Naming Units.

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Ace_Azzameen_5
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Naming Units.

Post by Ace_Azzameen_5 »

Can somebody give me the Info on naming units, especially heros?

I'm tired of Luke being called Jayce Sulvara :P

Note: This is not spawn screen localization.
Emperor_Syndacyte

RE: Naming Units.

Post by Emperor_Syndacyte »

wha?
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Teancum
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RE: Naming Units.

Post by Teancum »

Let's take Luke for example -- all_inf_luke

Heros are named via localization:

Entity > all > inf_luke

--- that's what you'd change. However, you can't 'overwrite' an existing localization string, so you'd have to rename him to something like all_inf_luke2

And them to localize him:

1-Add a root scope 'Entity'
2-Add a scope to that called all
3-Add a key to that called inf_luke2
4-Input the new name on the righthand side, in both boxes
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RE: Naming Units.

Post by Leviathan »

For those who are interested in modifying existing localization labels, they must copy all *.CFG files contained in "BFBuilder\Data\Localize" (And not "localize.req" !) into the "Data[ModID]\_SOURCE_PC\Common\Localize" path. After, they'll just have to load the "edit_pc_addon_localize.bat" file, present at the root of their Mod's folder...
Once all changes are done, place all tweaked *.CFG files in the directory where you got them from... :wink:
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RE: Naming Units.

Post by Teancum »

It doesn't work for everything, though. For instance, you can't re-localize era names.
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RE: Naming Units.

Post by Leviathan »

Yes, of course, as SWBF Shell does not belong to the "Add-On structure"... However, you can re-localize shipping units or change the labels of the options available through the "Pause" menu (For a custom map) throught this process...
Moreover, if DFYX's method to add more bytes to an hex-edited file could work with "core.lvl", then changing some SWBF's main menu's strings or other stuffs would become possible.
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Re: RE: Naming Units.

Post by Ace_Azzameen_5 »

Teancum wrote:Let's take Luke for example -- all_inf_luke

Heros are named via localization:

Entity > all > inf_luke

--- that's what you'd change. However, you can't 'overwrite' an existing localization string, so you'd have to rename him to something like all_inf_luke2

And them to localize him:

1-Add a root scope 'Entity'
2-Add a scope to that called all
3-Add a key to that called inf_luke2
4-Input the new name on the righthand side, in both boxes
I tried all that before this post. Isn't that just spawn screen stuff? Maybe it's a typo, but SPTEST doesn't say anything about a missing localization for my new luke. And there is no localization for him already, he's an entire new unit. (hehe, I give him "force heal">fusion cutter+soldier health-(vehicle health+building health+unbuilt Health)-".".msh-sound+("unittype=pilot"instead of soldier)=force heal
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RE: Re: RE: Naming Units.

Post by Leviathan »

Have you tried what I've written in my first post ? If you know seeking, you'll find the proper address you need to edit in order to change your character's name from "Jayce Sulvara" to the one you want... ("Luke Skywalker", in your case...)
Lord-Bandu

RE: Re: RE: Naming Units.

Post by Lord-Bandu »

Theres a sticky in this forum called 'how to' .... look at the localization tutorial by Rends.
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RE: Re: RE: Naming Units.

Post by Leviathan »

Well, I've found a key whose value is "Luke Skywalker", but its name isn't the same as the Rebel Alliance's Hero *.ODF file... (Indeed, it is called "hero", and not "all_inf_lukeskywalker"...)
However, I continue seeking...
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