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Artois

fudge dragon

Landlubber
Storm Modder
This is the coding for the artois quest shiped with my pirates of the carribian

this is from quests_reaction.c

the proplem is that the quest stops after you have got into the fight with the portugesse and have resqued him and he has sorted out relations
i beleive that the timer for the quest end is still ticking but how do i stop it

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  case "Story_Artois":
     if (CheckQuestAttribute("main_line", "ines_info_denied"))
     {
   LAi_QuestDelay("Story_Artois", 4.0);
     }
     else
     {
   LAi_SetHP(characterFromID("Artois Voysey"), 50.0, 50.0);
   LAi_SetHP(characterFromID("Nigel Blythe"), 50.0, 50.0);
   LAi_SetActorType(CharacterFromID("Artois Voysey"));
   LAi_SetActorType(CharacterFromID("Nigel Blythe"));
   LAi_group_MoveCharacter(CharacterFromID("Artois Voysey"), "Artois");
   LAi_group_MoveCharacter(CharacterFromID("Nigel Blythe"), "Nigel");
   LAi_SetImmortal(CharacterFromID("Nigel Blythe"), true);
   LAi_SetImmortal(CharacterFromID("Artois Voysey"), False);
   LAi_ActorAttack(characterFromID("Nigel Blythe"), characterFromID("Artois Voysey"), "");
   LAi_ActorAttack(characterFromID("Artois Voysey"), characterFromID("Nigel Blythe"), "");
   LAi_SetCheckMinHP(characterFromID("Artois Voysey"), 20.0, true, "Story_Artois_2");
   LAi_SetActorType(pchar);
   LAi_ActorFollow(pchar, characterFromID("Nigel Blythe"), "", 25.0);
     }
     StartQuestMovie(true, false, false);
 break;
    
 case "Story_Artois_2":
     LAi_SetStayType(pchar);
     LAi_type_actor_Reset(characterFromID("Artois Voysey"));
     LAi_type_actor_Reset(characterFromID("Nigel Blythe"));
     LAi_ActorDialog(characterFromID("Nigel Blythe"), pchar, "", 2.0, 1.0);
 break;
 
 case "saving_artois":
     LAi_SetImmortal(characterFromID("Nigel Blythe"), false);
     LAi_SetPlayerType (Pchar);
     LAi_group_MoveCharacter(CharacterFromID("Nigel Blythe"), "nigel_2");
     //LAi_group_MoveCharacter(CharacterFromID("Artois Voysey"), "Artois");
     LAi_group_FightGroups("nigel_2", LAI_GROUP_PLAYER, true);
     LAi_group_SetCheck("nigel_2", "Artois_saved");
     LAi_SetImmortal(characterFromID("Artois Voysey"), true);
 break;
 
 case "Artois_saved":
     EndQuestMovie();
     SetQuestHeader("Artois");
     AddQuestRecord("artois", "1");
     LAi_SetActorType(pchar);
     LAi_SetActorType(CharacterFromID("Artois Voysey"));
     LAi_ActorWaitDialog(CharacterFromID("Artois Voysey"), PChar);
     LAi_ActorDialog(PChar, CharacterFromID("Artois Voysey"), "", 2.0, 1.0);
 break;
    
 case "Voysey_listed":
     LAi_SetImmortal(characterFromID("Artois Voysey"), false);
     Pchar.quest.Artois_Voysey.win_condition.l1 = "location";
     Pchar.quest.Artois_Voysey.win_condition.l1.character = "Artois Voysey";
     Pchar.quest.Artois_Voysey.win_condition.l1.location = "Conceicao_port";
     PChar.quest.Artois_Voysey.win_condition = "Artois_missed";
    
     LAi_SetPlayerType(Pchar);
     SetOfficersIndex(Pchar, -1, GetCharacterIndex("Artois Voysey"));
     LAi_SetOfficerType(characterFromID("Artois Voysey"));
 break;
 
 case "Voysey_listed_2":
     LAi_SetImmortal(characterFromID("Artois Voysey"), false);
 
     LAi_SetPlayerType(Pchar);
     SetOfficersIndex(Pchar, -1, GetCharacterIndex("Artois Voysey"));
 break;
 
 case "Artois_missed":
     if(FindFellowTravellers(PChar, CharacterFromId("Artois Voysey")) == FELLOWTRAVEL_OFFICER || FindFellowTravellers(PChar, CharacterFromId("Artois Voysey")) == FELLOWTRAVEL_PASSENGER)
     {
   LAi_LocationMonstersGen(&locations[FindLocation("Conceicao_town_exit")], false);
   pchar.quest.Voysey_lost = "1";
   RemovePassenger(pchar, characterFromID("Artois Voysey"));
   
   LAi_SetActorType(Pchar);
   Pchar.Temp.self.dialog = Pchar.dialog.currentnode;
   Pchar.dialog.currentnode = "Artois_lost";
   LAi_ActorSelfDialog(Pchar, "player_back");
   AddQuestRecord("artois", "4");
   characters[GetCharacterIndex("Artois Voysey")].location = "Redmond_store";
   ChangeCharacterAddress(characterFromID("Artois Voysey"), "none", "");
     }
 break;
 
 case "artois_before_room_on_second_floor":
     AddQuestRecord("artois", "5");
     Locations[FindLocation("Conceicao_tavern")].reload.l2.disable = false;
     Pchar.quest.Blaze_arrest.win_condition.l1 = "location";
     Pchar.quest.Blaze_arrest.win_condition.l1.location = "Conceicao_tavern_upstairs";
     PChar.quest.Blaze_arrest.win_condition = "Blaze_arrest";
     pchar.quest.Voysey_lost = "2";
 break;
    
 case "Blaze_arrest":
     AddQuestRecord("artois", "6");
     Locations[FindLocation("Conceicao_tavern")].reload.l2.disable = true;
     sld = LAi_CreateFantomCharacter("brodyaga", "goto", "goto4");
     sld.dialog.filename = "anacleto_dialog.c";
     sld.dialog.currentnode = "ask_about_artois";
     LAi_SetActorType(sld);
     LAi_ActorSetLayMode(sld);
     LAi_ActorWaitDialog(sld, pchar);
     LAi_SetActorType(pchar);
     LAi_ActorDialog(pchar, sld, "", 4.0, 1.0);
   break;
    
 case "Blaze_cop_dialog":
     Locations[FindLocation("Conceicao_tavern_upstairs")].reload.l1.disable = true;
     LAi_SetPlayerType(pchar);
     sld = LAi_CreateFantomCharacter("soldier_por", "reload", "reload1");
     sld.Dialog.Filename = "Cops_dialog.c";
     sld.dialog.currentnode = "First time";
     sld.id = "solja";
     sld.greeting = "Gr_Solja";
    
     sld = LAi_CreateFantomCharacter("soldier_por", "reload", "reload1");
     LAi_SetActorType(sld);
     LAi_ActorFollow (sld, pchar, "", 10);
     sld.id = "solja1";
     LAi_group_MoveCharacter(sld, "CONCEICAO_SOLDIERS");
     
     LAi_SetActorType(characterfromID("solja"));
     LAi_ActorDialog(characterfromID("solja"), PChar, "", 10, 10);
     LAi_SetPlayerType(Pchar);
 break;
 
 case "artois_fight_in_tavern_upstairs":
     LAi_SetWarriorType(characterfromID("solja"));
     LAi_SetWarriorType(characterfromID("solja1"));
     LAi_group_MoveCharacter(characterFromID("solja"), "CONCEICAO_SOLDIERS");
     LAi_group_MoveCharacter(characterFromID("solja1"), "CONCEICAO_SOLDIERS");
     LAi_group_SetCheck("CONCEICAO_SOLDIERS", "Open_Locators");
     LAi_group_FightGroups("CONCEICAO_SOLDIERS", LAI_GROUP_PLAYER, true);
     
     SetNationRelation2MainCharacter(PORTUGAL, RELATION_ENEMY);
     AddQuestRecord("artois", "7");
 break;
 
 case "Open_Locators":
     Locations[FindLocation("Conceicao_tavern_upstairs")].reload.l1.disable = false;
     
     Pchar.quest.fight.win_condition.l1 = "location";
     Pchar.quest.fight.win_condition.l1.location = "Conceicao_town";
     PChar.quest.fight.win_condition = "Blaze_fight_the_world";
     
     Pchar.quest.artois_captured.win_condition.l1 = "location";
     Pchar.quest.artois_captured.win_condition.l1.location = "Conceicao_town_exit";
     PChar.quest.artois_captured.win_condition = "artois_captured";
 break;
 
 case "Blaze_fight_the_world":
     pchar.quest.escape_from_conceicao.win_condition.l1 = "location";
     pchar.quest.escape_from_conceicao.win_condition.l1.location = "conceicao";
     pchar.quest.escape_from_conceicao.win_condition = "escape_from_conceicao";
     
     Locations[FindLocation("Conceicao_town")].reload.l3.disable = true;
     
     if (GetCharacterSkill(pchar, SKILL_SNEAK) < 3)
     {
   sld = LAi_CreateFantomCharacter("soldier_por", "goto", "goto3");
   LAi_SetActorType(sld);
   LAi_group_MoveCharacter(sld, "CONCEICAO_SOLDIERS");
 
   sld = LAi_CreateFantomCharacter("soldier_por", "goto", "goto5");
   LAi_group_MoveCharacter(sld, "CONCEICAO_SOLDIERS");
 
   sld = LAi_CreateFantomCharacter("soldier_por", "goto", "goto5");
   LAi_group_MoveCharacter(sld, "CONCEICAO_SOLDIERS");
 
   sld = LAi_CreateFantomCharacter("soldier_por", "goto", "goto3");
   LAi_group_MoveCharacter(sld, "CONCEICAO_SOLDIERS");
   
   LAi_group_FightGroups("CONCEICAO_SOLDIERS", LAI_GROUP_PLAYER, true);
     }
 break;
 
 case "escape_from_conceicao":
     Locations[FindLocation("Conceicao_town")].reload.l3.disable = false;
     
     PChar.quest.possible_for_resque_artois.win_condition.l1 = "Timer";
     PChar.quest.possible_for_resque_artois.win_condition.l1.date.day = GetAddingDataDay(0,0,4);
     PChar.quest.possible_for_resque_artois.win_condition.l1.date.month = GetAddingDataMonth(0,0,4);
     PChar.quest.possible_for_resque_artois.win_condition.l1.date.year = GetAddingDataYear(0,0,4);
     PChar.quest.possible_for_resque_artois.win_condition = "possible_for_resque_artois";
 break;
 
 case "possible_for_resque_artois":
     pchar.quest.artois_captured.over = "yes";
     ChangeCharacterAddress(CharacterFromID("Artois Voysey"), "none", "");
     ChangeCharacterAddress(CharacterFromID("Pirates_1"), "none", "");
     ChangeCharacterAddress(CharacterFromID("Pirates_2"), "none", "");
     ChangeCharacterAddress(CharacterFromID("Pirates_3"), "none", "");
     CloseQuestHeader("Artois");
 break;
 
 case "artois_captured":
     LAi_SetImmortal(characterFromID("Artois Voysey"), true);
     ChangeCharacterAddress(CharacterFromID("Artois Voysey"), "Conceicao_town_exit", "goto14");
     characters[GetCharacterIndex("Artois Voysey")].dialog.currentnode = "Captured";
     LAi_SetActorType(characterfromID("Artois Voysey"));
     LAi_ActorSetLayMode(characterfromID("Artois Voysey"));
     characters[GetCharacterIndex("Pirates_1")].dialog.filename = "anacleto_dialog.c";
     characters[GetCharacterIndex("Pirates_1")].dialog.currentnode = "artois_lay";
     characters[GetCharacterIndex("Pirates_2")].dialog.filename = "anacleto_dialog.c";
     characters[GetCharacterIndex("Pirates_2")].dialog.currentnode = "artois_lay";
     characters[GetCharacterIndex("Pirates_3")].dialog.filename = "anacleto_dialog.c";
     characters[GetCharacterIndex("Pirates_3")].dialog.currentnode = "artois_lay";
     ChangeCharacterAddress(CharacterFromID("Pirates_1"), "Conceicao_town_exit", "goto8");
     ChangeCharacterAddress(CharacterFromID("Pirates_2"), "Conceicao_town_exit", "goto9");
     ChangeCharacterAddress(CharacterFromID("Pirates_3"), "Conceicao_town_exit", "goto10");
     LAi_SetActorType(CharacterFromID("Pirates_1"));
     LAi_SetActorType(CharacterFromID("Pirates_2"));
     LAi_SetActorType(CharacterFromID("Pirates_3"));
     LAi_ActorFollow(CharacterFromID("Pirates_1"), CharacterFromID("Artois Voysey"), "reset_pirates", 7.0);
     LAi_ActorFollow(CharacterFromID("Pirates_2"), CharacterFromID("Artois Voysey"), "reset_pirates", 7.0);
     LAi_ActorFollow(CharacterFromID("Pirates_3"), CharacterFromID("Artois Voysey"), "reset_pirates", 7.0);
     //LAi_QuestDelay("go_to_artois", 20.0);
     DeleteAttribute(pchar, "quest.voysey_lost");
     LAi_SetHP(CharacterFromID("Pirates_1"), 80.0, 80.0);
     LAi_SetHP(CharacterFromID("Pirates_2"), 80.0, 80.0);
     LAi_SetHP(CharacterFromID("Pirates_3"), 80.0, 80.0);
     LAi_SetCheckMinHP(CharacterFromID("Pirates_1"), 79.0, false, "fight_for_artois_with_child_of_giens");
     LAi_SetCheckMinHP(CharacterFromID("Pirates_2"), 79.0, false, "fight_for_artois_with_child_of_giens");
     LAi_SetCheckMinHP(CharacterFromID("Pirates_3"), 79.0, false, "fight_for_artois_with_child_of_giens");
 break;
 
 case "reset_pirates":
     LAi_SetStayType(CharacterFromID("Pirates_1"));
     LAi_SetStayType(CharacterFromID("Pirates_2"));
     LAi_SetStayType(CharacterFromID("Pirates_3"));
     AddQuestRecord("artois", "10");
 break;
 
 case "fight_for_artois_with_child_of_giens":
     LAi_RemoveCheckMinHP(CharacterFromID("Pirates_1"));
     LAi_RemoveCheckMinHP(CharacterFromID("Pirates_2"));
     LAi_RemoveCheckMinHP(CharacterFromID("Pirates_3"));
     LAi_SetPlayerType(pchar);
     LAi_group_MoveCharacter(characterFromID("Pirates_1"), "CHILD_OF_GIEN");
     LAi_group_MoveCharacter(characterFromID("Pirates_2"), "CHILD_OF_GIEN");
     LAi_group_MoveCharacter(characterFromID("Pirates_3"), "CHILD_OF_GIEN");
     LAi_group_FightGroups("CHILD_OF_GIEN", LAI_GROUP_PLAYER, true);
     
     LAi_group_SetCheck("CHILD_OF_GIEN", "Artois_resque_in_jungles");
     pchar.quest.possible_for_resque_artois.over = "yes";
 break;
 
 case "portugal_becomes_neutral":
     SetNationRelation2MainCharacter(PORTUGAL, RELATION_NEUTRAL);
     LAi_group_SetRelation("CONCEICAO_SOLDIERS", LAI_GROUP_PLAYER, LAI_GROUP_NEITRAL);
 break;
 
 case "Artois_resque_in_jungles":
     pchar.quest.artois_line = "resqued";
     LAi_fade("Artois_resque_in_jungles_2", "Artois_resque_in_jungles_3");
 break;
 
 case "Artois_resque_in_jungles_2":
     LAi_ActorSetStayMode(characterFromID("Artois Voysey"));
     LAi_ActorWaitDialog(characterFromID("Artois Voysey"), pchar);
 break;
 
 case "Artois_resque_in_jungles_3":
     LAi_SetActorType(pchar);
     LAi_ActorDialog(pchar, characterFromID("Artois Voysey"), "pchar_back_to_player", 5.0, 1.0);
     AddPartyExp(pchar, 5000);
     LAi_SetImmortal(characterFromID("Artois Voysey"), true);
 break;
 
 case "pause":
     AddQuestRecord("artois", "8");
     Locations[FindLocation("Conceicao_townhall")].reload.l1.disable = 1;
     DoQuestReloadToLocation ("Conceicao_townhall", "goto", "goto7", "pause2");
 break;
    
 case "pause2":
     Locations[FindLocation("Conceicao_tavern_upstairs")].reload.l1.disable = false;
     sld = LAi_CreateFantomCharacter("soldier_por", "goto", "goto8");
     LAi_SetActorType(sld);
     
     sld = LAi_CreateFantomCharacter("soldier_por", "goto", "goto1");
     LAi_SetActorType(sld);
     sld.id = "guard";
    
     sld = LAi_CreateFantomCharacter("man6", "goto", "goto2");
     LAi_SetActorType(sld);
     sld.id = "witness";
     sld.Dialog.Filename = "witness-dialog.c";
     LAi_SetActorType(CharacterFromID("Jacinto Arcibaldo Barreto"));
     LAi_ActorSetSitMode(CharacterFromID("Jacinto Arcibaldo Barreto"));
     characters[GetCharacterIndex("Jacinto Arcibaldo Barreto")].dialog.currentnode = "j_day";
     LAi_ActorDialog(characterfromID("Jacinto Arcibaldo Barreto"), PChar, "", 2.0, 1.0);
 break;
    
 case "ex_dialog":
     LAi_ActorDialog(characterfromID("witness"), PChar, "", 1.0, 1.0);
     LAi_ActorGoToLocator(CharacterFromID("guard"), "goto", "goto9", "ex_dialog2_3", 3.0);
 break;
    
 case "ex_dialog2_3":
     //LAi_SetActorType(characterfromID("Jacinto Arcibaldo Barreto"));
     LAi_ActorWaitDialog(characterfromID("Jacinto Arcibaldo Barreto"), characterfromID("guard"));
     LAi_ActorDialog(characterfromID("guard"), characterfromID("Jacinto Arcibaldo Barreto"), "ex_dialog2_4", 1.0, 2.0);
 break;
    
 case "ex_dialog2_4":
     LAi_ActorGoToLocator(CharacterFromID("guard"), "goto", "goto1", "ex_dialog2_5", 3.0);
 break;
    
 case "ex_dialog2_5":
     LAi_ActorDialog(characterfromID("Jacinto Arcibaldo Barreto"), PChar, "acrcibaldo_back_to_hub_type", 1.0, 1.0);
     Pchar.quest.artois_captured.win_condition.l1 = "location";
     Pchar.quest.artois_captured.win_condition.l1.location = "Conceicao_town_exit";
     PChar.quest.artois_captured.win_condition = "artois_captured";
     
     PChar.quest.possible_for_resque_artois.win_condition.l1 = "Timer";
     PChar.quest.possible_for_resque_artois.win_condition.l1.date.day = GetAddingDataDay(0,0,4);
     PChar.quest.possible_for_resque_artois.win_condition.l1.date.month = GetAddingDataMonth(0,0,4);
     PChar.quest.possible_for_resque_artois.win_condition.l1.date.year = GetAddingDataYear(0,0,4);
     PChar.quest.possible_for_resque_artois.win_condition = "possible_for_resque_artois";
     AddQuestRecord("artois", "9");
 break;
 
 case "acrcibaldo_back_to_hub_type":
     Locations[FindLocation("Conceicao_townhall")].reload.l1.disable = 0;
     LAi_SetHuberType(characterfromID("Jacinto Arcibaldo Barreto"));
 break;
 
 case "prepare_shoot_in_artois":
     LAi_SetImmortal(characterFromID("Artois Voysey"), false);
     
     LAi_SetPlayerType(Pchar);
     SetOfficersIndex(Pchar, -1, GetCharacterIndex("Artois Voysey"));
     
     Officersreaction("good");
     pchar.quest.shoot_in_artois.win_condition.l1 = "location";
     pchar.quest.shoot_in_artois.win_condition.l1.location = "QC_port";
     pchar.quest.shoot_in_artois.win_condition = "shoot_in_artois";
     
     pchar.quest.shoot_in_artois1.win_condition.l1 = "location";
     pchar.quest.shoot_in_artois1.win_condition.l1.location = "Redmond_port";
     pchar.quest.shoot_in_artois1.win_condition = "shoot_in_artois";
     
     pchar.quest.shoot_in_artois2.win_condition.l1 = "location";
     pchar.quest.shoot_in_artois2.win_condition.l1.location = "Greenford_port";
     pchar.quest.shoot_in_artois2.win_condition = "shoot_in_artois";
     
     if (pchar.location != "Oxbay_port" && !CheckAttribute(PChar, "Quest.Story_OxbayCaptured"))
     {
   pchar.quest.shoot_in_artois3.win_condition.l1 = "location";
   pchar.quest.shoot_in_artois3.win_condition.l1.location = "Oxbay_port";
   pchar.quest.shoot_in_artois3.win_condition = "shoot_in_artois";
     }
     
     pchar.quest.shoot_in_artois4.win_condition.l1 = "location";
     pchar.quest.shoot_in_artois4.win_condition.l1.location = "Douwesen_port";
     pchar.quest.shoot_in_artois4.win_condition = "shoot_in_artois";
     
     pchar.quest.shoot_in_artois5.win_condition.l1 = "location";
     pchar.quest.shoot_in_artois5.win_condition.l1.location = "Muelle_port";
     pchar.quest.shoot_in_artois5.win_condition = "shoot_in_artois";
 break;
 
 case "shoot_in_artois":
     if (CheckQuestAttribute("generate_convoy_quest_progress", ""))
     {    
   for (int l=1; l<4; l++)
   {
       if (GetOfficersIndex(Pchar, l) > 0)
       {
     if (characters[GetOfficersIndex(Pchar, l)].id == "Artois Voysey")
     {
         pchar.quest.shoot_in_artois_complete = "complete";
     }
       }
   }
   if (CheckQuestAttribute("shoot_in_artois_complete", "complete"))
   {
       pchar.quest.shoot_in_artois.over = "yes";
       pchar.quest.shoot_in_artois1.over = "yes";
       pchar.quest.shoot_in_artois2.over = "yes";
       pchar.quest.shoot_in_artois3.over = "yes";
       pchar.quest.shoot_in_artois4.over = "yes";
       pchar.quest.shoot_in_artois5.over = "yes";
       
       GetCharacterPos(GetMainCharacter(), &locx, &locy, &locz);
       homelocator = LAi_FindFarLocator("goto", locx, locy, locz);
       sld = LAi_CreateFantomCharacter("corsair1", "goto", homelocator);
       sld.id = "gunman";
       
       LAi_QuestDelay("shooting_in_artois_begin", 2.0);
       pchar.quest.location = pchar.location;
       pchar.quest.locator = pchar.location.locator;
   }
   else
   {
       pchar.quest.shoot_in_artois.win_condition.l1 = "location";
       pchar.quest.shoot_in_artois.win_condition.l1.location = "QC_port";
       pchar.quest.shoot_in_artois.win_condition = "shoot_in_artois";
       
       pchar.quest.shoot_in_artois1.win_condition.l1 = "location";
       pchar.quest.shoot_in_artois1.win_condition.l1.location = "Redmond_port";
       pchar.quest.shoot_in_artois1.win_condition = "shoot_in_artois";
       
       pchar.quest.shoot_in_artois2.win_condition.l1 = "location";
       pchar.quest.shoot_in_artois2.win_condition.l1.location = "Greenford_port";
       pchar.quest.shoot_in_artois2.win_condition = "shoot_in_artois";
       
       pchar.quest.shoot_in_artois3.win_condition.l1 = "location";
       pchar.quest.shoot_in_artois3.win_condition.l1.location = "Oxbay_port";
       pchar.quest.shoot_in_artois3.win_condition = "shoot_in_artois";
       
       pchar.quest.shoot_in_artois4.win_condition.l1 = "location";
       pchar.quest.shoot_in_artois4.win_condition.l1.location = "Douwesen_port";
       pchar.quest.shoot_in_artois4.win_condition = "shoot_in_artois";
       
       pchar.quest.shoot_in_artois5.win_condition.l1 = "location";
       pchar.quest.shoot_in_artois5.win_condition.l1.location = "Muelle_port";
       pchar.quest.shoot_in_artois5.win_condition = "shoot_in_artois";
   }
     }
     else
     {
   LAi_QuestDelay("shoot_in_artois", 3.0);
     }
 break;
 
 case "shooting_in_artois_begin":
     LAi_SetImmortal(characterFromID("Artois Voysey"), false);
     GetCharacterPos(GetMainCharacter(), &locx, &locy, &locz);
     homelocator = LAi_FindFarLocator("goto", locx, locy, locz);
     homelocation = pchar.location;
     CreateParticleSystemOnLocator(homelocation, homelocator, "gunfire");
     LAi_SetActorType(characterFromID("Artois Voysey"));
     LAi_ActorAnimation(characterFromID("Artois Voysey"), "death_1", "almost_killed_artois", 4.0);
     Play3DSound("objects\duel\pistol_shot1.wav", locx, locy, locz);
 break;
 
 case "almost_killed_artois":
     GetCharacterPos(GetMainCharacter(), &locx, &locy, &locz);
     homelocator = LAi_FindFarLocator("reload", locx, locy, locz);
     LAi_SetActorType(characterFromID("gunman"));
     LAi_ActorRunToLocation(characterFromID("gunman"), "reload", homelocator, "none", "", "", "", 10.0);
     LAi_ActorAnimation(characterFromID("Artois Voysey"), "lay_2", "", 4.0);
     LAi_SetActorType(Pchar);
     Pchar.Temp.self.dialog = Pchar.dialog.currentnode;
     Pchar.dialog.currentnode = "artois_shooted";
     LAi_ActorSelfDialog(Pchar, "player_back");
     AddQuestRecord("artois", "14");
 break;
 
 case "to_tavern_with_almost_dead_artois":
     RemoveOfficersIndex(pchar, GetCharacterIndex("Artois Voysey"));
     RemovePassenger(pchar, characterFromID("Artois Voysey"));
     ChangeCharacterAddress(characterFromID("Artois Voysey"), "none", "");
     DoQuestReloadToLocation("Muelle_tavern_upstairs", "goto", "goto2", "talk_with_doctor");
 break;
 
 case "talk_with_doctor":
     GetCharacterPos(GetMainCharacter(), &locx, &locy, &locz);
     homelocator = LAi_FindNearestFreeLocator("goto", locx, locy, locz);
     sld = LAi_CreateFantomCharacter("fatman2", "goto", homelocator);
     sld.id = "doctor";
     sld.dialog.filename = "anacleto_dialog.c";
     sld.dialog.currentnode = "doctor";
     LAi_SetActorType(sld);
     LAi_ActorDialog(sld, pchar, "", 2.0, 1.0);
     LAi_SetStayType(pchar);
 break;
 
 case "exit_doctor_bad":
     AddQuestRecord("artois", "15");
     CloseQuestHeader("artois");
     homelocation = pchar.quest.location;
     homelocator = pchar.quest.locator;
     DoQuestReloadToLocation(homelocation, "reload", homelocator, "pchar_back_to_player");
     Officersreaction("bad");
     ChangeCharacterReputation(pchar, -2);
 break;
 
 case "exit_doctor_good":
     environment.date.day = GetAddingDataDay(0,0,14);
     environment.date.month = GetAddingDataMonth(0,0,14);
     environment.date.year = GetAddingDataYear(0,0,14);
     AddQuestRecord("artois", "16");
     homelocation = pchar.quest.location;
     homelocator = pchar.quest.locator;
     DoQuestReloadToLocation(homelocation, "reload", homelocator, "final_talk_with_artois");
     Officersreaction("good");
     ChangeCharacterReputation(pchar, 2);
 break;
 
 case "final_talk_with_artois":
     LAi_SetPlayerType(pchar);
     homelocation = pchar.location;
     PlaceCharacter(characterFromID("Artois Voysey"), "goto", homelocation);
     LAi_SetActorType(characterFromID("Artois Voysey"));
     LAi_type_actor_Reset(characterFromID("Artois Voysey"));
     Characters[GetCharacterIndex("Artois Voysey")].dialog.currentnode = "final_talk";
     LAi_ActorDialog(characterFromID("Artois Voysey"), pchar, "Voysey_listed_2", 3.0, 1.0);
     LAi_SetImmortal(characterFromID("Artois Voysey"), true);
     
     pchar.quest.treasure_found.win_condition.l1 = "locator";
     pchar.quest.treasure_found.win_condition.l1.location = "Douwesen_Shore_ship";
     pchar.quest.treasure_found.win_condition.l1.locator_group = "randitem";
     pchar.quest.treasure_found.win_condition.l1.locator = "randitem1";
     pchar.quest.treasure_found.win_condition = "treasure_found";
     AddQuestRecord("artois", "17");
     AddPartyExp(pchar, 5000);
     //AddPassenger(Pchar, characterFromID("Artois Voysey"), 0);
 break;
 
 case "treasure_found":
     AddMoneyToCharacter(PChar, 50000);
     Log_SetStringToLog(GlobalStringConvert("QUEST_MESSAGE4"));
     AddQuestRecord("artois", "18");
     AddPartyExp(pchar, 15000);
     if (CheckQuestAttribute("artois_line", "completed"))
     {
   PChar.quest.Wait_For_donate.win_condition.l1 = "Timer";
   PChar.quest.Wait_For_donate.win_condition.l1.date.day = GetAddingDataDay(0,1,0);
   PChar.quest.Wait_For_donate.win_condition.l1.date.month = GetAddingDataMonth(0,1,0);
   PChar.quest.Wait_For_donate.win_condition.l1.date.year = GetAddingDataYear(0,1,0);
   PChar.quest.Wait_For_donate.win_condition = "Wait_For_donate";
   pchar.quest.artois_line = "found_gold";
     }
     else
     {
   CloseQuestHeader("artois");
     }  
 break;
 
 case "Wait_For_donate":
     OfficersReaction("bad");
     ChangeCharacterReputation(pchar, -2);
     pchar.quest.artois_line = "final_state";
     AddQuestRecord("artois", "20");
     CloseQuestHeader("artois");
 break;
 
 case "artois_donate_done":
     pchar.quest.Wait_For_donate.over = "yes";
     OfficersReaction("good");
     ChangeCharacterReputation(pchar, 4);
     AddMoneyToCharacter(PChar, -4000);
     AddQuestRecord("artois", "19");
     CloseQuestHeader("artois");
     AddPArtyExp(pchar, 7000);
 break;<!--c2--></div><!--ec2-->
 
No Thats the proplem

no one is turning up to shoot him <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
My recollection of this from previous posts, welcome to the site by the way! Fudge Dragon, <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" /> , is that if you force Artois to tell you the secret then the quest finishes correctly and if you are polite like me and let him keep his secret then the quest never finishes, like the one in my game, and you can not complete it.

If you have a save game from before you went to the Portuguese island you can go back to that and when you have the situation occur again force Artois to talk rather than telling him that he can keep his secret. (and finish the quest! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" /> )

Good luck! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
Is Artois currently in your passengers list? Can you make him an officer?
(If not, the quest is broken).

If so, make him an officer.
Then go to QC's port. A fantom corsair should appear and shoot Artois.
 
What do you mean, Nathan? Don't you just have to go from Conciecao to douwesen? You get the cash that way... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--QuoteBegin-NathanKell+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->Then go to QC's port. A fantom corsair should appear and shoot Artois.<!--QuoteEnd--></div><!--QuoteEEnd-->What the HECK??? That happens before you can hire him, right? With Nigel Blythe. Only he doesn't shoot, but stab him. Now I don't understand anymore. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
No, Pieter. I've head about this shooting dude previously, but haven't <b>personally</b> encountered him. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I haven't either, because I too made Artois tell me about the treasure after I saved his life the first time.
Fudge dragon is talking about what happens when you /don't/ force him to tell you then.
If you don't, then the next time you go to a port, Artois is shot, and you have to get him to a doctor, and _then_ he tells you. Or so the quest code says.
 
thats what i thought

and i cant find anything wrong with the code

but then again i cant get a dialog to work without a bit of help

does build mod fix it
 
I always forced him to tell you about the treasure. Hmm. Maybe I should try to see what happens if I don't. Sounds like fun. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Fudge Dragon, maybe this is one of the random stock PotC bugs. There are quite a few known ones. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--QuoteBegin-Rico+May 11 2005, 07:38 PM--><div class='quotetop'>QUOTE(Rico @ May 11 2005, 07:38 PM)</div><div class='quotemain'><!--QuoteEBegin-->Fudge Dragon, maybe this is one of the random stock PotC bugs. There are quite a few known ones. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
<div align="right">[snapback]104891[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->

does the build mod fix it then
 
Probably. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
I've played this quest through like this -

IIRC, Artois needs to be in your officer contingent. He disappears from your employ when you go to a town, and you have to ask about him in the tavern. Then you take a walk out the back gate of the town and find him in the jungle lying on a small hill, with several men standing over him. He's been shot, but is okay.

Yes, the Build fixes this quest so that it works. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Uh, Cat, we're talking about the other time he's shot--i.e. if you do that, but then /don't/ press him for information right then. Then he's supposed to be shot /again/, somewhere else.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Oh really? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> Never had that problem with him (guess I'm too impatient and have to ask!). BOY he's an unlucky guy! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
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