If I want...
If I want.... :mi If I want....
Lord, forgive me but that there is funny.
Cheers matey!
Have one on me. :beer


Lord, forgive me but that there is funny.


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"corvette 1_47" is a custom model by Sprut.
I'll try to remember, but no guarantees...Remind me after the 9th and I'll look at those sails.
The easiest by far would be to replace the _plain file with the _common file so you'll have two the same ones.
Then we'd need to code it so that we can use only one and remove the other.
We've had the Corvette1_47 in the PotC Build Mod much longer than CoAS has been around.
Maybe they included her in CoAS, but we originally got her as a seperate download from the Seaward.ru forums.
We've had the Corvette1_47 in the PotC Build Mod much longer than CoAS has been around.
Maybe they included her in CoAS, but we originally got her as a seperate download from the Seaward.ru forums.
Done. I don't know when or if I will ever acquire it, but has your walk file now.
This raises the question of whether there are any other ships in PotC with a similar history.![]()
Some different ship models share the same walk files, but can have totally different names, which can be confusing.I noticed that there are not as many walk files as there are types of models. How do you guys know what walk file goes to it's ship model, like the interceptor?
Yes, but that isn't enough to get the crew in-game. You need to edit PROGRAM/ SEA_AI/ shipWalk.c, and add the necessary lines like this:This is unbelievable.I was in a shipyard just now and saw a corvette for sale. So bought it expecting the usual ships. When I saw the ship out in the harbor it took a bit for it to sink in. I had bought the corvette 1_47!
) I seriously never expected to see it again. But, it had no crew.
The path I used is PotC-->program-->sea ai-->walk. Is that correct?
#include "sea_ai\Walk\Mordaunt_walk.c" //pgargon <--
#include "sea_ai\Walk\Surprise1_walk.c" //Jack Harrison
#include "sea_ai\Walk\THE WALKFILE NAME HERE.c" // <----
void Ship_Walk_Init()
{
Barque_walk_init();
Galeon1_walk_init();
Mordaunt_walk_init(); // pgargon <--
Surprise1_walk_init(); //Jack Harrison
WALKFILE NAME_init(); // <----
}
void Ship_Walk_Create()
{
int charIndex = GetEventData();
aref ship = GetEventData();
// TEMPLATE
case "WALKFILE NAME":
SendMessage(PeopleOnShip,"lileee",AI_MESSAGE_ADD_SHIP,ship,WALKFILE NAME_walk_count, &WALKFILE NAME_walk_verts, &WALKFILE NAME_walk_graph, &WALKFILE NAME_walk_types);
//SendMessage(WALK_TOOL,"lslee", AI_MESSAGE_ADD_SHIP, "WALKFILE NAME", WALKFILE NAME_walk_count, &WALKFILE NAME_walk_verts, &WALKFILE NAME_walk_graph, &WALKFILE NAME_walk_types);
break;
// TEMPLATE <--
Um... it looks fine to me.Well, after several tries ending in the "ya screwed the pooch" message, I finally got it to load. Hit F11 and went to sea. No crew. Quit, restarted and tried again. Nope. Here is my shipwalk.c. What did I miss?
refShip.Walk = "";
refShip.Walk = "Corvette1_47";
From my experience, a reinit should work, as I remember it did when I added the HSP walk files.A reinit might be good enough, but for new walk files, I'm thinking a new game could be required.
I'm not sure, so you'll have to try.