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Localization Problems [Solved]

Posted: Thu Aug 07, 2014 11:37 am
by thelegend
Hey all,
I have a few questions and issues with the locazitions.
1. How to rename the mode name in the maplist.
2. My custom side characters name aren't changed. I added to entity a new side (my side name) and the characters name. But in-game there are still 05N$1N6. I named my characters, for example, niko_inf_bellic.
In localize-tool in entity>sides>niko(my side's name) I added niko_onf_bellic. And I changed a few more localizitions, but I only have my problem with the characters (and vehicles).
Anyone can help me pls?

Re: Locazition Problems

Posted: Thu Aug 07, 2014 12:00 pm
by Locutus
1) To change the mode name for all maps edit it in the localize tool: game -> modes.
To edit a custom mode take a look at this (from the 1.3 patch docs):
Hidden/Spoiler:
This tutorial will take you through the process changing the displayed label, icon, and description of a Conquest, G era map.

Backgound:
* The v1.3 patch supports over 38 game modes and 27 eras. If you want to add a new game mode or era, look at these predefined ones first. Checkout the change log for shell.lvl and common.lvl to see exactly what was added and is directly supported.
* This tutorial will assume you have created a basic LVLg_con map.

Basic Era Support
1) In addme/addme.lua, expand your sp_missionselect_listbox_contents table. Meaning, put each element on a line by itself so the table is easier to read, like this:

sp_missionselect_listbox_contents[sp_n+1] = {
isModLevel = 1,
mapluafile = "LVL%s_%s",
era_g = 1,
mode_con_g = 1,
}

2) Edit the table to add the 'change' table:

sp_missionselect_listbox_contents[sp_n+1] = {
isModLevel = 1,
mapluafile = "LVL%s_%s",
era_g = 1,
mode_con_g = 1,
change = {

},
}

3) We want to change the Conquest game mode, so add another table inside the new 'change' table. The name/index of the new table has to match the game mode key. For Conquest, the key is 'mode_con'. So:

sp_missionselect_listbox_contents[sp_n+1] = {
isModLevel = 1,
mapluafile = "LVL%s_%s",
era_g = 1,
mode_con_g = 1,
change = {
mode_con = { },
},
}

4) Add indexes for Conquest's new name ('name'), new icon ('icon'), and new description ('about'). You only need to add the indexes you want to change, but this tutorial changes all of them so:

sp_missionselect_listbox_contents[sp_n+1] = {
isModLevel = 1,
mapluafile = "LVL%s_%s",
era_g = 1,
mode_con_g = 1,
change = {
mode_con = { name="Candy Conquest", icon="mode_icon_holo", about="Drop off ten cubes of sugar at your ant hill (CP) to win. Watch out for human overlords, kids with magnifying glasses, other ant colonies, and sticky traps..." },
},
}

5) Munge your map. Since we only changed addme.lua, you don't need to check or select anything in VisualMunge. This will greatly decrease its munge time.
6) Start the game. In the map selection screens, your map's Conquest game mode checkbox will now be labeled 'Candy Conquest' and its icon and description will have changed too.
7) In addition to Conquest, we also wanted to chagne the era's name and icon (eras display no descriptions). The procedure is the same except we use the era's key instead of the game mode's key and an index of 'icon2' instead of 'icon'. Here is the completed example table:

sp_missionselect_listbox_contents[sp_n+1] = {
isModLevel = 1,
mapluafile = "LVL%s_%s",
era_g = 1,
mode_con_g = 1,
change = {
era_g = { name="Ant Wars", icon2="rvb_icon" },
mode_con = { name="Candy Conquest", icon="mode_icon_holo", about="Drop off ten cubes of sugar at your ant hill (CP) to win. Watch out for humans overlords, kids with magnifying glasses, other ant colonies, and sticky traps..." },
},
}

8) In your map's readme, make sure to list that the 'v1.3 patch r112+' is required to correctly view the game mode/era. If the player doesn't have the v1.3 patch, then the map's mission will still be displayed, but it will show the original values (i.e. 'Conquest' instead of 'Candy Conquest').
9) Thats it!
2) If niko is you side name then leave that part out of the name and only name your key inf_bellic.

Re: Locazition Problems

Posted: Thu Aug 07, 2014 12:52 pm
by thelegend
Ah thank you. Not it's changed.
Edit: Before I waste one more topic just with a simple question I just ask here: How I can change the FallDamage. My unit has a high healpoint level but if he falls down from a buidling he should be dead. I know in fake console there was a code but is that the same like an odf parameter?

Re: Locazition Problems [Solved]

Posted: Thu Aug 07, 2014 1:25 pm
by Marth8880
What you want is CollisionScale:

Code: Select all

CollisionScale		= "4.0 4.0 4.0"

Re: Locazition Problems [Solved]

Posted: Thu Aug 07, 2014 3:39 pm
by thelegend
Ah thx it works now.