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No. I modified the command slightly, adding quote marks before and after the "ch.id" just in case a blank is reported (shouldn't happen for an ID but I'm in the habit of doing that for any such reports), and changing the command to 'traceandlog' so that the results go into "compile.log". Which means you get to see the evidence. Plenty of "fantom character" reports, but no officers.@Grey Roger the command I gave should show some info on the screen. It didn't show the officers in there?
void PlaceOfficers(string locationID, string chLocType, bool noOfficers, bool noFight)
{
if(noOfficers) return;
ref mchr = GetMainCharacter();
int mlimit;// restrict officers to PBC limits 22AUG06
int i, idx;
if(CheckAttribute(mchr,"mlimit")) mlimit = sti(mchr.mlimit);// mlimit will be gone if we've already run SetEndingStats()
else mlimit = 1;
for (i = 1; i <= OFFICER_MAX; i++)
{
idx = GetOfficersIndex(mchr, i);
if(idx<0) continue;
// boal 05.09.03 offecer need to go to abordage -->
if(makeint(Characters[idx].AbordageMode) == 0) continue;
// added by MAXIMUS [abordage MOD] -->
if(noOfficers==true) continue;
if(IsCompanion(&Characters[idx])) continue;
if(IsOfficerCompanion(&Characters[idx])) continue;
if(IsOnShoreLeave(&Characters[idx])) continue;
if(IsOfficerOnShoreLeave(&Characters[idx])) continue;
// added by MAXIMUS [abordage MOD] <--
mlimit = mlimit - 1;// first boarder will be the player character - Note this shouldn't be saved
if(mlimit<1) continue;
// boal 05.09.03 officer need to go to abordage <--
DeleteAttribute(&Characters[idx], "location");
Characters[idx].location = locationID;
Characters[idx].location.group = "rld";
int startlocnum = 1;
int locnum = startlocnum;
Characters[idx].location.locator = chLocType + locnum;
ChangeCharacterAddressGroup(&Characters[idx], locationID, "rld", Characters[idx].location.locator);
locnum++;
if(locnum>=GetBoardingLimit(FindLocation(locationID))/2) locnum = startlocnum;
if(noFight) SendMessage(&Characters[idx], "lsl", MSG_CHARACTER_EX_MSG, "ChangeFightMode", 0);
}
}
Question, does your file also work if I attack a fort? Last time I did this with the September WIP they actually did show up at a specific location (only that single one location though, nowhere else; even not in town).
The problem as I suspected is locators. For some reason the game decides to place them on wrong locators. I will try to look into it asapYes, they weren't there; three officers though, my party was full.
Question, does your file also work if I attack a fort? Last time I did this with the September WIP they actually did show up at a specific location (only that single one location though, nowhere else; even not in town). I could try this and see what happens if you want; if not, then not.