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String won't show in a Map
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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Sun Oct 01, 2017 10:58 pm    Post subject:  String won't show in a Map Reply with quote  Mark this post and the followings unread

Hello, guys.

I am making missions for my mod, but when I added strings to Trigger 11, they won't show ingame. Also, I am using stringtable00.csf of ARES for my mission map strings. Anyone know what caused this and how to fix it?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Oct 02, 2017 5:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Re-chk if the trigger even fires in-game. It wouldn't the first such a thing happened. (I had that problem too. Turns out, Events were wrongly set, and perhaps Trigger House and Difficulty too)

What events did you use?

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Tue Oct 03, 2017 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

That, and: Does the stringtable file have a language different from the main game set? If it's not language neutral (Ares feature) and the languages differ, then the stringtable isn't loaded.

Also, I remember some issue with trigger 11 not being set up correcly (which was an issue with the FAData.ini, iirc, but my memory could be wrong and it was Final Sun. Do you see other strings, like from the main CSF?

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Fri Oct 06, 2017 6:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the answers!

I have figured the problem and solved it by myself, here is the problem and the result:

In the map before it's fixed:
Code:
1,11,0,mission:all03umdobja,0,0,0,0,A


After I do research on YR mission maps and it's fixed:
Code:
1,11,4,mission:all03umdobja,0,0,0,0,A


When I opened the fixed text triggers with my FA, and saved it, it returns to the unfixed one.

Is this because my FinalAlert? Is there a fix for this so I won't do manual fixing like b4?

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E1 Elite
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Joined: 28 May 2013

PostPosted: Fri Oct 06, 2017 7:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

In FA2 -> FAData.ini -> [ActionsRA2] ->11= should start as
11=Text Trigger...,-4,13,

Even TX edited version starts with 11=Text Trigger...,0,13, which cause
this problem.

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Oct 07, 2017 7:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Odd...
I never got a problem with Action 11...

Is this problem YR-only?
I have so far only been working with FA2 0.98 (RA2 version)

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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E1 Elite
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Joined: 28 May 2013

PostPosted: Sat Oct 07, 2017 7:50 am    Post subject: Reply with quote  Mark this post and the followings unread

It is not YR or RA2 problem or even latest FA2 for YR. Older versions of FA2
have this problem and TX also uses incorrect entry in FAData.ini.

You can verify its entry in FAData.ini as mentioned in my previous post.

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Oct 07, 2017 9:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Odd...
I fail to see the error in any of my INIs. Must be because I still haven't gotten that stupid TX-extractor to work.
Whoever even came up with that idea and/or supported it is a real ego-hole. Could someone PLEASE just upload ALL files in a ZIP here? You'd be doing the world a favor.
For FA2:
Code:
11=Text Trigger...,-4,13,0,0,0,0,0,0,0,Display the text identified by the string file <label>.,0,1,11

For FA2YR:
Code:
11=Text Trigger...,-4,13,0,0,0,0,0,0,0,Display the text identified by the string file <label>.,0,1,11

For FinalSun:
Code:
11=Text Trigger...,-4,13,0,0,0,0,0,0,0,Display the text identified by the string file <label>.,1,1,11


EDIT: Just noticed a difference between FAData and FSData: ,1,1,11 as opposed to ,0,1,11.
What's the difference?

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sat Oct 07, 2017 11:45 am    Post subject: Reply with quote  Mark this post and the followings unread

That 0 and 1 difference is used internally by FinalSun/FA2 to identify if
used with TS or RA2. It is commented in the section header in FAData.ini.

Attaching the TXFiles.7z (7.2mb), link will expire in a month without use.
http://www45.zippyshare.com/v/ntCD6GNd/file.html

It contains the extracted files of TX. You would still need the correct YR
InstallPath registry entry for it to work with FA2.

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Oct 07, 2017 11:47 am    Post subject: Reply with quote  Mark this post and the followings unread

And what about the files from the TX's FA2modSwitcher?
EDIT: Also, there's too many ads. Why not put it up here.
EDIT2: NVM. Got it.
EDIT3: FINALLY. Got it all.

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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E1 Elite
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Joined: 28 May 2013

PostPosted: Sat Oct 07, 2017 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't have the ModSwitcher installed and the installer has many support files that go into system.

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