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POTC! Character Creation!!!

Yea he address me and everything, is just when I finish talking, and I leave the area. When I come back Horatio is sitting like in the tavern at the location where he should spawn(goto43). Prior to that everything is ok.
 
Do I understand correctly that the dialog starts properly, but when the dialog is over, he should go sitting in the tavern at goto43, but instead sits in Redmond port on goto43? Can you show me your code please? Probably you need to update his location.
 
Ok! Let's try again <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

As you said the dialog is ok. Once I appear at Redmond port he comes and talk to me. Once we finish talking if I stay and wonder around Horatio just stood there and wait, that's ok. But if I leave the area and come back, Horatio is at goto43 but he is sitting not standing, so in other words he is sitting in thin air.

I also install alpha7 and if I go in the option in the game to change stuff, as soon I click the exit button the game crash. I'm going to do a fresh install again and see if it's still do that.


Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Did you create some code to get Hornblower to sit somewhere? In his dialog, possibly? Because there is no code for him going to sit anywhere in the code I gave you. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
do I have to install alpha7 plus? I still got that ctd thing in the option... I can't set my control because of that

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Re-install Alpha 7, then re-extract the missing files, EXCEPT the INI files!
 
The option_screen.ini you mean? N/M It work ok now thx for the info.

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
That's what I meant, yes. Those option_screen.ini files were accidentally added in there; they're for the Alpha 8 WIP version. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Ok! Kool.

For this code: What's the meaning of it?

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->characters[getCharacterIndex("Horatio Hornblower")].location = "none";<!--c2--></div><!--ec2-->

You usually see it with those sentence:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->case "rys_becomes_officer":
            AddMoneyToCharacter(pchar, -500);
            AddPassenger(Pchar, characterFromID("Rys Bloom"), 0);
            LAi_SetOfficerType(characterFromID("Rys Bloom"));
            characters[getCharacterIndex("Rys bloom")].location = "none";
            characters[GetCharacterIndex("Rys Bloom")].Dialog.Filename = "Enc_Officer_dialog.c"; // KK
            characters[GetCharacterIndex("Rys Bloom")].Dialog.CurrentNode = "Hired"; // KK
        break;<!--c2--></div><!--ec2-->

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
That line looks like it makes the character go nowhere. Rather strange, actually, to have your newly-hired officer sent nowhere. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /> <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /> <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /> <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /> <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /> <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /> <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /> <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
I need help for a timer this time.

I made a character that when you finish talking to him, he disappear. But I want him to come back 2 days later at the same spot that when he left. I found the code for the timer:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->case "Hornblower_gone_2days":
    PChar.quest.Hornblower_gone_2days.win_condition.l1 = "Timer";
    PChar.quest.Hornblower_gone_2days.win_condition.l1.date.day = GetAddingDataDay(0, 1, 0);
    PChar.quest.Hornblower_gone_2days.win_condition.l1.date.month = GetAddingDataMonth(0, 1, 0);
    PChar.quest.Hornblower_gone_2days.win_condition.l1.date.year = GetAddingDataYear(0, 1, 0);
    PChar.quest.Hornblower_gone_2days.win_condition = "Hornblower_2days_after";
break;<!--c2--></div><!--ec2-->

The problem is that I don't know how to set it for 2 days. I copy this from Baldewyn Coffier.
So is it possible to explain me how:

1. <b>to set the timer to wait days;</b> ei: I want the character to wait 2 days before coming back to is original spot

2. <b>to set the timer to wait months;</b> ei: I want the character to wait 3 months before coming back to is original spot

3. <b>to set the timer to wait years;</b> ei: I want the character to wait 2 years before coming back to is original spot

4. <b>to set the timer to wait days, months and years;</b> ei: I want the character to wait, 3 years, 4 months and 7 days before coming back to is original spot



<b>Cheers,</b> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Send a PM to bartolomeu o portugues. He knows. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Ok! Ty,


<b>Cheers,</b> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I got few more questions.

1. I create a character and want him to engage a dialog with the playing character only if he got the Letter of Mark from England how I should do that?

2. I help Horatio until we reach is commanding officer, so far Horatio act only as a normal officer. After talking to the Commander he assign me a new mission and assign Horatio to help me. At that point I want to give a ship to Horatio and set him as companion. How should I do that? I look around and the only thing I found is characters with ship assign to them from the start and me I want Horatio to be a normal officer then become a companion later!

3. I would like to spawn a pirates ship(s) near a shore somewhere, as part of a mission to go there and sink or capture her. I look the code that they use to generate random pirate killing mission that the governor usually give and it's seem so complicated, is there a simpler way to do it?

4. As a reward I would like to raise the player reputation toward England every time he succeed a mission. How should it be done?

P.S: This quest will be an side quest for build 13, so I will be using build13 codes.

Thanks,


<b>Cheers,</b> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
1. This might help: <i>HaveLetterOfMarque(GetCurrentLocationNation())</i>

2. I wrote a function for giving ships to characters. I never tested it on anyone but the pchar, but you could try putting it in a code file and applying it to Horatio. See what happens. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /><!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void GiveShip2Character(ref char, string shiptype, string shipname, int nat, bool hirecrew, bool getsupplies)
{
    char.ship.type = shiptype;
    char.ship.name = shipname;
    aref arship; makearef(arship, char.ship); DeleteAttribute(arship,"stats");
    SetRandomStatsToShip(arship, GetCharacterShipType(&char), nat);
    ResetCannons(char);
    DeleteAttribute(&char,"ship.masts");
    ProcessSailRepair(&char,100.0);
    ProcessHullRepair(&char, 100.0);
    if(hirecrew || sti(GetCrewQuantity(&char)) > sti(GetMaxCrewQuantity(&char)))
    {
        SetCrewQuantity(&char, GetMaxCrewQuantity(&char));
    }
    if(getsupplies || sti(GetCargoLoad(&char)) > sti(GetCargoMaxSpace(&char)))
    {
        EmptyShip(char) // First remove all goods from the ship
        SupplyShip(char) // Then add them again
    }
}

void EmptyShip(ref char)
{
    int i; for(i=0;i<GOODS_QUANTITY;i++) RemoveCharacterGoods(char,i,GetCargoGoods(char,i));
}

void SupplyShip(ref char)
{
    if(FOOD_ON) AddCharacterGoods(char, GOOD_WHEAT, 1+makeint(makefloat(GetCrewQuantity(&char)) * FOOD_PER_CREW * WHEAT_DAYS));
    if(FOOD_ON) AddCharacterGoods(char, GOOD_RUM, 1+makeint(makefloat(GetCrewQuantity(&char)) * FOOD_PER_CREW * RUM_DAYS));
    if(CANNONPOWDER_MOD && GetMaxCannonQuantity(&char) > 0)
    {
        int needPwdr = 0;
        float averageQty = 0.0;
        ref rCannon; makeref(rCannon,Cannon[GetCaracterShipCannonsType(char)]);
        if (USE_REAL_CANNONS)     { averageQty = makefloat(GetCargoGoods(&char,GOOD_BALLS) + GetCargoGoods(&char,GOOD_GRAPES) + GetCargoGoods(&char,GOOD_KNIPPELS))/3; }
        else                     { averageQty = makefloat(GetCargoGoods(&char,GOOD_BALLS) + GetCargoGoods(&char,GOOD_GRAPES) + GetCargoGoods(&char,GOOD_KNIPPELS) + GetCargoGoods(&char,GOOD_BOMBS))/4; }
        float canCharge = makefloat(averageQty/makefloat(GetMaxCannonQuantity(&char)));
        if(CheckAttribute(rCannon,"gunpowder")) needPwdr = sti(rCannon.gunpowder);
        AddCharacterGoods(char, GOOD_GUNPOWDER, makeint((makefloat(GetMaxCannonQuantity(&char)) * needPwdr * canCharge) + (makefloat(GetCrewQuantity(&char)) * 3)));
    }
    AddCharacterGoods(char, GOOD_BALLS, makeint(makefloat(GetMaxCannonQuantity(&char)) * BALLS_PER));
    AddCharacterGoods(char, GOOD_GRAPES, makeint(makefloat(GetMaxCannonQuantity(&char)) * GRAPE_PER));
    AddCharacterGoods(char, GOOD_KNIPPELS, makeint(makefloat(GetMaxCannonQuantity(&char)) * CHAIN_PER));
    if(!USE_REAL_CANNONS) AddCharacterGoods(char, GOOD_BOMBS, makeint(makefloat(GetMaxCannonQuantity(&char)) * BOMBS_PER));
    AddCharacterGoods(char, GOOD_SAILCLOTH, makeint(makefloat(GetCharacterShipHP(&char)) * SAIL_PER));
    AddCharacterGoods(char, GOOD_PLANKS, makeint(makefloat(GetCharacterShipHP(&char)) * PLANKS_PER));
}<!--c2--></div><!--ec2-->
3. This must have something to do with it:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->            Group_CreateGroup("FlyingDutchman");
            Group_AddCharacter("FlyingDutchman", "Davy Jones");
            Group_SetGroupCommander("FlyingDutchman", "Davy Jones");
            Group_SetPursuitGroup("FlyingDutchman", PLAYER_GROUP);
            Group_SetTaskAttack("FlyingDutchman", PLAYER_GROUP);
            Group_SetAddress("FlyingDutchman", ISLAND_09, "Quest_ships", "Quest_ship_12");
            Group_LockTask("FlyingDutchman");
            UpdateRelations();
            characters[GetCharacterIndex("Davy Jones")].nosurrender = 2;
            Character_SetAbordageEnable(characterFromID("Davy Jones"), false);<!--c2--></div><!--ec2-->
4. From the governor dialog file:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        case "promote":
            SetMusicNoPause("music_govreward"); // NK
            iNation = sti(NPChar.nation);
            NPChar.templand = GetCharacterLand(PChar);
            Promote(&PChar, &NPChar, iNation);
            dialog.text = DLG_TEXT[338] + XI_ConvertString(GetRankName(PChar, iNation)) + DLG_TEXT[384] + (GetCharacterLand(PChar) - sti(NPChar.templand)) + DLG_TEXT[385] + XI_ConvertString(GetNationRoyalByType(iNation)) +".";
            DeleteAttribute(NPChar,"templand");
            Link.l1 = DLG_TEXT[339];
            Link.l1.go = "exit";
        break;<!--c2--></div><!--ec2-->I think the <i>Promote(&PChar, &NPChar, iNation);</i> function should do the trick.
 
thank, for the info Pieter, gonna work on it today.


<b>Cheers,</b> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=241709:date=Feb 28 2008, 05:45 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 28 2008, 05:45 AM) <a href="index.php?act=findpost&pid=241709"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1. This might help: <i>HaveLetterOfMarque(GetCurrentLocationNation())</i><!--QuoteEnd--></div><!--QuoteEEnd-->

Fix it:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->case "Hornblower_Start":
        SetEnterLocationQuest("Redmond_Port","Hornblower_Start_Check",0);
break;

case "Hornblower_Start_Check":
    if (HaveLetterOfMarque(ENGLAND))
        {
            if(Makeint(PChar.Rank) >= 12)
                {
                    LAi_SetActorType(CharacterFromID("Horatio Hornblower"));
                    LAi_ActorFollow(CharacterFromID("Horatio Hornblower"),PChar,"Hornblower_Talk",10.5);
                    Characters[GetCharacterIndex("Horatio Hornblower")].Dialog.CurrentNode = "Horatio_Quest";
                }
        }
break;

case "Hornblower_Talk":
       DeleteEnterLocationQuest("Redmond_port", "Hornblower_Start_Check");    
       LAi_ActorWaitDialog(PChar,CharacterFromID("Horatio Hornblower"));
       LAi_ActorDialog(CharacterFromID("Horatio Hornblower"),PChar,"",1.0,1.0);
break;<!--c2--></div><!--ec2-->


<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->2. I wrote a function for giving ships to characters. I never tested it on anyone but the pchar, but you could try putting it in a code file and applying it to Horatio. See what happens. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Fix it:

First I have to add those line in the character creation code; <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->ch.Ship.Name = "Marguerite"; // Hornblower
ch.Ship.Type = "RN_Light_Frigate"; // Hornblower
ch.Ship.Stopped = true; // Hornblower

ch.Ship.Name = "Hotspur"; // Bush
ch.Ship.Type = "RN_Sloop_of_War"; // Bush
ch.Ship.Stopped = true; // Bush<!--c2--></div><!--ec2-->

Like this! <img src="style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->makeref(ch,Characters[n]);
ch.old.name = "Horatio";
ch.old.lastname = "Hornblower";
ch.name = LanguageConvertString(tmpLangFileID,"Horatio");
ch.lastname = LanguageConvertString(tmpLangFileID,"Hornblower");
ch.id = "Horatio Hornblower";
//ch.model = "lt_Horatio_Hornblower";
ch.model = "rn_lieut18_2";
ch.sex = "man";
ch.sound_type= "seaman";
ch.location= "Redmond_port";
ch.location.group = "goto";
ch.location.locator = "goto_43";
//ch.Dialog.Filename = "00_Fast_Recruit_Dialog.c";
ch.Dialog.Filename = "00_Horatio_Hornblower_Dialog.c";
ch.greeting = "Gr_Horatio_Hornblower";
ch.quest.area     = "Redmond";
ch.nation = ENGLAND;
ch.rank = 10;
ch.reputation = "50";
ch.experience = "160000";
ch.skill.Leadership = "6";    
ch.skill.Fencing = "1";
ch.skill.Sailing = "6";
ch.skill.Accuracy = "4";
ch.skill.Cannons = "6";
ch.skill.Grappling = "1";
ch.skill.Repair = "1";
ch.skill.Defence = "1";
ch.skill.Commerce = "1";
ch.skill.Sneak     = "6";
ch.perks.list.BasicDefense = true;
ch.perks.list.AdvancedDefense = true;
ch.perks.list.Toughness = true;
ch.perks.list.CriticalHit = true;
ch.perks.list.FastReload = true;
ch.perks.list.BasicBattleState     = true;
ch.perks.list.AdvancedBattleState= true;
ch.perks.list.ShipSpeedUp= true;
ch.perks.list.ShipTurnRateUp= true;
ch.perks.list.StormProfessional    = true;
ch.perks.list.SharedExperience     = true;
ch.money = "250";
ch.quest.officerprice = "500";
ch.quest.officertype = OFFIC_TYPE_FIRSTMATE;
ch.Ship.Name = "Marguerite";
ch.Ship.Type = "RN_Light_Frigate";
ch.Ship.Stopped = true;
TakenItems(ch, "blade14+3", 2);
TakenItems(ch, "pistol9+3", 2);
TakenItems(ch, "ammopouch", 2);
TakenItems(ch, "powderflask", 2);
TakenItems(ch, "CommonArmor", 2);
TakenItems(ch, "potion2", 5);
TakenItems(ch, "potion3", 5);
    
if (ENABLE_AMMOMOD)
    {
        TakenItems(ch, "gunpowder", 12);
        TakenItems(ch, "pistolbullets", 12);
    }
    
LAi_RemoveLoginTime(ch);
LAi_SetHuberStayType(ch);
LAi_SetHP(ch, 130.0, 130.0);
ch.HPBonus = 220;
LAi_group_MoveCharacter(ch, "ENGLAND_CITIZENS");
n = n + 1;<!--c2--></div><!--ec2-->

Then I use this in the quest_reaction.c: <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->case "Hornblower_And_Bush_Joined":
    ChangeCharacterAddress(CharacterfromID("Horatio Hornblower"), "none", "");
    SetCompanionIndex(Pchar, -1, GetCharacterIndex("Horatio Hornblower"));
    SetCompanionIndex(Pchar, -1, GetCharacterIndex("Lieutenant Bush"));
    SetCharacterRemovable(characterFromID("Horatio Hornblower"), false);
    SetCharacterRemovable(characterFromID("Lieutenant Bush"), false);
break;<!--c2--></div><!--ec2-->

The reason that i use: <i>ChangeCharacterAddress(CharacterfromID("Horatio Hornblower"), "none", "");</i> is because at that point Hornblower is in the same room as the player and Hornblower must be remove so it can be add to the companion list.

Also if you set the NPChar to:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->AddPassenger(PChar, CharacterFromID("Horatio Hornblower"), 0);
SetOfficersIndex(PChar, 1, GetCharacterIndex("Horatio Hornblower"));
LAi_SetOfficerType(CharacterFromID("Horatio Hornblower"));<!--c2--></div><!--ec2-->

This set your NPC to act as an officer and will not use the ship assign to him. The NPC will appear in the passenger list or assign as a fighter giving you the ability to use him like you want. As soon you tell the game to set your NPC as Companion(Captain) they will use the ship assign to them and you won't be able to use them as officer since they will not appear in the passenger list. How ever they will be there with there ship once you go at sea.

P.S: For the code you wrote for #2 Pieter it make the game crash(engine.exe error) <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" /> but you give me an idea to use it later on in the quest. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> Also Pieter if you know what this line mean wanna tell me please: ch.Ship.Stopped = true;



<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->3. This must have something to do with it:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->            Group_CreateGroup("FlyingDutchman");
            Group_AddCharacter("FlyingDutchman", "Davy Jones");
            Group_SetGroupCommander("FlyingDutchman", "Davy Jones");
            Group_SetPursuitGroup("FlyingDutchman", PLAYER_GROUP);
            Group_SetTaskAttack("FlyingDutchman", PLAYER_GROUP);
            Group_SetAddress("FlyingDutchman", ISLAND_09, "Quest_ships", "Quest_ship_12");
            Group_LockTask("FlyingDutchman");
            UpdateRelations();
            characters[GetCharacterIndex("Davy Jones")].nosurrender = 2;
            Character_SetAbordageEnable(characterFromID("Davy Jones"), false);<!--c2--></div><!--ec2--><!--QuoteEnd--></div><!--QuoteEEnd-->

^I didn't try anything about it yet.^ <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->4. From the governor dialog file:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        
case "promote":
SetMusicNoPause("music_govreward"); // NK
iNation = sti(NPChar.nation);
NPChar.templand = GetCharacterLand(PChar);
Promote(&PChar, &NPChar, iNation);
dialog.text = DLG_TEXT[338] + XI_ConvertString(GetRankName(PChar, iNation)) + DLG_TEXT[384] + (GetCharacterLand(PChar) - sti(NPChar.templand)) + DLG_TEXT[385] + XI_ConvertString(GetNationRoyalByType(iNation)) +".";
DeleteAttribute(NPChar,"templand");
Link.l1 = DLG_TEXT[339];
Link.l1.go = "exit";
break;<!--c2--></div><!--ec2-->
I think the <i>Promote(&PChar, &NPChar, iNation);</i> function should do the trick.<!--QuoteEnd--></div><!--QuoteEEnd-->

^I didn't try anything about it yet.^ <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />


<b>Cheers,</b> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Do you mean "I fixed it" or "You fix it"? <img src="style_emoticons/<#EMO_DIR#>/icon_confused.gif" style="vertical-align:middle" emoid=":?" border="0" alt="icon_confused.gif" />

What error message do you get when trying to use my GiveShip2Character function? It works fine for me.
 
<!--quoteo(post=241793:date=Feb 28 2008, 04:50 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 28 2008, 04:50 PM) <a href="index.php?act=findpost&pid=241793"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do you mean "I fixed it" or "You fix it"? <img src="style_emoticons/<#EMO_DIR#>/icon_confused.gif" style="vertical-align:middle" emoid=":?" border="0" alt="icon_confused.gif" />

What error message do you get when trying to use my GiveShip2Character function? It works fine for me.<!--QuoteEnd--></div><!--QuoteEEnd-->

Actually we fix it, I use the code you put on and with my search and I found a way to make it work. For the engine.exe error I got nothing in the error log but I think I know what I did wrong. I didn't set the code right, me think. As a result; <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />


<b>Cheers,</b> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
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