• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

My ideas and your skills

Yeah..the execution happens inside the fort and the dazzling fights <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" />
 
i was looking at the coding...and its a lot easier than a lot of the games i did. I see...we would have to set it up so it can trigger a "Boarding" but the boarding place would acctually be inside a fort. then set up all the lines and would you be hanging or would that be a cutscene? then you get out start the fight. And since its a boarding, you come right back to your ship when you're done. we would have to create a seperate one for land.
 
<!--QuoteBegin-Corsair_Sclipse+--><div class='quotetop'>QUOTE(Corsair_Sclipse)</div><div class='quotemain'><!--QuoteEBegin-->sorry for Quad post....but em...things keep comming to me...Vassal, we gotta create a new tavern in Isla Muelle.<!--QuoteEnd--></div><!--QuoteEEnd-->Why do we have to make a new tavern in isla muelle sony?
 
If you do, keep the text and voice of the bartender, he's the friendliest of them all!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid=":p:" border="0" alt="pirate2.gif" /> Ah, me amigo! Buenas!
 
Hey Nathankell where are you,we need in coding please help us with the coding <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" />
 
lol Its cuz im spanish... LOL

why else wood i do it?

But i dont mind we can create a whole chain of them in each Island....

"The -other- Tavern"

Lol Name: Haradim Taverns

or anything else ye agree upon
 
<!--QuoteBegin-CatalinaThePirate+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-Rico+--><div class='quotetop'>QUOTE(Rico)</div><div class='quotemain'><!--QuoteEBegin-->Will we need to restart the game? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Yes, you will. There are three new characters - Fred Bob, Estrella de Alencar (wife of the Spanish gov), and Armand Delacroix, her pirate lover. (shocking! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> )<!--QuoteEnd--></div><!--QuoteEEnd-->

i am <b>really</b> looking forward to this, you know <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />

just an idea - you can add code to the reinit function in reinit.c, to define your new characters and locations, so people won't have to restart their games. just an example:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if (!CheckAttribute(pc,"Catalina_FredBobQuest_Initialised"))

{

    pc.Catalina_FredBobQuest_Initialised = true;



    int n;

    ref ch;







    n = nLocationsNum;





    // new location definition -->



    // (blah blah blah)

    n = n + 1;



    // <-- new location definition





    // new location definition -->



    // (blah blah blah)

    n = n + 1;



    // <-- new location definition





    // repeat for each new location





    nLocationsNum = n;









    // new character definition -->



    n = FindBlankCharSlot();

    // (blah blah blah)

    // (no need to include the "n = n + 1" line)



    // <-- new character definition





    // new character definition -->



    n = FindBlankCharSlot();

    // (blah blah blah)

    // (no need to include the "n = n + 1" line)



    // <-- new character definition





    // repeat for each new character



}<!--c2--></div><!--ec2-->

i haven't tested this though... and you'd still have to add the definitions in usual files in character/init/ and location/init/.
 
<!--QuoteBegin-Vassal+--><div class='quotetop'>QUOTE(Vassal)</div><div class='quotemain'><!--QuoteEBegin-->Greetings mateys <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 have this idea the name of the mod is "Execution Mod" well this mod is a great idead to made, Ok i will start now:

When you fight somebody and your dead sometimes you are saved by your crew(it's in the build 11) but my mod is like this, sometimes you are captured by the soldiers then you are held in the prison then one of the guards will come to you and speak to you,then you will talk about your freedom if the guard will not agreed you will be hanged <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> and if the guard will agree <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> then you get out of the prison but you will have to fought your way out(like the main quest escaping the prison)
Well lets go back to the guard that will not agree, then you will be hanged the next morning is you execution day <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> then you will be transfered to the fort <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> (wow <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> like in the POTC a the parrot will come and then...)then when the executor is ready,your crew and officers appeared <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> then a swordfight will happen because they have come to rescue you <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> so that's all i hope some modders will make it <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid=":p:" border="0" alt="pirate2.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

the problem there isn't the coding - i don't think it'd be too hard to implement - but the modelling. you'd need a model of a hangman's stand thingy (what are they called again?) and a model of a parrot to do all that. plus i'm not sure the fort models have the necessary locators (data in the 3D model that you can use to tell the characters where to stand/sit etc.), so you'd need to edit the fort locators model to include some. i'm no modeller myself, i'm afraid...
 
shouldnt be too hard to create those locators...the stand model we can rip off some other game...and the locators doesnt seem too hard... its doable...then again..

We can use the hanger thing as a cutscene, and jus open the fort for the fight.. shouldnt be TOO hard...its doable yes.
 
<!--QuoteBegin-Corsair_Sclipse+--><div class='quotetop'>QUOTE(Corsair_Sclipse)</div><div class='quotemain'><!--QuoteEBegin-->sorry for Quad post....but em...things keep comming to me...Vassal, we gotta create a new tavern in Isla Muelle.<!--QuoteEnd--></div><!--QuoteEEnd-->

it would be really easy to add a new tavern in isla muelle - have a look at locations/init/islamuelle.c. you would need to copy both the definition of the tavern itself:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    Locations[n].filespath.models = "locationsInsideSmallTavern";



    Locations[n].id = "Muelle_Tavern";

    locations[n].id.label = "Isla Muelle tavern";

    Locations[n].image = "loadingtavern_03.tga";



    //Town sack

    Locations[n].townsack = "Isla Muelle";



    //Sound

    locations[n].type = "tavern";<!--c2--></div><!--ec2-->
etc etc etc

and the entry referring to the tavern in the definition of the location muelle_town_01:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    Locations[n].reload.l14.name = "reload14";

    Locations[n].reload.l14.go = "Muelle_Tavern";

    Locations[n].reload.l14.emerge = "reload1";

    Locations[n].reload.l14.autoreload = "0";

    Locations[n].reload.l14.label = "Tavern.";<!--c2--></div><!--ec2-->

(obviously changing the details to match your new tavern). if you want the tavern to be located in another location of isla muelle you need to copy that entry into the other location's definition.

you have to choose an unused 'reload' locator, which unfortunately means a lot of `trial-and`-error (the unused reloads are the doors that are permanently locked in the game). in the code above the reload is named "reload14" (the 'l14' bit doesn't have to be the same number as the reload, it just happens to be in this case).
 
Thanks Kieron for the code <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
And sony can you give me your email address so that we can communicate through email? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />
 
Back
Top