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Land Lubber 101

Yes, we do <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

Keep up the great work, Petros !
 
Thanks all for the encouragement but I have a problem.

I can't shut Malcolm up! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Once he starts the quest rolling by telling player that the Admiral is looking for him, (creating the admiral in the process) if you go back to Malcolm he repeates it (recreating the admiral if palyer has already talked to Admiral).

I've tried all sorts of things over the past 6 hours with little success. this is what I have.<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->

        case "Questions":
            dialog.text = DLG_TEXT[249];
            link.l1 = DLG_TEXT[250];
            link.l1.go = "Suggestions";            
            link.l2 = DLG_TEXT[251];
            link.l2.go = "Ship_sailing";            
// NK -->
//no longer needed due to Tailor mod
            //link.l10 = "I need to change my clothes."
            //link.l10.go = "start5";
// NK <--
            link.l3 = DLG_TEXT[252];
            link.l3.go = "Goodbye";
            link.l4 = DLG_TEXT[304];
            link.l4.go = "Anyone_looking_for_me";            
        break;
        
        case "Anyone_looking_for_me":
                                    
            if(CheckQuestAttribute("Pedro", "Admiral_leaves"))             
            {
            dialog.text = DLG_TEXT[307];
            link.l1 = DLG_TEXT[1];
            link.l1.go = "Goodbye";
            }

        
            if (CheckQuestAttribute("lucas", "search"))
            {
            dialog.text = DLG_TEXT[305];
            link.l2 = DLG_TEXT[306];
            link.l2.go = "Off_to_see_Admiral";

            }
        else
            {
            dialog.text = DLG_TEXT[307];
            link.l3 = DLG_TEXT[1];
            link.l3.go = "Goodbye";
            }
        break;


        case "Off_to_see_Admiral":
            
            ChangeCharacterAddressGroup(CharacterFromID("Joaquin De Saldanha"), "Muelle_Residence", "goto", "goto4");
                        
            SetQuestHeader("Pedro");        //JOURNAL
            AddQuestRecord("Pedro", "1");    //JOURNAL
            
            DialogExit();    // closes the dialog
            NextDiag.Tempnode = "Questions";
            NextDiag.CurrentNode = "Questions";


        break;<!--c2--></div><!--ec2-->
The first block is Malcolm at the tavern answering questions.
I tied into it with Link.l4
The "Anyone_looking_for_me" case has three parts.

The first part is what I've tried to do to shut him up once I've spoken to the Admiral for the new quest.

The second one works to get Malcolm started while the Lucas quest is running (I figured this out as temporary to having to play the whole quest first)

The third is what should happen if Lucas isn't started (later to be changed to Lucas finished).

Start the game the third option works.
Go to mansion and speak to Admiral about Lucas, then to Malcolm, the second one works.
Go to new Admiral about new quest, and Malcolm still says Admiral is looking for player, with the option of both responses in first and second condition possible.

Anyone understand any of this. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Hmm... I'm not shure that what I say is true or not, but if I understand correctly your problem is that you're checking if Lucas quest is running, which will always be true until you stopped this quest, no matter what you could do in your Petros quest. I would try something like that : (but I'm not a good modder)

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->case "Anyone_looking_for_me":
            
    if (CheckQuestAttribute("lucas", "search"))
    {
        if(CheckQuestAttribute("Pedro", "Admiral_leaves"))            
        {
            dialog.text = DLG_TEXT[307];
            link.l1 = DLG_TEXT[1];
            link.l1.go = "Goodbye";
        }
        else
        {    
            dialog.text = DLG_TEXT[305];
            link.l1 = DLG_TEXT[306];
            link.l1.go = "Off_to_see_Admiral";
        }
    }          
    else
    {
        dialog.text = DLG_TEXT[307];
        link.l2 = DLG_TEXT[1];
        link.l2.go = "Goodbye";
    }
    break;<!--c2--></div><!--ec2-->
 
<!--quoteo(post=179517:date=Jan 19 2007, 12:18 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Jan 19 2007, 12:18 PM) [snapback]179517[/snapback]</div><div class='quotemain'><!--quotec-->
until i saw the writing i thought it was a really silly imitation of you. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Of who? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=179608:date=Jan 20 2007, 07:02 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 20 2007, 07:02 AM) [snapback]179608[/snapback]</div><div class='quotemain'><!--quotec-->
I can't shut Malcolm up! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
I think I know why that would happen: You use the check <i>if(CheckQuestAttribute("lucas", "search"))</i> to start the quest, which keeps being true. The solution would be to use a check that IS true the first time you talk to Malcolm about this, but becomes false the second time. My suggestion:

Add this code to the top of Malcolm's dialog below the <i>PChar = GetMainCharacter();</i> line:
<i>if(!CheckAttribute(pchar, "quest.petros")) pchar.quest.petros = "start";</i>

Then replace
<i>if(CheckQuestAttribute("lucas", "search"))</i>
with
<i>if(CheckQuestAttribute("lucas", "search") && CheckAttribute(pchar, "quest.petros") && pchar.quest.petros == "start")</i>

Then add this line of code into <i>case "Off_to_see_Admiral":</i>
<i>pchar.quest.petros = "begun";</i>

My suggestion works like this: When the player talks to Malcolm the first time, he will get an attribute <i>pchar.quest.petros = "start"</i>. If the player has this attribute AND the CheckQuestAttribute("lucas", "search") is also true, your quest will start. To prevent the quest from starting again, we then set <i>pchar.quest.petros</i> to "begun". The next time the player talks to Malcolm, he already has the <i>quest.petros</i> attribute, so <i>quest.petros</i> is not set to "start" again. So the next time the player talks to Malcolm, the <i>pchar.quest.petros == "start"</i> check in the if-statement is now false, so the quest will not start again.
 
<!--quoteo(post=179661:date=Jan 20 2007, 08:43 AM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Jan 20 2007, 08:43 AM) [snapback]179661[/snapback]</div><div class='quotemain'><!--quotec-->
petros. grey beard, hat, looked a bit like him at first.
<!--QuoteEnd--></div><!--QuoteEEnd-->
My avatar, 50grey1, was one of my first re-skins and I am perfectly happy with it.
I have not need or desire to change avatars now.
 
<!--quoteo(post=179627:date=Jan 20 2007, 06:22 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 20 2007, 06:22 AM) [snapback]179627[/snapback]</div><div class='quotemain'><!--quotec-->
...I think I know why that would happen: You use the check <i>if(CheckQuestAttribute("lucas", "search"))</i> to start the quest, which keeps being true. <!--QuoteEnd--></div><!--QuoteEEnd-->
BTW, I intend to change that once I finish writing the entire quest so that it would start when the Lucas quest is started and finished. That would still always be true once the Lucas quest was finished.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
The solution would be to use a check that IS true the first time you talk to Malcolm about this, but becomes false the second time. My suggestion: ... <!--QuoteEnd--></div><!--QuoteEEnd-->
Your suggestion worked like a charm <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
It works exactly like you said and is exactly what I wanted. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
This kind of thing sets the stage for Malcolm to be a ready made quest starter.

I think I'm going to change the name from Pedro quest to Bermudez quest, to avoid the confusion with Petros <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
<!--quoteo(post=179703:date=Jan 20 2007, 11:19 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 20 2007, 11:19 PM) [snapback]179703[/snapback]</div><div class='quotemain'><!--quotec-->
Your suggestion worked like a charm <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
It works exactly like you said and is exactly what I wanted. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
This kind of thing sets the stage for Malcolm to be a ready made quest starter.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Excellent! I'm glad it works. It could be that a better solution for the problem exists, but at least my suggestion works. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

<!--quoteo(post=179703:date=Jan 20 2007, 11:19 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 20 2007, 11:19 PM) [snapback]179703[/snapback]</div><div class='quotemain'><!--quotec-->
I think I'm going to change the name from Pedro quest to Bermudez quest, to avoid the confusion with Petros <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
As long as you change the name at all places where it's referenced, that should be no problem. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Does CCC's Ambush code work regardless of any toggles/settings in BuildSettings.h?

I saves me much work so I trust this is true.



Also, I'm using most of Hooks "force player to walk" code.
Is this as short as it should be or is there simpler code?<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
            if (AlwaysRunToggle)
            {
                AlwaysRunToggle = false;
                BeginChangeCharacterActions(GetMainCharacter());
                SetDefaultNormWalk(GetMainCharacter());
                EndChangeCharacterActions(GetMainCharacter());
            }<!--c2--></div><!--ec2-->
 
<!--quoteo(post=179809:date=Jan 21 2007, 08:41 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 21 2007, 08:41 PM) [snapback]179809[/snapback]</div><div class='quotemain'><!--quotec-->
Does CCC's Ambush code work regardless of any toggles/settings in BuildSettings.h? I saves me much work so I trust this is true.
<!--QuoteEnd--></div><!--QuoteEEnd-->
You mean the Ambush() code that can generate an ambush with one line of code? Yes, that works regardless of any toggles, because it is meant to be used for quests and stuff like that. You can also use El Rapido's version of the code, see PROGRAM\elrapido.c. That code might give you more control over the characters generated during the ambush. Both should work fine, so you can choose whichever you prefer.

<!--quoteo(post=179809:date=Jan 21 2007, 08:41 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 21 2007, 08:41 PM) [snapback]179809[/snapback]</div><div class='quotemain'><!--quotec-->
Also, I'm using most of Hooks "force player to walk" code.
Is this as short as it should be or is there simpler code?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know about that. You should ask Hook. Be sure to re-enable the AlwaysRunToggle after the walk is over. Otherwise it could be pretty annoying to the player if his always run toggle is disabled. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
As far as I know, that version of the run toggle works. I copied it from the code that toggles it with the key command.

Hook
 
<!--quoteo(post=179855:date=Jan 22 2007, 03:35 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 22 2007, 03:35 AM) [snapback]179855[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=179809:date=Jan 21 2007, 08:41 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 21 2007, 08:41 PM) [snapback]179809[/snapback]</div><div class='quotemain'><!--quotec-->
Does CCC's Ambush code work regardless of any toggles/settings in BuildSettings.h? I saves me much work so I trust this is true.
<!--QuoteEnd--></div><!--QuoteEEnd-->
You mean the Ambush() code that can generate an ambush with one line of code? Yes, that works regardless of any toggles, because it is meant to be used for quests and stuff like that. You can also use El Rapido's version of the code, see PROGRAM\elrapido.c. That code might give you more control over the characters generated during the ambush. Both should work fine, so you can choose whichever you prefer. <!--QuoteEnd--></div><!--QuoteEEnd-->

That is good news!
I've used CCC's. Creates some really hard fights <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
I'll have to check out El Rapido's code, but so far CCC's Ambush is great.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><!--quoteo(post=179809:date=Jan 21 2007, 08:41 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 21 2007, 08:41 PM) [snapback]179809[/snapback]</div><div class='quotemain'><!--quotec-->
Also, I'm using most of Hooks "force player to walk" code.
Is this as short as it should be or is there simpler code?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know about that. You should ask Hook. Be sure to re-enable the AlwaysRunToggle after the walk is over. Otherwise it could be pretty annoying to the player if his always run toggle is disabled. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, there is no problem with it. You only have to run it once and it bounces player from run to walk.
Player can then just use the "run-toggle" key to go back to running anytime. Thanks Hook.
 
This still looks really cool. Looking forward to the day I can visit Petros' house in Isla Muelle. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<!--quoteo(post=177075:date=Dec 27 2006, 07:00 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 27 2006, 07:00 AM) [snapback]177075[/snapback]</div><div class='quotemain'><!--quotec-->Changed the painting and because it's a land location, I put in a fort, El Morro, San Juan.
<img src="http://www.pix8.net/pro/pic/7888greeb/994703.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->Hey! Cool! I've been there. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Oh my, this brings back memories.

I still have "my place" and ported it to Build 13 Final.
I also kept my two lady friends who take care of it while I'm away.

I really must get back to finishing that quest one day.
 
Thats a great interior for a residence on land, Petros! One should be able to buy those houses ingame!
I used to bother my girlfriend about decorating my future men´s room just like that cabin, but I had to agree with her that it was a bit dark and dull. Never saw this thread and your nice re-texturing before, though...I think I´ll have a good chance with this! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
<!--quoteo(post=232771:date=Jan 7 2008, 05:59 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 7 2008, 05:59 PM) [snapback]232771[/snapback]</div><div class='quotemain'><!--quotec-->I still have "my place" and ported it to Build 13 Final.
I also kept my two lady friends who take care of it while I'm away.<!--QuoteEnd--></div><!--QuoteEEnd-->Double woot. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

<!--quoteo(post=232771:date=Jan 7 2008, 05:59 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 7 2008, 05:59 PM) [snapback]232771[/snapback]</div><div class='quotemain'><!--quotec-->I really must get back to finishing that quest one day.<!--QuoteEnd--></div><!--QuoteEEnd-->At least now we have Bartolomeu o Portugues and Short Jack Gold who know about doing quests and I am also getting the hang of quests. So at least you'd be able to get some proper help when you continue. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
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