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ccc function tutorial

kaizerkat

Freebooter
Is there a tutorial on how to add a building inthe building kit i.e distillery, foundry, farm, etc? I'm feeling creative and would like to add a building or two.
 
There is a section in History and Tutorials manual called Creating New Location by Verruckt that covers the basics, it should be in the documents directory if you have New Horizons Beta 14+ installed. Or you can download it directly from the link below.

New_Horizons-Tutorials_And_History.pdf - 6.6 Mb
 
thanks for the reply, but i believe that's for putting houses. shops,....etc into the game.What i wanted is a tutorial dealing with the ability to add the making of ale along with rum from the distillery that you build in the game by asking your officer to fetch some hands to build the distillery. I tried to get the distillery to make some ale together with rum. So, i'm thinking i'll have to build a seperate building for that or learn how to have the distillery make both rum & ale
 
The code you need is in PROGRAM\ITEMS\initItems.c for the actual buildings, the DIALOGS\b_ files for the files and Enc_Officer_dialog.c for the actual building process.
CCC has added lots of helpful comments all throughout his code that will hopefully help you figure it out.
Let us know if anything requires additional explanation. :doff
 
yeah a question. I just want to turn the rum distillery into a ale maker and still have a rum distillery for making rum.I'm wondering if all i have to do is change the b_workshop file to add this extra function. What do you think?
 
ok pieter, i've just spent most of the day trying to figure this out and for me its very frustrating. I'm pretty good at sorting things out and i have learned alot about the functions of this ccc building mod. I just can't seem to pinpoint that one little entry or lines to make the extra distillery building to work. I'm at the point where the actual bldg appears but i just can not figure out how to get it to produce ale. All it wants to do is make rum like the other distillery. And yes i do have an extra entry in the B_workshop file and have the product good string as GOOD_ALE along with the other distillery product good as GOOD_RUM . Bottomline is do you know how to add another distillery to produce ale and if so can you give me an example. Thanks
 
You will need an initItems.c entry for the new interior that produces "ale" instead, with a dialog option in the officer dialog to allow you to actually build the new version.
 
ok here is the inititems.c file with the new entry in the interior section ( code word/entry is "benoist" as an distillery). The other two dialog files are under the same name benoist. If you could please take a quick look and tell me what i did wrong. Thanks alot
 

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  • initItems.c
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  • Enc_Officer_dialog.c
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  • b_workshop.h
    40.6 KB · Views: 160
Unfortunately I am drowning in real-life work and don't really have much time for probably another month. :(
 
yeah, i hear ya. In 2 weeks back to the grind myself. ALthough, i will find time to relax after a lond day in the real world and be in the virtual caribbean world. So, when you have time that would be great. In the mean time i'll see if i can't figure it out. Thanks
 
ok, i figuered it out. I did everything on the info you gave. Except, i did not re-initialize (F11) after i made the add on to the file.So once again thanks for your input.Although, i can not figure out why after building a house i can't get the dialog started with the character. All the other building characters work great but not the house guy. Is there a fix for this?
 
AH! That does make a difference. I should have thought of that. I've gotten too used to starting a new game all the time. kev
 
so any thoughts on the house issue? All other start dialogs appear when i speak with the farmer, foundry guy, forest guy...etc, but not the house guy,( the house u build so that u can add an marketstall).Thanks for your time i know that u r busy
 
Methinks Jack Rackham and Bart O Port know about this, but they might not visit this part of the forum.
 
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