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Mooring ships at the jetty

<!--quoteo(post=220933:date=Nov 10 2007, 06:42 PM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Nov 10 2007, 06:42 PM) [snapback]220933[/snapback]</div><div class='quotemain'><!--quotec-->Oh yeah. This is truly fantastic. I bow before your mad coding skillz <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

I'm curious though, how it would look like with four 100-guns <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> Obviously clipping would be an issue - I can see that on the first screen this lineship barely fits its parking place. Well, I think that obvious solution would be to space the locator farther apart. Yes, the smaller ships are going to look kinda weird, so far away from the docks, but hey, it's enormous improvement anyway! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I could only test this with Galleons, which are larger than Frigates and Lineships anyway.
It doesn't look too bad. Battleships and MoWs would be another story.
Here are 3 Galleons with a Merchantman (Pinnace) center left.
With a Galleon in the Merchantman's spot, there is clipping of the rudder.
The Royal Galleon's rudder clips at pier's edge at far left pier.
<img src="http://www.pix8.net/pro/pic/7888greeb/1076976.gif" border="0" class="linked-image" />
 
Also, the problem with Redmond Pier is that they angle towards each other making it narrower at pier's edge.<img src="http://www.pix8.net/pro/pic/7888greeb/1076975.gif" border="0" class="linked-image" />

One side effect of this mod is that now, one can get really close up views of ships skins.
Here be O'l Petros be inspect'n the .... err... aa ... ship!
Yes, that be it ... the ship!
<img src="http://www.pix8.net/pro/pic/7888greeb/1076977.gif" border="0" class="linked-image" />
 
WOW! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> That's ...wierd.

And like they say that female on board means bad luck but you have two females on board that means VERY bad luck! <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> ..LOL. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

(Psst ..one of my officers is a female ..don't tell anyone <img src="style_emoticons/<#EMO_DIR#>/dry.gif" style="vertical-align:middle" emoid="<_<" border="0" alt="dry.gif" /> ) <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
 
Great that you like this, folks <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" /> But any praise belongs to Pieter for the idea and to Inez Diaz for the Tool with the locator spreadsheet. I only changed some coordinates in that (Really, I find that rather easy, you should try it out <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> )

<!--quoteo(post=220608:date=Nov 8 2007, 09:05 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 8 2007, 09:05 PM) [snapback]220608[/snapback]</div><div class='quotemain'><!--quotec-->This whole thing was meant for the HMS Interceptor. So perhaps we could make this an easy fix: We just set the player ship to the HMS Interceptor and that way we can be certain it ends up at the first locator. Right? However, we might not always want to have the player ship at that locator, so perhaps we can make a quest Redmond port location where the player ship (HMS Interceptor) is always near the jetty. So the events could then play out as follows:
- Player enters 3D sailing mode near Redmond
- Clip of Jack entering Port Royal plays
- Player is at the pier of Redmond port (quest location). His ship is now HMS Interceptor, but the "go to sea" icon is locked. Murtogg and Mulroy are guarding the ship and the player can go to talk to them.

Could that work?<!--QuoteEnd--></div><!--QuoteEEnd-->
That could work <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> If you write the questcode I'll make the locatorfile <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Your idea would also solve the problems that you people have noted:

If the Interceptor takes the locator of the playership it would always be on the same spot. It would also be unnecessary to squeze four ships beside the pier, I only did this to ensure that the questship gets a free spot. So it would be enough to make one jettylocator for the player, and maybe one or two for other ships in those ports that are large enough. The problem of ships being squeezed together or "clipping" would be solved then.

The player's row boat can easily be hidden by moving the "boat" locator out of sight. But is that really necessary? Why shouldn't there be some boat near the pier? Could be a guardboat, or some other ships launch.

As far as I can see that leaves only two minor problems:

If we place the locators so that even the biggest ship won't collide with the pier then the small ships will moor at some distance from the pier.

If one of the coastraiders appears in port you may have a ship with a pirate or hostile flag at the jetty.

For those who can live with that i can make jettyships for all ports as stand alone mod. But I don't recommend an inclusion into the Build, many people will find fault in this.
 
<!--quoteo(post=220932:date=Nov 11 2007, 12:31 AM:name=Cylon13)--><div class='quotetop'>QUOTE(Cylon13 @ Nov 11 2007, 12:31 AM) [snapback]220932[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=220926:date=Nov 11 2007, 12:52 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 11 2007, 12:52 AM) [snapback]220926[/snapback]</div><div class='quotemain'><!--quotec-->You could <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> write a book titled: "Having Fun With Locators"<!--QuoteEnd--></div><!--QuoteEEnd-->

Hmm... AH! let me see ..it's book witch contains answers for questions like:

"You'r having problems with your current location while getting hit with nasty bunch of cannonballs?" <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
"You don't know where you are on map while looking at up side down map?" <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
"You need to sail to some island but you have a compass what doesn't point north? But we aren't going north?" <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
"Your ship is missing some ropes = problem unable to sail?" <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
"Your crew likes to play ghost game by walking trought each other?" <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
"You'r trying to teach crew where to walk on ship and where not to walk?" <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
"You just found a funny little Tartane in middle of nowhere COMPLETLY EMPTY and its name is Error? ..WTF?" <img src="style_emoticons/<#EMO_DIR#>/8q.gif" style="vertical-align:middle" emoid=":8q" border="0" alt="8q.gif" />
"You got fed up and you just want to have some fun?" <img src="style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" />

Well if so then my answer is YES! write that book! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
I'll write it when I retire, or if I loose my job <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> Alternate titles: "Of bugs and men", "As you (don't) like it", "The neverending (Build)story", "The old man and the Seadogs2", "Waiting for Akella"...

Though I doubt if I'll find a publisher...
 
<!--quoteo(post=220933:date=Nov 11 2007, 12:42 AM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Nov 11 2007, 12:42 AM) [snapback]220933[/snapback]</div><div class='quotemain'><!--quotec-->I'm curious though, how it would look like with four 100-guns <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> Obviously clipping would be an issue - I can see that on the first screen this lineship barely fits its parking place. Well, I think that obvious solution would be to space the locator farther apart. Yes, the smaller ships are going to look kinda weird, so far away from the docks, but hey, it's enormous improvement anyway! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->I put the Endeavour in port and there was *hardly* any clipping. Just a very little bit. But we can't expect to have it working perfectly in all cases; it's still better than it was though.

<!--quoteo(post=220967:date=Nov 11 2007, 09:00 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 11 2007, 09:00 AM) [snapback]220967[/snapback]</div><div class='quotemain'><!--quotec-->Great that you like this, folks <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" /> But any praise belongs to Pieter for the idea and to Inez Diaz for the Tool with the locator spreadsheet.<!--QuoteEnd--></div><!--QuoteEEnd-->I will not stand for that! <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />
Any praise belongs to Inez Dias and CouchcaptainCharles who did the actual WORK! I just came up with another random idea. <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />

<!--quoteo(post=220967:date=Nov 11 2007, 09:00 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 11 2007, 09:00 AM) [snapback]220967[/snapback]</div><div class='quotemain'><!--quotec-->That could work <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> If you write the questcode I'll make the locatorfile <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Thanks a lot! I am wondering what would be the best way to do this. Preferrably I would have the Interceptor docked at the second Redmond jetty, rather than the first where the player lands. Reason being: The player can then make port at the first jetty (and have the encounter with the harbourmaster), then walk to the second jetty which is "off limits to civilians" and where the Interceptor is guarded by Murtogg and Mulroy. But what would be the easiest way to acchieve this? I am thinking the following:
- Player enters 3D sailing mode near Redmond
- Movie plays (if we can make it) + player ship is set to HMS Interceptor + "go to sea" locators are closed
- Player is instantly transported to the <i>second</i> jetty (small rowboat could anchor here)
- Encounter with harbourmaster
- Interceptor is berthed at the <i>first</i> jetty with Murtogg and Mulroy guarding it

To acchieve this, all that needs to be done is to swap the player ship locator with the "first player companion ship" locator and to move the "boat" locator to the second jetty. Then when NOT in the quest, the normal player ship will be moored alongside the first jetty and the boat will be at the other jetty to make it clear it's NOT the player's boat. Then in the quest, things are reversed and the boat can be used as the player's sinking tartane thingey and the HMS Interceptor is berthed where normally the player ship is berthed. Does that sound good? Would even save us the trouble of making a quest location Redmond port copy.

<!--quoteo(post=220967:date=Nov 11 2007, 09:00 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 11 2007, 09:00 AM) [snapback]220967[/snapback]</div><div class='quotemain'><!--quotec-->So it would be enough to make one jettylocator for the player, and maybe one or two for other ships in those ports that are large enough. The problem of ships being squeezed together or "clipping" would be solved then.<!--QuoteEnd--></div><!--QuoteEEnd--> I am thinking: One jetty locator at the first jetty (on the side not pointing to the other jetty) and two jetty locators plus the boat locator on the other jetty. As it is now, there is hardly any clipping between the ships and the port model. Only the Endeavour has some small clipping, but not all that bad. Also some big ships are moored so close to the land that it appears as if they must've run aground that close ashore, but really I don't care because it looks cool anyway. And if we only have ONE ship <i>between</i> the two jetties, the does solve the clipping problem between two ships that Petros showed. And it has the additional plus that the harbour will appear a bit less crowded, because the way it is now, the harbour can look really quite full.

<!--quoteo(post=220967:date=Nov 11 2007, 09:00 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 11 2007, 09:00 AM) [snapback]220967[/snapback]</div><div class='quotemain'><!--quotec-->The player's row boat can easily be hidden by moving the "boat" locator out of sight. But is that really necessary? Why shouldn't there be some boat near the pier? Could be a guardboat, or some other ships launch.<!--QuoteEnd--></div><!--QuoteEEnd-->Very true. We can keep the boat. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=220967:date=Nov 11 2007, 09:00 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 11 2007, 09:00 AM) [snapback]220967[/snapback]</div><div class='quotemain'><!--quotec-->If we place the locators so that even the biggest ship won't collide with the pier then the small ships will moor at some distance from the pier.<!--QuoteEnd--></div><!--QuoteEEnd-->I don't care; it still looks cool. There's nothing we can really do about this, is there? I think the current locator placement is pretty good: hardly any clipping occurs with even the largest ships. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

<!--quoteo(post=220967:date=Nov 11 2007, 09:00 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 11 2007, 09:00 AM) [snapback]220967[/snapback]</div><div class='quotemain'><!--quotec-->If one of the coastraiders appears in port you may have a ship with a pirate or hostile flag at the jetty.<!--QuoteEnd--></div><!--QuoteEEnd-->That would be a very rare event though. Usually the ships around an island are of the island's nation. So in the rare occasion that an enemy ship does lie in the harbour, I don't really care. We can just argue that the ship has just been captured or something like that. In any case: The player can also hoist the colours of the enemy while in port and then up to four player ships can show enemy colours. I did that yesterday: Hoisted Dutch colours in Redmond. Looked pretty funny. But really there isn't anything we can do to prevent that. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />

<!--quoteo(post=220967:date=Nov 11 2007, 09:00 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 11 2007, 09:00 AM) [snapback]220967[/snapback]</div><div class='quotemain'><!--quotec-->For those who can live with that i can make jettyships for all ports as stand alone mod. But I don't recommend an inclusion into the Build, many people will find fault in this.<!--QuoteEnd--></div><!--QuoteEEnd-->YES! Please make jetty ships for all ports! They're AWESOME! But NOT including it in the Build? It's one of the coolest mods I've seen! I want it included! There wouldn't be THAT much wrong with it, would there? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<!--quoteo(post=220968:date=Nov 11 2007, 10:15 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 11 2007, 10:15 AM) [snapback]220968[/snapback]</div><div class='quotemain'><!--quotec-->I'll write it when I retire, or if I loose my job <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> Alternate titles: "Of bugs and men", "As you (don't) like it", "The neverending (Build)story", "The old man and the Seadogs2", "Waiting for Akella"...

Though I doubt if I'll find a publisher...<!--QuoteEnd--></div><!--QuoteEEnd-->

LOL. My suggestion was a guideline anyway. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
But the regular stock MoWs are even bigger than <i>Endeavour</i> and they'll clip for sure. No, I think that locators should be moved father away from the pier and each other.

The best way to solve it would be to make game recognize the size of the ship and place it in appriopiate, farther locator - alas, this may be too much work to bother <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
this is starting to look better and better. why not try to stuff a manowar in there and see how it looks? it would be a good idea to except all first-class ships from this mod by a check or something. they would be floating in the harbor like they do now.

has anyone tried to side-slide onto a ship and see what happens? it would be cool if the player could actually walk around on the interceptor for the quest by use of the walkfile for the crew.
 
I don't think walking around on the ship while in port is going to work. Unless we can somehow add the Redmond town model around the ship deck location. Might be possible, but far from easy. I once had the idea of adding the option to hail other ships (similar to the instant boarding ability, only in a friendly way) and then you would be transported to the other ship's deck. It would be cool for that to add a ship locator next to the deck where we could then add the PChar ship.
 
it would be dreadful having to do that manually. imagine having to run a conversation and steer the ship at the same speed and in the same direction at the same time. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> having the two ships lying still next to each other by using your idea would be a good solution.
 
Another version, taking your feedback into account (as far as technically possible):
[attachment=1318:jettymows.JPG]
Playership and escort beside the left jetty, boat (not visible at this angle) and a questship beside the right one, and onother ship beside the lighthouse pier.
The locators are so far from the jetty that MOWs fit in JUST BARELY, which means that small ships like that lugger are somewhat recessed <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> Still better that big ships swallowing the pier.

If you wan't to try this unzip the attached file into resource\models\locations\Town_Redmond\port
 
I have done some experimenting with your original file and Short Jack Gold's updated Curse of the Black Pearl quest to try and recreate the setting of the Interceptor. I moved the Ship 1 locator to the same place as the Ship 11 locator (right next to the dock) and have the Interceptor set as player ship. Now the Interceptor will be docked alongside the jetty. When you enter 3D sailing mode near Redmond, you are immediately transported to the second jetty and meet the harbourmaster. There are no other ships in port, except the Interceptor. I tried to add the Dauntless as well, but for some reason the Dauntless would end up on the Interceptor's place, which is not the intention. The Dauntless must be anchored away from the jetty, the Interceptor must be berthed alongside. See attached for my modified file. I also added an additional locator in the centre of the first jetty that I needed for a quest trigger. Unfortunately the locator is too small; I want the radius to be so large that it spans the entire width of the jetty, but I don't know how to. Any ideas would be welcome.

It seems that there is a difference in the usage of the ship locators between actually anchoring in port versus being transported there by any other means, such as (quest)reloads and starting a new game. It seems that when anchoring, the ships are placed on the "Ship_other" locators, but after a quest reload, the ships are positioned on the "Ship" locators. We might be able to use this to our advantage. We can set the "Ship_other" locators in such a way that it looks good in all cases. But then we can set the "Ship" locators to work the best as possible in the movie quest.

Thanks for your work, CouchcaptainCharles! I am a bit worried about using your latest file for the movie quest though. I think if you were to moor a brig alongside using your latest file, she would be moored quite a distance away from the jetty. Unlike in the previous file, where I managed to get the Interceptor perfectly alongside. Perhaps we can do as I suggest in the paragraph above to perfect both the quest quest and the ordinary usage. Preferably I want it to work so that in the quest case, we can have the Interceptor moored alongside the dock and have the Dauntless anchored in the bay. And then in the ordinary case use the locators from your latest file.
 
I skimmed through these posts so it may have been addressed already, but I think a brig would be the largest thing to be moored at a dock. Larger ships with three masts, (save an xebec, yacht, barque, etc.) would lay at an anchor cable out in the deeper water.
 
<!--quoteo(post=222122:date=Nov 18 2007, 08:32 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 18 2007, 08:32 PM) [snapback]222122[/snapback]</div><div class='quotemain'><!--quotec-->I also added an additional locator in the centre of the first jetty that I needed for a quest trigger. Unfortunately the locator is too small; I want the radius to be so large that it spans the entire width of the jetty, but I don't know how to. Any ideas would be welcome.<!--QuoteEnd--></div><!--QuoteEEnd-->
These commands in the location\init files set the locatorradius in meters:

Locations[n].locators_radius.reload.sea_1_back = 2.0;

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->It seems that there is a difference in the usage of the ship locators between actually anchoring in port versus being transported there by any other means, such as (quest)reloads and starting a new game. It seems that when anchoring, the ships are placed on the "Ship_other" locators, but after a quest reload, the ships are positioned on the "Ship" locators. We might be able to use this to our advantage. We can set the "Ship_other" locators in such a way that it looks good in all cases. But then we can set the "Ship" locators to work the best as possible in the movie quest.<!--QuoteEnd--></div><!--QuoteEEnd-->
Umm, I tested the files by teleporting me and Barbossa to Redmond with the "DoQuestReloadToLocation" command, and only the "ship_other" locators were used. Maybe there are other commands that set ships to the "ship" locators.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Thanks for your work, CouchcaptainCharles! I am a bit worried about using your latest file for the movie quest though. I think if you were to moor a brig alongside using your latest file, she would be moored quite a distance away from the jetty. Unlike in the previous file, where I managed to get the Interceptor perfectly alongside. Perhaps we can do as I suggest in the paragraph above to perfect both the quest quest and the ordinary usage. Preferably I want it to work so that in the quest case, we can have the Interceptor moored alongside the dock and have the Dauntless anchored in the bay. And then in the ordinary case use the locators from your latest file.<!--QuoteEnd--></div><!--QuoteEEnd-->
You are welcome <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" /> You can also make TWO different locatorfiles for Redmond port and switch the questrelated one on if you start the quest.
 
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