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as expected, it didn't work when the mast fell.
=
if (sMastName!="#")    
{
arSail.mastFall = sMastName;
if(CheckAttribute(chref, "mastFalls." + sMastName))
chref.mastFalls.(sMastName) = sti(chref.mastFalls.(sMastName)) + holeCount;
else   chref.mastFalls.(sMastName) = holeCount;
}
code doesn't work at all. Probably the name of the mast is never different from *.
I checked breakage of mast with another ship collision and from shelling. And this section of code has never been executed.

So I don't have any new information for recalculations.

You appear frustrated, but this exchange of information has proved useful.  What I described in my previous post is what I saw when I mentally traced the engine source code logic and that event should be called when a mast falls.  However, given your claim that event does not fire properly, I physically traced the logic during actual execution and found you are correct, that the event does not execute during mast fall.  But it should execute, and I found where the original developers intended it to perform, but they made a mistake, which I was able to correct.

I just updated Maelstrom, and now during a mast fall, the information for the fallen mast, and its relevant sails, will now be sent to this event.