• New Horizons on Maelstrom
    Maelstrom New Horizons


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An ambitious project

Is it by any chance night time? :?


:yes

Time is set to 22.00hrs when you are given Spanish Uniform before movie - after movie when you are in puerto la cruz townhall time is 22.10 approx.

Code:
case "falar_Daudet":
LAi_SetActorType(characterFromID("Guibert Daudet"));
LAi_ActorDialog(characterFromID("Guibert Daudet"), pchar, "", 4.0, 1.0);	
break;			

case "ir_PuertoCruz":
StoreOfficers(pchar.id);		
SetCurrentTime(22, 0);		
LAi_SetStayType(characterFromID("Guibert Daudet"));
DoQuestReloadToLocation("EleutheraPlantation", "goto", "goto18", "ir_PuertoCruzbis");			
break;

case "ir_PuertoCruzbis":
GiveModel2Player("GypsyCaptn_7",true);
AddQuestRecord("Hunter", "8");		
ChangeCharacterAddressGroup(CharacterFromID("spanish_soldier_04"), "Eleuthera_Port", "goto", "goto11");
pchar.quest.inspection.win_condition.l1 = "location";
pchar.quest.inspection.win_condition.l1.location = "Eleuthera_Port";
pchar.quest.inspection.win_condition = "check_entree";				
break;

case "check_entree":
Characters[GetCharacterIndex("spanish_soldier_04")].dialog.currentnode = "begin_26";		
LAi_SetActorType(characterFromID("spanish_soldier_04"));
LAi_ActorDialog(characterFromID("spanish_soldier_04"), pchar, "", 4.0, 1.0);	
break;

case "lancer_video":
PostVideoAndQuest("Bartolomeu\residence",1, "danscamara");	
break;

case "danscamara":
ChangeCharacterAddressGroup(CharacterFromID("spanish_soldier_04"), "none", "", "");	
ChangeCharacterAddressGroup(CharacterFromID("Spanish Governor"), "Quest_Eleuthera_townhall", "goto", "goto7");			
DoQuestReloadToLocation("Quest_Eleuthera_townhall", "reload", "reload1", "danscamarabis");			
break;

case "danscamarabis":
LAi_QuestDelay("jumping_sound", 0.9);				
break;

case "jumping_sound":
PlaySound("PEOPLE\jump.wav");
Characters[GetCharacterIndex("Spanish Governor")].dialog.currentnode = "gov_1";			
LAi_SetActorType(pchar); 
LAi_SetActorType(characterFromID("Spanish Governor"));
LAi_ActorWaitDialog(CharacterFromID("Spanish Governor"), Pchar); 	                       
LAi_ActorDialog(pchar, characterFromID("Spanish Governor"), "", 9.0, 1.0);			
break;

case "giflecole":
LAi_SetActorType(pchar);
LAi_SetActorType(characterFromID("Spanish Governor"));
LAi_ActorAnimation(pchar, "attack_2", "Lancer_Video2", 0.0);
PlaySound("OBJECTS\duel\punch1.wav");


Let me guess - the governor only works office hours ( lazy @?# ) :cheeky
 
:gday

Tempory work-around / fix for Governor of puerto la cruz not appearing in Town hall ( also you don't have to use the console to move after movie )

In the quest_reaction. c file change :-

case "ir_PuertoCruz":
StoreOfficers(pchar.id);
SetCurrentTime(22, 0);
LAi_SetStayType(characterFromID("Guibert Daudet"));
DoQuestReloadToLocation("EleutheraPlantation", "goto", "goto18", "ir_PuertoCruzbis");
break;



To this

case "ir_PuertoCruz":
StoreOfficers(pchar.id);
SetCurrentTime(19, 0);
LAi_SetStayType(characterFromID("Guibert Daudet"));
DoQuestReloadToLocation("EleutheraPlantation", "goto", "goto18", "ir_PuertoCruzbis");
break;


And start game from a save before entering Alice town tavern.

This will make the Governor appear in the townhall and after the movie Bartlomeu will auto walk to him and start dialog.

:doff

Now I am off to carry out Mission Impossible :dance
 
I have talked to the puerto la cruz Governor and gone into the Fort - got the keys for the prison from the Captain - in the prison Roxanne will not talk to me and Elting is not there :shrug

So what have I done wrong :sad
 
About the governor of Puerto la Cruz, I think I use a fake model not the real one.. See the files to confirm... Before releasing new quests I always test them so it's weird you've got these problems... Maybe, you have the usual bug with the Build mod quests : the quests break from time to time....
 
Maybe, you have the usual bug with the Build mod quests : the quests break from time to time....

:yes xD:

I think the governor of Puerto la Cruz is jusy missing the line of code the makes him appear 24 Hrs

// Puerto la Cruz Governor
ch.old.name = " Spanish";
ch.old.middlename = "";
ch.old.lastname = "Governor";
ch.name = TranslateString(""," Spanish");
ch.middlename = TranslateString("","");
ch.lastname = TranslateString("","Governor");
ch.id = "Spanish Governor";
ch.model = "Huber_Spa4_17";
ch.sex = "man";
ch.location = "";
ch.location.group = "";
ch.location.locator = "";
ch.Dialog.Filename = "Spanish Governor_dialog.c";
ch.rank = 1;
ch.nation = SPAIN;
ch.reputation = "60";
ch.experience = "0";
ch.skill.Leadership = "6";
ch.skill.Fencing = "1";
ch.skill.Sailing = "1";
ch.skill.Accuracy = "1";
ch.skill.Cannons = "1";
ch.skill.Grappling = "1";
ch.skill.Repair = "1";
ch.skill.Defence = "1";
ch.skill.Commerce = "5";
ch.skill.Sneak = "1";
ch.money = "10";
LAi_SetStayType(ch);
ch.greeting = "Gr_Cole Arkwright";
AddGameCharacter(n, ch);


Missing to make him appear after "office hours" ---> LAi_SetLoginTime(ch, 0.0, 24.0)



Why Elting is not appearing I don't know - He should appear on the goto 13 locator outside Roxannes' cell but he does not appear :facepalm


// Johan Elting
ch.old.name = "Johan";
ch.old.lastname = "Elting";
ch.name = TranslateString("","Johan");
ch.lastname = TranslateString("","Elting");
ch.id = "Elting";
ch.model = "Johan_Elting_c";
ch.sound_type = "soldier";
ch.sex = "man";
GiveItem2Character(ch, "blade31");
ch.equip.blade = "blade31";
GiveItem2Character(ch, "pistol4_1");
ch.equip.gun = "pistol4_1";
GiveItem2Character(ch, "commonarmor");
EquipCharacterByItem(ch, "commonarmor");
//JRH ammo mod -->
TakenItems(ch, "gunpowder", 6);
TakenItems(ch, "pistolbullets", 6);
//JRH ammo mod <--
ch.location = "";
ch.location.group = "";
ch.location.locator = "";
ch.Dialog.Filename = "Johan Elting_dialog.c";
ch.nation = HOLLAND;
ch.rank = 20;
ch.reputation = "None";
ch.experience = "0";
ch.skill.Leadership = "8";
ch.skill.Fencing = "8";
ch.skill.Sailing = "5";
ch.skill.Accuracy = "5";
ch.skill.Cannons = "4";
ch.skill.Grappling = "3";
ch.skill.Repair = "3";
ch.skill.Defence = "4";
ch.skill.Commerce = "4";
ch.skill.Sneak = "6";
ch.money = "10";
ch.perks.list.BasicDefense = true;
ch.perks.list.AdvancedDefense = true;
ch.perks.list.SwordplayProfessional = true;
ch.perks.list.CriticalHit = true;
ch.perks.list.Gunman = true;
ch.perks.list.ProfessionalGunman = true;
ch.perks.list.Rush = true;
ch.perks.list.FastReload = true;
ch.perks.list.HullDamageUp = true;
ch.perks.list.CrewDamageUp = true;
ch.perks.list.BasicBattleState = true;
ch.perks.list.BasicDefense = true;
ch.perks.list.AdvancedDefense = true;
ch.perks.list.ShipSpeedUp = true;
LAi_SetStayType(ch);
LAi_SetLoginTime(ch, 0.0, 24.0);
LAi_SetHP(ch, 200.0, 200.0);
LAi_NoRebirthEnable(ch);
ch.greeting = "Gr_Douwesen_soldiers_03";
AddGameCharacter(n, ch);



:shrug
 
:gday


I have managed to get Elting to appear in the Prison with Roxanne and talk to me :dance :dance

This is the section of code that is not being actioned in the quest_reaction.c file

Code:
case "parler_elting":
ChangeCharacterAddressGroup(CharacterFromID("Elting"), "Quest_Fort_prison", "goto", "goto13");		
LAi_RemoveCheckMinHP(Pchar);
LAi_SetImmortal(Pchar, false);
Characters[GetCharacterIndex("Elting")].dialog.currentnode = "begin_1";			  
LAi_SetActorType(characterFromID("Elting"));
LAi_ActorDialog(characterFromID("Elting"), pchar, "", 1.5, 1.0);			  
break;

I do not know why it does not work normally but when I first tried this I only executed the line

Code:
ChangeCharacterAddressGroup(CharacterFromID("Elting"), "Quest_Fort_prison", "goto", "goto13");

through the console - this made Elting appear OK but he did not talk to me - he just cowered like the Spanish Captain you take the keys off. :shrug



SO --- To Get Elting to appear in the prison AND talk to you -- PASTE the following code into the CONSOLE

ChangeCharacterAddressGroup(CharacterFromID("Elting"), "Quest_Fort_prison", "goto", "goto13");
LAi_RemoveCheckMinHP(Pchar);
LAi_SetImmortal(Pchar, false);
Characters[GetCharacterIndex("Elting")].dialog.currentnode = "begin_1";
LAi_SetActorType(characterFromID("Elting"));
LAi_ActorDialog(characterFromID("Elting"), pchar, "", 1.5, 1.0);


Then Press F12 either before you enter the Fort or before you enter the Prison.


When you enter the prison - Elting talks to you automatically - if you have your sword drawn then Elting will not talk to you until you put your sword away. :yes

Now I am away to see what happens next :ixi :ixi

Hope this helps :drunk
 
When or how is "parler_elting" executed?
Maybe the trigger isn't triggering?
Otherwise, I HAVE also seen in the past where a correctly coded trigger wouldn't trigger.
Loading a savegame and trying again then DID make it work.
VERY bizarre! :wacko:
 
The example I was talking about was in the First Contact quest before we ever had the Storylines mod (if I recall). It was when talking to the Antigua "governor" (except he's not called that :facepalm ). 't Was a long time ago in any case.
 
Otherwise, I HAVE also seen in the past where a correctly coded trigger wouldn't trigger.
Loading a savegame and trying again then DID make it work.
VERY bizarre! :wacko:
In my opinion, it's the problem because I tested the quest and it worked...



To Talisman :

You're right, I need to add a line about the hours for the Spanish Governor... :facepalm
 
When or how is "parler_elting" executed?

I don't know if the problem is somewhere here -- perhaps you can spot it - I don't know what to look for :shrug

Quest_reaction.c

from --- about to enter Puerto la Cruz and start 1st video through, - talk to Spanish governor - Mission Impossible video - enter fort & get keys - enter prison & talk to Elting - chose fight or friend.

Code:
case "ir_PuertoCruz":
StoreOfficers(pchar.id);		
SetCurrentTime(21.00, 0);		
LAi_SetStayType(characterFromID("Guibert Daudet"));
DoQuestReloadToLocation("EleutheraPlantation", "goto", "goto18", "ir_PuertoCruzbis");			
break;

case "ir_PuertoCruzbis":
GiveModel2Player("GypsyCaptn_7",true);
AddQuestRecord("Hunter", "8");		
ChangeCharacterAddressGroup(CharacterFromID("spanish_soldier_04"), "Eleuthera_Port", "goto", "goto11");
pchar.quest.inspection.win_condition.l1 = "location";
pchar.quest.inspection.win_condition.l1.location = "Eleuthera_Port";
pchar.quest.inspection.win_condition = "check_entree";				
break;

case "check_entree":
Characters[GetCharacterIndex("spanish_soldier_04")].dialog.currentnode = "begin_26";		
LAi_SetActorType(characterFromID("spanish_soldier_04"));
LAi_ActorDialog(characterFromID("spanish_soldier_04"), pchar, "", 4.0, 1.0);	
break;

case "lancer_video":
PostVideoAndQuest("Bartolomeu\residence",1, "danscamara");	
break;

case "danscamara":
ChangeCharacterAddressGroup(CharacterFromID("spanish_soldier_04"), "none", "", "");	
ChangeCharacterAddressGroup(CharacterFromID("Spanish Governor"), "Quest_Eleuthera_townhall", "goto", "goto7");		


DoQuestReloadToLocation("Quest_Eleuthera_townhall", "reload", "reload1", "danscamarabis");			
break;

case "danscamarabis":
LAi_QuestDelay("jumping_sound", 0.9);				
break;

case "jumping_sound":
PlaySound("PEOPLE\jump.wav");
Characters[GetCharacterIndex("Spanish Governor")].dialog.currentnode = "gov_1";			
LAi_SetActorType(pchar); 
LAi_SetActorType(characterFromID("Spanish Governor"));
LAi_ActorWaitDialog(CharacterFromID("Spanish Governor"), Pchar); 	                       
LAi_ActorDialog(pchar, characterFromID("Spanish Governor"), "", 9.0, 1.0);			
break;

case "giflecole":
LAi_SetActorType(pchar);
LAi_SetActorType(characterFromID("Spanish Governor"));
LAi_ActorAnimation(pchar, "attack_2", "Lancer_Video2", 0.0);
PlaySound("OBJECTS\duel\punch1.wav");
break;

case "Lancer_Video2":
SetCurrentTime(23.00, 0);		
LAi_KillCharacter(characterFromID("Spanish Governor"));
LAi_SetPlayerType(pchar);		
LAi_QuestDelay("Lancer_Video2bis", 2.0);		
break;

case "Lancer_Video2bis":
SetModelfromArray(&pchar, GetModelIndex("GypsyCaptn_6"));
TakenItems(Pchar, "pistolpdart", 10);
EquipCharacterbyItem(Pchar, "pistolpdart");			
PostVideoAndQuest("Bartolomeu\Rock",1, "dentro_forte");			
break;

case "dentro_forte":
AddQuestRecord("Hunter", "9");			
GiveItem2Character(CharacterFromId("Fort Captain"), "Fort_Keys");
DoQuestReloadToLocation("Quest_FortVRight", "goto", "goto80", "");				
LAi_SetCheckMinHP(Pchar, LAi_GetCharacterHP(Pchar)-1.0, true, "atacasoldatos");

Pchar.quest.tuer_fortcaptn.win_condition.l1 = "NPC_Death";
Pchar.quest.tuer_fortcaptn.win_condition.l1.character = "Fort Captain";
Pchar.quest.tuer_fortcaptn.win_condition = "open_fortjail";			
break;

case "atacasoldatos":
PlaySound("Ambient\Sea\bell8_0400_0800_1200.wav");
LAi_group_FightGroups("FORTV_SOLDIERS", LAI_GROUP_PLAYER, true);
LAi_RemoveCheckMinHP(Pchar);
LAi_SetImmortal(Pchar, false);
break;

case "open_fortjail":
Pchar.quest.take_keys.win_condition.l1 = "item";
Pchar.quest.take_keys.win_condition.l1.character = Pchar.id;
Pchar.quest.take_keys.win_condition.l1.item = "Fort_Keys";
Pchar.quest.take_keys.win_condition = "open_fortjailbis";
break;

case "open_fortjailbis":		
ChangeCharacterAddressGroup(CharacterFromID("Roxanne Lalliere"), "Quest_Fort_prison", "goto", "goto9");
Characters[GetCharacterIndex("Roxanne Lalliere")].dialog.currentnode = "begin_92";		 
Locations[FindLocation("Quest_FortVRight")].reload.l3.disable = 0;
Pchar.quest.outfit_prison.win_condition.l1 = "location";
Pchar.quest.outfit_prison.win_condition.l1.location = "Quest_Fort_prison";
Pchar.quest.outfit_prison.win_condition = "mudar_roupa";
break;			 

case "mudar_roupa":
GiveItem2Character(CharacterFromId("Roxanne Lalliere"), "bladex4");   
EquipCharacterByItem(CharacterFromId("Roxanne Lalliere"), "bladex4");
GiveItem2Character(CharacterFromId("Roxanne Lalliere"), "pistolrock");   
EquipCharacterByItem(CharacterFromId("Roxanne Lalliere"), "pistolrock");

SetModelfromArray(&pchar, GetModelIndex("GypsyCaptn_5"));			  
break;		

case "parler_elting":
ChangeCharacterAddressGroup(CharacterFromID("Elting"), "Quest_Fort_prison", "goto", "goto13");		
LAi_RemoveCheckMinHP(Pchar);
LAi_SetImmortal(Pchar, false);
Characters[GetCharacterIndex("Elting")].dialog.currentnode = "begin_1";			  
LAi_SetActorType(characterFromID("Elting"));
LAi_ActorDialog(characterFromID("Elting"), pchar, "", 1.5, 1.0);			  
break;

case "fight_elting":	
LAi_ActorAttack(CharacterFromID("Elting"), PChar, "");
Pchar.quest.tuer_elting.win_condition.l1 = "NPC_Death";
Pchar.quest.tuer_elting.win_condition.l1.character = "Elting";
Pchar.quest.tuer_elting.win_condition = "fuir_avec_rox";			
break;
 
I have also had a look at the dialog.c files for the quest people you talk to from your arrival in Alice town up to meeting Elting

I con not see any trigger in them either -- perhaps someone else can.

Files attached
 
then i can use this script to make Annamaria and Tia Dalma appear also in jack sparrows quest line?

as for the person u need to talk to he is near the port in alice town, took me a while to find him also ^_^

his wearing a red coat

EDIT

im at the fort in the battle for something quest killed all the enemy, talk to the npc there, he blow us up sky high, then i survive somehow... now what?
 
EDIT

im at the fort in the battle for something quest killed all the enemy, talk to the npc there, he blow us up sky high, then i survive somehow... now what?


After Explosion - Roxanne should run up and talk to you - Then you go out of Fort and on to beach - talk to body of Arnaud Fontaines lying on beach ( he has been knocked out ) :yes

How did you manage to keep Montbars alive in the fighting inside the Fort --- In my game the Spanish soldiers always managed to kill him - I had to give up and cheat in the end xD:
 
Add the PotC game folder to the Windows search index.
You can then search INSIDE all files.
So if you type in "parler_elting", you'll get to see all files where that's written.
That should lead you to the trigger. It's not in that part of quests_reaction.c that you posted.

I would do this myself, but can't until I've got my new laptop...
 
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