Well it didn’t crash, but...
error.log said:function 'LAi_ReloadBoarding' stack error
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error.log said:function 'LAi_ReloadBoarding' stack error
I wouldn’t call it safe either, it can quite possibly be rather dangerous. Generally speaking though, the worst that can happen is the game crashing, as it did in this case. It’s a great tool, though... I could do all sorts with it like freezing my money, number of sail cloths, etc. But it’s also great for debugging things like this.Cheat Engine? Never heard of that. Doesn't sound very safe.
Nope, I’ll do that in a moment.Did you try already my suggestion to check the variables in that Assign Officers interface?
Yep, that's what I suspected.nMyCharacterCompanionPlace = -1
Ship stats? What do you mean?My ship stats don’t tell me anything useful, except that I killed Clint Eastwood.
This gives me a bunch of info on my ship, but nothing for the enemy. I just went to the shipyard berthing and the “chr_ai” parameters still show, as does something about abordage, so I assume it has nothing at all to do with boarding a ship since I’m in the shipyard.You can also call DumpAttributes on myCh and enemyCh to see what characters they are.
It should give ALL info for your CHARACTER. That does include your ship, but much, much more.his gives me a bunch of info on my ship
Are you using two DumpAttributes lines in sequence? If so, it can be quite hard to tell where your character ends and the next one begins.but nothing for the enemy
nCompanionIndex is then apparently the "index in the character array" that corresponds to that character.Okay, so in the berthing screen I now see a value of 1 for nMyCharacterCompanionPlace, but 141 (!) for nCompanionIndex. What’s that all about?
I don't know what "nMyCharacterCompanionPlace == -1" actually means. I figure that is something to check if it is a companion of yours or not.I’ve moved the trace to SelectPassenger() and looked at the “i” parameter, it still gives me the character ID. Also, after sinking a ship I now see a value of 3 for nMyCharacterCompanionPlace in that function, which clearly corresponds to the number of ships I have. I’m assuming that a value of -1 for the character means that the ship has no captain, so if I can’t physically move an officer over, which I can at the moment because I have a spare companion slot, then of course it will always read as -1. Right?
Did you make any changes related to your sail repairs suggestion? Or is it not crashing with the original Beta 4.0 code?By the way, I’m not sure at the moment as to why, but I can tell you that I haven’t had a crash for quite some time when looting. I’ll have to check this out again later.
That’s not the parameter which is -1, while boarding it tells me how many ships I have (so it can’t be less than 1). The character ID shows as -1, which is understandable if I don’t have a character in the officer slots, which is seemingly impossible if I already have four ships .I don't know what "nMyCharacterCompanionPlace == -1" actually means. I figure that is something to check if it is a companion of yours or not.
I need to take a look at it again, but I think I reverted most of the changes I made. I’m pretty sure the only two things I have in place at the moment are sail cloths prevented from being spawned in ship inventories and that line which I thought might be missing.Did you make any changes related to your sail repairs suggestion? Or is it not crashing with the original Beta 4.0 code?
I don't think the problem is with the Passengers; the problem is with the "companion number".I’m tracing newCompanion in SelectPassenger() and whenever I click on an officer it logs the character ID. So it’s finding their IDs without a problem, it just bluntly refuses to move them across.
Maybe; maybe not. I haven't a clue.Well since the number of companions ought be incremented whenever a ship is bought or captured, shouldn’t the code just see that the number is 4 and automatically decide that the next one is 5?
Did you search where that "InterfaceParam.i1" is set? That is where I'd start looking.That’s just it, I can’t find anything which might relate to the companion limit.
if(newCurNod!="")
{
SetCurrentNode(newCurNod);
}
else
{
RecalculateCargoLoad( xi_refCharacter );
RecalculateCargoLoad( refEnemyCharacter );
DeleteAttribute(xi_refCharacter,"InterfaceParam");
for(i=1;i<COMPANION_MAX;i++)
{
if(GetCompanionIndex(xi_refCharacter,i)==-1)
{
pCharacter.InterfaceParam.i1 = i;
break;
}
}
}
void InitInterface_RR(string iniName,ref myCh,ref enemyCh)
{
MainChar = GetMainCharacter(); // added after build 11 by KAM
int i;
refMyCharacter = myCh;
refEnemyCharacter = enemyCh;
nMyCharacterCompanionPlace = -1;
if(CheckAttribute(myCh,"InterfaceParam.i1")) {
nMyCharacterCompanionPlace = sti(myCh.InterfaceParam.i1);
} else {
interfaceResultCommand = RC_INTERFACE_TRANSFER_MAIN_RETURN;
EndCancelInterface(true);
return;
}
// GameInterface.title = "titleTransferCharacters";
GameInterface.title = "titleAssignOfficers";
nCompanionIndex = GetCompanionIndex(refMyCharacter,nMyCharacterCompanionPlace);