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    Maelstrom New Horizons


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Mooring ships at the jetty

now who would those two redcoats be? <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> the commodore's idea sounds fine to me. is it doable?
 
I am not sure how we could acchieve that code-wise. It seems we cannot code in which ships we want docked where, so we need to come up with workarounds for that. Also I really like to see those big ships up close. Although I understand that it is not realistic to have them docked alongside. I saw a Manowar docked alongside that must've run aground, considering how close she was to the sand of the small little beach.
 
well, it's possible to see them up that close. but not at the docks, obviously. it would require some twitchy helmsman ship and a bit of luck. it's a shame those big ships can't be moored. those galleons looked really nice lying there.
 
<!--quoteo(post=222132:date=Nov 18 2007, 08:50 PM:name=Commodore John Paul Jones)--><div class='quotetop'>QUOTE(Commodore John Paul Jones @ Nov 18 2007, 08:50 PM) [snapback]222132[/snapback]</div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->
I suppose you are right, larger sailingships would probably not be manouverable enough to be placed exactly beside a pier. So for those who want it realistic this should not be implemented.
 
another toggle maybe? presuming that it can be coded in that big ships don't moor, of course.
 
<!--quoteo(post=222138:date=Nov 18 2007, 08:55 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 18 2007, 08:55 PM) [snapback]222138[/snapback]</div><div class='quotemain'><!--quotec-->These commands in the location\init files set the locatorradius in meters:
Locations[n].locators_radius.reload.sea_1_back = 2.0;<!--QuoteEnd--></div><!--QuoteEEnd-->Thanks. I'll give that a try.

<!--quoteo(post=222138:date=Nov 18 2007, 08:55 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 18 2007, 08:55 PM) [snapback]222138[/snapback]</div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->But that we you don't get any of the coast raiders ships in port, do you?

<!--quoteo(post=222139:date=Nov 18 2007, 08:55 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Nov 18 2007, 08:55 PM) [snapback]222139[/snapback]</div><div class='quotemain'><!--quotec-->now who would those two redcoats be? <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Who indeed? Considering this is the actual movie scene.

<!--quoteo(post=222139:date=Nov 18 2007, 08:55 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Nov 18 2007, 08:55 PM) [snapback]222139[/snapback]</div><div class='quotemain'><!--quotec-->the commodore's idea sounds fine to me. is it doable?<!--QuoteEnd--></div><!--QuoteEEnd-->I don't know. It *might* be possible, but it definitly won't be easy.
 
I think this looks awesome and can´t wait to try it ingame, I really have no "but´s" at all - nice work, CCC (and post-gratulations to Inez Diaz as well <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> )


Now, excuse me for interfering, as I do not know much about locators and stuff. Can locators be made floating? I mean, could they be positioned by a calculation? If that is the case, it would be possible in theory to position any ship nice to the pier, no matter what the size...

If this is not possible, Commodore Jones might have a point in making i.e. a brig the largest ship available to the pier.
 
Good point. Maximus made a WriteAdditionalLocators function that might be used for this. If we can have the locators generated in the game, that might make this work a whole lot better. But it would become TREMENDOUSLY complicated. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Why do I always come up with the toughest ideas?! <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
 
<!--quoteo(post=222183:date=Nov 19 2007, 03:10 AM:name=Commodore John Paul Jones)--><div class='quotetop'>QUOTE(Commodore John Paul Jones @ Nov 19 2007, 03:10 AM) [snapback]222183[/snapback]</div><div class='quotemain'><!--quotec-->Why do I always come up with the toughest ideas?! <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Because your sig looks tought? <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
<!--quoteo(post=222138:date=Nov 18 2007, 08:55 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 18 2007, 08:55 PM) [snapback]222138[/snapback]</div><div class='quotemain'><!--quotec-->These commands in the location\init files set the locatorradius in meters:
Locations[n].locators_radius.reload.sea_1_back = 2.0;<!--QuoteEnd--></div><!--QuoteEEnd-->Thanks a lot! That works brilliantly! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
he's either standing on the streets of the hillside in first person view, or he used the sidestep to get closer to the docks, going throught the fence of the streets on the hillside first. that's how i made this:
 
Check PROGRAM\Locations\locations_camera.c. It has something to do with the locCameraEnableFree thing. Set <i>locCameraEnableFree = true;</i> at the top of the file, then press Tab until you're in free camera mode. New game required to enable this. Moving forwards/backwards works with the left and right mouse buttons.
 
ooh, i'm going to have so much fun with this. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> does it work on the sea?
 
No. But in PROGRAM\SEA_AI\AICameras.c you can change this:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        case "SeaDeckCamera":
            switch (GetTargetPlatform())
            {
                case "xbox": SeaCameras.Camera = "SeaShipCamera"; break;    //
                case "pc": SeaCameras.Camera = "SeaShipCamera"; break;        // Debug : SeaFreeCamera, release : SeaShipCamera
                //case "pc": SeaCameras.Camera = "SeaFreeCamera"; break;    // Debug : SeaFreeCamera, release : SeaShipCamera
            }
            //SeaCameras.Camera = "SeaFreeCamera"; // SeaShipCamera
            Crosshair.OutsideCamera = true;
            PeopleOnShip.IsOnDeck = 0;
            bSwitch = true;
        break;<!--c2--></div><!--ec2-->to this:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        case "SeaDeckCamera":
            switch (GetTargetPlatform())
            {
                case "xbox": SeaCameras.Camera = "SeaShipCamera"; break;    //
                //case "pc": SeaCameras.Camera = "SeaShipCamera"; break;        // Debug : SeaFreeCamera, release : SeaShipCamera
                case "pc": SeaCameras.Camera = "SeaFreeCamera"; break;    // Debug : SeaFreeCamera, release : SeaShipCamera
            }
            //SeaCameras.Camera = "SeaFreeCamera"; // SeaShipCamera
            Crosshair.OutsideCamera = true;
            PeopleOnShip.IsOnDeck = 0;
            bSwitch = true;
        break;<!--c2--></div><!--ec2-->Just comment out the "SeaShipCamera" line and remove the "//" before the "ShipFreeCamera" line. Please note that the controls seem somewhat inverted in free camera mode at sea. Also: The camera is REALLY slow, but you can speed things up by turning on the time compression with the [R] or [G] keys. Note that when you enable time compression, your ship will also sail away really quickly. You can still steer your ship in free camera mode.
 
Why don't you try? You simply get a free camera that you can move all around the scene and through everything.
 
time pressure. i haven't played the game for a week at least, and even then only once in the space of two weeks, for 2 hours.
 
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