<!--quoteo(post=230088:date=Jan 2 2008, 12:18 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Jan 2 2008, 12:18 AM) [snapback]230088[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=229813:date=Jan 1 2008, 09:27 AM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Jan 1 2008, 09:27 AM) [snapback]229813[/snapback]</div><div class='quotemain'><!--quotec-->that's funny, i thought you guys would have noticed that one. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid="

" border="0" alt="rolleyes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Especially since I reported this over a year ago!
<!--quoteo(post=229867:date=Jan 1 2008, 11:33 AM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Jan 1 2008, 11:33 AM) [snapback]229867[/snapback]</div><div class='quotemain'><!--quotec-->Looks like you have squashed the bug in the zaid Munro quest ! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid="

" border="0" alt="doff.gif" />
It is obviously an issue of re-used characters, rather then assigning extra quest characters and also spending some time with assigning those an additional dialogue file.
...<!--QuoteEnd--></div><!--QuoteEEnd-->
It's not squashed until the coders actually get a fix into the Build.
<!--QuoteEnd--></div><!--QuoteEEnd-->
You are right Petros ! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid="

" border="0" alt="me.gif" />
But since there has been a whole year since you brought up the issue I thought I might help a little.
Here is a fix for it in which dialogue for the pirate standing on the right side of the road is also enabled and the second wave of attackers consist of three different Npchars. Leftmost letters "J" mark addition, which is most of the character sequence since there are two new enemies. Since there is also an addition in the initian characters the game has to be restarted... which I did and the now the whole thing works.
Change in PROGRAM\QUESTS\quests_reaction:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->case "revenge_for_bandits":
ChangeCharacterAddress(CharacterFromID("danielle_quests_corsair_1"), "Muelle_town_exit", "locator9");
ChangeCharacterAddress(CharacterFromID("danielle_quests_corsair_2"), "Muelle_town_exit", "citizen01");
// NK -->
Characters[GetCharacterIndex("danielle_quests_corsair_1")].greeting = "Gr_isla muelle soldier";
Characters[GetCharacterIndex("danielle_quests_corsair_2")].greeting = "Gr_isla muelle soldier";
Characters[GetCharacterIndex("danielle_quests_corsair_3")].greeting = "Gr_isla muelle soldier";
// J -->
Characters[GetCharacterIndex("danielle_quests_corsair_4")].greeting = "Gr_isla muelle soldier";
Characters[GetCharacterIndex("danielle_quests_corsair_5")].greeting = "Gr_isla muelle soldier";
// J <--
LAi_SetActorType(CharacterFromID("danielle_quests_corsair_1"));
// J -->
LAi_SetActorType(CharacterFromID("danielle_quests_corsair_2"));
// J <--
Lai_ActorWaitDialog(characterFromID("danielle_quests_corsair_1"), pchar);
// J -->
Lai_ActorWaitDialog(characterFromID("danielle_quests_corsair_2"), pchar);
// J <--
// NK <--
break;
case "fight_with_bandits_in_muelle_town_exit":
AddQuestrecord("murro", "2");
LAi_group_MoveCharacter(characterFromID("danielle_quests_corsair_1"), "BANDITS");
LAi_group_MoveCharacter(characterFromID("danielle_quests_corsair_2"), "BANDITS");
LAi_group_FightGroups("BANDITS", LAI_GROUP_PLAYER, true);
LAi_group_SetCheck("BANDITS", "fight_with_other_bandits_in_muelle_town_exit"); //NK fix
break;
case "fight_with_other_bandits_in_muelle_town_exit":
DisableFastTravel(true);
DisableMenuLaunch(true);
DoQuestCheckDelay("fight_with_other_bandits_in_muelle_town_exit_2", 3.0);
break;
case "fight_with_other_bandits_in_muelle_town_exit_2":
DisableFastTravel(false);
DisableMenuLaunch(false);
AddQuestrecord("murro", "3");
ReanimateCharacter("danielle_quests_corsair_3");
ReanimateCharacter("danielle_quests_corsair_4");
ReanimateCharacter("danielle_quests_corsair_5");
// JNK -->
//LAi_SetWarriorType(CharacterFromID("danielle_quests_corsair_3"));
ChangeCharacterAddressGroup(CharacterFromID("danielle_quests_corsair_4"), "none", "reload", "reload1");
ChangeCharacterAddressGroup(CharacterFromID("danielle_quests_corsair_5"), "none", "reload", "reload1");
LAi_SetActorType(CharacterFromID("danielle_quests_corsair_4"));
LAi_SetActorType(CharacterFromID("danielle_quests_corsair_5"));
// NKJ <->
ChangeCharacterAddressGroup(CharacterFromID("danielle_quests_corsair_3"), "Muelle_town_exit", "reload", "reload1");
ChangeCharacterAddressGroup(CharacterFromID("danielle_quests_corsair_4"), "Muelle_town_exit", "reload", "reload1");
ChangeCharacterAddressGroup(CharacterFromID("danielle_quests_corsair_5"), "Muelle_town_exit", "reload", "reload1");
// NKJ <->
LAi_ActorFollow(CharacterFromID("danielle_quests_corsair_4"), CharacterFromID("danielle_quests_corsair_3"), "", 20);
LAi_ActorFollow(CharacterFromID("danielle_quests_corsair_5"), CharacterFromID("danielle_quests_corsair_3"), "", 30);
// JNK <->
characters[GetCharacterIndex("Zaid Murro")].quest.bandits = "2";
LAi_SetActorType(CharacterFromID("danielle_quests_corsair_3"));
LAi_ActorDialog(CharacterFromID("danielle_quests_corsair_3"), pchar, "", 4.0, 1.0);
break;
case "fight_with_other_bandits_in_muelle_town_exit_3":
LAi_group_MoveCharacter(characterFromID("danielle_quests_corsair_3"), "BANDITS");
LAi_group_MoveCharacter(characterFromID("danielle_quests_corsair_4"), "BANDITS");
LAi_group_MoveCharacter(characterFromID("danielle_quests_corsair_5"), "BANDITS");
LAi_group_FightGroups("BANDITS", LAI_GROUP_PLAYER, true);
LAi_group_SetCheck("BANDITS", "fight_with_other_bandits_in_muelle_town_exit_4"); //NK fix
break;
case "fight_with_other_bandits_in_muelle_town_exit_4":
AddQuestrecord("murro", "4");
characters[GetCharacterIndex("Zaid Murro")].quest.bandits = "3";
break;<!--QuoteEnd--></div><!--QuoteEEnd-->
Change in PROGRAM\Characters\init\TempQuestEnemy by inserting two characters in the sequence and hereby increasing number of enemies to five:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->makeref(ch,Characters[n]); // 1-é Ãèðà ò âñòðå÷à þùèéñÿ â êâåñòîâûõ ñöåÃà õ
ch.old.name = "Emellio";
ch.old.lastname = "Fernandez";
ch.name = LanguageConvertString(tmpNameFileID,"Emellio");
ch.lastname = LanguageConvertString(tmpNameFileID,"Fernandez");
ch.id = "danielle_quests_corsair_1";
ch.sound_type = "pirate";
ch.model = "corsair1";
ch.sex = "man";
LAi_NoRebirthEnable(ch);
GiveItem2Character(ch, BLADE_SABER);
ch.equip.blade = BLADE_SABER;
ch.nodisarm = 1; // PB: Disable disarming
ch.location = "";
ch.location.group = "";
ch.location.locator = "";
ch.Dialog.Filename = "danielle_quests_pirate_dialog.c";
ch.greeting = "Gr_danielle_quests_pirate";
ch.rank = 4;
ch.reputation = "20";
ch.experience = "0";
ch.skill.Leadership = "0";
ch.skill.Fencing = "3";
ch.skill.Sailing = "0";
ch.skill.Accuracy = "1";
ch.skill.Cannons = "1";
ch.skill.Grappling = "4";
ch.skill.Repair = "1";
ch.skill.Defence = "1";
ch.skill.Commerce = "1";
ch.skill.Sneak = "1";
ch.money = "10";
LAi_SetActorType(ch);
LAi_SetLoginTime(ch, 0.0, 24.0);
LAi_SetHP(ch, 80.0, 80.0);
n = n + 1;
makeref(ch,Characters[n]); // 2-é Ãèðà ò âñòðå÷à þùèéñÿ â êâåñòîâûõ ñöåÃà õ
ch.old.name = "Pirate";
ch.old.lastname = "";
ch.name = LanguageConvertString(tmpNameFileID,"Pirate");
ch.lastname = "";
ch.id = "danielle_quests_corsair_2";
ch.nation = PIRATE;
ch.act.type = "merchant";
ch.model = "corsair2";
LAi_NoRebirthEnable(ch);
ch.sex = "man";
GiveItem2Character(ch, BLADE_SABER);
ch.equip.blade = BLADE_SABER;
ch.nodisarm = 1; // PB: Disable disarming
ch.location = "";
ch.location.group = "";
ch.location.locator = "";
ch.Dialog.Filename = "danielle_quests_pirate_dialog.c";
ch.greeting = "Gr_danielle_quests_pirate";
ch.rank = 4;
ch.reputation = "20";
ch.experience = "0";
ch.skill.Leadership = "0";
ch.skill.Fencing = "3";
ch.skill.Sailing = "0";
ch.skill.Accuracy = "1";
ch.skill.Cannons = "1";
ch.skill.Grappling = "4";
ch.skill.Repair = "1";
ch.skill.Defence = "1";
ch.skill.Commerce = "1";
ch.skill.Sneak = "1";
ch.money = "10";
LAi_SetActorType(ch);
LAi_SetLoginTime(ch, 0.0, 24.0);
LAi_SetHP(ch, 80.0, 80.0);
n = n + 1;
makeref(ch,Characters[n]); // 3-é Ãèðà ò âñòðå÷à þùèéñÿ â êâåñòîâûõ ñöåÃà õ
ch.old.name = "Pirate";
ch.old.lastname = "";
ch.name = LanguageConvertString(tmpNameFileID,"Pirate");
ch.lastname = "";
ch.id = "danielle_quests_corsair_3";
ch.nation = PIRATE;
ch.sound_type = "pirate";
ch.model = "corsair3";
LAi_NoRebirthEnable(ch);
ch.sex = "man";
GiveItem2Character(ch, BLADE_SABER);
ch.equip.blade = BLADE_SABER;
ch.nodisarm = 1; // PB: Disable disarming
ch.location = "";
ch.location.group = "";
ch.location.locator = "";
ch.Dialog.Filename = "danielle_quests_pirate_dialog.c";
ch.greeting = "Gr_danielle_quests_pirate";
ch.rank = 4;
ch.reputation = "20";
ch.experience = "0";
ch.skill.Leadership = "0";
ch.skill.Fencing = "4";
ch.skill.Sailing = "0";
ch.skill.Accuracy = "1";
ch.skill.Cannons = "1";
ch.skill.Grappling = "3";
ch.skill.Repair = "1";
ch.skill.Defence = "1";
ch.skill.Commerce = "1";
ch.skill.Sneak = "1";
ch.money = "10";
LAi_SetActorType(ch);
LAi_SetLoginTime(ch, 0.0, 24.0);
LAi_SetHP(ch, 80.0, 80.0);
n = n + 1;
makeref(ch,Characters[n]); // 4-é Ãèðà ò âñòðå÷à þùèéñÿ â êâåñòîâûõ ñöåÃà õ
ch.old.name = "Pirate";
ch.old.lastname = "";
ch.name = LanguageConvertString(tmpNameFileID,"Pirate");
ch.lastname = "";
ch.id = "danielle_quests_corsair_4";
ch.nation = PIRATE;
ch.sound_type = "pirate";
ch.model = "killer";
LAi_NoRebirthEnable(ch);
ch.sex = "man";
GiveItem2Character(ch, BLADE_SABER);
ch.equip.blade = BLADE_SABER;
ch.nodisarm = 1; // PB: Disable disarming
ch.location = "";
ch.location.group = "";
ch.location.locator = "";
ch.Dialog.Filename = "danielle_quests_pirate_dialog.c";
ch.greeting = "Gr_danielle_quests_pirate";
ch.rank = 4;
ch.reputation = "20";
ch.experience = "0";
ch.skill.Leadership = "0";
ch.skill.Fencing = "4";
ch.skill.Sailing = "0";
ch.skill.Accuracy = "1";
ch.skill.Cannons = "1";
ch.skill.Grappling = "3";
ch.skill.Repair = "1";
ch.skill.Defence = "1";
ch.skill.Commerce = "1";
ch.skill.Sneak = "1";
ch.money = "10";
LAi_SetActorType(ch);
LAi_SetLoginTime(ch, 0.0, 24.0);
LAi_SetHP(ch, 80.0, 80.0);
n = n + 1;
makeref(ch,Characters[n]); // 5-é Ãèðà ò âñòðå÷à þùèéñÿ â êâåñòîâûõ ñöåÃà õ
ch.old.name = "Pirate";
ch.old.lastname = "";
ch.name = LanguageConvertString(tmpNameFileID,"Pirate");
ch.lastname = "";
ch.id = "danielle_quests_corsair_5";
ch.nation = PIRATE;
ch.sound_type = "pirate";
ch.model = "Man3";
LAi_NoRebirthEnable(ch);
ch.sex = "man";
GiveItem2Character(ch, BLADE_SABER);
ch.equip.blade = BLADE_SABER;
ch.nodisarm = 1; // PB: Disable disarming
ch.location = "";
ch.location.group = "";
ch.location.locator = "";
ch.Dialog.Filename = "danielle_quests_pirate_dialog.c";
ch.greeting = "Gr_danielle_quests_pirate";
ch.rank = 4;
ch.reputation = "20";
ch.experience = "0";
ch.skill.Leadership = "0";
ch.skill.Fencing = "4";
ch.skill.Sailing = "0";
ch.skill.Accuracy = "1";
ch.skill.Cannons = "1";
ch.skill.Grappling = "3";
ch.skill.Repair = "1";
ch.skill.Defence = "1";
ch.skill.Commerce = "1";
ch.skill.Sneak = "1";
ch.money = "10";
LAi_SetActorType(ch);
LAi_SetLoginTime(ch, 0.0, 24.0);
LAi_SetHP(ch, 80.0, 80.0);
n = n + 1;<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid="

" border="0" alt="buds.gif" /> Now I'll get that drink I didn't touch for a couple of hours!