<!--QuoteBegin-alan_smithee+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->If we ever figure out how to add new reload spots, maybe we could make the entrance "behind" a bookcase.<!--QuoteEnd--></div><!--QuoteEEnd-->I think we can use that formula I got from NathanKell to make a custom locator spot for reloading. I forget where I posted it - perhaps in the KR Devil's Island topic - but that should help...
Sheesh, that should be something in the WIKI, too. I wonder if Nathan would mind if I (or one of us) put it in there - giving him credit, of course. It's a very helpful little formula. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="

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OH <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid="

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NathanKell is the writer:
<!--QuoteBegin-alan_smithee+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->And maybe we'd need enough inventions of his to make creating a huge underground lab worthwhile.<!--QuoteEnd--></div><!--QuoteEEnd-->I think it could be treated episodically rather like "Q" in the Bond films - you visit him and he gives you something to help you along in your next quest... There could be tantalyzing things lying around that might catch your eye but if you ask him about them he'll only say, "Not finished yet, no. Unless you want to be accidentally blown up, that is!" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="

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<!--QuoteBegin-alan_smithee+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->I don't know how posessing an item would trigger a new loading screen...<!--QuoteEnd--></div><!--QuoteEEnd-->The possession of something could be a "key" to unlock - created through quests_reaction.c - in an "if/else" command. If main character is carrying (or in the company of) something (or someone), this particular thing (open door) happens. ELSE, nothing happens. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="

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<!--QuoteBegin-alan_smithee+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->I also dig the idea of vast new areas of the game being opened by finishing the main quest, giving further game hours of exploration.<!--QuoteEnd--></div><!--QuoteEEnd-->Yes, it's about time some of us put some attention to that - I mean, this whole opening up of KR is really great, as it gives you somewhere else to go when making a quest...
<!--QuoteBegin-alan_smithee+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->Also, I'm going to have to make this a locked door, just like the lighthouse, the opening of which is triggered by... something. Could you make that something happen, Cat, at your end?<!--QuoteEnd--></div><!--QuoteEEnd-->I think so - remember, I'm floundering my way thorough this code just like you are - but I think it can be done, yes... I am not home at the moment, but I can take a look at it when I am (in another day or so). It'll basically work like I suggested above, with an "if/else" routine.
If you look at quests_reaction.c you will find routines like that so you can get an idea of how it works. It's the same way in any dialog where you want someone to say one thing if you are carrying an item, another if you are not... Looking at the code will show you how it's done.