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 Forum index » Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
Adding text strings to your map (**)
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Team Black
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Joined: 25 Sep 2006
Location: Georgia, USA Posts: Over 9000

PostPosted: Fri Nov 15, 2013 5:29 pm    Post subject:   Adding text strings to your map (**) Reply with quote

This tutorial requires basic knowledge of Triggers

First, you will need to use the game's respective text string file. For Tiberian Sun, it's called "tutorial.ini", for RA2(YR) it's called ra2(md).csf. If you extract it, you'll recognize all of the text strings you've seen from playing the singleplayer in those games.

Next you'll need to open up the FinalSun trigger editor. Create a "New Action" and select "11 Text Trigger...", and under Parameter Value you'll see all of the text strings within the tutorial.ini/ra2(md).csf file. Simply select the one you want, and it will display that text line when the trigger is fired.



-You'll notice each string is attached to a number; this is how Final Sun finds & assigns them. Use the original text as a reference for how long each line of should be. Notice that many strings take up more than just one line. You can add as many text strings as you want to a single trigger. Just remember that the text will disappear after a few seconds, so if you have a buttload of text for the player, you should use more than one text trigger to feed in slow enough to read.

-Remember, anything that can initiate a trigger can initiate a text string; Cell Tags, Locals, Elapsed Time, etc. so get creative!
You can loop a trigger with random delay to create "mission reminder" text.



Key Words: #Tutorials #Mapping #TiberianSun #Firestorm #FinalSun #Tutorial.INI 

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sat Nov 16, 2013 2:55 am    Post subject: Reply with quote

Very important to mention to people making their own text triggers, the last text entry in tutorial.ini is not read and won't get displayed so make sure you have a fake / dummy entry at the end of the list, something like this:

Code:

502=Attack the outpost!
500=Defend the outpost!
501=Nothing

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Team Black
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Joined: 25 Sep 2006
Location: Georgia, USA Posts: Over 9000

PostPosted: Sat Nov 16, 2013 5:23 am    Post subject: Reply with quote

502, 500, 501.. is that how they count in Australia? #Tongue
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Last edited by Team Black on Sat Nov 16, 2013 2:52 pm; edited 1 time in total

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HuskerSix
Vehicle Driver


Joined: 12 Nov 2013

PostPosted: Sat Nov 16, 2013 8:22 am    Post subject: Reply with quote

That's great, thanks alot! If I've created my own text triggers, do I just put the tutorial.ini file into my TS folder?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Finland

PostPosted: Sat Nov 16, 2013 9:13 am    Post subject: Reply with quote

Morpher wrote:
Very important to mention to people making their own text triggers, the last text entry in tutorial.ini is not read and won't get displayed so make sure you have a fake / dummy entry at the end of the list, something like this:

Do you have an empty line (or a few) in the INI after the last text entry? As far as I know the last entry will be read if there are a couple of empty lines after it in Tutorial.ini.
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Morpher
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Joined: 28 Jan 2005

PostPosted: Sat Nov 16, 2013 9:58 am    Post subject: Reply with quote

Nope, I use clean tutorial.ini's and have always encountered this error unfortunately, I've also seen a lot of forum posts in the past from users saying their new text messages weren't working which I always put down to the weird last entry issue I got. Could always be related to some other tutorial or tutorial01.ini lurking around in some hidden mixes.
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Iran
Cyborg Specialist


Joined: 23 Mar 2011

PostPosted: Sat Nov 16, 2013 11:09 am    Post subject: Reply with quote

CCHyper should add support for embedding strings in a map file itself, instead of requiring modifying tutorial.ini.

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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: ERROR 404: Location not found!

PostPosted: Sat Nov 16, 2013 11:53 am    Post subject: Reply with quote

Im not really TS mappper, but as I noticed that when you make too many new strings, (at least in ra2) the ones that are alphabeticaly/by number at the bottom, will not fit on the editor list.

In other words, I think the list of available text strings in finalsun/alert 2 is somehow limited. But the strings can be manually typed in and will work.
Not sure if this applies to Finalsun, but it does for Final alert 2.

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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Nov 17, 2013 3:37 am    Post subject: Reply with quote

@Morpher:
Simply leaving 2 empty lines seems enough for me. These are the last entries in DTA's Tutorial.ini file...
Code:
924=Relocating human players, stand by...
925=Press N on your keyboard to find your MCV.
926=To form an alliance, select a unit or structure of another human player and press A on your keyboard.
 
 

...and the proof of the fact this works is in the gif animation I made:

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Morpher
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Joined: 28 Jan 2005

PostPosted: Sun Nov 17, 2013 3:48 am    Post subject: Reply with quote

I guess I had some influences from internal files then perhaps? I know it never used to work for me until I added false entries, I doubt a space at the back of the file would really do anything.
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Sun Nov 17, 2013 1:42 pm    Post subject: Reply with quote

Bittah, you are a genius.
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Zero18
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Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Sun Nov 17, 2013 2:40 pm    Post subject: Reply with quote

This is FSData.ini for anyone to take to use to make the TS Text trigger works.


FSData.ini
 Description:

Download
 Filename:  FSData.ini
 Filesize:  33.3 KB
 Downloaded:  33 Time(s)


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