Localizing Custom Team Names, etc.

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
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Localizing Custom Team Names, etc.

Post by SBF_Dann_Boeing »

I seem to have fogotten how to do this.

For some reason I can rename all, imp, cis, rep, etc. But I can't Make a new team like hip in the lua, and then make a scope for it in common/sides with a key named "Name" with it localized to the name I want. Still shows up Nulls. What Am I doing wrong? Can you not create new team names?
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Localizing Custom Team Names, etc.

Post by Maveritchell »

Create team with stock team setup:
SetTeamName = "localizestring"
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Re: Localizing Custom Team Names, etc.

Post by SBF_Dann_Boeing »

Yeah, I did that, unfortunately it didn't work. I'm trying with previously existing localized team. Like wok.

EDIT: Ah, No Dice. Still Nulled. It only seems to recognize all, imp, cis, and rep. I have 12 teams to localize, btw.
Last edited by SBF_Dann_Boeing on Mon Sep 01, 2008 2:04 am, edited 1 time in total.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Localizing Custom Team Names, etc.

Post by Maveritchell »

An excerpt from one of my .luas:

Code: Select all

function ScriptInit()
    -- Designers, these two lines *MUST* be first.
    SetPS2ModelMemory(4000000)
    ReadDataFile("ingame.lvl")
    
    --  Empire Attacking (attacker is always #1)
    local REP = 1
    local IMP = 2
    --  These variables do not change
    local ATT = 1
    local DEF = 2
    
    SetMemoryPoolSize ("ClothData",500)
    SetMemoryPoolSize ("Combo",150)              -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",850)      -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",850)  -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",850)     -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",12000)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",200)     -- should be ~1x #combo      
    
    SetMaxFlyHeight(72)
    SetMaxPlayerFlyHeight (72)
    AISnipeSuitabilityDist(30)

    ReadDataFile("sound\\dea.lvl;dea1gcw")
    ReadDataFile("SIDE\\rvs.lvl",
	        "rvs_inf_sith",
	        "rvs_inf_sith_lord",
	        "rvs_inf_jedi",
	        "rvs_inf_jedi_master",
        	"rep_fly_gunship_dome")
    
    SetupTeams{

        rep={
            team = REP,
            units = 20,
            reinforcements = -1,
            soldier = {"rvs_inf_jedi",1, 10},
            assault = {"rvs_inf_jedi_master",1, 10},

            
            
        },
        
        imp={
            team = IMP,
            units = 20,
            reinforcements = -1,
            soldier = {"rvs_inf_sith", 1, 4},
            assault = {"rvs_inf_sith_lord", 1, 4},

        }
    }
    
    SetTeamName (1, "jedi")
    SetTeamName (2, "sith")
Make sure you know how to properly set up local team names.
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Re: Localizing Custom Team Names, etc.

Post by SBF_Dann_Boeing »

Yes I did that. Doesn't seem to do the trick. I must be doing something wrong in editlocalize.

I already had these in my lua:

Code: Select all

...

	SetupTeams{
		all = {
			team = all,
			units = 80,
			reinforcements = 200,
			soldier	= { "all_inf_rifleman",60, 80},
			assault	= { "all_inf_rocketeer",4,10},
			engineer = { "all_inf_wookiee",4,10},
			sniper	= { "all_inf_sniper",4,10},
			officer	= { "all_inf_officer",3,8},
			special	= { "ewk_inf_trooper",1,4},

		},
		imp = {
			team = imp,
			units = 80,
			reinforcements = 200,
			soldier	= { "imp_inf_rifleman",60, 80},
			assault	= { "imp_inf_rocketeer",4,10},
			engineer = { "imp_inf_officer",4,10},
			sniper	= { "imp_inf_sniper",4,10},
			officer	= { "imp_inf_dark_trooper",3,8},
			special	= { "tat_inf_jawa",1,4},
		},
	}
    
    SetTeamName (1, "jed")
    SetTeamName (2, "wok")

...
And take a look at my editlocalize.bat setup:
Image

In BF1, it was in Level I think, but that *appears* to be being used for object localizations now...but that setup was completely different. That only was for the team names, and it was so when the locals captured a cp or something their name wouldn't show as Null. I need the Ai names to show up (I killed [null], etc) too.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Localizing Custom Team Names, etc.

Post by Maveritchell »

What I'm telling you to do will set your teamnames like any local team, and yes, that'll mean that you won't get your fancy unit names. I can't say with any certainty that it can be done the way you're trying to do it.
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Re: Localizing Custom Team Names, etc.

Post by SBF_Dann_Boeing »

I'm confused now. You were able to get 2 localizable teams. So you set them up like "jedi" "jedis" and "sith" "siths." ?

And it has nothing to do with the fact about me wanting to change the ai names to something more creative...or I guess in your vocabulary "Fancy." :| I mainly just want to rid of the [NULL]'s that show up when you kill ai. Which I know is possible, I did it before in one of my earlier maps.
Penguin
Jedi Admin
Jedi Admin
Posts: 2541
Joined: Sun Mar 05, 2006 12:00 am
Location: Australia

Re: Localizing Custom Team Names, etc.

Post by Penguin »

http://www.gametoast.com/forums/viewtop ... =27&t=6088

Bottom of the post has locals team localisation for what I think you want.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Localizing Custom Team Names, etc.

Post by Maveritchell »

If you're just trying to kill the "null" messages, and you don't care about whether you have variable names for the AI, then what I said should work (provided you know how to localize local teams). You don't localize them under "common," they're under "level." Object localizations belong under "entity." Either a careful inspection of the default localizations or a quick readthrough of the localizing tutorials will help to emphasize this.
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Re: Localizing Custom Team Names, etc.

Post by SBF_Dann_Boeing »

Yes, that seems to have worked.

So there no way to get the Firstnames and Lastnames Localize strings working for alternate/"local" teams? Ah well. I'll Have to stick with simple general ai names for my conquest and hunt modes.

EDIT: Now I'm getting another bug. It's not telling the difference between the TEAM name and AI names. I added 2 keys for each team, one with and one without an s[/s] on the end. I can't seem to get the team name to be "The Hippies" and the ai names to be "A Hippy." Can i not even fix this?
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Localizing Custom Team Names, etc.

Post by Maveritchell »

That's not how local teamnames work. It looks like they had some kind of intent to make something like this work (as evidenced by the existence of both "local" and "locals" keys), but it's not implemented. Even stock maps will show this (i.e. "Wampas killed Player 1").
User avatar
SBF_Dann_Boeing
Groove Walrus
Groove Walrus
Posts: 1529
Joined: Wed Aug 31, 2005 11:33 pm
xbox live or psn: No gamertag set
Location: An Igloo High Upon a Mountain Top

Re: Localizing Custom Team Names, etc.

Post by SBF_Dann_Boeing »

Ahh. That's a bummer.
User avatar
[RDH]Zerted
Gametoast Staff
Gametoast Staff
Posts: 2982
Joined: Sun Feb 26, 2006 7:36 am
Projects :: Bos Wars AI - a RTS game
Games I'm Playing :: SWBF2 and Bos Wars
xbox live or psn: No gamertag set
Location: USA
Contact:

Re: Localizing Custom Team Names, etc.

Post by [RDH]Zerted »

If the map/modes you are working with were dependent on being displayed by the v1.3 patch, then the patch also gives you the option of directly setting the names of those side selection buttons. Then you could set your real team name to what you wanted the AI to be and set the buttons to whatever you wanted.

all, imp, cis, and rep are not the only predefined team names. There are a few more, though I do not have a complete list of them. All of the non-predefined team names map to their local names.

Wouldn't a SetTeamName() with local map to .local and one with locals map to .locals
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Localizing Custom Team Names, etc.

Post by Maveritchell »

[RDH]Zerted wrote:Wouldn't a SetTeamName() with local map to .local and one with locals map to .locals
Of course, but what I was alluding to was the fact that every stock map with locals has both a singular and a plural local/s. My guess was that this was indicitive of a plan to make there be some sort of singular/plural connection ingame, but that was just a guess. It could just have easily have been put there for convenience by whoever did the localizations.
Post Reply