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Devil's island

<!--QuoteBegin-Jack Rackham+--><div class='quotetop'>QUOTE(Jack Rackham)</div><div class='quotemain'><!--QuoteEBegin-->Another thing:
By deleting /* and */ in locationlocations_loader.c you can make locators visible. CCC.

By adding to lines with..............."randitem"..........
and.................."box".............. all possible itemsplaces will also be visible.

A Fort it will be yes, how did you know?<!--QuoteEnd--></div><!--QuoteEEnd-->

Thank's a lot for that hint <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cheers.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="cheers.gif" />: I'll add that to the tutorial.
 
These look nice, Alan! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

CCC, it's also nice to have ya around to answer those things the rest of us are stumped about! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Have some rum! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
CouchCaptainCharles, think I need another chapter of your LOCATION CLONING SOON...

I´ve made the "goto" group to possible reload places. Know how to avoid all, let´s say, goto4:s to have padkocks.

Question 1: The one got4 I want to use doesn´t get a lock either. (but is working like a door allright)

Question 2: All goto:s exept "the right one" still have that `knock-knock` sound.

Is it all about writing more specific adresses?

Quetion 3: If I make a "randitem" spot to a reload spot will it both have the item and the teleport possiblitys then?
 
While you're answering questions, CCC:

I love that you know/told us how to do this. I was astounded when it worked last night, and I made a short cave location with an "opening" at the other end... So, thank you for your wiki.

I'm running into a little trouble now with a door that refuses to recognize what it's supposed to do (I've got some new underground locations beneath FdF: Start in the church and go through a door into an underground prison... one of the cells leads to a dungeon... at the end of the dungeon is a short segment of cave, after which is that underground church ruins... and that is SUPPOSED to lead to another dungeon, which emerges out a well elsewhere in town, via a "randitem" location), but that may have nothing to do with the "reload/randitem" thing.

My question is this: Since defining "randitem" as a reload does indeed remove that randitem's "pickup" property, I'd like to hexedit whichever one I'm using to be "randitemx," and then define that label alone as a reload spot... but can I define more than one exclusive reload spot, to have, say, "randitemx, y, z", and leave all other "randitems" as pickup spots?
 
Screwface,
Thought you might like this for your Devil's Island sailors. Special thanks goes to Captain Dams who kept me from making a complete fool of my self:

string DLG_TEXT[26] = {
"Oui, mon Capitaine, et combien de jours `resterons-nous` à terre ?",
"Un jour, pas besoin de plus qu'un arrêt rapide dans ce voyage. Passez le mot aux gars.",
"Cinq jours seront suffissants. Je n'ai pas envie que les moussaillons perdent l'habitude de la mer!",
"Pas temps à perdre, nous naviguons avec la marée. Préparez les chaloupes, et soyez sûr de garder Dams, Kieron et Mings loin du rhum !",
"Oui Capitaine.",
"Le secret de l'île de Devil's est encore sûr, capitaine. Cette île est toujours une bonne couchette confortable où nous pouvons réparer notre navire.",
"Oui, Marin.",
"!",
", ",
". Si nous avons les planches et la toile à voile, nous pouvons passer quelques jours à terre ici pour réparer.",
". ",
"Bien, quels sont vos ordres, Capitaine ?",
"?",
"Capitaine, nous attendons des ordres. `Est-ce` que je dois tenir les matelots prêts?",
"Bien! Nous allons jetter l'ancre ici quelques jours pour réparer notre bateau.",
"",
"Reste tranquille, marin.",
"Oui Capitaine ? `Avons-nous` les planches et la toile à voile pour réparer notre bateau ?",
"Et combien de jours `voulez-vous` rester, pour les réparations et le reste, monsieur ?",
"Bon",
", peut-être nous pourrions passer quelques jours ici.",
"",
",",
"Pas maintenant marin, s'il vous plait!",
"Dix jours mon gars, cela devraient nous donner le temps réapprovisionner le bateau avec de l'eau et faire quelques réparation rapide.",
"Un mois devrait être suffissamment de temps pour caréner la coque du navire, et mettre goudron, suif, soufre et verre pour retenir les vers. Soyez sûr de placer des guets pour les navires ennemis." ;,

};
 
Mister Mings ! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" />
There are some small errors of orthography without seriousness but your french is perfect ! Your grammar is very good. You speak better french than i can speak english. Thanks ! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Screwface.

Note : "L'île du Diable"
 
Eh? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" />
 
Thanks Screwface, and thanks again Captain Dams! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

(Dang, I always did get bad grades in orthography! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />: )

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Eh?<!--QuoteEnd--></div><!--QuoteEEnd-->
Parley vous pas, Fred Bob?
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> (me neither, Fred Bob!) <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->and thanks again Captain Dams!<!--QuoteEnd--></div><!--QuoteEEnd-->

I'm happy to help <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->(Dang, I always did get bad grades in orthography! )<!--QuoteEnd--></div><!--QuoteEEnd-->

Me too! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Thanks to you CapitainDams <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cheers.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="cheers.gif" />:

"Tu es mon camarade de flibuste ! Nous naviguerons ensemble sous le Joli Rouge !"

I think Piratesahoy.net is the best international pirates lair in the world. It's our Tortuga !

Screwface
 
"De rien camarade!" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

Right! The new Tortuga! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid=":p:" border="0" alt="pirate2.gif" />
 
<!--QuoteBegin-Jack Rackham+--><div class='quotetop'>QUOTE(Jack Rackham)</div><div class='quotemain'><!--QuoteEBegin-->Question 1: The one got4 I want to use doesn´t get a lock either. (but is working like a door allright)
?<!--QuoteEnd--></div><!--QuoteEEnd-->

Strange. I haven't tried goto locaotors yet, but box, rld and randitem worked fine.

The commands that pop up the padlock icons are these:

Log_SetActiveAction("Closed");

Log_SetActiveAction("Reload");

Are they in the code you copied for your goto enabling?


I may have some answers to the other questions (and Alan's too), and a much simpler method of making additional doors. But I need some time to check that thoroughly. More in a few days <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
wooow, multilingual mods, this is so cool <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" /> i should go away and come back more often <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

alan, that church looks amazing, i can't wait to see the whole thing `in-game` <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

Welcome back Keiron!
 
gràcies captaindams <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
 
Hi Kieron,

Nice to have you again in the forum ! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid=":p:" border="0" alt="pirate2.gif" />

I've added some lines of code in two files of your great Ship Berthing mod. I wanted to add the possibility of berthing ships on Khael Roa. I think it will be a good complement for devil's island mod. The 2 files are :

kam_shipberthing_ship.c in program folder
kam_shipberthing_miscfunctions.c in Interface folder

I've tested it and it works ! I think we should make an update of your mod.

Screwface !
 
<!--QuoteBegin-alan_smithee+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->While you're answering questions, CCC:

I love that you know/told us how to do this. I was astounded when it worked last night, and I made a short cave location with an "opening" at the other end... So, thank you for your wiki.

I'm running into a little trouble now with a door that refuses to recognize what it's supposed to do (I've got some new underground locations beneath FdF: Start in the church and go through a door into an underground prison... one of the cells leads to a dungeon... at the end of the dungeon is a short segment of cave, after which is that underground church ruins... and that is SUPPOSED to lead to another dungeon, which emerges out a well elsewhere in town, via a "randitem" location), but that may have nothing to do with the "reload/randitem" thing.

My question is this: Since defining "randitem" as a reload does indeed remove that randitem's "pickup" property, I'd like to hexedit whichever one I'm using to be "randitemx," and then define that label alone as a reload spot... but can I define more than one exclusive reload spot, to have, say, "randitemx, y, z", and leave all other "randitems" as pickup spots?<!--QuoteEnd--></div><!--QuoteEEnd-->
Great that I was able to help, t'was a pleasure <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> That underground to FdF sure sounds like a great innovation and I would love to see it in Build12 <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> But I would like to caution expectations: I am not the expert on PotC, i am just dabbling a little with the code. I learned C coding only last winter, largely from NK, and I started to work with locations a few weeks ago. So others here know more than I do in some areas, e.g. the initialization.

That said let's see if I can help. As I know nothing about hexediting locatornames I can't say if your idea could work, but if you are able to change the locators in some modeldefinition that would certainly be the best solution (if it works pls write a tutorial <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> ). I would solve your problem by messing with the code again this way:

This section in "characterscharacters_events.c" determines the group and the name of the locator the player steps on
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void chrCharacterEntryToLocator()

{

    aref loc = GetEventData();    

    aref chr = GetEventData();

    string group = GetEventData();

    string locator = GetEventData();

...



Depending on which locatorgroup this yields the code "switches" to "cases", i.e. codesections that perform the action supposed to run for this locator:



    switch(group)

    {

    case "reload":

 chrWaitReloadIsNoLink = false;

 ...

 ...

   Log_SetActiveAction("Reload");

     }

 }

 break;



    case "camdetector":

 // CCC VC not connected with the locatormod-->

 if(LOC_CAMERA)

...

 else { locCameraFollow(); }

 // CCC <--

 break;

    case "item":

 Item_OnEnterLocator(loc, locator);

 break;

    case "randitem":

 RandItem_OnEnterLocator(loc, locator);

 break;

    case "box":    

 Box_EnterToLocator(loc, locator);    

 break;

    }

    

    if( CheckAttribute(chr,"Quests.LocatorCheck." + group) )

    {

 chr.Quests.LocatorCheck.(group) = locator;

 QuestsCheck();

    }

}<!--c2--></div><!--ec2-->To turn a certain randitemlocator in your FdF cave into a reloadlocator you could tell the game:

If I am in FdF_cave and step on randitem_2 switch to the "reload" code instead of "randitem"

Translation into C:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if( mc.location == "FdF_cave" && locator == "randitem_2"){group = "reload";}  //new code to turn randitem into reload in FdF cave

    switch(group)

    {

    case "reload":

 chrWaitReloadIsNoLink = false;

 ...<!--c2--></div><!--ec2-->

This works fine and has the advantage that it affects only the one locator that you defined in the IF condition.

Remember that this enables only exits. Entries (emerge positions) must be dealt with in characters_login.c

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if(TeleportCharacterToLocator(chr, chr.location.group, chr.location.locator)==0)

     {

   if((CheckAttribute(chr, "index") != false) &&

       (GetMainCharacterIndex() == sti(chr.index)))

   {



   //----------- ccc To enable entry to `non-reload`-group locators



   if(chr.location.locator=="randitem1") chr.location.group = "randitem";

   else{if(chr.location.locator=="box1") chr.location.group = "box";}

   else{chr.location.group = "rld";}    //default locatorgroup, for forts



   TeleportCharacterToLocator(chr, chr.location.group, chr.location.locator);    

   //------------ ccc end



       Trace("Main character <" + chr.id + "> error teleportation by location: " + chr.location + "  on locator: " + chr.location.group + "::" + chr.location.locator);

   }else{<!--c2--></div><!--ec2-->
Though I have so far been unlucky with emerging on box or randitem locators. I always end up outside of the model (walled in alive or hanging on the ceiling <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ). Probably because the locators I tried are too close to the wall. Has anyone had more success?
 
<!--QuoteBegin-Jack Rackham+--><div class='quotetop'>QUOTE(Jack Rackham)</div><div class='quotemain'><!--QuoteEBegin-->CouchCaptainCharles, think I need another chapter of your LOCATION CLONING SOON...

I´ve made the "goto" group to possible reload places. Know how to avoid all, let´s say, goto4:s to have padkocks.

Question 1: The one got4 I want to use doesn´t get a lock either. (but is working like a door allright)

Question 2: All goto:s exept "the right one" still have that `knock-knock` sound.

Is it all about writing more specific adresses?

Quetion 3: If I make a "randitem" spot to a reload spot will it both have the item and the teleport possiblitys then?<!--QuoteEnd--></div><!--QuoteEEnd-->
Sorry, only the reload function works. At least in the way described above.


I hope that the above post helps you with your first two questions too <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Further down in that "characterscharacters_events.c" file is something about interface and the "knock" sound, but i haven't looked at the details yet.
 
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