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El Rapido's Rapid_Raid Mod

Elrapido

Scurvy Seadog
Storm Modder
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>DOWNLOAD THE UPDATED VERSION 1.2 (06-03-29) HERE: <a href="http://people.freenet.de/philipp.dorok/elrapido/RapidRaid.zip" target="_blank">Download RapidRaid.zip</a></b><!--colorc--></span><!--/colorc-->

Aye, mateys! <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

Yesterday I began experimenting with the Pirates of the Caribbean code. <img src="style_emoticons/<#EMO_DIR#>/monkeydance.gif" style="vertical-align:middle" emoid=":mi" border="0" alt="monkeydance.gif" />

Today I release my first little mod. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

The Rapid_Raid Mod is easy to use and very well commented. Gee! What an extra work for my pirate fellows. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
It is a conversion of the Random_Raid function with a lot of improvements.

You can specify a lot of neat stuff for a raiding party, that attacks the player's character and his officers on land.
You can set the number of attackers, their nation, their description (i.e. "French Musketeer" or "Conquistador"), a unique alarm message... also there is a whole bunch of different set-ups for hitpoints, blades, guns, armor, skills, perks...

The Rapid_Raid Mod adds a lot of customization options to a raiding party and all this can easily be activated by just one line of code (and a very sensible amount of parameters!).

I included a very easy method in the package to bind Rapid_Raid mod to a numpad key.
Whenever you press that key, the raiding party appears. So it won't get boring on land. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
Really everyone can copy-paste the code, so that the mod works. You don't have to be a code-master to use this mod.

I will definitely develop the Rapid_Raid mod further. The next thing on my to-do list is a captain feature: A captain will be added to the regular raiders. The captain will have better stats, a different model, a unique name, a nice loot and better equipment.

<b>EDIT: Captain, custom models and a lot of other cool features added! <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" /> </b>

You're welcome to try my little mod, mateys! Feel free to add a comment here.
 
This sounds nice. I have downloaded your code and it will make it's way into the Post Build 12 modpack. Thanks! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Hi Pieter!

Have you already tested it? Wow, you're a quick one! <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />

I hope I never have to duel you in a swordfight, because my mateys greet me with "Snail Ho!" <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

I have not yet included a check, so that the Rapid_Raid only creates a raiding party, when the player character is on land.
I did not dare to push the button on sea so far <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />

Best regards!
El Rapido
 
I haven't tested it yet. I don't have time for that. I just downloaded it and will add it into the next modpack update on which I will be working tomorrow. Unless the mod doesn't work properly. Adding an if() to check if you are at sea is easy: if( !bSeaActive && !bAbordageStarted ). This means "if you're not sailing and are not in boarding".

Come to think of it: My quick-equip button does not have such a check. Maybe you can equip your ship when on sea or something? I should add a check there... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<b>BIG UPDATE !!!</b> <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

You can dowload it here: <b><a href="http://people.freenet.de/philipp.dorok/elrapido/RapidRaid.zip" target="_blank">RapidRaid.zip</a>


New features:</b>

1. On-land-check included: Rapid_Raid does not trigger at sea or during boardings. Thanks to Pieter! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

2. Now armor, grenades and throwing knives can be given to the attackers. <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />

3. Captain, detachment or individual character feature: Now you can call some more Rapid_Raid functions directly after the first and the sound won't mess up, because you have to insert it manually, if you want to use it. All the Raiders will be placed at the same location. This means you can add detachments to your infantry regiments (i.e. Musketeers and Grenadiers). Or you can add a Captain, who has a leadership skill and drops more loot. Maybe you want the raiders to have a native scout with them... everything is possible.
<img src="style_emoticons/<#EMO_DIR#>/wavarr.gif" style="vertical-align:middle" emoid=":warr" border="0" alt="wavarr.gif" />

4. Redone gunchance and added armorchance: The variable is not a float anymore. Changed it to a normal integer from 0 to 100. Now you can easily enter a percentage without the %, which determines the probability for each member of the squad to get a gun or an armor.

5. Now this will become paranoid parametermania, but I have added one more parameter to enable defining one certain model for the Rapid_Raid function. This could be used to define an individual character. Now almost everything is possible and very easy to do. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

To be honest: A few more parameters are better than coding all the same stuff over and over again. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />

To all of you, who downloaded the first version, which was available yesterday:
Please update to the current version! <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Nice! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Now all we need is these raids happening randomly every now and then. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
Wow, you are really a fast learner! Welcome, Rapido <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> (modders with c knowledge are always MOST welcome)
 
Yoho and Ahoy, Couchcaptain Charles!

Well, thanks for your compliment and the warm welcome. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />

I noticed that if CORPSEMODE is turned OFF, the player character only seems to get weapons, gold and experience from killed enemies.
What about jewelry, minerals, spyglasses, potions and other stuff? Does it get picked up and I simply didn't get that?
It would be nice, if we recoded the function, in which items are looted from a dead enemy, when necessary, so that every useful item gets picked up.

I stumbled over the problem, when I wanted to assign Phat Loot™ to the captains of a raiding party. They got 2 random pieces of jewelry via the TakenItems function, but they did not seem to drop them or the player character wasn't able to pick them up with CORPSEMODE OFF.

A very nice form of Phat Loot™ would be a so-called warrant of apprehension, the classical "Wanted for manslaughter, piracy, rape and a funny haircut: Nathaniel Hawk. Reward: 2 gold doubloons, a pair of socks and a lollipop" poster.
If the captain of a pirate hunter squad dropped this poster and it had a nice descriptive text, it would add a lot of flavour to the game. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
Maybe there might be not only one, but different warrants of apprehension with different rewards related to your deeds (rank or reputation perhaps).
Let's say there are five different warrants of apprehension... - well, it sounds a bit like the Pokemon principle, but... - if you GET 'EM ALL and give them to a special NPC, for example a pirate captain in a pirate camp, you might receive a nice reward for proving your wits and courage by not getting caught by professional pirate hunters and instead sending them to their graves.
Considering, that pirate hunters might be a serious problem for camping pirates, the pirate captain might be especially generous and give you a master-crafted blade or gun, a ship, a large sum of money, an ancient treasure map or anything else as a present.

In my future plans I would like to add a whole bunch of new items:
- Warrants of apprehension
- Master-crafted guns
- New blades
- Other weapons... maybe boarding axes, large belaying pins as clubs?
- Artifacts, which have single parts to be collected and have to be put together to have an effect on the bearer
- Treasure maps
- Captain's logs and journals, which can be read and add new fluff to the game <img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
- Just an idea: equippable medals, plaques, insignia and other symbols of honour, which only have a special effect in a certain location and might cause a lot of trouble in other locations. (Bearing a shrunken head in your hand might be nice, if you talk to a native shaman in the jungle, while on the other hand it may cause serious trouble in a colonial town.)
I am thinking of a quest, in which you have to aid the guild of merchants in Redmond. They might reward you with a special medal, which shows their deep respect to you. When this medal is equipped you might get an additional 5% off the prices in stores. Ideas, ideas... but so few time. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
- Why not offer refined gunpowder from rank 15 or 20 onwards? Refined gunpowder could add 5% accuracy and 5% damage to a gun.
- The same with ammo: Manufactured precision bullets or sharpened grapeshot loads might add a comparable effect, too.

It will be a very difficult task, but why not post this idea?
I'd like to see new animations for fighting... I don't know, if the handling of animations is hardcoded or if there is a way to work around it, if that's the case, but I think these animations would be awesome:
- Two new ambidextrous gun-firing animation for the gunmen using a brace of pistols, i.e. pulling two guns with the sword staying at the belt, one in each hand and maybe shooting at two different targets, after that putting the guns away with a gun-rotating poser-gesture as seen in westerns. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
- Animation 1: Pulling out two guns, firing them at one single target and putting them away for the Gunman.
- Animation 2: Pulling out the brace of guns, quicker shots at two different targets or a single target, if only one enemy is left, and more posing for the Professional Gunman.
- And I'd very much appreciate the often-discussed new animation for musket and musketoon shooting and close combat with the butt of the gun or after an upgrade with a bayonette.

I have shared my ideas with you, because I don't think, that I will be able to cover all of them in the near future.
It is superb, that at least some of you are turning ideas into code or resource files (sounds, models, etc.)! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
That's what Build Mod is all about: Sharing ideas and finding ways to realize the good ones and drop off the bad ones.

I hope, I didn't list too much bad ones here. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />

To all of you modders out there: Keep up the excellent work! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
To the whole community: Enjoy Pirates of the Caribbean! <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> there and welcome aboard El Rapido.

You've got some great ideas there and also by the looks of it the ability to implement some if not all of them.
Looking forward to testing some of your mods, firstly of course the Rapid Raid.

Cheers, matey <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Welcome Rapido,

This looks like great work, cant, wait to try it. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
El Rapido, some of the pistol/ammo facilities you mentioned are already included in what I´m working on now. <img src="style_emoticons/<#EMO_DIR#>/guns.gif" style="vertical-align:middle" emoid=":2guns" border="0" alt="guns.gif" />
 
Allright, very nice. I'm looking forward to testing your new gunnery stuff, Jack. <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />

Has someone already tried the new possibilities given by Rapid_Raid Mod?

Your comments help me improving the mod or just make me happy. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
 
Somebody (I think Jason, but I'm not sure) tried the mod, but the Numpad 9 button, which I added for your Rapid Raid, didn't work somehow... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
It just dawned on me why this code doesn't work. The reason is actually pretty simple. The code says:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    if( !bSeaActive && !bAbordageStarted )        // Raids are only available on land.
    {
    Log_SetStringToLog("No raids on High Sea or during boardings, mate!");
    return;
    }<!--c2--></div><!--ec2-->This means "if you are NOT at sea and NOT in boardings (in other words: if you ARE on land), display text "No raids on High Sea or during boardings, mate!", ELSE execute the code". This means that the code <i>isn't</i> executed when it should be and <i>is</i> executed when it shouldn't be. To fix this, you can change the line "<i>if( !bSeaActive && !bAbordageStarted )</i>" into "<i>if( bSeaActive || bAbordageStarted )</i>", which means "if you ARE at sea OR you ARE in boardings, don't execute the code".

Just to make things clear: A "<b>!</b>" before the code means "not". So if(<b>!</b>true)=if(false). The "<b>||</b>" signs mean "or".

Another easy way to fix it:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    if( !bSeaActive && !bAbordageStarted )        // Raids are only available on land.
    {
    [Add code here]
    }
    else
    {
    Log_SetStringToLog("No raids on High Sea or during boardings, mate!");
    }<!--c2--></div><!--ec2-->
I hope this helps. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<b>The new WORKING UPDATE is available now: <a href="http://people.freenet.de/philipp.dorok/elrapido/RapidRaid.zip" target="_blank">Rapid_Raid Mod Update</a></b>

YARGH!
Thanks, Pieter.

Well, I had a different version on my hard-drive, which also had a check for "worldMap.isLoaded" in the IF-statement, but I forgot to update the file in the post here, because I thought, I had already done it. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

I had coded it this way:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if( bSeaActive || bAbordageStarted || worldMap.isLoaded == "true" )        // Raids are only available on land.
    {
    Log_SetStringToLog("No raids on High Sea or during boardings, mate!");
    return;
    }
(the main code of the function...)
<!--c2--></div><!--ec2-->

But your IF-ELSE-thingy looks nicer. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> So I changed it to IF-ELSE, before I updated the ZIP-file.

Now everything should be fine. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> At least I hope so. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Concerning the <b>NUMPAD9</b>-key: I had that problem with assigning new keys to other functions, too. There must be another key list somewhere out of init_pc.c, in which the new keys have to be included... maybe in the INI-folder?
 
Now that you fixed the code, I reckon the Numpad 9 key should work as well. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
The key doesn't show up in the option > controls menu, because I thought it would look weird to have a button that causes enemies to appear. If you want to add it, you can do so by adding an entry to RESOURCE\INI\texts\English\ControlsNames.ini (I think; I am not at home at the moment, so this path might not be exactly right). Then you can add code to init_pc that will set in what control menu's your key should appear. I hope this works for you. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Jason reported, that there was something particularly wrong with the Rapid_Raid.

Well, I took a look at the code, tested it and everything seems to work fine.

Although there was a slight mistake in the comment:

It should be:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
[...]
EXAMPLE: Rapid_Raid("soldiers", "none", 10, FRANCE, "friend", "enemy","A French infantry unit suddenly appears and attacks you!", "French Musketeer", 8, 4, 120, 360, 9, 9, 0, 80, 4, 20);
EFFECT:  10 French soldiers named "French Musketeer" will appear and attack the player.
     Their attack, defense, accuracy and luck skill is 8.
     They have the perks Basic Defense, Advanced Defense, Critical Hit, Professional Swordplay and Gunman.
     Their hitpoints are between 120 and 360.
     The Frenchmen use Silver Leafs and a random gun.
     Aproximately 8 of 10 men will have a gun.
     Aproximately 2 of 10 men will have a Cheap or an Engraved Armor.

UPDATE:     Now it is possible to add a captain to the squad by simply calling a second Rapid_Raid with model type set to "captains" and number of attackers to 1!
     Captains have a Leadership skill, possess more money and get two random pieces of jewelry.
     Notice the new gun types: 7 = Grenade, 8 = Poisoned Throwing Knife, 9 = random set, 10 = random special guns set (for captains).
EXAMPLE: Rapid_Raid("captains", "none", 1, FRANCE, "friend", "enemy","You spot the evil villain Francois Chevalier.", "Capitaine Francois Chevalier", 10, 5, 480, 480, 9, 10, 5, 100, 3, 100);

UPDATE:     You can even specify a certain model for your individual attacker!
     Maybe you want your attackers' captain or officer to look like Jack Sparrow.
     Attackers with custom models have a leadership skill, possess more money and get two random pieces of jewelry.
EXAMPLE: Rapid_Raid("custom", "depp", 1, PIRATE, "friend", "enemy","Why the hell did you provoke Jack Sparrow?", "Jack Sparrow", 10, 5, 999, 999, 0, 10, 5, 100, 0, 0);
[...]
<!--c2--></div><!--ec2-->

Jason, if your problem still occurs, please check all the parameters of your Rapid_Raid function call. <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
If this doesn't help leave me a message.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
About the weapons locker code:

I need some lines of code, which put 23 loads of gunpowder into the weapons locker, no matter, where the main
character currently is (in my case the main character will be on land in a store), and even if there has been no
gunpowder in the locker before.

It would be very nice, if you could send me the code as an example, so that I can understand, how putting a certain
quantity of items into the locker works exactly.

Best regards!
El Rapido<!--QuoteEnd--></div><!--QuoteEEnd-->

locations[FindLocation("Tutorial_Deck")].box2.items.gunpowder = sti(locations[FindLocation("Tutorial_Deck")].box2.items.gunpowder) +23;

should do the trick. Should you get errors like "missing attribute ... gunpowder" (unlikely as JRH put gunpowder into the locker right at the gamestart) you must ensure that there IS such an attribute:

ref loc = &Locations[FindLocation("Tutorial_Deck")];
if(CheckAttribute(loc, "box2.items.gunpowder")) { loc.box2.items.gunpowder = sti(loc.box2.items.gunpowder) +23; }
else { loc.box2.items.gunpowder =23; }

HTH <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Thanks, for your quick reply, CCC! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Hehe, that's exactly the code I weaseled around with, but it did not work, so I was frustrated and wrote you a PM. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />

This is the function I had coded before I wrote the PM to you... things are getting weird now. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
void Restock_Ammo(int gunpowder, int pistol_bullets, int grapeshot, int musket_bullets)
{
    ref _loc = &Locations[FindLocation("Tutorial_Deck")];
    
    if (CheckAttribute(_loc, "box2.items.gunpowder"))
                    {
                        _loc.box2.items.gunpowder = sti(_loc.box2.items.gunpowder) + gunpowder;
                    }
                    else
                    {
                        _loc.box2.items.gunpowder = gunpowder;
                    }
    if (CheckAttribute(_loc, "box2.items.pistolbullets"))
                    {
                        _loc.box2.items.pistolbullets = sti(_loc.box2.items.pistolbullets) + pistol_bullets;
                    }
                    else
                    {
                        _loc.box2.items.pistolbullets = pistol_bullets;
                    }
    if (CheckAttribute(_loc, "box2.items.pistolgrapes"))
                    {
                        _loc.box2.items.pistolgrapes = sti(_loc.box2.items.pistolgrapes) + grapeshot;
                    }
                    else
                    {
                        _loc.box2.items.pistolgrapes = grapeshot;
                    }
    if (CheckAttribute(_loc, "box2.items.musketbullets"))
                    {
                        _loc.box2.items.musketbullets = sti(_loc.box2.items.musketbullets) + musket_bullets;
                    }
                    else
                    {
                        _loc.box2.items.musketbullets = musket_bullets;
                    }
    
    PlaySound("interface\took_item.wav");
}
<!--c2--></div><!--ec2-->

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>IT WORKS! IT WORKS! The problem was not my code, but the location of the function: I had the function in the elrapido.c, but it had to be directly in the dialog file of Thomas O'Reily, which I modified. </b><!--colorc--></span><!--/colorc-->

Gee! Sorry for nerving you with this, CCC. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
But what should you expect of a guy, who forgets to press reinitialize-keys and hopelessly weasels around with totally correct code? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> Cheers, matey!
 
Have you downloaded and installed the latest modpack update? Have you tried pressing the F9 key and see what happens? I'm not sure about this bug; I didn't test it. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
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