<!--quoteo(post=139045:date=Feb 8 2006, 11:20 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Feb 8 2006, 11:20 AM) [snapback]139045[/snapback]</div><div class='quotemain'><!--quotec-->Good idea <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid="
" border="0" alt="yes.gif" /> Actually there IS already an (almost) invisible Buildingset character, the one that "carries" the box. So it was easy to make "Forest_empty" item which is in the a Init_items.c That I just put on the FTP (ccc_Antigua folder). To place the trees somewhere simply put a command like
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> Build_at("Oxbay_port", "Forest_empty", "", -30.0, 13.0, 26.0, 1.7, "");<!--c2--></div><!--ec2-->into some file which runs at the gamestart (e.g. locations\init stuff )
<!--quoteo(post=139017:date=Feb 7 2006, 11:52 PM:name=Screwface)--><div class='quotetop'>QUOTE(Screwface @ Feb 7 2006, 11:52 PM) [snapback]139017[/snapback]</div><div class='quotemain'><!--quotec-->
How did you do to include shore locations in your pack without their associate foam files ? It seems they are generated by the game when you go ashore for the first time. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid="
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I have to admit I know nothing about foam files <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid="
" border="0" alt="whistling.gif" /> I simply cloned the FdF shore and changed the ID and the reload map. Aren't the fomfiles the same as for FdF <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid="
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What about St. Martin? I am not keen on making it, and I don't want to spoil anyone elses plans, but if nobody else wants to do it I could make it in order to close one Build13 gap
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I've used this method to create a "forest_empty" (i've called it "jungle") with an invisible character (i have used the lezard model) but there is a small problem with that. it is logined in game as a character so if you put some groups of jungle in jungles locations, it will decrease the possibility for encounters to appear in theses locations. In POTC, The number of encounters who can logined in a location is decreased by the number of characters who are already logined in these location.
About foam files, i used the same method as you. i just didn't understand why the foam files were not in your pack and seems to have been generated by the game. When i made new islands mod, i had to include my foam files in the pack because unless them, the game froze so congratulations for that <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid="
" border="0" alt="me.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid="
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I think a dutch and a french part on st martin is a great idea. Of course the marigot part should be the french and the dutch settlement should be to the south of the island (north whith the actual windrose ?)
If you look in the island_init.c, you will see this outcommented line in st martin section :
//Islands[n].towns.2 = "Philipsburg";
because the dutch part was in project when i began to work on new islands mod but i don't know if the name of the dutch town was the same in the 17th century....
Of course pieter, i will have to fight against you to re-conquer the entire island but for France.. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid="
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