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Some suggestions

"You might want to compare the area init file to others and make sure that you have the area set to display the walkers and such."

How dio I do this?
 
I have correct visible locators and an unique id

Sorry to take up your time on this, it used to work for me...
 
I took your code and stuck it in my PROGRAM\Characters\init\Eleuthera.c file without making any further modifications and it works fine. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
The slave is right there where he should be. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
o.....

wonder why it doesnt work for me.....
is your eleuthera.c file different?

"You might want to compare the area init file to others and make sure that you have the area set to display the walkers and such."
Do I need to do anything about this?
 
Ehm... yes I do. Sorry 'bout that. Lemme fix that post. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=323891:date=May 31 2009, 11:18 AM:name=Chromide)--><div class='quotetop'>QUOTE (Chromide @ May 31 2009, 11:18 AM) <a href="index.php?act=findpost&pid=323891"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->wonder why it doesnt work for me.....
is your eleuthera.c file different?<!--QuoteEnd--></div><!--QuoteEEnd-->I doubt there's much different, but I attached my working file to this post so you can check. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

<!--quoteo(post=323891:date=May 31 2009, 11:18 AM:name=Chromide)--><div class='quotetop'>QUOTE (Chromide @ May 31 2009, 11:18 AM) <a href="index.php?act=findpost&pid=323891"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"You might want to compare the area init file to others and make sure that you have the area set to display the walkers and such."
Do I need to do anything about this?<!--QuoteEnd--></div><!--QuoteEEnd-->I'm not entirely sure what he means by that, truth be told... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Thanks Pieter!

I'd modded my one so much that something had gone wrong somewhere. Ive included the extra slaves, and changed some models.

Why cant I talk to him?
 
This works:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    ch.old.name = "Slave";
    ch.old.lastname = "Worker";
    ch.name     = TranslateString("","Slave");
    ch.lastname = TranslateString("","Worker");
    ch.id        = "Slave1";
    ch.model    = "rabblack";
    ch.sound_type = "seaman";
    ch.sex = "man";
    ch.location    = "EleutheraPlantation";
    ch.location.group = "goto";
    ch.location.locator = "goto21";
    ch.Dialog.Filename = "Plantation_Slave.c";
    ch.rank = 1;
    if(bUSAExists) ch.nation = AMERICA;
    else ch.nation = ENGLAND;
    ch.reputation = "None";
    ch.experience = "0";
    ch.skill.Leadership = "1";
    ch.skill.Fencing = "5";
    ch.skill.Sailing = "1";
    ch.skill.Accuracy = "1";
    ch.skill.Cannons = "1";
    ch.skill.Grappling = "1";
    ch.skill.Repair = "1";
    ch.skill.Defence = "1";
    ch.skill.Commerce = "1";
    ch.skill.Sneak = "1";
    ch.money = "10";
    LAi_SetCitizenType(ch);
    if(bUSAExists) LAi_group_MoveCharacter(ch, "AMERICA_CITIZENS");
    else LAi_group_MoveCharacter(ch, "ENGLAND_CITIZENS");
    ch.greeting = "Gr_Oxbay Citizen";
    AddGameCharacter(n, ch);<!--c2--></div><!--ec2-->
I suspect that he didn't talk because he didn't have an LAi type assigned.
Note that with CitizenType, he will walk around randomly, so he won't be on the locator where you set him anymore by the time you get there.
 
The following puts seven slaves at the plantation that don't walk around:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    ch.old.name = "Slave";
    ch.old.lastname = "Worker";
    ch.name     = TranslateString("","Slave");
    ch.lastname = TranslateString("","Worker");
    ch.id        = "Slave1";
    ch.model    = "rabblack";
    ch.sound_type = "seaman";
    ch.sex = "man";
    ch.location    = "EleutheraPlantation";
    ch.location.group = "goto";
    ch.location.locator = "goto21";
    ch.Dialog.Filename = "Plantation_Slave.c";
    ch.rank = 1;
    if(bUSAExists) ch.nation = AMERICA;
    else ch.nation = ENGLAND;
    ch.reputation = "None";
    ch.experience = "0";
    ch.skill.Leadership = "1";
    ch.skill.Fencing = "5";
    ch.skill.Sailing = "1";
    ch.skill.Accuracy = "1";
    ch.skill.Cannons = "1";
    ch.skill.Grappling = "1";
    ch.skill.Repair = "1";
    ch.skill.Defence = "1";
    ch.skill.Commerce = "1";
    ch.skill.Sneak = "1";
    ch.money = "10";
    LAi_SetStayType(ch);
    if(bUSAExists) LAi_group_MoveCharacter(ch, "AMERICA_CITIZENS");
    else LAi_group_MoveCharacter(ch, "ENGLAND_CITIZENS");
    ch.greeting = "Gr_Oxbay Citizen";
    AddGameCharacter(n, ch);

    ch.old.name = "Slave";
    ch.old.lastname = "Worker";
    ch.name     = TranslateString("","Slave");
    ch.lastname = TranslateString("","Worker");
    ch.id        = "Slave2";
    ch.model    = "rabblack_1";
    ch.sound_type = "seaman";
    ch.sex = "man";
    ch.location    = "EleutheraPlantation";
    ch.location.group = "goto";
    ch.location.locator = "goto22";
    ch.Dialog.Filename = "Plantation_Slave.c";
    ch.rank = 1;
    if(bUSAExists) ch.nation = AMERICA;
    else ch.nation = ENGLAND;
    ch.reputation = "None";
    ch.experience = "0";
    ch.skill.Leadership = "1";
    ch.skill.Fencing = "5";
    ch.skill.Sailing = "1";
    ch.skill.Accuracy = "1";
    ch.skill.Cannons = "1";
    ch.skill.Grappling = "1";
    ch.skill.Repair = "1";
    ch.skill.Defence = "1";
    ch.skill.Commerce = "1";
    ch.skill.Sneak = "1";
    ch.money = "10";
    LAi_SetStayType(ch);
    if(bUSAExists) LAi_group_MoveCharacter(ch, "AMERICA_CITIZENS");
    else LAi_group_MoveCharacter(ch, "ENGLAND_CITIZENS");
    ch.greeting = "Gr_Oxbay Citizen";
    AddGameCharacter(n, ch);

    ch.old.name = "Slave";
    ch.old.lastname = "Worker";
    ch.name     = TranslateString("","Slave");
    ch.lastname = TranslateString("","Worker");
    ch.id        = "Slave3";
    ch.model    = "rabblack_2";
    ch.sound_type = "seaman";
    ch.sex = "man";
    ch.location    = "EleutheraPlantation";
    ch.location.group = "goto";
    ch.location.locator = "goto19";
    ch.Dialog.Filename = "Plantation_Slave.c";
    ch.rank = 1;
    if(bUSAExists) ch.nation = AMERICA;
    else ch.nation = ENGLAND;
    ch.reputation = "None";
    ch.experience = "0";
    ch.skill.Leadership = "1";
    ch.skill.Fencing = "5";
    ch.skill.Sailing = "1";
    ch.skill.Accuracy = "1";
    ch.skill.Cannons = "1";
    ch.skill.Grappling = "1";
    ch.skill.Repair = "1";
    ch.skill.Defence = "1";
    ch.skill.Commerce = "1";
    ch.skill.Sneak = "1";
    ch.money = "10";
    LAi_SetStayType(ch);
    if(bUSAExists) LAi_group_MoveCharacter(ch, "AMERICA_CITIZENS");
    else LAi_group_MoveCharacter(ch, "ENGLAND_CITIZENS");
    ch.greeting = "Gr_Oxbay Citizen";
    AddGameCharacter(n, ch);

    ch.old.name = "Slave";
    ch.old.lastname = "Worker";
    ch.name     = TranslateString("","Slave");
    ch.lastname = TranslateString("","Worker");
    ch.id        = "Slave4";
    ch.model    = "rabblack_3";
    ch.sound_type = "seaman";
    ch.sex = "man";
    ch.location    = "EleutheraPlantation";
    ch.location.group = "goto";
    ch.location.locator = "goto9";
    ch.Dialog.Filename = "Plantation_Slave.c";
    ch.rank = 1;
    if(bUSAExists) ch.nation = AMERICA;
    else ch.nation = ENGLAND;
    ch.reputation = "None";
    ch.experience = "0";
    ch.skill.Leadership = "1";
    ch.skill.Fencing = "5";
    ch.skill.Sailing = "1";
    ch.skill.Accuracy = "1";
    ch.skill.Cannons = "1";
    ch.skill.Grappling = "1";
    ch.skill.Repair = "1";
    ch.skill.Defence = "1";
    ch.skill.Commerce = "1";
    ch.skill.Sneak = "1";
    ch.money = "10";
    LAi_SetStayType(ch);
    if(bUSAExists) LAi_group_MoveCharacter(ch, "AMERICA_CITIZENS");
    else LAi_group_MoveCharacter(ch, "ENGLAND_CITIZENS");
    ch.greeting = "Gr_Oxbay Citizen";
    AddGameCharacter(n, ch);

    ch.old.name = "Slave";
    ch.old.lastname = "Worker";
    ch.name     = TranslateString("","Slave");
    ch.lastname = TranslateString("","Worker");
    ch.id        = "Slave5";
    ch.model    = "blackman";
    ch.sound_type = "seaman";
    ch.sex = "man";
    ch.location    = "EleutheraPlantation";
    ch.location.group = "goto";
    ch.location.locator = "goto10";
    ch.Dialog.Filename = "Plantation_Slave.c";
    ch.rank = 1;
    if(bUSAExists) ch.nation = AMERICA;
    else ch.nation = ENGLAND;
    ch.reputation = "None";
    ch.experience = "0";
    ch.skill.Leadership = "1";
    ch.skill.Fencing = "5";
    ch.skill.Sailing = "1";
    ch.skill.Accuracy = "1";
    ch.skill.Cannons = "1";
    ch.skill.Grappling = "1";
    ch.skill.Repair = "1";
    ch.skill.Defence = "1";
    ch.skill.Commerce = "1";
    ch.skill.Sneak = "1";
    ch.money = "10";
    LAi_SetStayType(ch);
    if(bUSAExists) LAi_group_MoveCharacter(ch, "AMERICA_CITIZENS");
    else LAi_group_MoveCharacter(ch, "ENGLAND_CITIZENS");
    ch.greeting = "Gr_Oxbay Citizen";
    AddGameCharacter(n, ch);

    ch.old.name = "Slave";
    ch.old.lastname = "Worker";
    ch.name     = TranslateString("","Slave");
    ch.lastname = TranslateString("","Worker");
    ch.id        = "Slave6";
    ch.model    = "rabWhite";
    ch.sound_type = "seaman";
    ch.sex = "man";
    ch.location    = "EleutheraPlantation";
    ch.location.group = "goto";
    ch.location.locator = "goto8";
    ch.Dialog.Filename = "Plantation_Slave.c";
    ch.rank = 1;
    if(bUSAExists) ch.nation = AMERICA;
    else ch.nation = ENGLAND;
    ch.reputation = "None";
    ch.experience = "0";
    ch.skill.Leadership = "1";
    ch.skill.Fencing = "5";
    ch.skill.Sailing = "1";
    ch.skill.Accuracy = "1";
    ch.skill.Cannons = "1";
    ch.skill.Grappling = "1";
    ch.skill.Repair = "1";
    ch.skill.Defence = "1";
    ch.skill.Commerce = "1";
    ch.skill.Sneak = "1";
    ch.money = "10";
    LAi_SetStayType(ch);
    if(bUSAExists) LAi_group_MoveCharacter(ch, "AMERICA_CITIZENS");
    else LAi_group_MoveCharacter(ch, "ENGLAND_CITIZENS");
    ch.greeting = "Gr_Oxbay Citizen";
    AddGameCharacter(n, ch);

    ch.old.name = "Slave";
    ch.old.lastname = "Worker";
    ch.name     = TranslateString("","Slave");
    ch.lastname = TranslateString("","Worker");
    ch.id        = "Slave7";
    ch.model    = "rabwhite1";
    ch.sound_type = "seaman";
    ch.sex = "man";
    ch.location    = "EleutheraPlantation";
    ch.location.group = "goto";
    ch.location.locator = "goto7";
    ch.Dialog.Filename = "Plantation_Slave.c";
    ch.rank = 1;
    if(bUSAExists) ch.nation = AMERICA;
    else ch.nation = ENGLAND;
    ch.reputation = "None";
    ch.experience = "0";
    ch.skill.Leadership = "1";
    ch.skill.Fencing = "5";
    ch.skill.Sailing = "1";
    ch.skill.Accuracy = "1";
    ch.skill.Cannons = "1";
    ch.skill.Grappling = "1";
    ch.skill.Repair = "1";
    ch.skill.Defence = "1";
    ch.skill.Commerce = "1";
    ch.skill.Sneak = "1";
    ch.money = "10";
    LAi_SetStayType(ch);
    if(bUSAExists) LAi_group_MoveCharacter(ch, "AMERICA_CITIZENS");
    else LAi_group_MoveCharacter(ch, "ENGLAND_CITIZENS");
    ch.greeting = "Gr_Oxbay Citizen";
    AddGameCharacter(n, ch);<!--c2--></div><!--ec2-->
Note that the above use two of Thomas' newly released characters models, which are available from the PotC Files FTP\Thomas the Terror\Citizen models.rar
However, at least for now, they're still missing their textures. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Anyway, I'd prefer the slaves to walk around, but how do we prevent them from walking out of the plantation and into the jungle?
That'd be a bit weird if they did that, you don't think...? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
agreed, on my eleuthera.c, I'd added a few more than that, but I was trying to get them to walk around and talk. I already made a dialog for them. Was also thinking about making a "free-the-slaves" quest. The dialog is simple, you can have it if you want. ("Plantation_Slaves.c")
 
Any content that you have that we can use would be welcome to me. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Indeed a bit more wouldn't hurt; it's still abit empty. And it'd be preferrable having them walking around.
But how oh how are we going to keep them within the limits of the actual plantation? <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
The non-player characters dont load themselves to a new location, do they?


Actually this wont work, I thought if a locator was placed at the entrance that transports non player characters somewhere else, i.e. to back where they started.....
 
Beats me. The locator-idea would probably work better, but still far from being easy. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Thanks for the note about the missing textures, they will be on the ftp within 5 minutes <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
Non-player characters do not go to other locations through locators or anything.
Though theoretically I think we might be able to execute a quest case if a slave reaches a locator near the end of the plantation:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->            Pchar.quest.SlaveReturn.win_condition.l1 = "location";
            Pchar.quest.SlaveReturn.l1.character = "Slave1";
            Pchar.quest.SlaveReturn.win_condition.l1.location = "EleutheraPlantation";
            PChar.quest.SlaveReturn.win_condition = "SlaveReturn1";<!--c2--></div><!--ec2-->And then add some code to make him walk back as an actor, then reset him to citizen type.
And restore the above check again too. Might be possible. In theory.
Would need to be added for each seperate slave too. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
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