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    Maelstrom New Horizons


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Discussion The Archipelago's Mysteries (Nathanial Hawk)

I have used only quest_reaction.c in my storylines. I see it as the main file for actions.

To follow Pieter's cases above:

2. "Win Conditions" that can be all sorts of things

This autostarts the dialog when you get to goto4 in 'mutiny_cabin':
Code:
pchar.quest.mutiny_officers0.win_condition.l1 = "locator";
            pchar.quest.mutiny_officers0.win_condition.l1.location = "mutiny_cabin";
            pchar.quest.mutiny_officers0.win_condition.l1.locator_group = "goto";
            pchar.quest.mutiny_officers0.win_condition.l1.locator = "goto4";
            pchar.quest.mutiny_officers0.win_condition = "mutiny_officers0";

Code:
case "mutiny_officers0":
            Characters[GetCharacterIndex("Fletcher Christian")].dialog.CurrentNode  = "Christian2";
            LAi_SetActorType(characterFromID("Fletcher Christian"));
            LAi_ActorTurnToCharacter(characterFromID("Fletcher Christian"), PChar);
            LAi_ActorDialogNow(characterFromID("Fletcher Christian"), pchar, "", 0.1);
            LAi_ActorWaitDialog(Pchar, characterFromID("Fletcher Christian"));
        break;

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3. Get the player to start the quest himself by starting a dialog

This gives the right dialog if you start it:
Code:
Characters[GetCharacterIndex("Fletcher Christian")].dialog.CurrentNode  = "Christian2";
 
From what I understood "goto" means certain locations around the towns right?
Or you create those locations yourself?
 
At the bottom of PROGRAM\InternalSettings.h set VISIBLE_LOCATORS to 1.
That should clarify things quite a bit. ;)
 
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