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Unconfirmed Bug [4.1]Fast travel in Smugglers' lair

vojtaniz

Powder Monkey
When I am in the Smugglers' lair and use Fast travel to Port, it takes me to the beach to a place from which I can't walk. It happens every time I try to do that. I have attached a save from the Smugglers' lair.
 

Attachments

  • -=Player=- La Grenade. House of Leader of smugglers March 30th, 1754.zip
    1.2 MB · Views: 183
It is probably sending you to a "default" locator that usually exists, but not for that specific beach location.
Aparently nobody ever used that before, or at least never reported it! :shock

Thanks for reporting. With a bit of luck, this should be relatively easy to fix. Once I find where the relevant code is hiding.
I know I've edited it before, so I should be able to find it again.
 
Code:
// to port icon
        if( GetCharacterShipType(mc) != SHIP_NOTUSED )
        {
            if(CheckFastJump(Locations[idxloc].id, mc.location.from_sea) || Truncate(Locations[idxloc].id,0,3)=="QC_" || Locations[idxloc].fastreload=="Pirate_fort" || Locations[idxloc].fastreload=="SL") //GreatZen
            {
                bool temp;
                if(Locations[idxloc].id!="QC_port" && Locations[idxloc].id!="Douwesen_shore_01" && Locations[idxloc].id!="Conceicao_shore_02")//MAXIMUS -->
                {
                    temp = true;
                    if(Locations[FindLoadedLocation()].fastreload=="ship") temp = false;
                    if(bDeckEnter) temp = false;
                    if(temp)
                    {
                        objLandInterface.UserIcons.port.enable = true;
                        objLandInterface.UserIcons.port.pic = 2;
                        if(Locations[idxloc].fastreload=="QC" || Locations[idxloc].fastreload=="Pirate_fort" || Locations[idxloc].fastreload=="SL") objLandInterface.UserIcons.port.pic = 1;
                        objLandInterface.UserIcons.port.tex = 2;
                        objLandInterface.UserIcons.port.name = "reloadtoport";

                        if(Truncate(Locations[idxloc].id,0,3)=="QC_") objLandInterface.UserIcons.port.location = "QC_port";
                        if(Locations[idxloc].fastreload=="Pirate_fort") objLandInterface.UserIcons.port.location = "Douwesen_shore_01";
                        if(Locations[idxloc].fastreload=="SL") objLandInterface.UserIcons.port.location = "Conceicao_shore_02";
                        else objLandInterface.UserIcons.port.location = mc.location.from_sea;
                        objLandInterface.UserIcons.port.note = LanguageConvertString(tmpLangFileID, "go_port");
                    }
                }//MAXIMUS <--
                bUse = true;
            }
        }
    }

This is the code controlling it in LandInterface.c

if you click it this is triggered:
Code:
case "BI_FastReload":
            curLocIdx = FindLoadedLocation();
            if (curLocIdx == -1) return;
            if (FindUserIcon(evntName, &uiref))
            {
                if(CheckAttribute(uiref, "location"))
                {
                    characters[GetMainCharacterIndex()].condition = "reload";
                    if (CheckAttribute(Locations[curLocIdx], "fastreload") == true && Locations[curLocIdx].fastreload != "ship")
                        PlayerFastTravel(curLocIdx, uiref.location);
                    else
                        TransferToDeck(uiref.location);
                }
            }
        break;

eventually PlayerFastTravel should call this (in reload_tables.c):
Code:
if (HasSubStr(lcn.filespath.models,"Outside\Shore_4")) // PB
    {
        AddTimeToCurrent(0,TIME_FASTTRAVEL*3); // NK 04-09-21
        DoReloadCharacterToLocation(finishLocName, "Reload", "reload_3");
        return;
    }
 
Last edited:
That was the bit I was thinking of. Odd; that suggests I already tried to fix this before. :shock
indeed it looks like that, so if you don't mind I give this one to you to fix ;)
 
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