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I think I know what happened. And indeed it doesn't make sense.Now guards at taverns at you own and friendly nations is attacking you.
With out a word they draw there blades and goes direct to you.
case "exit_soldiers":
Diag.CurrentNode = Diag.TempNode;
DialogExit();
LAi_LocationFightDisable(&locations[FindLocation(Pchar.location)], false);
Random_Raid("soldiers", 5, makeint(NPchar.nation),"enemy","friend","");
LAi_group_SetRelation("random_guards_group", LAI_GROUP_PLAYER, LAI_GROUP_ENEMY);
break;
LAi_group_SetRelation("random_guards_group", LAI_GROUP_PLAYER, LAI_GROUP_NEITRAL);
I have learned about your use of typos once before!And before you ask, yes that apparent typo is intentional.
How are you going to get the right group?It isn't MY use of typos; I hate that and often correct it when I find them.
Stock game was made by Russian programmers though and that shows.
@Levis: There are already separate AI groups for each nation's soldiers and citizens.
I am just going to make them join their regular nation guards group.
I see no need for anything else. Should be an easy enough fix; will try to implement it tonight.
Pretty much. The function already exists and I used it for when the random sailors call the town guards.How are you going to get the right group?
Will it be something like "SOLDIER_"+nation or something like that?
You mean to ADD those characters themselves to the relevant AI groups?While at it could you maybe also do it for the enc_walkers and the random sailors etc?
Don't worry about this one; I reckon I can sort it out.This doesn't sound like something i can fix myself, since it all sounds really complicated.
//Levis extra atmosphere -->
void Random_guards_group(int bmax, int nation)
{
if(bmax==0) return;
ref chr, chr_prec;
float hasgun;
string ani, group, locator;
hasgun = 0.5;
ani = "man";
group = "goto";
for(int i = 0; i < bmax; i++)
{
locator = LAi_FindRandomLocator(group);
chr=LAi_CreateFantomCharacterEx(false, 0, true, true, hasgun, GetRandomModelForTypeExSubCheck(1, "Soldiers", ani, nation), ani, group, locator);
if(i==0)
{
//chr.middlename = "";
chr_prec = CharacterFromId(chr.id);
}
chr.Dialog.filename="random_guards_group_dialog.c";
LAi_SetCivilianPatrolType(chr);
if(nation==PIRATE){chr.nation=rand(NATIONS_QUANTITY-1);}
else{chr.nation = nation;}
LAi_group_MoveCharacter(chr, GetCurrentSoldierGroup()); // PB: was LAi_group_MoveCharacter(chr, "random_guards_group");
}
/* LAi_group_SetRelation(LAI_GROUP_PLAYER, "random_guard_group", LAI_GROUP_NEITRAL);
LAi_group_SetRelation("random_pirates_group", "random_guards_group", LAI_GROUP_NEITRAL);
LAi_group_SetRelation(LAI_GROUP_GUARDS, "random_guards_group", LAI_GROUP_NEITRAL);
LAi_group_SetRelation(LAI_DEFAULT_GROUP, "random_guards_group", LAI_GROUP_NEITRAL);
LAi_group_SetRelation(LAI_GROUP_MONSTERS, "random_guards_group", LAI_GROUP_NEITRAL);
LAi_group_SetRelation(GetCurrentCitizenGroup(), "random_guards_group", LAI_GROUP_NEITRAL);
LAi_group_SetRelation(GetCurrentSoldierGroup(), "random_guards_group", LAI_GROUP_NEITRAL);*/
}
//<-- Levis extra atmosphere
string GetSoldiersGroup(int iNation)
{
string groupName = GetSoldiersName(iNation)+"_SOLDIERS";
if (groupName == "PERSONAL_SOLDIERS") groupName = LAI_GROUP_PLAYER;
return groupName;
}
string GetCitizensGroup(int iNation)
{
string groupName = GetSoldiersName(iNation)+"_CITIZENS";
if (groupName == "PERSONAL_CITIZENS") groupName = LAI_GROUP_PLAYER;
return groupName;
}
COMPILE ERROR - file: LandEncounters\LEnc_monsters.c; line: 1110
Invalid Expression
COMPILE ERROR - file: LandEncounters\LEnc_monsters.c; line: 1110
Invalid Expression
COMPILE ERROR - file: LandEncounters\LEnc_monsters.c; line: 1110
Invalid Expression
COMPILE ERROR - file: LandEncounters\LEnc_monsters.c; line: 1110
Invalid Expression
COMPILE ERROR - file: LandEncounters\LEnc_monsters.c; line: 1110
Invalid Expression
COMPILE ERROR - file: LandEncounters\LEnc_monsters.c; line: 1110
Invalid Expression
COMPILE ERROR - file: LandEncounters\LEnc_monsters.c; line: 1110
Invalid Expression
COMPILE ERROR - file: LandEncounters\LEnc_monsters.c; line: 1110
invalid function argument
COMPILE ERROR - file: LandEncounters\LEnc_monsters.c; line: 1110
Invalid Expression
COMPILE ERROR - file: LandEncounters\LEnc_monsters.c; line: 1110
Invalid Expression
COMPILE ERROR - file: LandEncounters\LEnc_monsters.c; line: 1110
Invalid Expression
COMPILE ERROR - file: LandEncounters\LEnc_monsters.c; line: 1110
Invalid Expression
COMPILE ERROR - file: LandEncounters\LEnc_monsters.c; line: 1110
Invalid Expression
COMPILE ERROR - file: LandEncounters\LEnc_monsters.c; line: 1110
Invalid Expression
COMPILE ERROR - file: LandEncounters\LEnc_monsters.c; line: 1110
invalid syntax