I made the group "girls" especially for you, Cat <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/flower.gif" style="vertical-align:middle" emoid=":ty" border="0" alt="flower.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid="

ops2" border="0" alt="oops3.gif" />
Though there are only the usual towngirls in it, cause it was easy to assign modelnames like towngirl1,2,3 etc. in a loop.
But it is a very good idea idea to make customizable groups <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid="

" border="0" alt="onya.gif" /> Can be done by
1. adding defines for additional models to Buildsettings.h
#define BOARDERMODEL "corsair2" // charactermodel for your boarders, choose filename from resourcemodelscharacters
// OR select one of these groups: "marine", "corsair", "masked", "skeleton", "girl"
// set to "" to toggle
#define BOARDERMODEL2 "will"
#define BOARDERMODEL3 "admiral"
#define BOARDERMODEL4 "nobleman"
2. Adding a section to Loc_AILAi_boarding.c that assigns those models to your boarders randomly:
case "girl":
chr = LAi_CreateFantomCharacterEx(0, true, true, 0.25, "towngirl" + (1 + rand(3.4)), "woman", "rld", "loc1");
chr.sex = "woman";
break;
model = BOARDERMODEL;
// addition start
switch(rand(3)) // switch to 3 leaves first model unchanged
{
case 0: if (BOARDERMODEL2 !="") model = BOARDERMODEL2; break;
case 1: if (BOARDERMODEL3 !="") model = BOARDERMODEL3; break;
case 2: if (BOARDERMODEL4 !="") model = BOARDERMODEL4; break;
}
// addition end
chr = LAi_CreateFantomCharacterEx(0, true, true, 0.25, model, "man", "rld", "loc1"); //ccc position of own crw
// change modelvariablename to "model" from the original "BOARDERMODEL"
Though you would have to change the "man" to "woman" for females manually. Is that allright or shall I make another buildsetting tweak
#define BOARDERSEX "man"
Might lead to misunderstandings <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid="

" border="0" alt="rolleyes.gif" />
The weaponchest idea is another good one, but I can offer no ready solution for that. Does anyone know a bit about chests and how they are being filled and emptied? E.g. if we put spareweapons into the chest in the cabin, would they stay there or do items put in there disappear? If they stay it might be possible to turn the cabinchest into a weaponslocker for your boarders.
Come to think of it, that might be a much better solution than my awkward presetting of a boarderweapon in buildsettings.h . Instead you could select the weapons that you want your boarders to use in the game: by putting them in the locker. And with Inez tool one could make a special "weaponslocker" box in the cabinlocation... And maybe this works for skillenhancing items as well...
Thanks for setting my mind spinning, Cat <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid="

" border="0" alt="onya.gif" /> Sorry, Thiefmod, I'm afraid I must put you back again. Yet another tempting idea steals my attention <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />
Alan, <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> the number of boarders etc. remains unchanged. The mod changes only model and weapons and reloadposition.