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 Post subject: Localization problem for new vehicles on stock maps [Solved]
PostPosted: Mon Feb 28, 2011 8:05 pm 
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Master Bounty Hunter
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In bfsm I am adding new vehicles to some maps by munging a lvl called vehicles and reading that sides vehicle instead of the stock sides ie I am adding an atap to kashyyyk by reading vehs rep_hover_fightertank insted of the reps side rep_hover_fightertank this works like a charm I only have one problem the atap is localized as Republic Fightertank. Does anyone have any ideas of how to fix this problem? the only solution I can think of is to have different core lvls for each vehicle and vehicle combonation but that increases size and I am not sure if core.lvls can be referenced in luas. Like I said before anybody got an ideas or ways to improve my method of adding new vehicles to stock maps while keeping the stock vehicles available.


Last edited by skelltor on Wed Mar 02, 2011 10:09 am, edited 1 time in total.

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 Post subject: Re: Localization Problem or Dilemma / New vehicles on stock
PostPosted: Mon Feb 28, 2011 8:12 pm 
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Sith
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Would it help changing the new vehicles .odf names.

Edit: Of course not they wouldn't show up, sorry I wasn't thinking.


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 Post subject: Re: Localization Problem or Dilemma / New vehicles on stock
PostPosted: Tue Mar 01, 2011 9:21 am 
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Master Bounty Hunter
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Thats ok :) I appreate any suggestions at all as this is one of the last handful of bugs preventing bfsms release.


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 Post subject: Re: Localization Problem or Dilemma / New vehicles on stock
PostPosted: Tue Mar 01, 2011 9:50 am 
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Incidentally, this is what I'm doing for my mod too (alternate vehicle sides). I'm pretty sure that new core.lvl's is the only way to fix the localization. I haven't tried to fix this yet, but I would make new small core.lvl's with localization for the one or two vehicles and load them after the "normal" one. Core.lvl's aren't very big especially if you only have localization for one or two vehicles in them.


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 Post subject: Re: Localization Problem or Dilemma / New vehicles on stock
PostPosted: Tue Mar 01, 2011 9:56 am 
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Master Bounty Hunter
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Yes but can two core lvls be loaded?


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 Post subject: Re: Localization Problem or Dilemma / New vehicles on stock
PostPosted: Tue Mar 01, 2011 10:42 am 
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Yes, I just tried it and it worked. I made a new world, deleted all localization, and added one key for rep_hover_fightertank. Then I munged, took that world's new core.lvl, and put it in a new sub-folder of my mod's addon folder.

I loaded it like this
Code:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

ReadDataFile("..\\..\\addon\\ZSS\\data\\_LVL_PC\\CORE2\\core.lvl")

    --  Empire Attacking (attacker is always #1)
    REP = 1
    CIS = 2
    --  These variables do not change
    ATT = 1
    DEF = 2


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 Post subject: Re: Localization Problem or Dilemma / New vehicles on stock
PostPosted: Tue Mar 01, 2011 10:50 am 
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Master Bounty Hunter
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Ok were your units localized?


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 Post subject: Re: Localization Problem or Dilemma / New vehicles on stock
PostPosted: Tue Mar 01, 2011 12:27 pm 
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It loaded my normal core.lvl and overwrote the rep_hover_fightertank localization with the new name from the second core.lvl. Custom unit, weapons, etc from the "real" core.lvl still worked and the new core.lvl loaded correctly and changed "IFT-X" to "Swamp Speeder."


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 Post subject: Re: Localization Problem or Dilemma / New vehicles on stock
PostPosted: Wed Mar 02, 2011 10:09 am 
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Master Bounty Hunter
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It works thanks ninja :D

edit I cant seam to edit the name to say SOLVED so can a staff member plase do that for me


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