There was no question in your post before.What did you mean?
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There was no question in your post before.What did you mean?
There probably won't be any other pirates walking around at Lighthouse Bay, so the only pirates that Kuro will attack are you and your party. Unless there's anyone else around at Lighthouse Bay, it probably doesn't matter which group you pick. (@Pieter Boelen is probably going to recommend that you use LAI_GROUP_MONSTERS. )A question about code for the Enemy's Group
Code did I need in the Nation file?
I will have two enemies Group:
* pirate Hunter Kuro <- the walk on the Lighthouse Bay and should Attacke automatically Pirates
* Dofflamigo Family <- they Familie Member are on different Places
When you fight these family members, do you want the guards in Pirate Fort or Smugglers Lair to join in? If yes, put the family members into group "QC_SOLDIERS". If you do not want the guards to join in, put the family members into pretty well anything else. Basically, if the family members are in a pirate group and they fight you while you're in a pirate location, everyone else will join in because they're already in the same pirate group.@Grey Roger
I plan to but the doflamingo Member 2 in the Pirate Fort at Palm Beach and 2 in the Smuggler Lair
There Pirates.
Have a look at "PROGRAM\Storyline\Hornblower\quests\quests_reaction.c", specifically cases "French_Battle_Setup" and "French_patrol_setup". Both of these place an enemy ship ready to fight the player's ship.I also need a help to put a character on ship on a see place(Devil Throne)...
Group_SetAddress("Spain_Squadron", "Redmond", "Quest_ships", "Quest_Ship_12");
case
Pchar.quest.Join_the_ship_crew.win_condition.l1 = "location";
PChar.quest.Join_the_ship_crew.win_condition.l1.character = Pchar.id;
Pchar.quest.Join_the_ship_crew.win_condition.l1.location = "Alice_tavern";
Pchar.quest.Join_the_ship_crew.win_condition = "Join_the_ship_crew";
SetCompanionIndex(PChar, -1, GetCharacterIndex("Trafalgar D. Water Law"));
Pchar.quest.Join_the_ship_crew.win_condition.l1 = "location";
PChar.quest.Join_the_ship_crew.win_condition.l1.character = Pchar.id;
Pchar.quest.Join_the_ship_crew.win_condition.l1.location = "Turks_Tavern";
SetCompanionIndex(PChar, -1, GetCharacterIndex("Red-Hair Shanks"));
break;
Pchar.quest.Trafalgar_joins.win_condition.l1 = "location";
PChar.quest.Trafalgar_joins.win_condition.l1.character = Pchar.id;
Pchar.quest.Trafalgar_joins.win_condition.l1.location = "Alice_tavern";
Pchar.quest.Trafalgar_joins.win_condition = "Trafalgar_joins";
case "Trafalgar_joins":
SetCompanionIndex(PChar, -1, GetCharacterIndex("Trafalgar D. Water Law"));
break;
pchar.quest.payroll_ship_taken.win_condition.l1 = "Armando Salazar";
pchar.quest.payroll_ship_taken.win_condition.l1.character = "Armando Salazar";
pchar.quest.payroll_ship_taken.win_condition.l2 = "SeaEnter";
pchar.quest.payroll_ship_taken.win_condition = "payroll_ship_taken";
pchar.quest.payroll_ship_taken1.win_condition.l1 = "NPC_Death";
pchar.quest.payroll_ship_taken1.win_condition.l1.character = "Armando Salazar";
pchar.quest.payroll_ship_taken1.win_condition.l2 = "SeaEnter";
pchar.quest.payroll_ship_taken1.win_condition = "payroll_ship_taken";
That is correct. The line 'SetCompanionIndex(PChar, -1, GetCharacterIndex("Trafalgar D. Water Law"));' assigns Trafalgar's ship to your fleet. Is that not what you wanted?Ok thanks.
First about Trafalgar and redhair shanks they are no officer he they join with there Ships to me.
That would work. If you have placed Salazar on the beach of Devil's Throat ("Redmond_Shore_01") then you can walk up to him and talk to him. In "Salazar_dialog.c", or whatever you have called his dialog file name, the line AddDialogExitQuest("payroll_ship_setup"); will activate quest case "payroll_ship_setup" when the dialog finishes. (If you change "payroll_ship_setup" and other other "payroll_ship" to more suitable names for your story, change that 'AddDialogExitQuest' line to match.) The end result should be that you go to Devil's Throat, talk to Salazar, then go to sea and fight his ship.And about Salazar maybe I need a Dialog when the dialogue is finish Salazar is o. His Ship and attak Player Ship when. Pleaser is on the Ship.
But where must I add this.
AddDialogExitQuest("payroll_ship_setup");
In "Salazar_dialog.c", or whatever you have called his dialog file name, the line AddDialogExitQuest("payroll_ship_setup"); will activate quest case "payroll_ship_setup" when the dialog finishes.