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You need to use some sort of archiver to compress the file to an acceptable format. The one I use, and several other people here like as well, is 7-Zip:
7-Zip
case "Wellard_in_trouble":
characters[GetCharacterIndex("Henry Wellard")].Dialog.Filename = "Henry Wellard_dialog.c";
LAi_SetActorType(characterFromID("Henry Wellard"));
LAi_ActorDialogNow(characterFromID("Henry Wellard"),PChar,"",1.0);
Characters[GetCharacterIndex("Henry Wellard")].dialog.currentnode = "It_is_me_sir";
break;
Enjoy your storm.A storm blows up. nope no storm
Fixed.
I don't know why this wasn't working:because in other cases, having the 'dialog.currentnode = "something";' after the 'LAi_ActorDialog' or 'LAi_ActorDialogNow' does not seem to cause trouble. However, if I swap those two lines round then the dialog does proceed as intended.Code:case "Wellard_in_trouble": characters[GetCharacterIndex("Henry Wellard")].Dialog.Filename = "Henry Wellard_dialog.c"; LAi_SetActorType(characterFromID("Henry Wellard")); LAi_ActorDialogNow(characterFromID("Henry Wellard"),PChar,"",1.0); Characters[GetCharacterIndex("Henry Wellard")].dialog.currentnode = "It_is_me_sir"; break;
Additionally:
Enjoy your storm.
Copy this into "PROGRAM\Storyline\Hornblower\quests".
As I said before, I don't think your "quest executing engine" (or whatever you named it; can't remember now) theory is actually correct.I don't know why this wasn't working:because in other cases, having the 'dialog.currentnode = "something";' after the 'LAi_ActorDialog' or 'LAi_ActorDialogNow' does not seem to cause trouble. However, if I swap those two lines round then the dialog does proceed as intended.Code:case "Wellard_in_trouble": characters[GetCharacterIndex("Henry Wellard")].Dialog.Filename = "Henry Wellard_dialog.c"; LAi_SetActorType(characterFromID("Henry Wellard")); LAi_ActorDialogNow(characterFromID("Henry Wellard"),PChar,"",1.0); Characters[GetCharacterIndex("Henry Wellard")].dialog.currentnode = "It_is_me_sir"; break;
I'll settle for a confirmation that it now works as well in your game as it does in mine.thank you man i owe you a beer
Fathe Jerald has now been informed that the woman will be your wife.Do you, #sgroom#, take this woman to be your husband, to love, honour and cherish her so long as you both shall live?
That's odd; quest ships have a tendency to stick around when you don't want them to.When Wolfe's ship has been placed near Martinique at the start of the extension, if you then sail into Martinique waters and leave again, Wolfe's ship disappears. You're quite likely to do this if you direct-sail from Barbados to Guadeloupe or Nevis in order to find Major Hogan or Teresa Moreno. So both their dialog codes now put Wolfe's ship back at Martinique. (Something similar is liable to happen if you take a governor's ship-hunting quest and then go to worldmap. If there's a way to keep such a ship in place so it's still there when you return to the island, I'd like to know what it is as it would probably provide a better solution for Wolfe as well.)