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    Maelstrom New Horizons


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locators

does annybody know what the locators are for the persons in forts?
I cant place some people init <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
and how you can vindt out locators for ppl in a town?
that should help me much!
and how can you code in that the guards of a town will protect you?


Johannes Scherjon
 
<!--quoteo(post=144326:date=Apr 2 2006, 06:13 AM:name=Johannes Scherjon)--><div class='quotetop'>QUOTE(Johannes Scherjon @ Apr 2 2006, 06:13 AM) [snapback]144326[/snapback]</div><div class='quotemain'><!--quotec-->
does annybody know what the locators are for the persons in forts?
I cant place some people init <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
and how you can vindt out locators for ppl in a town?
that should help me much!
and how can you code in that the guards of a town will protect you?
Johannes Scherjon
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<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Johannes
For your first and second questions, this might help.
<!--quoteo(post=130407:date=Sep 12 2005, 05:09 PM:name=skull)--><div class='quotetop'>QUOTE(skull @ Sep 12 2005, 05:09 PM) [snapback]130407[/snapback]</div><div class='quotemain'><!--quotec-->
...
Go to Programs/Location loader c file scroll down to visible locators an remove /*
above an below, save file,open POTC Mod helper in tools , pick yer start location ... fer example and ye will start game at that location,once in tavern , you will see round dots with sit location numbers at de tavern tables ,hope that helps ye out mate:cheers
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In your case, you would set your start location to where there is a land fort.
 
ok ty for your help!, I got it, now I can set finaly some nice ppl init:D
I got a new question tho,
How can you code in the the guards of a town will protect you when you are being attacked??
 
Whether an NPC fights for another Character depends on the "LaiGroup". The player and his officers and allies belong to LAI_GROUP_PLAYER. Junglebandits or skeletons are LAI_GROUP_MONSTERS, which is always hostile to the player. There are a lot of other groups which are sometimes hostile, neutral or friendly.

In the file Loc_ai\Lai_groups and \Lai_defines you'll find a lot of commands dealing with groups. But be careful, using them wrongly can disrupt quests or the entire game cause NPCs might "run amok".

If you want to make a new NPC that protects the player i recommend that you assign him to LAI_GROUP_PLAYER. Here is an example of the soldiers defending Marigot against the Dutch (File character\init\SaintMartin.c). They have the model of French soldiers and even France as nation, but they will protect you cause they belong to LAI_GROUP_PLAYER


// soldiers at Marigot_exit -------------------------------------

makeref(ch,Characters[n]);
ch.name = "French";
ch.lastname = "Soldier";
ch.id = "MarigotSoldier1";
ch.model = "soldier_fra5";
....
ch.nation = FRANCE;
....
LAi_group_MoveCharacter(ch, LAI_GROUP_PLAYER);
ch.greeting = "Gr_falaise de fleur soldier";
n = n + 1;
 
Thats what I need, ty for all your help, now I can set all the people in the own town...
that will protect you
onley I still cant set some characters in owntown_fakefort (the fort)
....
can somebody help me with it with an example or somethin?

Johannes Scherjon

edit, I already got it:D
new question, how can you get soldiers to walk/run?
 
I assume that your location has the ID "owntown_fakefort" and that you used one of the fortmodels? Those models have slightly different locator names. Try to include following "adress" in the initialization of the character:

makeref(ch,Characters[n]);
....
ch.location = "owntown_fakefort";
ch.location.group = "rld";
ch.location.locator = "loc1";
 
<!--quoteo(post=144539:date=Apr 4 2006, 11:28 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Apr 4 2006, 11:28 AM) [snapback]144539[/snapback]</div><div class='quotemain'><!--quotec-->
I assume that your location has the ID "owntown_fakefort" and that you used one of the fortmodels? Those models have slightly different locator names. Try to include following "adress" in the initialization of the character:

makeref(ch,Characters[n]);
....
ch.location = "owntown_fakefort";
ch.location.group = "rld";
ch.location.locator = "loc1";
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nice, got that <img src="style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" />D
now im busy with the dialogs, and I always get this centice in the error log, and the npc says that he couldnt load the dialog,
this is in the error log : COMPILE ERROR - file: dialogs\owntown_fortowner_dialog.c; line: 45
Undeclared identifier: Diag

this is line 45 :
case "fort_owner_2":
Diag.TempNode = "first time";

Dialog.defAni = "dialog_stay1";

anny one a solution?

Johannes Scherjon
 
<!--quoteo(post=144542:date=Apr 4 2006, 01:55 PM:name=Johannes Scherjon)--><div class='quotetop'>QUOTE(Johannes Scherjon @ Apr 4 2006, 01:55 PM) [snapback]144542[/snapback]</div><div class='quotemain'><!--quotec-->
this is in the error log : COMPILE ERROR - file: dialogs\owntown_fortowner_dialog.c; line: 45
Undeclared identifier: Diag

this is line 45 :
case "fort_owner_2":
Diag.TempNode = "first time";

Dialog.defAni = "dialog_stay1";

<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, probably the "Diag" in Diag.TempNode has not been declared as reference variable. Could you post the beginning of your dialogfile including the first "case" here? Then we should be able to see what you must change.
 
already got it by some help of Pieter Boelen...
now I onley need :
some MUCH help op dialogs.. I dont understand such things like interfaces in stores / shipyards...
nice idea's
and how to get ppl running... all my soldiers in the fort are standing...and doing nothing :S

Johannes Scherjon
 
The behaviour of NPCs depends on the "LAi type" of an character. You set the Lai type by such a line in the character initialization:

LAi_SetGuardianType(ch);

Guardian type will make the NPC stand guard at the locator you gave him. LAi_SetPatrolType(ch); will make hime walk around and watch for enemies and fights. LAi_SetCitizenType(ch); will also walk around, but he will fight only if he gets really close to some enemy.
 
<!--quoteo(post=144832:date=Apr 7 2006, 08:16 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Apr 7 2006, 08:16 PM) [snapback]144832[/snapback]</div><div class='quotemain'><!--quotec-->
The behaviour of NPCs depends on the "LAi type" of an character. You set the Lai type by such a line in the character initialization:

LAi_SetGuardianType(ch);

Guardian type will make the NPC stand guard at the locator you gave him. LAi_SetPatrolType(ch); will make hime walk around and watch for enemies and fights. LAi_SetCitizenType(ch); will also walk around, but he will fight only if he gets really close to some enemy.
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already tried that...
 
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