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(Very crude) Jumping Movement

Me too... a whole 11 days to get ahead on my studying, and _what did I do?_

But at least I finally beat the game for only the second time in the year I've owned it. Man, that Alcove is so sweet... And the part with the bird is pure Indiana Jones... pity you're only there a few minutes. I've gotta use it elsewhere. And I see now why Cat detests that Danielle sop.

I'll try out the disarming, it sounds perfect. Very good that it's a percentage chance, too, and not just a binary... that makes it another varying attribute to assign to swords, and you can choose your blade depending on whether you want to kill or pacify. I wonder if this can be applied to all the blades in the quality mod...

(And if you disarm someone during boarding, not only should he run away, he should do so while yelling a `Three-Stooges` "`woob-woob`-`woob-woob`!" and then jump overboard with a splash.)

So, in sum, thanks again CCC. Now... Anything about "lockable" doors? Where I see this coming in is, now that we can increase the land you can walk on, there are plenty of areas behind gates... so you'd have to pick the lock on that to reach them, for a randitem or shed full of supplies (or angry armed residents).

I wasn't worried about dancing... it was enough to paint the ballroom and fill it with mens and womens dressed for a masquarade (I never posted screens, did I? I made two new `lady-dresses` and gave the Spanish governor a neat little devil's mask). But now that you mention it... Pirates: Dance Dance Revolution might be fun. It should be a prerequisite for marriage, dancing in a "simon" style ("repeat this pattern exactly"), along with giving gifts, reciting poetry... becoming an `all-around` metrosexual gentleman buccaneer. The payoff should be higher too, like your rep with your lady's nation can't fall below a certain amount.

Should we `option-in` husbands too, as a `check-if` if the main character is a woman? Or are lesbian pirates cool with everyone here? That's the whacky sort of thing I've got going on in my game, since I'm using one of my own new female `cobble-togethers`. It's also strange my status with every nation (that little caption at the `botom-left` of the international relations screen) is "Mister."
 
A new mod matey will do it <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" />
 
<!--`QuoteBegin-Petros`+--><div class='quotetop'>QUOTE(Petros)</div><div class='quotemain'><!--QuoteEBegin--><!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->
As for the disarm feature, I'll implement that once I've heard the other's opinions, ...[/quote]

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
The only concern I have is whether this would be operational during ship boardings.
If so, would the disarmed sailors prevent one from moving on to the next deck, forcing you to kill him anyway, and would that produce the negative rep hit?[/quote]
Hey, thanks for the reminder, Petros. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> Wouldn't have thought of that . <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

But this can be taken care of. "if( !bAbordageStarted )" checks if you are NOT (!) in boarding mode, and the disarming won't run during boarding if we add this to the first condition like this:

if( CheckAttribute(weapon, "disarmchance" ) && LAi_IsFightMode(enemy) && !bAbordageStarted )


BTW, does my fix against random enemies being unarmed work, or has anyone encountered unarmed bandits or boarders since the latest SWAK?
 
<!--`QuoteBegin-Inez` Dias+--><div class='quotetop'>QUOTE(Inez Dias)</div><div class='quotemain'><!--QuoteEBegin-->Talking about the LAi_tmpl_ani_PlayAnimation function:  
I remember Alan Smithee speculate about making a "dance" mod (like in SMP) - wouldn't that be just the function to do it? I suppose you can use any animation name defined in man.ani (or woman.ani or whatever), probably even use only parts of the more complex movements by making new entries into the ani files -  
Hook that to some keys and you can make your characters dance (sort of)![/quote]
LOL, nice idea <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> The animations might not be graceful enough for a menuet at court, but they could do for a drunken hornpipe in a tavern. We could use the "FightModeControls" keys for attack, block, dodge and fire, which are so far unused in `non-fight` mode.
That reminds me of an old RPG where you could earn money by performing some art in a tavern....
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->it was enough to paint the ballroom and fill it with mens and womens dressed for a masquarade (I never posted screens, did I?..)<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh please, let's see screens, and is this eventually going into a mod ?
You've so many exciting things going, it'll fill three more builds. Take your time, but make sure we get to see all that *sometime*. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Now there's a thought... drunken dancing in taverns or on your ship's deck. I'm also toying with the idea of little dramas... like you can witness a staged swordfight or a soliquary in a play or something. Would be fun if your crew randomly put on plays too, like in M&C.

---

No more unarmed bandits, thankee CCC.
 
<!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->
BTW, does my fix against random enemies being unarmed work, or has anyone encountered unarmed bandits or boarders since the latest SWAK?[/quote]

So far so good on that account! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

Also, the reset to default Keys prior to starting new game,
(and then set to my liking) has worked
for preserving the quick equip hot keys! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--`QuoteBegin-Captain` Petros+--><div class='quotetop'>QUOTE(Captain Petros)</div><div class='quotemain'><!--QuoteEBegin-->
<!--`QuoteBegin-CCC`+--><div class='quotetop'>QUOTE(CCC)</div><div class='quotemain'><!--QuoteEBegin-->
BTW, does my fix against random enemies being unarmed work, or has anyone encountered unarmed bandits or boarders since the latest SWAK?  
[/quote]
So far so good on that account!
[/quote]I second that! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
We sure are making progress <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--`QuoteBegin-zozogh`+--><div class='quotetop'>QUOTE(zozogh)</div><div class='quotemain'><!--QuoteEBegin-->With what you create your smiley Catalina?[/quote]Sorry to be so late in answering, I've been offline for a bit with a DSL problem. I'm back online with dialup temporarily until a replacement modem arrives (hopefully by early next week)... Now I know why I spend so much for a DSL connection, LOL! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

Anyhoo, Zozogh, I use Adobe Photoshop to edit my smileys - with Ulead's GIF Animator. A lot of the time I find an already existing smiley and edit it for our own use (putting on the bandannas or hats or eyepatches to make it piratey), but some are put together from nearly nothing at all except my own work, pixel by pixel. (whew!)

<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->Man, that Alcove is so sweet... And the part with the bird is pure Indiana Jones... pity you're only there a few minutes. [/quote]I know, I really like that movie, but it's over far too soon! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->And I see now why Cat detests that Danielle sop. [/quote]Sheesh. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> She's such trouble! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->Anything about "lockable" doors? Where I see this coming in is, now that we can increase the land you can walk on, there are plenty of areas behind gates... so you'd have to pick the lock on that to reach them, for a randitem or shed full of supplies (or angry armed residents). [/quote]LOL, or a conspiracy to commit a crime? Hee hee, this could be a really cool way to introduce some new side quests. Unlock a door, find a new adventure!

INSPIRED! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
I seem to be having some trouble getting the disarm mod to work. I tried setting the disarm chance for the default saber to 100% (just for testing purposes), but it doesn't do a single thing at all. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ohmy.gif" style="vertical-align:middle" emoid=":eek:" border="0" alt="ohmy.gif" />
 
<!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->BTW, does my fix against random enemies being unarmed work, or has anyone encountered unarmed bandits or boarders since the latest SWAK?[/quote]I don't know about unarmed bandits or boarders, but I did encounter several unarmed soldiers when wreaking havoc in the Oxbay harbour, while testing the disarm mod (which, for some reason, refuses working for me).
I take it that the latest version of the SWAK is the one I implemented in my mods, right? Or did you release a new one after that. I know of none since the v.3 on the FTP.
 
It worked for me, and it's awesome! I even modified it to use with a "pistol" type weapon, so you have a `back-up` "bladebreaker" dagger for a fight. (I made the dagger and I'll release it in some quest or another.) This is a really useful feature CCC, thanks again.

I tried the jumping thingy too, but its not quite my thing. For one, there's already the backstep/slide movement in fights, so I removed the `comment-out` slashes and kept the sidestep as a sidestep, but with the jumping animation. Worst is, though, that whenever I sidestep now I follow up the move by sheathing my sword! Not good in a fight...
 
Neat trick, CCC!

Could also add a bit to Y as well, so that you'd actually drop from some height--to tide over until the full, `CPU-stomping`-`via-intensive`-calculations jump mod be done. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
Hey, great idea to include the 3rd dimension. Looks much more dynamic that way, and now I can jump OVER fences instead of THROUGH them. And it looks a bit less awkward in the cases where you jump into a wall and end up on top of it. This way of "jumping" is certainly not fit for publication, but I use it quite a lot to cut ways short or to escape pursuers <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->This is not a big thing, but it opens up new swordfighting tactics and townareas that were so far inaccessible. It is only a variation of Nathan Kell's Sidestep mod. First increase the lenght of the sidestep, so that it becomes a leap, in bildsettings.h:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define SIDESTEP_DIST 1.0<!--c2--></div><!--ec2-->

Then go to Nathan's "bool Sidestep" function in characterscharacters.c . By outcommenting this line

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->jump ay += PI/2; // rotate angle to perpendicular<!--c2--></div><!--ec2-->
you can turn the movement by 90 degrees so that it teleports you forward/back instead of sideways. And to make the teleport appear more like a charactermovement you can add sound and animation:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->LAi_tmpl_ani_PlayAnimation(pchar, "afraid", 0.2)
PlaySound("peoplejump.wav");<!--c2--></div><!--ec2-->
Here the whole changed function (changes in bold):

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// NK sidestep `04-09`-17 -->
bool Sidestep(ref pchar, float mag)
{
if(FindLoadedLocation() == -1) return false; //if not in loc mode, return
float x,y,z, ay;
GetCharacterPos(pchar, &x, &y, &z); // get pos
GetCharacterAy(pchar, &ay); // get angle
//Logit("Pos Before: (" + x + ", " + y + ", " + z + "), " + ay);
// ccc jump ay += PI/2; // rotate angle to perpendicular
LAi_tmpl_ani_PlayAnimation(pchar, "jump", 0.2) // ccc jump
PlaySound("peoplejump.wav"); // ccc jump

/*while(ay > PIm2) ay -= PIm2;
.....
.....<!--c2--></div><!--ec2-->
As i said, it works a bit crude. What works fine is that you can now jump down from stairs, balconies, porches etc. to escape pursuing enemies. You can also jump "over" those fences and hedges that seal of parts of the towns. But once you have jumped outside of the normal area of movement (defined by the model's "patch") you can move only by jumping, not by normal walking (Nathaniel the rabbit in the governor's garden )
And the oddest thing is that you can jump through walls so that you may find yourself at the backside of the models. Though that opens up quite interesting views as well

<b>EDIT: changed animation name to "jump" </b><!--QuoteEnd--></div><!--QuoteEEnd-->

Sorry about necromancing these threads, but there are quite some features and good ideas in it, someone who know's a little bit of code try to implent it?
 
We could implement it, but it wouldn't look very good. It's basically a combined horizontal and vertical teleport, similar to the old Build 12.1 sidestep. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
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