Posted: Sun Oct 01, 2017 10:58 pm Post subject:
String won't show in a Map
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? _________________
Quote:
Humans were born for two things: to pray and be productive.
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? _________________ 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.
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? _________________ QUICK_EDIT
Is this problem YR-only?
I have so far only been working with FA2 0.98 (RA2 version) _________________ 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.
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.
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. _________________ 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.
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