I wanted to ask if there is any possibility to localize a mod, made for the official maps based on the side.lvl-files...
Because I got a lot of 0xD2F60CBD Classes and Stuff like that which is kind of anoying...
Can you help me?
Localizing Side-Mods
Moderator: Moderators
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Eisenfaust
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Big_rich
RE: Localizing Side-Mods
double click edit localize
right click on the entity hit add scope
type in the first name of the new side, not the name of the level, example:
my new ep3 trooper was called rep1_ep3_rifleman, so I needed to type in rep1 in the scope box.
right click on your new scope, click add key
put in the rest of the name, example: inf_ep3_rifleman.
Put in the name of the new unit in the big white box.
save, it take a while to save so have patience.
Here is a link to a tutorial:
http://www.gametoast.com/index.php?name ... opic&t=971
right click on the entity hit add scope
type in the first name of the new side, not the name of the level, example:
my new ep3 trooper was called rep1_ep3_rifleman, so I needed to type in rep1 in the scope box.
right click on your new scope, click add key
put in the rest of the name, example: inf_ep3_rifleman.
Put in the name of the new unit in the big white box.
save, it take a while to save so have patience.
Here is a link to a tutorial:
http://www.gametoast.com/index.php?name ... opic&t=971
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
RE: Localizing Side-Mods
No, it's not possible, becauase if you replace the game's normal localization, it will crash.
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sawyerdk9
RE: Localizing Side-Mods
I make my own side mods to, I just replace things. It will have a name, but it might not be the right one. Hey, its better than 0xD2F60CBD
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Eisenfaust
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
