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El Patron (Humberto Indigo Diaz)

Just checking in after quite a few months. I created as much as I could that my busy schedule would allow me too. Though the quest is very much a basic frame as it stands with little dialog and mostly scripting, the El Patron quest is now up to the point where the main character makes it to Havana to serve the governor. Cortez is coming soon...hopefully. By May, my goal is to have the demo released.
 
For some reason, after following all of the previous steps given to me and creating a new story folder, plus the ElPatron.c, I am unable to start the game, and it crashes do to a program error. The reason this occurs is a result of the .c file, because when I remove it, the game starts up just fine.
 
For some reason, after following all of the previous steps given to me and creating a new story folder, plus the ElPatron.c, I am unable to start the game, and it crashes do to a program error. The reason this occurs is a result of the .c file, because when I remove it, the game starts up just fine.
Error.log?
 
I am also currently experimenting with a storyline based on a book I'm writing, and it starts in Bristol, England. It's a relatively short scene, and I was just wondering how difficult it is to make a temporary location (just a complete copy of a port we already have.
 
I am also currently experimenting with a storyline based on a book I'm writing, and it starts in Bristol, England. It's a relatively short scene, and I was just wondering how difficult it is to make a temporary location (just a complete copy of a port we already have.
Very possible. The entirety of The Gold-Bug takes place in quest locations and Woodes Rogers starts in a quest-only location too.
 
Good to know! For now I'm just going to keep it simple and have the starting location be on the ship, shortly before the mutiny.
 
I copied the entire "start storyline" from the standard campaign, since I want it to begin with someone walking into my cabin. I cannot seem to get Malcolm Hatcher, whose name I will end up changing, to show up. Where else must I code him in?
 
I copied the entire "start storyline" from the standard campaign, since I want it to begin with someone walking into my cabin.
Careful with that. You'd be right back where we started with Brave Black Flag.
I finally cleaned up that mess! :razz

You copied only the StartStoryline.c? You need his character init entry too.
Whenever you're doing trouble-shooting, ALWAYS check error.log and also compile.log .
There is most likely a line in there something about "character ID missing".
 
I temporarily copied "story" and "tempquest" from ToaSH into the init file as an experiment, and, although I am in the cabin of my pinnace, Malcolm still doesn't pop up. I also temporarily used the both_reaction and quest_reaction in the quest folder as well.
 
Here is a compressed folder in case you have time to take a look. All I am trying to do for now is a simple duplicate of Thatcher walking into the cabin, and then I will edit the dialogue to my liking and switch the name and model.
 

Attachments

  • JarecRiley.zip
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Alright. From what I have said, do you know which file might be missing? It should be a simple command.

Also, I am trying to find some old tutorials for creating a new storyline. I remember MacGee did one ages ago, but I cannot seem to find it.
 
I managed to get the main character to spawn in the cabin, but I cannot seem to find a working code for someone to walk in and speak with me. I tried using both the stock tutorial code with Malcolm Thatcher and the Devlin quest with the mysterious messenger.
 
Take a look at my "Ardent" storyline, in which first an Inquisitor and then a Spanish officer enter the cabin to speak with you. Specifically, this is in "both_reaction.c", for the Inquisitor:
Code:
 switch (GetCharacterShipCabin(PChar))
       {
         case "Cabin_none":
           ChangeCharacterAddressGroup(CharacterFromID("Inquisitor"), "Tutorial_Deck", "goto", "goto2");
         break;

         case "Tutorial_Deck":
           ChangeCharacterAddressGroup(CharacterFromID("Inquisitor"), "Tutorial_Deck", "goto", "goto2");
         break;

         // default
         ChangeCharacterAddressGroup(CharacterFromID("Inquisitor"), "Tutorial_Deck", "reload", "reload1");
       }

       LAi_SetActorType(characterFromID("Inquisitor"));
       Characters[GetCharacterIndex("Inquisitor")].Dialog.CurrentNode = "start";
       LAi_ActorDialog(characterfromID("Inquisitor"), pchar, "intro_done", 1.0, 1.0);
Otherwise, post the files "compile.log", "system.log", and if it exists "error.log".

When you run your storyline, is there a message on the screen about being unable to load a file?
 
Yes. Which version of the game do you have? Look in "PROGRAM\Storyline", if you see a folder in there called "Ardent" then go to "Ardent\quests\quests_reaction.c". Depending on which version you have, that will either not exist at all or be at various stages of development, but the specific bit about having those characters appear in your cabin was done very early. So if "Ardent" exists, that bit will be in it.

It would still help if you could post the log files. ;)
 
I have build 14 3.5

Is Ardent a storyline?

Also Roger, since you have experience modding and all, I am looking for someone to talk to about my storyline idea :)
 
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