Can we localize things with Lua?

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
AnthonyBF2
Sith
Sith
Posts: 1255
Joined: Wed Aug 21, 2013 3:55 pm
Projects :: PS2+PSP Overhaul

Can we localize things with Lua?

Post by AnthonyBF2 »

I am wondering if it's possible to localize map names and descriptions, and probably many other things using Lua, most likely somewhere in the shell. Thanks in advance. :wink:
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Can we localize things with Lua?

Post by Marth8880 »

You mean like, set the text values of localization keys? Something like SetLocalizeKey("level.EUR.cp1", "English", "Hangar")? If so, then I don't think so, but I sure wish there were!
User avatar
AnthonyBF2
Sith
Sith
Posts: 1255
Joined: Wed Aug 21, 2013 3:55 pm
Projects :: PS2+PSP Overhaul

Re: Can we localize things with Lua?

Post by AnthonyBF2 »

Marth8880 wrote:You mean like, set the text values of localization keys? Something like SetLocalizeKey("level.EUR.cp1", "English", "Hangar")? If so, then I don't think so, but I sure wish there were!
I wasn't really wanting something like that. If I added a source string, why not just fill in the source string?

What I wanted is... Let's say we have a map name that's unlocalized (we cannot add a source entry for it) so it looks like dea1%_% on the list of maps.
Now, I am wondering if it is possible to give that map code an actual name using some scripting somewhere in the shell, possible in missionlist.lua or shell_interface.lua.
Post Reply