Well, @Hylie Pistof, what do you think?Here's another alternative then.
You got a savegame and error.log?And a guy in Turks tavern without a dialog.
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Well, @Hylie Pistof, what do you think?Here's another alternative then.
You got a savegame and error.log?And a guy in Turks tavern without a dialog.
No sorry, because my young buddy took over and played "pirates" for a while.You got a savegame and error.log?
In that case, was that with the very latest ZIP?No sorry, because my young buddy took over and played "pirates" for a while.![]()
How exactly is that done?if you make a building from the pistol you don't Need a reloadtolocation, you can just use the changecharactergroup for the building
Isn't it just to use Build_at( )... in the location file?But I don't know if you would be able to place it that accuratly then
Yes, but not by an NPC?And a random item can be picked up.
What? I could use that!And the Standard Storyline contains a scene where you place a model on a very specific spot as well.
No it was with the 22 december version.In that case, was that with the very latest ZIP?
And the Standard Storyline contains a scene where you place a model on a very specific spot as well.
What? I could use that!
Weekend.When Pieter do you plan the next version?
^ Yep, that's the one.Putting the idol on a spot in the temple on Cozumel - to open the alcove.![]()
void Items_ShowItem(int _itemN)
{
aref al;
aref activeLocation;
ref chr = GetMainCharacter();
makearef(activeLocation, Locations[sti(chr.itemLocationIndex)]);
if (Items[_itemN].model == "")
{
Trace("ItemLogic: no model for item "+activeLocation.id+"."+Items[_itemN].id);
return;
}
if (Items[_itemN].startLocator != "")
{ //unused
Items_LoadModel(&itemModels[_itemN], &Items[_itemN]);
if (!FindLocator(Items[_itemN].startLocation, Items[_itemN].startLocator, &al, true))
Trace("ItemLogic: locator for item "+_itemN+" not found! ["+Items[_itemN].startLocation+">>"+Items[_itemN].startLocator);
Trace ("ItemLogic: showing item at "+al.x+", "+al.y+", "+al.z);
SendMessage(&itemModels[_itemN], "lffffffffffff", MSG_MODEL_SET_POSITION, makeFloat(al.x), makeFloat(al.y), makeFloat(al.z), makeFloat(al.vx.x), makeFloat(al.vx.y), -makeFloat(al.vx.z), makeFloat(al.vy.x), makeFloat(al.vy.y), -makeFloat(al.vy.z), makeFloat(al.vz.x), makeFloat(al.vz.y), -makeFloat(al.vz.z));
}
else
{ //used
if (Items[_itemN].useLocation != activeLocation.id)
return;
Items_LoadModel(&itemModels[_itemN], &Items[_itemN]);
for (int i=0; i<useLocatorsCount; i++)
{
al = useLocators[i];
if (useAttrs[i].locator == Items[_itemN].useLocator)
{
SendMessage(&itemModels[i], "lffffffffffff", MSG_MODEL_SET_POSITION, makeFloat(al.x), makeFloat(al.y)+makeFloat(useAttrs[i].itemDeltaY)+makeFloat(useAttrs[i].deltaY), makeFloat(al.z), makeFloat(al.vx.x), makeFloat(al.vx.y), -makeFloat(al.vx.z), makeFloat(al.vy.x), makeFloat(al.vy.y), -makeFloat(al.vy.z), makeFloat(al.vz.x), makeFloat(al.vz.y), -makeFloat(al.vz.z));
return;
}
}
}
}
Well, they DO disappear from the location, even though I don't know quite how.Yes, but not by an NPC?
I think that will do quite nicely!Here's the dialog. I didn't know what to write for the line 35 cause to be honest I'm not sure that I understand that line![]()
"Pick yer poison. Ale, wine, or rum."
One last request @Mirsaneli: Is there any spot where the above two lines might fit in?"Leave the serving wench alone. The working girls are....wherever the brothel is."
Very awesome! So I think if I do this in the quests_reaction.c file, the musketoon will show up only when Hylie takes over the tavern:And here's Hylie's musketoon in Turks tavern. Forgot it earlier.
ChangeCharacterAddressGroup(characterFromID("Hylie Pistof"), "Turks_Tavern", "merchant", "goto3");
Locations[FindLocation("Turks_Tavern")].models.always.l2 = "musketoon"; // JRH
One last request @Mirsaneli: Is there any spot where the above two lines might fit in?
Very awesome! So I think if I do this in the quests_reaction.c file, the musketoon will show up only when Hylie takes over the tavern:
Code:ChangeCharacterAddressGroup(characterFromID("Hylie Pistof"), "Turks_Tavern", "merchant", "goto3"); Locations[FindLocation("Turks_Tavern")].models.always.l2 = "musketoon"; // JRH
![]()
Well, now neither does your character!Err, I said......."wherever the brothel is" because I don't know where the brothel is.![]()