1. Dismiss Notice
  2. GOG.com logo

    Thanks to YOUR votes, GOG.com now sells:
    - Sea Dogs - Sea Dogs: Caribbean Tales
    - Sea Dogs: City of Abandoned Ships

    Vote now to add Pirates of the Caribbean to the list!

    Dismiss Notice
  3. Under the Crossbones Podcast

    A Pirate Podcast with Interviews
    Music, Comedy and all things Pirate!

    - Episode Guide - About - Subscribe -
    - Twitter - Facebook - iTunes - Android -
    - Youtube - Fill the Coffers -

    Dismiss Notice
  4. New Horizons logo

    Quick links for PotC: New Horizons
    - Download latest version
    - Wiki - FAQ - Report bugs here
    - ModDB profile

  5. GOF logo

    Quick links for AoP2: Gentlemen of Fortune 2
    - Downloads and info
    - Historical Immersion Supermod
    - ModDB Profile

Dismiss Notice
New to the forum?
Please take a moment to read our Welcome Message and Forum Rules.

Discussion The Archipelago's Mysteries (Nathanial Hawk)

Discussion in 'Other' started by TommyM, Jun 12, 2016.

  1. Jack Rackham

    Jack Rackham HoO Team Member Quest Writer Storm Modder

    Joined:
    Jul 5, 2004
    Messages:
    3,287
    Gender:
    Male
    Occupation:
    math teacher
    Location:
    Sund, Ramsjö, Sweden
    I have used only quest_reaction.c in my storylines. I see it as the main file for actions.

    To follow Pieter's cases above:

    This autostarts the dialog when you get to goto4 in 'mutiny_cabin':
    Code:
    pchar.quest.mutiny_officers0.win_condition.l1 = "locator";
                pchar.quest.mutiny_officers0.win_condition.l1.location = "mutiny_cabin";
                pchar.quest.mutiny_officers0.win_condition.l1.locator_group = "goto";
                pchar.quest.mutiny_officers0.win_condition.l1.locator = "goto4";
                pchar.quest.mutiny_officers0.win_condition = "mutiny_officers0";
    Code:
    case "mutiny_officers0":
                Characters[GetCharacterIndex("Fletcher Christian")].dialog.CurrentNode  = "Christian2";
                LAi_SetActorType(characterFromID("Fletcher Christian"));
                LAi_ActorTurnToCharacter(characterFromID("Fletcher Christian"), PChar);
                LAi_ActorDialogNow(characterFromID("Fletcher Christian"), pchar, "", 0.1);
                LAi_ActorWaitDialog(Pchar, characterFromID("Fletcher Christian"));
            break;
    ----------------------------------------------------------------------------------------------------

    This gives the right dialog if you start it:
    Code:
    Characters[GetCharacterIndex("Fletcher Christian")].dialog.CurrentNode  = "Christian2";
     
    TommyM and Pieter Boelen like this.
  2. TommyM

    TommyM Sovereign of Death Storm Modder

    Joined:
    Feb 26, 2012
    Messages:
    92
    Gender:
    Male
    Occupation:
    Lazer guided wea
    From what I understood "goto" means certain locations around the towns right?
    Or you create those locations yourself?
     
  3. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

    Joined:
    Nov 11, 2004
    Messages:
    66,563
    Gender:
    Male
    Occupation:
    Maritime Research: Project Engineer (Analysis)
    Location:
    Wageningen, The Netherlands
    At the bottom of PROGRAM\InternalSettings.h set VISIBLE_LOCATORS to 1.
    That should clarify things quite a bit. ;)
     
  4. Jack Rackham

    Jack Rackham HoO Team Member Quest Writer Storm Modder

    Joined:
    Jul 5, 2004
    Messages:
    3,287
    Gender:
    Male
    Occupation:
    math teacher
    Location:
    Sund, Ramsjö, Sweden
    There are a lot of those already in the game but you can also add locators yourself
    by using the TOOL. Which is often necessary when making your own quest.

    Tutorial here: Locators with the TOOL | PiratesAhoy!
     

Share This Page