void LocationInitAntigua(ref n) { // ccc Antigua fake forts-------------------------------------- //ID Locations[n].id = "Antigua_fakefort1"; locations[n].id.label = "MILITARY AREA. NO TRESPASSING!"; //Info Locations[n].filespath.models = "locations\Fort_inside\Fort_1"; Locations[n].image = "Fort_Inside_Fort_1.tga"; // KK //Town sack Locations[n].townsack = "St John's"; //Sound locations[n].type = "military"; //Models //Always Locations[n].models.always.locators = "fort1_l_ccc"; Locations[n].models.always.l1 = "fort1"; //Day Locations[n].models.day.charactersPatch = "fort1_p"; Locations[n].models.day.fonar = "fort1_fd"; //Night Locations[n].models.night.charactersPatch = "fort1_p"; Locations[n].models.night.fonar = "fort1_fn"; //Environment Locations[n].environment.weather = "true"; Locations[n].environment.sea = "false"; //reload map. Locations[n].reload.l1.name = "reloadc2"; Locations[n].reload.l1.go = "Antigua_fakefort3"; Locations[n].reload.l1.emerge = "reloadc2"; Locations[n].reload.l1.autoreload = "0"; Locations[n].reload.l2.name = "reloadC4"; Locations[n].reload.l2.go = "Antigua_armory"; Locations[n].reload.l2.emerge = "reload1"; Locations[n].reload.l2.autoreload = "0"; Locations[n].reload.l3.name = "reloadc5"; Locations[n].reload.l3.go = "Antigua_fakefort2"; Locations[n].reload.l3.emerge = "reload1"; Locations[n].island = "Antigua"; n = n + 1; // ccc Antigua fake fort 2---------------------------------- //ID Locations[n].id = "Antigua_fakefort2"; locations[n].id.label = "MILITARY AREA. NO TRESPASSING!"; //Town sack Locations[n].townsack = "St John's"; //Info Locations[n].filespath.models = "locations\Fort_inside\Fort_2"; Locations[n].image = "Fort_Inside_Fort_2.tga"; //Sound locations[n].type = "military"; //Models //Always Locations[n].models.always.locators = "fort2_l_ccc"; Locations[n].models.always.l1 = "fort2"; //Day Locations[n].models.day.charactersPatch = "fort2_p"; Locations[n].models.day.fonar = "fort2_fd"; //Night Locations[n].models.night.charactersPatch = "fort2_p"; Locations[n].models.night.fonar = "fort2_fn"; //Environment Locations[n].environment.weather = "true"; Locations[n].environment.sea = "true"; Locations[n].reload.l1.name = "reload1"; Locations[n].reload.l1.go = "Antigua_fakefort1"; Locations[n].reload.l1.emerge = "reloadc5"; Locations[n].reload.l1.autoreload = "0"; Locations[n].reload.l2.name = "reloadc1"; Locations[n].reload.l2.go = "Antigua_fakefort3"; Locations[n].reload.l2.emerge = "reloadc1"; Locations[n].reload.l2.autoreload = "0"; Locations[n].island = "Antigua"; n = n + 1; // ccc Antigua fake fort 3---------------------------------- //ID Locations[n].id = "Antigua_fakefort3"; locations[n].id.label = "MILITARY AREA. NO TRESPASSING!"; //Town sack Locations[n].townsack = "St John's"; //Info Locations[n].filespath.models = "locations\Fort_inside\Fort_3"; Locations[n].image = "Fort_Inside_Fort_1.tga"; //Sound Locations[n].type = "military"; //Models //Always Locations[n].models.always.locators = "fort3_l_ccc"; Locations[n].models.always.l1 = "fort3"; //Day Locations[n].models.day.charactersPatch = "fort3_p"; Locations[n].models.day.fonar = "fort3_fd"; //Night Locations[n].models.night.charactersPatch = "fort3_p"; Locations[n].models.night.fonar = "fort3_fn"; //Environment Locations[n].environment.weather = "true"; Locations[n].environment.sea = "true"; Locations[n].reload.l1.name = "reloadc1"; Locations[n].reload.l1.go = "Antigua_fakefort2"; Locations[n].reload.l1.emerge = "reloadc1"; Locations[n].reload.l1.autoreload = "0"; Locations[n].reload.l2.name = "reloadc2"; Locations[n].reload.l2.go = "Antigua_fakefort1"; Locations[n].reload.l2.emerge = "reloadc2"; Locations[n].reload.l2.autoreload = "0"; Locations[n].reload.l3.name = "reloadc4"; Locations[n].reload.l3.go = "Antigua_port"; Locations[n].reload.l3.emerge = "reload7_back"; Locations[n].reload.l3.autoreload = "0"; Locations[n].reload.l4.name = "reload1"; Locations[n].reload.l4.go = "Antigua_armory"; Locations[n].reload.l4.emerge = "reload2"; Locations[n].reload.l4.autoreload = "0"; Locations[n].island = "Antigua"; n = n + 1; // ccc Antigua armory------------------------------------------------- Locations[n].filespath.models = "locations\Inside\LargeStore"; Locations[n].id = "Antigua_armory"; locations[n].id.label = "MILITARY AREA. NO TRESPASSING!"; Locations[n].image = "Fort_Inside_Fort_2.tga"; //Town sack Locations[n].townsack = "St John's"; //Sound locations[n].type = "military"; //Models //Always Locations[n].models.always.locators = "LS_l_ccc"; Locations[n].models.always.tavern = "LS"; //Locations[n].models.always.env = "largestore_env"; Locations[n].models.always.window = "LS_w"; Locations[n].models.always.window.tech = "LocationWindows"; Locations[n].models.always.window.level = 50; Locations[n].models.always.fonar = "ls_fn"; //Day Locations[n].models.day.charactersPatch = "LS_p"; //Night Locations[n].models.night.charactersPatch = "LS_p"; //Environment Locations[n].environment.weather = "false"; Locations[n].environment.sea = "false"; Locations[n].models.back = "back\douls_"; //Reload map Locations[n].reload.l1.name = "reload1"; Locations[n].reload.l1.go = "Antigua_fakefort1"; Locations[n].reload.l1.emerge = "reloadc4"; Locations[n].reload.l1.autoreload = "0"; Locations[n].reload.l3.name = "reload2"; Locations[n].reload.l3.go = "Antigua_fakefort3"; Locations[n].reload.l3.emerge = "reload1"; Locations[n].reload.l3.autoreload = "0"; Locations[n].island = "Antigua"; n = n + 1; // ccc fake fort end // ------------------------------------------------- //ccc sep07 AOP st eustatius model for Antigua Locations[n].id = "Antigua_port"; locations[n].id.label = "#stown_name# port."; locations[n].worldmap = "Antigua"; Locations[n].filespath.models = "locations\Town_StJohns"; Locations[n].image = "Town_StJohns.tga"; //Town sack Locations[n].townsack = "St John's"; Locations[n].navy = 1; //Sound locations[n].type = "town"; // CCC - MUST be 'town' or no NPCs show up Nov17'06 // KK locations[n].soundskip = true;//MAXIMUS: will resolve trouble with sounds [strange, but StaticSounds not works in AOP locations. I'm wondering - all was OK with these locations] locations[n].fastreload = "Antigua"; // KK LAi_LocationFantomsGen(&locations[n], true); //Models //Always locations[n].models.always.l1 = "StJohns"; Locations[n].models.always.l1.foam = "1"; // ccc no signs locations[n].models.always.L1 = "StEustatius_signsA"; Locations[n].models.always.seabed = "StJohns_sb"; Locations[n].models.always.seabed.foam = "1"; locations[n].models.always.locators = "StJohns_locators"; locations[n].models.always.grassPatch = "StJohns_grass"; locations[n].models.always.plan = "plan1"; locations[n].models.always.plan.level = 9; locations[n].models.always.add1 = "StJohnsAdd"; //Day locations[n].models.day.fonar = "StJohns_fd"; locations[n].models.day.charactersPatch = "StJohns_patch_night"; // ccc night patch ! // ccc no traders locations[n].models.day.rinok = "StEustatius_rinok"; //Night locations[n].models.night.fonar = "StJohns_fn"; locations[n].models.night.charactersPatch = "StJohns_patch_night"; // ccc sep07 end //Environment Locations[n].environment.weather = "true"; Locations[n].environment.sea = "true"; Locations[n].MaxSeaHeight = 0.95; // screwface //Reload map Locations[n].reload.l1.name = "reload_2_city"; Locations[n].reload.l1.go = "Antigua_outskirts"; Locations[n].reload.l1.emerge = "Reload2"; Locations[n].reload.l1.autoreload = "0"; Locations[n].reload.l1.label = "Outskirts"; Locations[n].reload.l3.name = "sea_2"; Locations[n].reload.l3.go = "Antigua"; Locations[n].reload.l3.emerge = "reload_2"; Locations[n].reload.l3.autoreload = "0"; if (VISIT_DECK == 1) Locations[n].reload.l3.label = "Ship."; else Locations[n].reload.l3.label = "Sea."; Locations[n].locators_radius.reload.sea_2 = 3.0; Locations[n].reload.l5.name = "sea_2_back"; Locations[n].reload.l5.go = "Antigua"; Locations[n].reload.l5.emerge = "reload_2"; if (VISIT_DECK == 1) Locations[n].reload.l5.label = "Ship."; else Locations[n].reload.l5.label = "Sea."; Locations[n].locators_radius.reload.sea_2_back = 2.0; Locations[n].reload.l6.name = "Door_7"; Locations[n].reload.l6.go = "Antigua_dungeon1"; Locations[n].reload.l6.emerge = "reload1"; Locations[n].reload.l7.name = "reload3_back"; //ccc oct07 Locations[n].reload.l7.go = "Antigua_Residence"; Locations[n].reload.l7.emerge = "reload1"; if(iRealismMode>0 && DISCOVER_FAST_TRAVEL) Locations[n].reload.l7.goto_disable = 1; // Screwface: Disable Go-To location Locations[n].reload.l8.name = "reload5_back"; //ccc oct07 Locations[n].reload.l8.go = "Antigua_yard"; Locations[n].reload.l8.emerge = "reload2"; if(iRealismMode>0 && DISCOVER_FAST_TRAVEL) Locations[n].reload.l8.goto_disable = 1; // Screwface: Disable Go-To location Locations[n].reload.l9.name = "houseS5"; //ccc oct07 Locations[n].reload.l9.go = "Antigua_store"; Locations[n].reload.l9.emerge = "locator2"; if(iRealismMode>0 && DISCOVER_FAST_TRAVEL) Locations[n].reload.l9.goto_disable = 1; // Screwface: Disable Go-To location Locations[n].reload.l10.name = "houseF1"; //ccc oct07 Locations[n].reload.l10.go = "Antigua_house2"; Locations[n].reload.l10.emerge = "reload1"; Locations[n].reload.l11.name = "houseH2"; //ccc oct07 Locations[n].reload.l11.go = "Antigua_house3"; Locations[n].reload.l11.emerge = "reload1"; Locations[n].reload.l12.name = "houseS3"; //ccc oct07 Locations[n].reload.l12.go = "Antigua_house6"; Locations[n].reload.l12.emerge = "reload1"; // ccc oct07 Locations[n].reload.l23.name = "reload7_back"; Locations[n].reload.l23.go = "Antigua_fakefort3"; Locations[n].reload.l23.emerge = "reloadC4"; Locations[n].locators_radius.reload.reload7_back = 2.0; if(iRealismMode>0 && DISCOVER_FAST_TRAVEL) Locations[n].reload.l23.goto_disable = 1; // Screwface: Disable Go-To location Locations[n].reload.l27.name = "houseS1"; Locations[n].reload.l27.go = "Antigua_Residence"; Locations[n].reload.l27.emerge = "reload3"; if(iRealismMode>0 && DISCOVER_FAST_TRAVEL) Locations[n].reload.l27.goto_disable = 1; // Screwface: Disable Go-To location Locations[n].reload.l25.name = "reload6_back"; Locations[n].reload.l25.go = "Antigua_store"; Locations[n].reload.l25.emerge = "locator1"; if(iRealismMode>0 && DISCOVER_FAST_TRAVEL) Locations[n].reload.l25.goto_disable = 1; //JRH // ccc oct07 //SJG MAY 09 locations[n].reload.l16.name = "reload4_back";// <---------------------SJG locations[n].reload.l16.go = "Antigua_Academy"; locations[n].reload.l16.emerge = "reload1"; locations[n].reload.l16.autoreload = "0"; locations[n].reload.l16.label = "Naval Academy"; // locations[n].reload.l16.disable = 0; //JRH: conflict with fast reload Locations[n].reload.l16.close_for_night = 1;// <---------------------SJG if(iRealismMode>0 && DISCOVER_FAST_TRAVEL) Locations[n].reload.l16.goto_disable = 1; //JRH //SJG MAY 09 Locations[n].reload.l17.name = "reload9"; Locations[n].reload.l17.go = "Antigua_mansion_bedroom2"; Locations[n].reload.l17.emerge = "reload1"; Locations[n].reload.l17.disable = 1; Locations[n].island = "Antigua"; n = n + 1; // ------------------------------------------------- Locations[n].filespath.models = "locations\Inside\pirateresidence"; Locations[n].id = "Antigua_house6"; locations[n].id.label = "House"; Locations[n].image = "Inside_PirateResidence.tga"; //Sound locations[n].type = "house"; //Models //Always Locations[n].models.always.locators = "resp_l"; Locations[n].models.always.l1 = "resp"; Locations[n].models.always.window = "resp_w"; Locations[n].models.always.window.tech = "LocationWindows"; Locations[n].models.always.window.level = 50; //Day Locations[n].models.day.charactersPatch = "resp_p"; //Night Locations[n].models.night.charactersPatch = "resp_p"; //Environment Locations[n].environment.weather = "false"; Locations[n].environment.sea = "false"; Locations[n].models.back = "back\qcresp_"; //Reload map Locations[n].reload.l1.name = "reload1"; Locations[n].reload.l1.go = "Antigua_port"; Locations[n].reload.l1.emerge = "houseS3"; //ccc oct07 Locations[n].island = "Antigua"; n = n + 1; // ------------------------------------------ Locations[n].filespath.models = "locations\Inside\Pirate_House"; Locations[n].id = "Antigua_house2"; Locations[n].image = "Inside_Pirate_House.tga"; //Sound locations[n].type = "house"; //Models //Always Locations[n].models.always.locators = "pirh_l"; Locations[n].models.always.house = "pirh"; Locations[n].models.always.window = "pirh_w"; Locations[n].models.always.window.tech = "LocationWindows"; Locations[n].models.always.window.level = 50; //Day Locations[n].models.day.charactersPatch = "pirh_p"; //Night Locations[n].models.night.charactersPatch = "pirh_p"; //Environment Locations[n].environment.weather = "false"; Locations[n].environment.sea = "false"; Locations[n].models.back = "back\qcpirh_"; //Reload map Locations[n].reload.l1.name = "reload1"; Locations[n].reload.l1.go = "Antigua_port"; Locations[n].reload.l1.emerge = "houseF1"; //ccc oct07 Locations[n].island = "Antigua"; n = n + 1; // ------------------------------------------------- Locations[n].id = "Antigua_house3"; Locations[n].image = "Inside_MediumHouse.tga"; //Sound locations[n].type = "house"; //Models //Always Locations[n].filespath.models = "locations\inside\MediumHouse"; Locations[n].models.always.locators = "mh_l"; Locations[n].models.always.house = "mh"; Locations[n].models.always.window = "mh_w"; Locations[n].models.always.window.tech = "LocationWindows"; Locations[n].models.always.window.level = 50; //Day Locations[n].models.day.charactersPatch = "mh_p"; //Night Locations[n].models.night.charactersPatch = "mh_p"; //Environment Locations[n].environment.weather = "false"; Locations[n].environment.sea = "false"; Locations[n].models.back = "back\oxmh_"; //Reload map Locations[n].reload.l1.name = "reload1"; Locations[n].reload.l1.go = "Antigua_port"; Locations[n].reload.l1.emerge = "houseH2"; //ccc oct07 Locations[n].island = "Antigua"; n = n + 1; // Store ------------------------------------------------- Locations[n].filespath.models = "locations\Inside\StoreSmall"; Locations[n].image = "Inside_StoreSmall.tga"; Locations[n].id = "Antigua_Store"; locations[n].id.label = "Naval Store"; //Town sack Locations[n].townsack = "St John's"; Locations[n].navy = 1; //Sound locations[n].type = "shop"; locations[n].fastreload = "Antigua"; //Models //Always Locations[n].models.always.locators = "SS_l"; Locations[n].models.always.store = "SS"; Locations[n].models.always.window = "SS_w"; Locations[n].models.always.window.tech = "LocationWindows"; Locations[n].models.always.window.level = 50; //Day Locations[n].models.day.charactersPatch = "SS_p"; Locations[n].models.day.fonar = "SS_fn"; //Night Locations[n].models.night.charactersPatch = "SS_p"; Locations[n].models.night.fonar = "ss_fn"; //Environment Locations[n].environment.weather = "false"; Locations[n].environment.sea = "false"; Locations[n].models.back = "back\oxss_"; //Reload map //ccc sep07 Locations[n].reload.l1.name = "locator1"; Locations[n].reload.l1.go = "Antigua_port"; Locations[n].reload.l1.emerge = "reload6_back"; Locations[n].reload.l2.name = "locator2"; Locations[n].reload.l2.go = "Antigua_port"; Locations[n].reload.l2.emerge = "houseS5"; //ccc sep07 Locations[n].island = "Antigua"; n = n + 1; // Navy yard ------------------------------------------------- Locations[n].filespath.models = "locations\Inside\shipyard"; Locations[n].id = "Antigua_yard"; locations[n].id.label = "Naval Shipyard"; Locations[n].image = "Inside_Shipyard1.tga"; //Town sack Locations[n].townsack = "St John's"; Locations[n].fastreload = "Antigua"; // KK Locations[n].navy = 1; //Sound locations[n].type = "shop"; //Models //Always Locations[n].models.always.locators = "sh01_l"; Locations[n].models.always.shipyard = "sh01"; Locations[n].models.always.window = "sh01_w"; Locations[n].models.always.window.tech = "LocationWindows"; Locations[n].models.always.window.level = 50; //Day Locations[n].models.day.charactersPatch = "sh01_p"; Locations[n].models.day.fd = "sh01_fd"; //Night Locations[n].models.night.charactersPatch = "sh01_p"; Locations[n].models.night.fn = "sh01_fn"; //Environment Locations[n].environment.weather = "false"; Locations[n].environment.sea = "false"; Locations[n].models.back = "back\oxsh1_"; //Reload map Locations[n].reload.l2.name = "reload2"; Locations[n].reload.l2.go = "Antigua_port"; Locations[n].reload.l2.emerge = "reload5_back"; //ccc oct07 Locations[n].island = "Antigua"; n = n + 1; //------------------------------------------------- Locations[n].id = "Antigua_Residence"; locations[n].id.label = "British Naval Headquarters"; // SJG MAY09 Locations[n].filespath.models = "locations\inside\Residence_BackHall"; Locations[n].image = "Inside_Residence_BackHall.tga"; //Town sack Locations[n].townsack = "St John's"; Locations[n].navy = 1; //Sound locations[n].type = "residence"; locations[n].fastreload = "Antigua"; //Models //Always Locations[n].models.always.locators = "ResB_l"; Locations[n].models.always.l1 = "ResB"; Locations[n].models.always.window = "ResB_w"; Locations[n].models.always.window.tech = "LocationWindows"; Locations[n].models.always.window.level = 50; //Day Locations[n].models.day.charactersPatch = "ResB_p"; Locations[n].models.day.lights.candles = "candelabrum_small"; //Night Locations[n].models.night.charactersPatch = "ResB_p"; Locations[n].models.night.lights.candles = "candelabrum_small"; //Environment Locations[n].environment.weather = "false"; Locations[n].environment.sea = "false"; Locations[n].models.back = "back\redrsb_"; //Reload map Locations[n].reload.l1.name = "reload1"; Locations[n].reload.l1.go = "Antigua_port"; Locations[n].reload.l1.emerge = "reload3_back"; // ccc oct07 Locations[n].reload.l2.name = "reload2"; Locations[n].reload.l2.go = "Antigua_mansion_study"; Locations[n].reload.l2.emerge = "reload1"; // ccc oct07 Locations[n].reload.l3.name = "reload3"; Locations[n].reload.l3.go = "Antigua_port"; Locations[n].reload.l3.emerge = "houseS1"; //ccc oct07 Locations[n].island = "Antigua"; n = n + 1; // ccc study for Antigua mansion------------------------------------------------- Locations[n].filespath.models = "locations\inside\Residence2"; Locations[n].id = "Antigua_mansion_study"; locations[n].id.label = "British Naval Headquarters Study"; Locations[n].image = "Inside_Residence2.tga"; //Town sack Locations[n].townsack = "St John's"; //Sound locations[n].type = "residence"; Locations[n].navy = 1; // KK //Models //Always Locations[n].models.always.city = "Res02"; Locations[n].models.always.locators = "Res02_l_ccc"; Locations[n].models.always.window = "Res02_w"; Locations[n].models.always.window.tech = "LocationWindows"; Locations[n].models.always.window.level = 50; //Day Locations[n].models.day.charactersPatch = "Res02_p"; //Night Locations[n].models.night.charactersPatch = "Res02_p"; //Environment Locations[n].environment.weather = "false"; Locations[n].environment.sea = "false"; Locations[n].models.back = "back\mures2_"; //Reload map Locations[n].reload.l1.name = "reload1"; Locations[n].reload.l1.go = "Antigua_residence"; Locations[n].reload.l1.emerge = "reload2"; Locations[n].reload.l2.name = "reload2"; Locations[n].reload.l2.go = "Antigua_mansion_bedroom"; Locations[n].reload.l2.emerge = "reload1"; Locations[n].island = "Antigua"; n = n + 1; // ccc bedroom for Antigua mansion------------------------------------------------- Locations[n].id = "Antigua_mansion_bedroom"; locations[n].id.label = "Bedroom"; Locations[n].filespath.models = "locations\inside\ResBedRoom"; Locations[n].image = "Inside_ResBedRoom.tga"; Locations[n].townsack = "St John's"; // KK Locations[n].fastreload = "Antigua"; // KK //Sound locations[n].type = "house"; //Models //Always Locations[n].models.always.locators = "bed_l"; Locations[n].models.always.l1 = "bed"; Locations[n].models.always.window = "bed_w"; Locations[n].models.always.window.tech = "LocationWindows"; Locations[n].models.always.window.level = 50; //Day Locations[n].models.day.charactersPatch = "bed_p"; //Night Locations[n].models.night.charactersPatch = "bed_p"; //Environment Locations[n].environment.weather = "false"; Locations[n].environment.sea = "false"; Locations[n].models.back = "back\redb_"; //Reload map Locations[n].reload.l1.name = "reload1"; Locations[n].reload.l1.go = "Antigua_mansion_study"; Locations[n].reload.l1.emerge = "reload2"; Locations[n].island = "Antigua"; n = n + 1; // ccc bedroom for Antigua mansion------------------------------------------------- Locations[n].id = "Antigua_mansion_bedroom2"; locations[n].id.label = "Bedroom"; Locations[n].filespath.models = "locations\inside\ResBedRoom"; Locations[n].image = "Inside_ResBedRoom.tga"; Locations[n].townsack = "St John's"; // KK Locations[n].fastreload = "Antigua"; // KK //Sound locations[n].type = "house"; //Models //Always Locations[n].models.always.locators = "bed_l"; Locations[n].models.always.l1 = "bed"; Locations[n].models.always.window = "bed_w"; Locations[n].models.always.window.tech = "LocationWindows"; Locations[n].models.always.window.level = 50; //Day Locations[n].models.day.charactersPatch = "bed_p"; //Night Locations[n].models.night.charactersPatch = "bed_p"; //Environment Locations[n].environment.weather = "false"; Locations[n].environment.sea = "false"; Locations[n].models.back = "back\redb_"; //Reload map Locations[n].reload.l1.name = "reload1"; Locations[n].reload.l1.go = "Antigua_port"; Locations[n].reload.l1.emerge = "reload9"; Locations[n].island = "Antigua"; n = n + 1; // ------------------------------------------------- Locations[n].filespath.models = "locations\town_Douwesen\exit"; Locations[n].filespath.textures = "locations\ENGLAND"; Locations[n].id = "Antigua_outskirts"; locations[n].id.label = "Antigua"; Locations[n].image = "Town_Douwesen_Exit.tga"; Locations[n].fastreload = "Antigua"; // KK //Sound locations[n].type = "jungle"; LAi_LocationMonstersGen(&locations[n], true); //Models //Always Locations[n].models.always.locators = "DouExit_l"; // Locations[n].models.always.Waterfall1 = "waterfall"; // Locations[n].models.always.Waterfall1.uvslide.u0 = 0.3; // Locations[n].models.always.Waterfall1.tech = "LocationWaterFall"; // Locations[n].models.always.Waterfall1.level = 50; Locations[n].models.always.Waterfall3 = "waterfall2"; Locations[n].models.always.Waterfall3.uvslide.u0 = 0.1; // 0.2 Locations[n].models.always.Waterfall3.tech = "LocationWaterFall"; Locations[n].models.always.Waterfall3.level = 52; //52 Locations[n].models.always.exit = "DouExit"; Locations[n].models.always.grassPatch = "DouExit_g"; //Locations[n].models.always.l0 = "plan_4"; //Locations[n].models.always.l0.level = 9; //Locations[n].models.always.l0.tech = "LocationModelBlend"; Locations[n].models.always.l1 = "plan_1"; Locations[n].models.always.l1.level = 8; Locations[n].models.always.l1.tech = "LocationModelBlend"; //Locations[n].models.always.l2 = "plan_2"; //Locations[n].models.always.l2.level = 7; //Locations[n].models.always.l2.tech = "LocationModelBlend"; //Locations[n].models.always.l3 = "plan_3"; //Locations[n].models.always.l3.level = 6; //Locations[n].models.always.l3.tech = "LocationModelBlend"; //Day Locations[n].models.day.charactersPatch = "DouExit_p"; Locations[n].models.day.fonar = "DouExit_fd"; //Night Locations[n].models.night.charactersPatch = "DouExit_p"; Locations[n].models.night.fonar = "DouExit_fn"; //Environment Locations[n].environment.weather = "true"; Locations[n].environment.sea = "false"; //Reload map Locations[n].reload.l1.name = "Reload1"; Locations[n].reload.l1.go = "Antigua_Jungle_02"; Locations[n].reload.l1.emerge = "reload3"; Locations[n].reload.l1.autoreload = "1"; Locations[n].locators_radius.reload.reload1 = 4; Locations[n].reload.l1.label = "Jungle."; Locations[n].reload.l3.name = "Reload1_back"; Locations[n].reload.l3.go = "Antigua_Jungle_02"; Locations[n].reload.l3.emerge = "reload3"; Locations[n].reload.l3.autoreload = "1"; Locations[n].locators_radius.reload.Reload1_back = 4; Locations[n].reload.l2.name = "Reload2"; Locations[n].reload.l2.go = "Antigua_port"; Locations[n].reload.l2.emerge = "reload_2_city"; Locations[n].reload.l2.autoreload = "0"; Locations[n].reload.l2.label = "Sea port."; Locations[n].reload.l4.name = "Reload6"; Locations[n].reload.l4.go = "Antigua_Dungeon1"; Locations[n].reload.l4.emerge = "reload2"; // SJG Locations[n].locators_radius.goto.goto51 = 1.0; Locations[n].locators_radius.goto.goto60 = 2.0; Locations[n].locators_radius.goto.goto25 = 2.0; Locations[n].locators_radius.goto.goto72 = 2.0; Locations[n].locators_radius.goto.goto73 = 2.0; // SJG Locations[n].reload.l6.name = "reload3"; Locations[n].reload.l6.go = "Antigua_Tavern"; // KK Locations[n].reload.l6.emerge = "reload1"; if(iRealismMode>0 && DISCOVER_FAST_TRAVEL) Locations[n].reload.l6.goto_disable = 1; // Screwface: Disable Go-To location Locations[n].reload.l7.name = "reload4"; Locations[n].reload.l7.go = "Antigua_house4"; Locations[n].reload.l7.emerge = "reload1"; Locations[n].island = "Antigua"; n = n + 1; //Antigua tavern ------------------------------------------------- Locations[n].filespath.models = "locations\Inside\LargeTavern"; Locations[n].id = "Antigua_Tavern"; // KK locations[n].id.label = "#stown_name# tavern"; // ccc oct06 Locations[n].image = "Inside_LargeTavern.tga"; locations[n].townsack = "Antigua"; // KK locations[n].fastreload = "Antigua"; // KK //Sound locations[n].type = "tavern"; // KK //Models //Always Locations[n].models.always.tavern = "LT"; Locations[n].models.always.locators = "LT_l"; Locations[n].models.always.window = "LT_w"; Locations[n].models.always.window.tech = "LocationWindows"; Locations[n].models.always.window.level = 50; //Day Locations[n].models.day.charactersPatch = "LT_p"; //Night Locations[n].models.night.charactersPatch = "LT_p"; //Environment Locations[n].environment.weather = "false"; Locations[n].environment.sea = "false"; Locations[n].models.back = "back\oxlt_"; //Reload map Locations[n].reload.l1.name = "reload1"; Locations[n].reload.l1.go = "Antigua_outskirts"; Locations[n].reload.l1.emerge = "reload3"; // KK --> Locations[n].reload.l2.name = "reload2"; Locations[n].reload.l2.go = "Antigua_Tavern_upstairs"; Locations[n].reload.l2.emerge = "reload1"; Locations[n].reload.l2.autoreload = "0"; Locations[n].reload.l2.label = "Room in #stown_name# tavern."; Locations[n].reload.l2.disable = 1; LAi_LocationFightDisable(&Locations[n], true); // <-- KK Locations[n].island = "Antigua"; n = n + 1; // KK -------------------------------------------------> Locations[n].filespath.models = "locations\Inside\Doubleflour_house"; Locations[n].id = "Antigua_Tavern_upstairs"; Locations[n].id.label = "Room in #stown_name# tavern."; Locations[n].image = "Inside_Doubleflour_House_Room.tga"; locations[n].townsack = "Antigua"; locations[n].fastreload = "Antigua"; //Sound locations[n].type = "house"; //Models //Always Locations[n].models.always.locators = "LH_F2_l"; Locations[n].models.always.house = "LH_F2"; Locations[n].models.always.window = "LH_F2_w"; Locations[n].models.always.window.tech = "LocationWindows"; Locations[n].models.always.window.level = 50; //Day Locations[n].models.day.charactersPatch = "LH_F2_p"; //Night Locations[n].models.night.charactersPatch = "LH_F2_p"; //Environment Locations[n].environment.weather = "false"; Locations[n].environment.sea = "false"; Locations[n].models.back = "back\colf2_"; //Reload map Locations[n].reload.l1.name = "reload1"; Locations[n].reload.l1.go = "Antigua_Tavern"; Locations[n].reload.l1.emerge = "reload2"; Locations[n].reload.l1.autoreload = "0"; Locations[n].reload.l1.label = "#stown_name# tavern."; Locations[n].island = "Antigua"; n = n + 1; // <-- KK //outskirt hut ------------------------------------------------- Locations[n].id = "Antigua_house4"; Locations[n].image = "Inside_MediumHouse.tga"; //Sound locations[n].type = "house"; //Models //Always Locations[n].filespath.models = "locations\inside\MediumHouse"; Locations[n].models.always.locators = "mh_l"; Locations[n].models.always.house = "mh"; Locations[n].models.always.window = "mh_w"; Locations[n].models.always.window.tech = "LocationWindows"; Locations[n].models.always.window.level = 50; //Day Locations[n].models.day.charactersPatch = "mh_p"; //Night Locations[n].models.night.charactersPatch = "mh_p"; //Environment Locations[n].environment.weather = "false"; Locations[n].environment.sea = "false"; Locations[n].models.back = "back\oxmh_"; //Reload map Locations[n].reload.l1.name = "reload1"; Locations[n].reload.l1.go = "Antigua_outskirts"; Locations[n].reload.l1.emerge = "reload4"; Locations[n].island = "Antigua"; n = n + 1; //SJG MAY 09 ------------------------------------------------- Locations[n].id = "Antigua_Academy"; locations[n].id.label = "Naval Academy"; //Town sack Locations[n].townsack = "Antigua"; //Sound locations[n].type = "residence"; locations[n].fastreload = "Antigua"; InitShipyard4(Locations[n].id); //Reload map Locations[n].reload.l1.go = "Antigua_Port"; Locations[n].reload.l1.emerge = "reload4_back"; Locations[n].reload.l1.label = "Antigua"; Locations[n].island = "Antigua"; n = n + 1; //SJG MAY 09 ------------------------------------------------- // ----------------- Antigua_Dungeon1 -------------------- Locations[n].filespath.models = "locations\Inside\Dungeon_1"; Locations[n].id = "Antigua_Dungeon1"; Locations[n].image = "Inside_Dungeon_1.tga"; Locations[n].monsters = "1"; locations[n].id.label = "Cellar"; //Sound locations[n].type = "Dungeon"; //Models //Always Locations[n].models.always.locators = "d01_l"; Locations[n].models.always.house = "d01"; //Day Locations[n].models.day.charactersPatch = "d01_p"; //Night Locations[n].models.night.charactersPatch = "d01_p"; //Environment Locations[n].environment.weather = "false"; Locations[n].environment.sea = "false"; LAi_LocationFantomsGen(&locations[n], true); //Reload map Locations[n].reload.l1.name = "reload1"; Locations[n].reload.l1.go = "Antigua_port"; Locations[n].reload.l1.emerge = "door_7"; Locations[n].reload.l2.name = "reload2"; Locations[n].reload.l2.go = "Antigua_outskirts"; Locations[n].reload.l2.emerge = "reload6"; Locations[n].reload.l2.autoreload = "1"; Locations[n].reload.l3.name = "reload2_back"; Locations[n].reload.l3.go = "Antigua_outskirts"; Locations[n].reload.l3.emerge = "reload6"; Locations[n].reload.l3.autoreload = "1"; Locations[n].locators_radius.reload.reload2_back = 1.5; Locations[n].items.randitem1 = "blade20"; Locations[n].island = "Antigua"; n = n + 1; // jungle 1, confusing trap ------------------------------------------------- Locations[n].filespath.models = "locations\Outside\Jungle_7"; Locations[n].id = "Antigua_Jungle_01"; locations[n].id.label = "Jungle"; Locations[n].image = "Outside_Jungle_7.tga"; //Sound locations[n].type = "jungle"; LAi_LocationMonstersGen(&locations[n], true); //Models //Always Locations[n].models.always.locators = "Jungle07_l"; Locations[n].models.always.jungle = "Jungle07"; Locations[n].models.always.grassPatch = "JUNGLE07_g"; Locations[n].models.always.l1 = "plan_1"; Locations[n].models.always.l1.level = 9; Locations[n].models.always.l1.tech = "LocationModelBlend"; Locations[n].models.always.l2 = "plan_2"; Locations[n].models.always.l2.level = 8; Locations[n].models.always.l2.tech = "LocationModelBlend"; Locations[n].models.always.l3 = "plan_3"; Locations[n].models.always.l3.level = 7; Locations[n].models.always.l3.tech = "LocationModelBlend"; //Day Locations[n].models.day.charactersPatch = "Jungle07_p"; //Night Locations[n].models.night.charactersPatch = "Jungle07_p"; //Environment Locations[n].environment.weather = "true"; Locations[n].environment.sea = "false"; //Reload map Locations[n].reload.l1.name = "reload1"; Locations[n].reload.l1.go = "Antigua_Jungle_03"; Locations[n].reload.l1.emerge = "reload2"; Locations[n].reload.l1.autoreload = "1"; Locations[n].locators_radius.reload.reload1 = 4; Locations[n].reload.l5.name = "reload1_back"; Locations[n].reload.l5.go = "Antigua_Jungle_03"; Locations[n].reload.l5.emerge = "reload2"; Locations[n].reload.l5.autoreload = "1"; Locations[n].locators_radius.reload.reload1_back = 1; Locations[n].reload.l4.name = "reload2"; Locations[n].reload.l4.go = "Antigua_Jungle_03"; Locations[n].reload.l4.emerge = "reload1"; Locations[n].reload.l4.autoreload = "1"; Locations[n].locators_radius.reload.reload2 = 4; Locations[n].reload.l2.name = "reload2_back"; Locations[n].reload.l2.go = "Antigua_Jungle_03"; Locations[n].reload.l2.emerge = "reload1"; Locations[n].reload.l2.autoreload = "1"; Locations[n].locators_radius.reload.reload2_back = 2; Locations[n].reload.l3.name = "reload3"; Locations[n].reload.l3.go = "Antigua_Jungle_02"; Locations[n].reload.l3.emerge = "reload2"; Locations[n].reload.l3.autoreload = "1"; Locations[n].reload.l3.label = "Jungle."; Locations[n].locators_radius.reload.reload3 = 4; Locations[n].reload.l6.name = "reload3_back"; Locations[n].reload.l6.go = "Antigua_Jungle_02"; Locations[n].reload.l6.emerge = "reload2"; Locations[n].reload.l6.autoreload = "1"; Locations[n].reload.l6.label = "Jungle."; Locations[n].locators_radius.reload.reload3_back = 2; Locations[n].island = "Antigua"; n = n + 1; // jungle 2 ------------------------------------------------- Locations[n].filespath.models = "locations\Outside\Jungle_3"; Locations[n].filespath.textures = "locations\JUNGLES"; Locations[n].id = "Antigua_Jungle_02"; locations[n].id.label = "#sisland_name# jungles"; Locations[n].image = "Outside_Jungle_3.tga"; //Sound locations[n].type = "jungle"; LAi_LocationMonstersGen(&locations[n], true); //Models //Always Locations[n].models.always.locators = "Jungle03_l"; Locations[n].models.always.jungle = "Jungle03"; Locations[n].models.always.grassPatch = "JUNGLE03_g"; Locations[n].models.always.l1 = "plan_1"; Locations[n].models.always.l1.level = 9; Locations[n].models.always.l1.tech = "LocationModelBlend"; Locations[n].models.always.l2 = "plan_2"; Locations[n].models.always.l2.level = 8; Locations[n].models.always.l2.tech = "LocationModelBlend"; Locations[n].models.always.l3 = "plan_3"; Locations[n].models.always.l3.level = 7; Locations[n].models.always.l3.tech = "LocationModelBlend"; //Day Locations[n].models.day.charactersPatch = "Jungle03_p"; //Night Locations[n].models.night.charactersPatch = "Jungle03_p"; //Environment Locations[n].environment.weather = "true"; Locations[n].environment.sea = "false"; //Reload map Locations[n].reload.l1.name = "reload1"; Locations[n].reload.l1.go = "Antigua_shore"; Locations[n].reload.l1.emerge = "reload2"; Locations[n].reload.l1.autoreload = "1"; Locations[n].reload.l1.label = "Muscetto Cove."; // KK Locations[n].locators_radius.reload.Reload1 = 1.0; Locations[n].reload.l4.name = "reload1_back"; Locations[n].reload.l4.go = "Antigua_shore"; Locations[n].reload.l4.emerge = "reload2"; Locations[n].reload.l4.autoreload = "1"; Locations[n].reload.l4.label = "Muscetto Cove."; // KK Locations[n].locators_radius.reload.reload1_back = 2.0; Locations[n].reload.l2.name = "reload2"; Locations[n].reload.l2.go = "Antigua_jungle_01"; Locations[n].reload.l2.emerge = "reload3"; Locations[n].reload.l2.autoreload = "1"; Locations[n].reload.l2.label = "Jungle."; Locations[n].locators_radius.reload.Reload2 = 3.0; Locations[n].reload.l5.name = "reload2_back"; Locations[n].reload.l5.go = "Antigua_jungle_01"; Locations[n].reload.l5.emerge = "reload3"; Locations[n].reload.l5.autoreload = "1"; Locations[n].reload.l5.label = "Jungle."; Locations[n].locators_radius.reload.reload2_back = 3.0; Locations[n].reload.l3.name = "reload3"; Locations[n].reload.l3.go = "Antigua_outskirts"; Locations[n].reload.l3.emerge = "reload1"; Locations[n].reload.l3.autoreload = "1"; Locations[n].reload.l3.label = "Jungle."; Locations[n].locators_radius.reload.Reload3 = 3.0; Locations[n].reload.l6.name = "reload3_back"; Locations[n].reload.l6.go = "Antigua_outskirts"; Locations[n].reload.l6.emerge = "reload1"; Locations[n].reload.l6.autoreload = "1"; Locations[n].reload.l6.label = "Jungle."; Locations[n].locators_radius.reload.reload3_back = 3.0; Locations[n].island = "Antigua"; n = n + 1; //------------------------------------------------- Locations[n].filespath.models = "locations\Outside\Jungle_1"; Locations[n].id = "Antigua_Jungle_03"; locations[n].id.label = "Jungle"; Locations[n].image = "Outside_Jungle_1.tga"; //Sound locations[n].type = "Jungle"; //Models //Always Locations[n].models.always.locators = "jungle01_l"; Locations[n].models.always.jungle = "jungle01"; Locations[n].models.always.grassPatch = "jungle01_g"; Locations[n].models.always.l1 = "plan_1"; Locations[n].models.always.l1.level = 9; Locations[n].models.always.l1.tech = "LocationModelBlend"; Locations[n].models.always.l2 = "plan_2"; Locations[n].models.always.l2.level = 8; Locations[n].models.always.l2.tech = "LocationModelBlend"; Locations[n].models.always.l3 = "plan_3"; Locations[n].models.always.l3.level = 7; Locations[n].models.always.l3.tech = "LocationModelBlend"; //Day Locations[n].models.day.charactersPatch = "jungle01_p"; //Night Locations[n].models.night.charactersPatch = "jungle01_p"; //Environment Locations[n].environment.weather = "true"; Locations[n].environment.sea = "false"; LAi_LocationMonstersGen(&locations[n], true); LAi_LocationSetMonstersTime(&locations[n], 22, 6); //Reload map Locations[n].reload.l1.name = "reload1"; Locations[n].reload.l1.go = "Antigua_Jungle_01"; Locations[n].reload.l1.emerge = "reload2"; Locations[n].reload.l1.autoreload = "1"; Locations[n].locators_radius.reload.reload1 = 3.0; Locations[n].reload.l2.name = "reload1_back"; Locations[n].reload.l2.go = "Antigua_Jungle_01"; Locations[n].reload.l2.emerge = "reload2"; Locations[n].reload.l2.autoreload = "1"; Locations[n].locators_radius.reload.reload1_back = 3.0; Locations[n].reload.l3.name = "reload2"; Locations[n].reload.l3.go = "Antigua_Jungle_01"; Locations[n].reload.l3.emerge = "reload1"; Locations[n].reload.l3.autoreload = "1"; Locations[n].locators_radius.reload.reload2 = 3.0; Locations[n].reload.l4.name = "reload2_back"; Locations[n].reload.l4.go = "Antigua_Jungle_01"; Locations[n].reload.l4.emerge = "reload1"; Locations[n].reload.l4.autoreload = "1"; Locations[n].locators_radius.reload.reload2_back = 3.0; Locations[n].island = "Antigua"; n = n + 1; // ------------------------------------------------- Locations[n].id = "Antigua_shore"; locations[n].id.label = "Muscetto Cove."; // KK //locations[n].worldmap = "Muscetto Cove"; // KK Locations[n].filespath.models = "locations\Outside\Shore_6"; Locations[n].image = "Outside_Shore_6.tga"; Locations[n].name = "Muscetto Cove"; //Sound locations[n].type = "seashore"; //Models //Always Locations[n].models.always.locators = "Shore06_l"; Locations[n].models.always.shore = "Shore06"; Locations[n].models.always.shore.foam = "1"; Locations[n].models.always.seabed = "Shore06_sb"; Locations[n].models.always.seabed.foam = "1"; //Locations[n].models.always.grassPatch = "Shore06_g"; //Day Locations[n].models.day.charactersPatch = "Shore06_p"; //Night Locations[n].models.night.charactersPatch = "Shore06_p"; //Environment Locations[n].environment.weather = "true"; Locations[n].environment.sea = "true"; //Reload map Locations[n].reload.l1.name = "reload2"; Locations[n].reload.l1.go = "Antigua_Jungle_02"; Locations[n].reload.l1.emerge = "reload1"; Locations[n].reload.l1.autoreload = "1"; Locations[n].reload.l1.label = "Jungle."; Locations[n].locators_radius.reload.locator3 = 1; Locations[n].reload.l3.name = "Reload2_back"; Locations[n].reload.l3.go = "Antigua_Jungle_02"; Locations[n].reload.l3.emerge = "reload1"; Locations[n].reload.l3.autoreload = "1"; Locations[n].reload.l3.label = "Jungle."; Locations[n].locators_radius.reload.Reload2_back = 5; Locations[n].reload.l2.name = "boat"; Locations[n].reload.l2.go = "Antigua"; Locations[n].reload.l2.emerge = "reload_3"; Locations[n].reload.l2.autoreload = "0"; if (VISIT_DECK == 1) Locations[n].reload.l2.label = "Ship."; else Locations[n].reload.l2.label = "Sea."; Locations[n].locators_radius.reload.boat = 11.0; Locations[n].island = "Antigua"; n = n + 1; // Additional Buildings // SJG -> Build_at("Antigua_port", "cannonl", "", 12.500, 1.9500, -10.824, -3.0000, ""); Build_at("Antigua_port", "cannonl", "", 12.500, 1.9500, -16.835, -3.0000, ""); // <- SJG Build_at("Antigua_outskirts", "windmill", "windmillfan", 1.7, 6.0, 40.0, -3.0, ""); Build_at("Antigua_outskirts", "tower", "", 43.2, -1.0, 91.2, -1.75, ""); Build_at("Antigua_jungle_02", "workshop", "mine", -9.7, 0.0, 8.1, -3.1, ""); // SJG Build_at("Antigua_shore", "bigforest", "", 72.0, 2.0, -4.0, -1.0, ""); SetTownNation("St John's", ENGLAND); // KK }