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    Maelstrom New Horizons


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I HAVE DONE IT!

Thomas the Terror

Mad Pirate
Storm Modder
Pirate Legend
I have succeeded, i have put a location of POTC into AOP (had to replace 1 house on guadeloupe)
I have copied and pasted the POTC piece of code into the AOP one, and then i have changed it all into the right locators and names.

<img src="http://i93.photobucket.com/albums/l68/Thomas_the_Terror/AOP%20ships/AOPDungeon.jpg" border="0" alt="IPB Image" />

guess wich location it is <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

This means everyone can put a new locatoin ingame (i am a noob when it comes to coding <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />)
 
Excellent, Thomas. But that screenie is VERY dark. What files did you change exactly and such. Kindly put together a short tutorial on what to do if you would, so all modders can share in your newly found knowledge.

Cap'n Drow
 
The dark screen is dark, because it is in a dungeon, i only added a gm model map+textures, and copy and pasted it into the location/init/guadeloupe. I shall put it on the ftp today, btw, i used the POTC wiki, CCC location cloning tutorial, the files are almost the same, only now you dont copy it from POTC to POTC, but from POTC to AOP,

PS i couldnt add any monster encounters, i tried but then the game crashed.
 
Well at least its a start. One step at a time my friend. We'll get this bugger licked and make AOP a rockin' ass game. At least until Cyberops releases Pirate Simulator. **grins mischieviously**

Cap'n Drow
 
I also found out how to add more locators (so add more doors) this can be done to open the location map, and then its locator file, then you can view and edit these locators.

Now i know how to add more locations, i am thinking to add a landfort just like CCC`s ones in POTC.
 
Again, I urge you to build up a tutorial that we can put either here, or onto an Age of Pirates modding site I'm working on.

Rebuild the stuff we have for use with AOP and it will help everyone Thomas.

Send me a copy or a link to it when you've got it done!

Cap'n Drow
 
I shall make a tut this weekend, i am really busy this week <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> and the spare time i have, i want to use it for that location cloning, I have now made a fake fort in Bridgetown, where you can enter a office, and there will you encounter a commodore, who has the same options as a govenor.
I also want to add a jail, where you can hire officers. (low reputation, ofcourse)
 
I have put my very early alpha mod on the ftp, it will add a fort at barbados, there only will be a Commodore in the office, that will have the same function as the govenor. There will be no furter soldiers in the fort, because i have not succeeded with this yet <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />. anyone who wants to try, be my guest, you also can download this, to look what i have changed.
 
<!--quoteo(post=175225:date=Dec 9 2006, 01:24 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE(Thomas the Terror @ Dec 9 2006, 01:24 PM) [snapback]175225[/snapback]</div><div class='quotemain'><!--quotec-->
I have put my very early alpha mod on the ftp, it will add a fort at barbados, there only will be a Commodore in the office, that will have the same function as the govenor. There will be no furter soldiers in the fort, because i have not succeeded with this yet <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />. anyone who wants to try, be my guest, you also can download this, to look what i have changed.
<!--QuoteEnd--></div><!--QuoteEEnd-->

It would be cool if we could give him missions too like military ones, sink this, infiltrate that, or plunder X amount or even convoy escort duty. I know the govenor could give out the same stuff if he wanted, but it would still be cool if only the fort commander could give out such duties.
 
yep, but me dont know how to do that <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

I dont even know how to add fantom soldiers in there.
 
I have now soldiers in the fort.
I have changed all rld locator types into: goto, soldiers and patrol locator types and then changed this:

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--> Locations[n].id = "Barbados_fakefort1";
locations[n].id.label = "MILITARY AREA. NO TRESPASSING !";


//Town sack
Locations[n].townsack = "Bridgetown";

//Info
Locations[n].filespath.models = "locations\Fort_inside_Land\Fort_1\\";
Locations[n].image = "Loading\" + LanguageGetLanguage() +"\Fort_01.tga";
Locations[n].soldiers = true;
//Sound
Locations[n].type = "house";

//Models
//Always
Locations[n].models.always.locators = "fort1_l_ccc";
Locations[n].models.always.l1 = "fort1";
//Day
Locations[n].models.day.charactersPatch = "fort1_p";
Locations[n].models.day.fonar = "fort1_fd";
//Night
Locations[n].models.night.charactersPatch = "fort1_p";
Locations[n].models.night.fonar = "fort1_fn";

//Environment
Locations[n].environment.weather = "true";
Locations[n].environment.sea = "true";

Locations[n].reload.l1.name = "reloadc2";
Locations[n].reload.l1.go = "Bridgetown_town";
Locations[n].reload.l1.emerge = "houseF1";
Locations[n].reload.l1.autoreload = "0";

Locations[n].reload.l2.name = "reloadc5";
Locations[n].reload.l2.go = "Barbados_fakefort2";
Locations[n].reload.l2.emerge = "reload1";
Locations[n].reload.l2.autoreload = "0";

Locations[n].reload.l3.name = "reloadc4";
Locations[n].reload.l3.go = "Barbados_Prison";
Locations[n].reload.l3.emerge = "reload15";
Locations[n].reload.l3.autoreload = "0";

Locations[n].reload.l4.name = "reloadc3";
Locations[n].reload.l4.go = "Barbados_Office";
Locations[n].reload.l4.emerge = "reload1_back";
Locations[n].reload.l4.autoreload = "0";

n = n + 1;<!--QuoteEnd--></div><!--QuoteEEnd-->

INTO:

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--> Locations[n].id = "Barbados_fakefort1";
locations[n].id.label = "MILITARY AREA. NO TRESPASSING !";
//Info
Locations[n].filespath.models = "locations\Fort_inside_Land\Fort_1\\";
Locations[n].image = "Loading\" + LanguageGetLanguage() +"\Fort_01.tga";
<b>locations[n].soldiers = true;</b>

//Town sack
Locations[n].townsack = "Bridgetown";
//Sound
locations[n].type = "town";
<b>locations[n].fastreload = "Bridgetown";
LAi_LocationFantomsGen(&locations[n], true);</b>

//Models
//Always
Locations[n].models.always.locators = "fort1_l_ccc";
Locations[n].models.always.l1 = "fort1";
//Day
Locations[n].models.day.charactersPatch = "fort1_p";
Locations[n].models.day.fonar = "fort1_fd";
//Night
Locations[n].models.night.charactersPatch = "fort1_p";
Locations[n].models.night.fonar = "fort1_fn";
//Environment
Locations[n].environment.weather = "true";
Locations[n].environment.sea = "false";

//reload map.
Locations[n].reload.l1.name = "reloadc2";
Locations[n].reload.l1.go = "Bridgetown_town";
Locations[n].reload.l1.emerge = "houseF1";
Locations[n].reload.l1.autoreload = "0";

Locations[n].reload.l2.name = "reloadc5";
Locations[n].reload.l2.go = "Barbados_fakefort2";
Locations[n].reload.l2.emerge = "reload1";
Locations[n].reload.l2.autoreload = "0";

Locations[n].reload.l3.name = "reloadc4";
Locations[n].reload.l3.go = "Barbados_Prison";
Locations[n].reload.l3.emerge = "reload15";
Locations[n].reload.l3.autoreload = "0";

Locations[n].reload.l4.name = "reloadc3";
Locations[n].reload.l4.go = "Barbados_Office";
Locations[n].reload.l4.emerge = "reload1_back";
Locations[n].reload.l4.autoreload = "0";

n = n + 1; <!--QuoteEnd--></div><!--QuoteEEnd-->

I only have to figure out, how to put more soldiers in there, with spawn there will only appear 4, not that much for a fort he?
 
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