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!
Quick links for Beyond New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
- Bug Tracker on Github
Quick links for Maelstrom
- Download the latest version of Maelstrom
- Download the latest version of ERAS II
- Download the latest version of New Horizons on Maelstrom
Quick links for PotC: New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
Thanks to YOUR votes, GOG.com now sells:
- Sea Dogs
- Sea Dogs: Caribbean Tales
- Sea Dogs: City of Abandoned Ships
Vote now to add Pirates of the Caribbean to the list!
Quick links for AoP2: Gentlemen of Fortune 2
- Downloads and info
- ModDB Profile
- Forums Archive
A Pirate Podcast with Interviews
Music, Comedy and all things Pirate!
- Episode Guide - About - Subscribe -
- Twitter - Facebook - iTunes - Android -
- Youtube - Fill the Coffers -
In theory, yes. We added the United States that way. But don't count on it being easy.Hello everyone, I would like to create new nations with new flags. Is there a way to do this?
Add the sound files as OGG in RESOURCE\Sounds\MUSIC .Can be add more music during a battle?
//============= SEA BATTLE =========================
tmpref.music_sea_battle.f1.name = "MUSIC\Sea_battle01.ogg";
tmpref.music_sea_battle.f2.name = "MUSIC\Sea_battle02.ogg";
tmpref.music_sea_battle.f3.name = "MUSIC\Sea_battle03.ogg";
tmpref.music_sea_battle.f4.name = "MUSIC\Sea_battle04.ogg"; // PB: Sea Dogs
tmpref.music_sea_battle.f5.name = "MUSIC\Sea_battle05.ogg"; // PB: Cutthroat Island
Files are in RESOURCE\INI\TEXTS\ENGLISH\QUESTBOOK .How do you create quests-book?
SetQuestHeader(questbookname);
AddQuestRecord(questbookname, 1);
What kind of sails do you want to add and what ships should use them?However by country I intend to add sails of ships in this case.
// CUSTOM SAILS -------------------------
#define QTY_LOGOSAILS_WHOLE_WHITE 17 // INT - increase this when you add new whole white sails.
// The files should be named sails_whole_white_pirate0.tga.tx, sails_whole_white_pirate1.tga.tx, sails_whole_white_pirate2.tga.tx, etc.
// So if the value above is set, for example, to 15, then the file numbers should be 0 - 14
// They should be put in RESOURCE/Textures/Ships/
#define QTY_LOGOSAILS_TORN_WHITE 15 // INT - increase this when you add new torn white sails. the files should be named sails_torn_white_pirate0.tga.tx etc.
#define QTY_LOGOSAILS_WHOLE_RED 17 // INT - increase this when you add new whole red sails. the files should be named sails_whole_red_pirate0.tga.tx etc.
#define QTY_LOGOSAILS_TORN_RED 15 // INT - increase this when you add new torn red sails. the files should be named sails_torn_red_pirate0.tga.tx etc.
#define QTY_LOGOSAILS_WHOLE_BLACK 17 // INT - increase this when you add new whole black sails. the files should be named sails_whole_black_pirate0.tga.tx etc.
#define QTY_LOGOSAILS_TORN_BLACK 16 // INT - increase this when you add new torn black sails. the files should be named sails_torn_black_pirate0.tga.tx etc.
What ships do you have and what are you skills? Small ships with low skills sink quickly.E to increase the defense of the ships? Because after 3-4 shots sink right away ...
You can change the survival chance setting so that you'll be reloaded to sea again in a lifeboat.As soon as my ship sinks, I will return the menu. Is there a way to continue to see the battle? I would like to see if my ships manage to sink the other ...
void KrakenAttack(aref rCharacter, int iSwimQuantity)
// Character and number of tentacles
{
if (!bSeaActive) return;
ref pchar = GetMainCharacter();
int delay = 0;
for (int i=0; i < iSwimQuantity; i++)
{
PostEvent("CreateKrakenTentacle", delay, "i", rCharacter);
delay = delay + rand(1000);
}
if(IsMainCharacter(rCharacter)) LogIt("Captain, we're being attacked by the Kraken!");
else
{
LogIt("Captain, the " + rCharacter.ship.name + " is under attack by the Kraken!");
pchar.KrakenAttack = true;
}
PostEvent("KrakenAttackFinished", delay, "i", rCharacter);
}
PauseAllSounds();
FadeOutMusic(150);
PlaystereoOGG("music_emerge_dutchman");
//FadeOutMusic(500);
if (!bDisableMapEnter) PostEvent("LoadSceneSound", 110000);
else PostEvent("LoadSceneSound", 41500);
//============ DUTCHMAN EMERGE =======
tmpref.music_emerge_dutchman.f1.name = "MUSIC\dutchemerge.ogg"; // Pillat: PotC
tmpref.music_emerge_dutchman.f2.name = "MUSIC\dutchemerge2.ogg"; // Pillat: PotC
You do of course need to adapt it for your specific use.ok ... this is for when the Dutchman's ship emerges, but when the kraken attacks, I have to put a precise code in PROGRAM \ sound \ ALIAS \ music standard.c?
Thanks for reminding me. Try attached files instead.He has managed to get access to the game?