• New Horizons on Maelstrom
    Maelstrom New Horizons


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Some suggestions

How can I set it so that I can access the fort without being stopped and attacked?

Also, I'm working on a quest which involves freeing some slaves from the plantation, but I'm having trouble putting the characters in the plantation outside Eleuthera, could somebody please help?!
 
<!--quoteo(post=323753:date=May 31 2009, 03:41 AM:name=Chromide)--><div class='quotetop'>QUOTE (Chromide @ May 31 2009, 03:41 AM) <a href="index.php?act=findpost&pid=323753"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How can I set it so that I can access the fort without being stopped and attacked?

Also, I'm working on a quest which involves freeing some slaves from the plantation, but I'm having trouble putting the characters in the plantation outside Eleuthera, could somebody please help?!<!--QuoteEnd--></div><!--QuoteEEnd-->
When adding new characters to the game you need to start a new game otherwise they wont turn up
 
I think that the characters in the forts use the LAi_citizen.c type,
which would mean you can disable their talking by setting CITIZEN_TALKCHANCE to 0.0 in PROGRAM\InternalSettings.h.
What problem are you having with the characters on the plantation? I would very much like some characters there, so good job in working on that! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Thanks!, I've made a copy of another character, and changed it so that it is in the "EleutheraPlantation", added a dialog, but they dont appear, any chance someone could paste what it should look like? Does the "id" matter?
 
I do know there is a limit on the number of fantoms (that is the instance of an NPC creature) that is allowed in an area, so you may need to check the area you are working in and make sure you've increased the number of them allowed to exist. At least that would be one of the many things to check.

If I'm wrong here and pointing you in a potentially incorrect direction, I'm sure I'll get my hand slapped. **grins**

Cap'n Drow
 
Lol, how do I do that? But there is no one in the plantation anyway....?

This is what I put in the "Eleuthera.c" file:

ch.old.name = "Slave";
ch.old.lastname = "Worker";
ch.name = TranslateString("","Slave");
ch.lastname = TranslateString("","Worker");
ch.id = "Slave1";
ch.model = "rabblack"; // PB
ch.sound_type = "soldier";
LAi_CharacterReincarnation(ch, true, false);
ch.sex = "man";
GiveItem2Character(ch, blade5);
ch.equip.blade = blade5;
ch.location = "EleutheraPlantation";//"town_Eleuthera_exit";
ch.location.group = "goto";
ch.location.locator = "reload1_3";//"reload1_2";
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_SetHP(ch, 80.0, 80.0);
if(bUSAExists) LAi_group_MoveCharacter(ch, "AMERICA_SOLDIERS");
else LAi_group_MoveCharacter(ch, "ENGLAND_SOLDIERS");
ch.greeting = "Gr_Redmond Soldier";
AddGameCharacter(n, ch);
 
Indeed, it always seems to be the more basic of things that catch ya off guard.

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.

There are a few things you would want to check for this, I can't think of them all.

Cap'n Drow
 
<!--quoteo(post=323874:date=May 31 2009, 06:19 PM:name=Chromide)--><div class='quotetop'>QUOTE (Chromide @ May 31 2009, 06:19 PM) <a href="index.php?act=findpost&pid=323874"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does the thing I pasted above look correct?<!--QuoteEnd--></div><!--QuoteEEnd-->
Two things might be wrong... do you have visible locators on (to actually see if the locators are there)
And is the actually location called "EleutheraPlantation"??
 
In the Eleuthera.c file, that concerns the locations, It is called "EleutheraPlantation"

However, in the character Eleuthera.c file, there are 2 soldiers there already with their location set as "BarbadosPlantation", but they dont show up ingame.

I used to be able to do this before, but i'm having trouble now. What are the

ch.location.group = "goto";
ch.location.locator = "reload1_3";//"reload1_2";

for?

And how do I get visible locators?
 
In PROGRAM/InternalSettings.h scroll to the bottom and change the 0 to a 1 for VisibleLocators.
Then travel to the plantation and at the point where you want them put the top word as
ch.location.group = "top word";
and the bottom word as
ch.location.locator = "bottom word";
 
<!--quoteo(post=323879:date=May 31 2009, 06:44 PM:name=Chromide)--><div class='quotetop'>QUOTE (Chromide @ May 31 2009, 06:44 PM) <a href="index.php?act=findpost&pid=323879"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->do i only need to add an extra character in the eleuthera.c file, or do i need to change any other files?<!--QuoteEnd--></div><!--QuoteEEnd-->
Eleuthera.c will put them in every storyline (so it is the only one you need to do), If you want to put them only in a single storyline you only need to put them in PROGRAM/storyline/*storyline wanted*/Characters/init/*file*
Any file will do in that location but generally you want it to make sense... ie. officers for officers, tempquest for characters in sidequests/quests
 
Thanks, that was very helpful!

However,

ch.old.name = "Slave";
ch.old.lastname = "Worker";
ch.name = TranslateString("","Slave");
ch.lastname = TranslateString("","Worker");
ch.id = "Slave1";
ch.model = "rabblack"; // PB
ch.sound_type = "soldier";
LAi_CharacterReincarnation(ch, true, false);
ch.sex = "man";
GiveItem2Character(ch, "blade5");
ch.equip.blade = "blade5";
ch.location = "EleutheraPlantation";//"town_Eleuthera_exit";
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_SetHP(ch, 80.0, 80.0);
if(bUSAExists) LAi_group_MoveCharacter(ch, "AMERICA_SOLDIERS");
else LAi_group_MoveCharacter(ch, "ENGLAND_SOLDIERS");
ch.greeting = "Gr_Redmond Soldier";
AddGameCharacter(n, ch);

Still does not make them show up!

Those are the correct locators.

Don't know what else to do!
 
For adding characters, you just need to add them to the init file and that's all.
The ID is very important, since it must be unique for that character. So make sure the ID you're using is not already used elsewhere.
Thanks for noticing the "BarbadosPlantation" soldier error; we'll have that fixed in the next modpack update.
Have you had any luck with the visible locators yet?
 
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