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Solved regular manowar masts

agentad

Privateer
Storm Modder
ahoy !

look at the "back" there is a small "mast" standing with nothing, meant to have a huge flag ?

because i also notice there is no "big flag" ! what a shame for that ship ! (im testing nearly every ships of the game at the moment before doing a real new rp story :p )


i also noticed san felipe (manowar), soleil royal (manowar) and trinity ships (96 gun) have no walking files (also the UNCURSED flying dutchman, cursed oen can be logical but UNCURSED one ?)


some of these report about walkign files were already did in older version if i remember good ^^ but i dont remember what happened (and havent found XD )

1373131236-2013-07-06-00001.jpg
 
Is that always? Even when you're alone at sea? That wouldn't be good if it was! :shock
 
it works on other manowar

example: i captured a "working manowar" but with another paint, then i go to shipyard to paint the manowar AS the one screened and that mast still without flag

=> so only the one screened "Manowar_gub" have always that bugged "back mast" (edit:) it should be a "small" detail making this bug because it works for other "paint", but i dont know how to check it :(

i tried to load from console, repaint a captured manowar, buying in shipyard, sailing (alone as with other ships), fighting with, still ALWAYS that bugged mast :modding :modding why it always happens to my prefered manowar !!!!!


(i dream that "Manowar_gub" with 8 cannons on front :p thats the only thing missing on it for me :D and thats the only reason i like la couronne galleon only for its 8 front and back guns ;) )

also about walk files, the mentionned ships have just no walking files ?
 
Her ships_init.c code is wrong. Should be this:
Code:
    refShip.Flags.Mast2.Flag1 = FLAG_PENNANT;
    refShip.Flags.Mast3.Flag1 = FLAG_ENSIGN;
    refShip.Flags.Mast4.Flag1 = FLAG_PENNANT;
    refShip.Flags.Mast5.Flag1 = FLAG_ENSIGN;
 
your code pieter is not working either

here is the situation of the 4 differents paiting of "100 cannons manowar" (the 1 not working + 3 not working)

here is the code of the "Manowar_gub" (not working as screen shows)

Code:
    refShip.Flags.Mast1.Flag1 = FLAG_PENNANT;
    refShip.Flags.Mast2.Flag1 = FLAG_PENNANT;
    refShip.Flags.Mast3.Flag1 = FLAG_ENSIGN;
    refShip.Flags.Mast4.Flag1 = FLAG_PENNANT;
    refShip.Flags.Mast4.Flag2 = FLAG_ENSIGN;

same result with your code

Code:
    refShip.Flags.Mast1.Flag1 = FLAG_PENNANT;
    refShip.Flags.Mast2.Flag1 = FLAG_PENNANT;
    refShip.Flags.Mast3.Flag1 = FLAG_ENSIGN;
    refShip.Flags.Mast4.Flag1 = FLAG_PENNANT;
    refShip.Flags.Mast5.Flag1 = FLAG_ENSIGN;

1373189188-2013-07-07-00001.jpg


==============================================================
here is the code of the "Manowar1" (working fine !)

Code:
refShip.Flags.Mast1.Flag1 = FLAG_PENNANT;
refShip.Flags.Mast2.Flag1 = FLAG_PENNANT;
refShip.Flags.Mast3.Flag1 = FLAG_ENSIGN;
refShip.Flags.Mast4.Flag1 = FLAG_PENNANT;
refShip.Flags.Mast4.Flag2 = FLAG_ENSIGN;

1373189200-2013-07-07-00002.jpg



==============================================================
here is the code of the "Manowar2" (working fine !)

Code:
refShip.Flags.Mast1.Flag1 = FLAG_PENNANT;
refShip.Flags.Mast2.Flag1 = FLAG_PENNANT;
refShip.Flags.Mast3.Flag1 = FLAG_ENSIGN;
refShip.Flags.Mast4.Flag1 = FLAG_PENNANT;
refShip.Flags.Mast5.Flag2 = FLAG_ENSIGN;

1373189204-2013-07-07-00003.jpg


==============================================================
here is the code of the "SP_Manowar" (working fine !)

Code:
refShip.Flags.Mast1.Flag1 = FLAG_PENNANT;
refShip.Flags.Mast2.Flag1 = FLAG_PENNANT;
refShip.Flags.Mast3.Flag1 = FLAG_ENSIGN;
refShip.Flags.Mast4.Flag1 = FLAG_PENNANT;
refShip.Flags.Mast4.Flag2 = FLAG_ENSIGN;

1373189201-2013-07-07-00004.jpg


i note that the bugged one seems having a "wrong mast" compared to the 3 other
 
The code I posted does work. But if you use it in a savegame, you have the press F11 to reinitialize first, then re-give your ship to you with:
Code:
GiveShip2Character(pchar,pchar.ship.type,pchar.ship.name,-1,PIRATE,true,true);
I tested it and it's fine now.
Why the masts don't match up, I do not know. Apparently she wasn't re-rigged like the others were.
Maybe Hylie can confirm which rigging is correct for her? If need be, we can HEX-edit the SP_Manowar to make things the same for them all.
 
i restarted game and storyline each time :/ i will check again

EDIT: still not working for me, no flag appearing:modding i dont get it :(

i tried this time a savegame, loaded => f11 => f12 => going to port => set sails => no flag
 
I just started a new Assassin storyline with this ship set as starting ship using my Beta 3 WIP 7 version:
Code:
sl.(sn).start.ship = "Manowar_gub";
Here's the result:
Manowar_gub.jpg

I can see nothing wrong anymore.
 
damn i perhaps should wait next version i bet è_é

good that my FR_Couronne still nice :p

oh and about GiveShip2Character(pchar,pchar.ship.type,pchar.ship.name,-1,SPAIN,true,true);

im a spain stats maniac :p more cargo and more HP :O
 
I never re-rigged any of the Man O Wars. All I did was to redo the flags/pennants to make them work better. I'm actually surprised that Man O War GUB works at all after looking at it in GMViewer.
 
here is the code of the "Manowar_gub" (not working as screen shows)

Code:
    refShip.Flags.Mast1.Flag1 = FLAG_PENNANT;
    refShip.Flags.Mast2.Flag1 = FLAG_PENNANT;
    refShip.Flags.Mast3.Flag1 = FLAG_ENSIGN;
    refShip.Flags.Mast4.Flag1 = FLAG_PENNANT;
    refShip.Flags.Mast4.Flag2 = FLAG_ENSIGN;

same result with your code

Code:
    refShip.Flags.Mast1.Flag1 = FLAG_PENNANT;
    refShip.Flags.Mast2.Flag1 = FLAG_PENNANT;
    refShip.Flags.Mast3.Flag1 = FLAG_ENSIGN;
    refShip.Flags.Mast4.Flag1 = FLAG_PENNANT;
    refShip.Flags.Mast5.Flag1 = FLAG_ENSIGN;

The problem is that first line "refShip.Flags.Mast1.Flag1 = FLAG_PENNANT". Pieter's solution, which does work, is to remove that line.
The reason why is that mast1 doesn't have any flag/penn locators, because it has nowhere to put a flag.
 
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