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Fixed Antigua fixed

Grey Roger

Sea Dog
Staff member
Administrator
Storm Modder
One area of Antigua, specifically the area where you find Francis Drake's sword if you've completed the "Find Angelique Moulin's Father" sidequest, appears to lead to an area where you're stuck. Once there, you can't get out again by walking to any road end.

In fact the locators in "Antigua_Jungle_01" are set so that "reload1" loops back to "reload2", and vice versa. You aren't going to another location from which there is no escape, you're going back to "Antigua_Jungle_01". But teleporting back to the same location then seems to break the auto-teleport. You can still get out by going to a road end and pressing the spacebar.

This version of "Antigua.c" has a new location, "Antigua_Jungle_03", which acts as a bridge between those reloads. Now "reload1" leads to one end of "Antigua_Jungle_03", "reload2" leads to the other end, and the locators in "Antigua_Jungle_03" lead back to "Antigua_Jungle_01". As you're not teleporting to the same area any more, auto-teleport isn't broken.
 

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  • Antigua.c
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Nice one, @Grey Roger! :onya

I recall we had a "broken reload" before that worked similar to what I understand from your description.
But that went wrong because it pointed to a non-existing location ID. :facepalm
 
a new location, "Antigua_Jungle_03", which acts as a bridge between those reloads
I have recently also added another "Antigua_Jungle_03" but not right here, because I needed a new exit to a quest location.

What if I replace your 2-way "Antigua_Jungle_03" with a 3-way jungle location and by that getting my extra exit.
Your fix would still be there.

So only one new location and 2 fixes.
 
Yes, that could work.

Note that it's possible to rewrite reloads within your storyline code. I did a lot of that in "Ardent" - for example, you'll only be able to see "House of Gilbert Downing" or the Port au Prince archives when playing that storyline, as the reloads to those areas are only set up in "StartStoryline.c". So, within your "StartStoryline.c", have something like:
Code:
   Locations[FindLocation("Antigua_Jungle_01")].reload.l1.name = "reload1";
   Locations[FindLocation("Antigua_Jungle_01")].reload.l1.go = "Quest_Antigua_Jungle_03";
   Locations[FindLocation("Antigua_Jungle_01")].reload.l1.emerge = "reload2";
   Locations[FindLocation("Antigua_Jungle_01")].reload.l1.autoreload = "1";
   Locations[FindLocation("Antigua_Jungle_01")].locators_radius.reload.reload1 = 4;

   Locations[FindLocation("Antigua_Jungle_01")].reload.l4.name = "reload2";
   Locations[FindLocation("Antigua_Jungle_01")].reload.l4.go = "Quest_Antigua_Jungle_03";
   Locations[FindLocation("Antigua_Jungle_01")].reload.l4.emerge = "reload1";
   Locations[FindLocation("Antigua_Jungle_01")].reload.l4.autoreload = "1";
   Locations[FindLocation("Antigua_Jungle_01")].locators_radius.reload.reload2 = 4;
Then have "Quest_Antigua_Jungle_03" set up in your "QuestLocations.c", and you can do whatever you like to it without affecting any other storyline.

The whole idea of having "reload1" and "reload2" in "Antigua_Jungle_01" link to each other was presumably so that there are no roads with inactive locators at the end - you could go to the end of the road and go somewhere, even if it was only round to another locator in the same area. I picked an area with only two exits so as to avoid creating a location with a road to nowhere. If you leave that location as it is, and reroute "reload1" and "reload2" to point to your own version within your storyline, then the third exit only appears in your storyline. And that is the only time that exit will go anywhere.
 
Note that it's possible to rewrite reloads within your storyline code.
Sure. I know.

I'm not going to leave an exit to nowhere - hate those. The third exit from my new "Quest_Antigua_Jungle_03"
will lead to a jungle location that looks like a town exit. The gate will be closed if not in WoodesRogers. I think it's more realistic
with the location there all the time - just locked if not in use. Also it may trigger the interest for my quest as the label at the closed gate will be:
"Only in WoodesRogers quest".
 
I'm just wondering now how many empty jungle locations will end up being on Antigua! :rofl
 
I'm not going to leave an exit to nowhere - hate those. The third exit from my new "Quest_Antigua_Jungle_03"
will lead to a jungle location that looks like a town exit. The gate will be closed if not in WoodesRogers. I think it's more realistic
with the location there all the time - just locked if not in use. Also it may trigger the interest for my quest as the label at the closed gate will be:
"Only in WoodesRogers quest".
That is potentially even worse than an exit to nowhere. What happens if someone else then wants to use that as an entry to a town for a different quest, whether a different storyline or a sidequest?
 
Haven't read this topic completly but we can call this fixed right?
Can I sugest when a reload is used which goes back to the same area that a message is displayed on screen so the player is informed?
 
The announcement of the bug was also the announcement of the fix. The reloads from "Antigua_Jungle_01" don't lead straight back to each other; that was what broke the auto-teleport. Instead, the formerly looping exits now lead to either end of new location "Antigua_Jungle_03", so that you leave "Antigua_Jungle_01", go through "Antigua_Jungle_03", and then re-enter "Antigua_Jungle_01".

If there are any other reloads anywhere else which also loop straight back to the same location, they don't need a message on screen, they need a similar fix. I am not aware of any others, though.
 
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