The location is added last in Questlocations.c.
In quest_reaction.c there's a block from line 8804 that you have to copy into your version of the file. (stairs on deck )
These are the starting conditions:
SetCurrentTime(00.00, 0);
SetNextWeather("Heavy Rain");
SetCharacterShipLocation(characterFromID("Reynoud Verheugen"), "SFSI_deck");
Pchar.wreck_deck = "MD";
DoQuestReloadToLocation("SFSI_deck", "goto", "arrive" ,"wreck_deck_arrive");
Pchar can go to forecastle, quarterdeck and poopdeck. Officers and npc:s only maindeck. So the npc locators I've added are there.
Pchar will turn towards the npc:s when arriving.
Hope you'll like it.