I really appreciate your guidance, Petros!
Pointing to where the stuff is is an invaluable help. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid="

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... the rest being dull work of making back up files and testing patterns...
<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid="

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<!--quoteo(post=234484:date=Jan 15 2008, 01:04 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jan 15 2008, 01:04 PM) <a href="index.php?act=findpost&pid=234484"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wonder what we should do with this. Try and fix the Ambush function or use the Rapid_Rapid function instead? Basically they're two functions for pretty much the same thing. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
BTW: Numpad 9 also used the Rapid_Raid code.<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid="

" border="0" alt="yes.gif" /> Actually we have three functions for pretty much the same thing. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid="

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1. "Ambush"
2. "Random_Raid"
3. "Rapid_Raid"
I do not have a thorough knowledge regarding their speciffic utilization purposes and I have not crossed examined every file where they function.
This being said however, I realized the following distinctions:
1.) "Ambush" produces quick action emerging from a random locator. It is lean and straight and most suitable for dialoguebased quests, because you can define what you want right there in the dialogue files, based on CCC's pattern. Imagine in principle a simple dialogue quest where a governor asks the player to conquer a town and in order to do that he must find the leader of the inssurgents. Give this leader a dialogue case with "ambush" when in fort, and write
you want 12 pirates, friendly to you and enemy to the town nation, and you have a side fight almost similar to the one in the Take of Greenford quest, without having to write volumes of quest lines.
Attention must be given to where you are using it, in terms of which locators the target environment has been built upon. We have just seen the side effects.
2.) "Random_Raid" is the predecessor of "Rapid_Raid", as explained in ElRapido by people far wiser then myself, where the definitions of who and where depend on how you are building up the characters with:
LAi_CreateFantomCharacterEx(false, 0, true, hasblade, hasgun, GetRandomModelForTypeExSubCheck(1, type, "man", nation), ani, group, locator);
These characters can also be set to "ambush" eachothers groups... sometimes, random that is.
Takes work with lines to assign the speciffications.
I have used it "as is" to see what happens.
Testing it in the Phillipsburg port, looked quite good. I had French soldiers emerging from in front of the shipyard then sometimes from in front of the tavern, then sometimes from the peer. It worked on the definitions in LEnc_monsters which relate basicly to main characters location.
Since I could not find the events in Phillipsburg in a distinct quest/story/case file I am never the less worried about it because the function might teorethically pick up at some point the wrong locator, and then you will maybe have every 20est player complaining about it whith the rest not sharing but a positive experience.
3.) Rapid_Raid is as explained in the El.Rapido an entire tool. The file consists of all the definitions necessary to make Rapid_Raid work.
It gives in addition challenge and satisfaction, you meet soldiers with more realistic soldier levels and they carry weapons worth looting.
The function seems entirely customized to the explanatory note in the file : "works only on land locations..."
In 30 dialogue tests it did't disapoint me ... it did'n put a single attacker in a water(boarding) location.
So this function is a fix which happens to be right there in th game.
Using Rapid_Raid is not a solution as elegant as fixing functionparameters or assigning locators, but it worked in my game.
My suggestion if you folks agree would be the following:
Since we have two characters in Philipsburg, who offer the fighting option (apart from the patrol outside town) , one being the soldier in port and the other being the officer in town, I wouldn't mind leaving the existing CCC design as dialog file for the officer in town only and then paste in addition a new set of dialogue c. and h. files using the Rapid_Raid functions to be assigned for the soldier in port character.
In this way I feel we still show reverence to CCC's wonderfull work and preserve it, while adding a right here and right now solution to the bug in port which would at least bring variety to the game in Philipsburg untill CCC and the comunity come with something more gracefull.
If you give the GO, I will make the files as soon as I get back from work tomorrow night.
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />