Missin Map Names in other langauges.
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- Rends
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Missin Map Names in other langauges.
I noticed it first when trying out Lord_Bandu Ground Assault map that if you select the map in singleplayer and it appears on the right screen of the list there wasn´t any name.
Now i saw in online browser some gyus playing my Jundland map and the name also didn´t appear in the list. check image:
I guess it happens because of different languages (running the german version).
Anyway to solve this problem?
Rends
Now i saw in online browser some gyus playing my Jundland map and the name also didn´t appear in the list. check image:
I guess it happens because of different languages (running the german version).
Anyway to solve this problem?
Rends
RE: Missin Map Names in other langauges.
hmm weird . a bit off topic but i have a problem ... when i kill a Jawa it comes up as 'Aldro Bandu killed' i want it to say 'Aldro Bandu killed a Jawa' i notice you managed to get it to say Jawa/Tusken on your map ...........how did you do this? thanks
- Rends
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RE: Missin Map Names in other langauges.
You need to add names to the 3rd party in the localize tool.
Watch for LOCALS and local entries.
Rends
Watch for LOCALS and local entries.
Rends
- Rends
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RE: Missin Map Names in other langauges.
any solution to the first problem?
RE: Missin Map Names in other langauges.
ii posted a similar topic (just below this) .....no answer as yet .......i dont think eddie and fred understood what i was getting at.
- Rends
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RE: Missin Map Names in other langauges.
Bandu, i guess that´s 2 different problems. My map shows up in the instand action selection screen on the right side once i selected the era.
You map name doesn´t show up in the right screen.
but my map name Tatooine: Jundland Wueste dosn´t show up in the multiplayer ingamebrowser mapname list. And it had only 25 caracters (spaces included).
You map name doesn´t show up in the right screen.
but my map name Tatooine: Jundland Wueste dosn´t show up in the multiplayer ingamebrowser mapname list. And it had only 25 caracters (spaces included).
- Rends
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RE: Missin Map Names in other langauges.
My modID is Jun1 so this shouldn´t be the problem.
- Rends
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RE: Missin Map Names in other langauges.
I havn´t found any information regarding the map name. And once i created the map with bfbuilder i typed in "TATOOINE: JUNDLAND WUESTE"
Here is the addme:
-- add the new tat level to the missionlist
local newEntry = { mapluafile = "Jun1", showstr = "TATOOINE: JUNDLAND WUESTE", side_c = 1, side_a = 1, dnldable = 1, }
-- append it to the sp missionlist table
local n = getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[n+1] = newEntry
-- append it to the mp missionlist table
n = getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[n+1] = newEntry
-- associate this mission name with the current downloadable content directory
-- you should list all missions in mission.lvl here.
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)
AddDownloadableContent("Jun1","Jun1c",4)
AddDownloadableContent("Jun1","Jun1a",4)
-- all done
newEntry = nil
n = nil
Here is the side lua:
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
-- Empire Attacking (attacker is always #1)
local ALL = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(IMP, "red", "level.Jun1.objectives.1");
AddMissionObjective(IMP, "orange", "level.Jun1.objectives.2");
AddMissionObjective(IMP, "orange", "level.Jun1.objectives.3");
AddMissionObjective(ALL, "red", "level.Jun1.objectives.1");
AddMissionObjective(ALL, "orange", "level.Jun1.objectives.2");
AddMissionObjective(ALL, "orange", "level.Jun1.objectives.3");
ReadDataFile("sound\\tat.lvl;tat1gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_basicdesert",
"imp_hover_speederbike",
"all_hover_combatspeeder");
ReadDataFile("SIDE\\imp.lvl",
"imp_fly_destroyer_dome",
"imp_inf_basic",
"imp_hover_speederbike",
"imp_inf_darthvader",
"imp_walk_atst");
ReadDataFile("dc:SIDE\\des.lvl",
"tat_inf_tuskenhunter",
"tat_inf_jawa",
"luk_hover_landspeeder",
"tat_inf_tuskenraider")
SetAttackingTeam(ATT);
-- Alliance Stats
SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "all_inf_soldierdesert",14)
AddUnitClass(ALL, "all_inf_vanguard",5)
AddUnitClass(ALL, "all_inf_pilot",2)
AddUnitClass(ALL, "all_inf_marksman",3)
-- Imperial Stats
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",15)
AddUnitClass(IMP, "imp_inf_shock_trooper",4)
AddUnitClass(IMP, "imp_inf_pilotatst",2)
AddUnitClass(IMP, "imp_inf_scout_trooper",3)
SetHeroClass(IMP, "imp_inf_darthvader")
-- Attacker Stats
SetUnitCount(ATT, 24)
SetReinforcementCount(ATT, 300)
-- AddBleedThreshold(ATT, 31, 0.0)
-- AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 0.75)
AddBleedThreshold(ATT, 10, 1.5)
AddBleedThreshold(ATT, 1, 3.0)
-- Defender Stats
SetUnitCount(DEF, 24)
SetReinforcementCount(DEF, 300)
-- AddBleedThreshold(DEF, 31, 0.0)
-- AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 0.75)
AddBleedThreshold(DEF, 10, 1.5)
AddBleedThreshold(DEF, 1, 3.0)
-- Local Stats
SetTeamName(3, "locals")
AddUnitClass(3, "tat_inf_tuskenraider", 3);
AddUnitClass(3, "tat_inf_tuskenhunter", 2);
AddUnitClass (3, "tat_inf_jawa", 3);
SetUnitCount(3, 10)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0)
AddWalkerType(1, 4)
AddWalkerType(2, 0)
SetMemoryPoolSize("EntityHover", 12)
-- SetMemoryPoolSize("EntityFlyer", 5)
-- SetMemoryPoolSize("CommandWalker", 2)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
-- SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("PowerupItem", 60)
-- SetMemoryPoolSize("SoundSpaceRegion", 85)
SetMemoryPoolSize("EntityMine", 40)
--SetMemoryPoolSize("Aimer", 200)
-- SetMemoryPoolSize("Obstacle", 725)
--SetMemoryPoolSize("EntityLight", 150)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:Jun1\\Jun1.lvl")
SetDenseEnvironment("false")
--AddDeathRegion("Sarlac01")
-- SetMaxFlyHeight(90)
-- SetMaxPlayerFlyHeight(90)
-- Sound Stats
OpenAudioStream("sound\\tat.lvl", "tatgcw_music");
-- OpenAudioStream("dc:sound\\mod.lvl", "Jun1");
-- OpenAudioStream("dc:sound\\mod.lvl", "Jun1");
OpenAudioStream("sound\\gcw.lvl", "gcw_vo");
OpenAudioStream("sound\\gcw.lvl", "gcw_tac_vo");
-- OpenAudioStream("dc:sound\\mod.lvl", "Jun1_emt");
--OpenAudioStream("dc:sound\\tat.lvl", "tat3_emt");
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1);
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1);
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1);
SetOutOfBoundsVoiceOver(1, "Allleaving");
SetOutOfBoundsVoiceOver(2, "Impleaving");
SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1);
SetAmbientMusic(ALL, 0.99, "all_tat_amb_middle", 1,1);
SetAmbientMusic(ALL, 0.1,"all_tat_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "imp_tat_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"imp_tat_amb_end", 2,1);
SetVictoryMusic(ALL, "all_tat_amb_victory");
SetDefeatMusic (ALL, "all_tat_amb_defeat");
SetVictoryMusic(IMP, "imp_tat_amb_victory");
SetDefeatMusic (IMP, "imp_tat_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null");
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null");
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit");
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter");
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 0, "imp_bonus_imp_medical");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 0, "imp_bonus_all_medical");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 1, "");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 1, "");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 2, "imp_bonus_imp_sensors");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 2, "imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP, IMP, 3, "imp_bonus_imp_hero");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 3, "imp_bonus_all_hero");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 5, "imp_bonus_imp_sabotage");--sabotage
--SetPlanetaryBonusVoiceOver(IMP, ALL, 5, "imp_bonus_all_sabotage");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 6, "");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 6, "");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 7, "imp_bonus_imp_training");--advanced training
--SetPlanetaryBonusVoiceOver(IMP, ALL, 7, "imp_bonus_all_training");--advanced training
--SetPlanetaryBonusVoiceOver(ALL, ALL, 0, "all_bonus_all_medical");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 0, "all_bonus_imp_medical");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 1, "");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 1, "");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 2, "all_bonus_all_sensors");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 2, "all_bonus_imp_sensors");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(ALL, IMP, 3, "all_bonus_imp_hero");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 5, "all_bonus_all_sabotage");--sabotage
--SetPlanetaryBonusVoiceOver(ALL, IMP, 5, "all_bonus_imp_sabotage");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 6, "");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 6, "");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 7, "all_bonus_all_training");--advanced training
--SetPlanetaryBonusVoiceOver(ALL, IMP, 7, "all_bonus_imp_training");--advanced training
-- Camera Stats
--Jun1--Jundland Wastes
AddCameraShot(0.423092, 0.000066, -0.906087, 0.000141, -360.350555, 1.678642, 592.292114);
AddCameraShot(0.977983, -0.207878, -0.017959, -0.003817, 230.492416, 1.633117, 699.304382);
AddCameraShot(0.795501, -0.252448, 0.525057, 0.166624, 66.317917, 1.633117, 395.729462);
AddCameraShot(0.888301, 0.128432, -0.436400, 0.063095, -9.343904, 1.633117, -151.663010);
AddCameraShot(0.514393, -0.078497, -0.844182, -0.128823, 207.510681, 1.633117, -41.885674);
AddCameraShot(0.914816, 0.148176, -0.370872, 0.060071, 252.646042, 1.633117, -278.527374);
AddCameraShot(0.907541, 0.099331, -0.405625, 0.044396, 171.834076, 1.633117, -409.512512);
end
I also tried to make use of the localize tool with a different project.
When starting bfbuilder and i created a new project i named the map "MALASTARE:" with mapID "mal1"
Then i run the localize tool and added following entries (check screenshot):
but ingame it shows in the selection list only "MALASTARE:" instead of "MALASTARE: SECRET BASE"
Here is the addme:
-- add the new tat level to the missionlist
local newEntry = { mapluafile = "Jun1", showstr = "TATOOINE: JUNDLAND WUESTE", side_c = 1, side_a = 1, dnldable = 1, }
-- append it to the sp missionlist table
local n = getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[n+1] = newEntry
-- append it to the mp missionlist table
n = getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[n+1] = newEntry
-- associate this mission name with the current downloadable content directory
-- you should list all missions in mission.lvl here.
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)
AddDownloadableContent("Jun1","Jun1c",4)
AddDownloadableContent("Jun1","Jun1a",4)
-- all done
newEntry = nil
n = nil
Here is the side lua:
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
-- Empire Attacking (attacker is always #1)
local ALL = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(IMP, "red", "level.Jun1.objectives.1");
AddMissionObjective(IMP, "orange", "level.Jun1.objectives.2");
AddMissionObjective(IMP, "orange", "level.Jun1.objectives.3");
AddMissionObjective(ALL, "red", "level.Jun1.objectives.1");
AddMissionObjective(ALL, "orange", "level.Jun1.objectives.2");
AddMissionObjective(ALL, "orange", "level.Jun1.objectives.3");
ReadDataFile("sound\\tat.lvl;tat1gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_basicdesert",
"imp_hover_speederbike",
"all_hover_combatspeeder");
ReadDataFile("SIDE\\imp.lvl",
"imp_fly_destroyer_dome",
"imp_inf_basic",
"imp_hover_speederbike",
"imp_inf_darthvader",
"imp_walk_atst");
ReadDataFile("dc:SIDE\\des.lvl",
"tat_inf_tuskenhunter",
"tat_inf_jawa",
"luk_hover_landspeeder",
"tat_inf_tuskenraider")
SetAttackingTeam(ATT);
-- Alliance Stats
SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "all_inf_soldierdesert",14)
AddUnitClass(ALL, "all_inf_vanguard",5)
AddUnitClass(ALL, "all_inf_pilot",2)
AddUnitClass(ALL, "all_inf_marksman",3)
-- Imperial Stats
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",15)
AddUnitClass(IMP, "imp_inf_shock_trooper",4)
AddUnitClass(IMP, "imp_inf_pilotatst",2)
AddUnitClass(IMP, "imp_inf_scout_trooper",3)
SetHeroClass(IMP, "imp_inf_darthvader")
-- Attacker Stats
SetUnitCount(ATT, 24)
SetReinforcementCount(ATT, 300)
-- AddBleedThreshold(ATT, 31, 0.0)
-- AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 0.75)
AddBleedThreshold(ATT, 10, 1.5)
AddBleedThreshold(ATT, 1, 3.0)
-- Defender Stats
SetUnitCount(DEF, 24)
SetReinforcementCount(DEF, 300)
-- AddBleedThreshold(DEF, 31, 0.0)
-- AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 0.75)
AddBleedThreshold(DEF, 10, 1.5)
AddBleedThreshold(DEF, 1, 3.0)
-- Local Stats
SetTeamName(3, "locals")
AddUnitClass(3, "tat_inf_tuskenraider", 3);
AddUnitClass(3, "tat_inf_tuskenhunter", 2);
AddUnitClass (3, "tat_inf_jawa", 3);
SetUnitCount(3, 10)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0)
AddWalkerType(1, 4)
AddWalkerType(2, 0)
SetMemoryPoolSize("EntityHover", 12)
-- SetMemoryPoolSize("EntityFlyer", 5)
-- SetMemoryPoolSize("CommandWalker", 2)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
-- SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("PowerupItem", 60)
-- SetMemoryPoolSize("SoundSpaceRegion", 85)
SetMemoryPoolSize("EntityMine", 40)
--SetMemoryPoolSize("Aimer", 200)
-- SetMemoryPoolSize("Obstacle", 725)
--SetMemoryPoolSize("EntityLight", 150)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:Jun1\\Jun1.lvl")
SetDenseEnvironment("false")
--AddDeathRegion("Sarlac01")
-- SetMaxFlyHeight(90)
-- SetMaxPlayerFlyHeight(90)
-- Sound Stats
OpenAudioStream("sound\\tat.lvl", "tatgcw_music");
-- OpenAudioStream("dc:sound\\mod.lvl", "Jun1");
-- OpenAudioStream("dc:sound\\mod.lvl", "Jun1");
OpenAudioStream("sound\\gcw.lvl", "gcw_vo");
OpenAudioStream("sound\\gcw.lvl", "gcw_tac_vo");
-- OpenAudioStream("dc:sound\\mod.lvl", "Jun1_emt");
--OpenAudioStream("dc:sound\\tat.lvl", "tat3_emt");
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1);
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1);
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1);
SetOutOfBoundsVoiceOver(1, "Allleaving");
SetOutOfBoundsVoiceOver(2, "Impleaving");
SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1);
SetAmbientMusic(ALL, 0.99, "all_tat_amb_middle", 1,1);
SetAmbientMusic(ALL, 0.1,"all_tat_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "imp_tat_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"imp_tat_amb_end", 2,1);
SetVictoryMusic(ALL, "all_tat_amb_victory");
SetDefeatMusic (ALL, "all_tat_amb_defeat");
SetVictoryMusic(IMP, "imp_tat_amb_victory");
SetDefeatMusic (IMP, "imp_tat_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null");
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null");
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit");
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter");
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 0, "imp_bonus_imp_medical");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 0, "imp_bonus_all_medical");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 1, "");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 1, "");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 2, "imp_bonus_imp_sensors");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 2, "imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP, IMP, 3, "imp_bonus_imp_hero");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 3, "imp_bonus_all_hero");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 5, "imp_bonus_imp_sabotage");--sabotage
--SetPlanetaryBonusVoiceOver(IMP, ALL, 5, "imp_bonus_all_sabotage");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 6, "");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 6, "");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 7, "imp_bonus_imp_training");--advanced training
--SetPlanetaryBonusVoiceOver(IMP, ALL, 7, "imp_bonus_all_training");--advanced training
--SetPlanetaryBonusVoiceOver(ALL, ALL, 0, "all_bonus_all_medical");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 0, "all_bonus_imp_medical");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 1, "");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 1, "");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 2, "all_bonus_all_sensors");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 2, "all_bonus_imp_sensors");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(ALL, IMP, 3, "all_bonus_imp_hero");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 5, "all_bonus_all_sabotage");--sabotage
--SetPlanetaryBonusVoiceOver(ALL, IMP, 5, "all_bonus_imp_sabotage");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 6, "");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 6, "");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 7, "all_bonus_all_training");--advanced training
--SetPlanetaryBonusVoiceOver(ALL, IMP, 7, "all_bonus_imp_training");--advanced training
-- Camera Stats
--Jun1--Jundland Wastes
AddCameraShot(0.423092, 0.000066, -0.906087, 0.000141, -360.350555, 1.678642, 592.292114);
AddCameraShot(0.977983, -0.207878, -0.017959, -0.003817, 230.492416, 1.633117, 699.304382);
AddCameraShot(0.795501, -0.252448, 0.525057, 0.166624, 66.317917, 1.633117, 395.729462);
AddCameraShot(0.888301, 0.128432, -0.436400, 0.063095, -9.343904, 1.633117, -151.663010);
AddCameraShot(0.514393, -0.078497, -0.844182, -0.128823, 207.510681, 1.633117, -41.885674);
AddCameraShot(0.914816, 0.148176, -0.370872, 0.060071, 252.646042, 1.633117, -278.527374);
AddCameraShot(0.907541, 0.099331, -0.405625, 0.044396, 171.834076, 1.633117, -409.512512);
end
I also tried to make use of the localize tool with a different project.
When starting bfbuilder and i created a new project i named the map "MALASTARE:" with mapID "mal1"
Then i run the localize tool and added following entries (check screenshot):
but ingame it shows in the selection list only "MALASTARE:" instead of "MALASTARE: SECRET BASE"
- Rends
- Sith
- Posts: 1278
- Joined: Fri Oct 15, 2004 6:34 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Germany
- Contact:
i don´t get it working:
the addme LUA:
-- add the new tat level to the missionlist
local newEntry = { mapluafile = "mal1", showstr = "planets.MALASTARE.MAPNAME1", side_c = 1, side_a = 1, dnldable = 1, }
-- append it to the sp missionlist table
local n = getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[n+1] = newEntry
-- append it to the mp missionlist table
n = getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[n+1] = newEntry
-- associate this mission name with the current downloadable content directory
-- you should list all missions in mission.lvl here.
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)
AddDownloadableContent("mal1","mal1c",4)
AddDownloadableContent("mal1","mal1a",4)
-- all done
newEntry = nil
n = nil
the localizetool:
But ingame i get "planets.MALASTARE.MAPNAME1"
the addme LUA:
-- add the new tat level to the missionlist
local newEntry = { mapluafile = "mal1", showstr = "planets.MALASTARE.MAPNAME1", side_c = 1, side_a = 1, dnldable = 1, }
-- append it to the sp missionlist table
local n = getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[n+1] = newEntry
-- append it to the mp missionlist table
n = getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[n+1] = newEntry
-- associate this mission name with the current downloadable content directory
-- you should list all missions in mission.lvl here.
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)
AddDownloadableContent("mal1","mal1c",4)
AddDownloadableContent("mal1","mal1a",4)
-- all done
newEntry = nil
n = nil
the localizetool:
But ingame i get "planets.MALASTARE.MAPNAME1"
- Rends
- Sith
- Posts: 1278
- Joined: Fri Oct 15, 2004 6:34 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Germany
- Contact:
- Rends
- Sith
- Posts: 1278
- Joined: Fri Oct 15, 2004 6:34 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Germany
- Contact:
- Rends
- Sith
- Posts: 1278
- Joined: Fri Oct 15, 2004 6:34 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Germany
- Contact: