adding map specified information?

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Pigauchiu
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Joined: Fri Mar 30, 2012 1:00 pm

adding map specified information?

Post by Pigauchiu »

as title...
I tried editing the loading screen and the in game map but I conclude that they are controlled by client side.
hope anyone has idea.
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Senshi
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Re: adding map specified information?

Post by Senshi »

Everything that requires changes to graphics is clientside. And the load screen as well a the ingamemap are just image files. Sorry, no luck there.
Pigauchiu
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Re: adding map specified information?

Post by Pigauchiu »

how about the texts inside the "objectives" box?
Image
inside menu/init.con, some codes are seemed to be related. i wonder if they are referring to another text file, which i dont know its position.

Code: Select all

rem ** Multiplayer Briefing **
game.setMultiplayerBriefingObjectives MULTIPLAYER_BRIEFING_WAKE
game.setMultiplayerBriefingMapType MULTIPLAYER_MAP_TYPE_ASSAULT_MAP
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Swaffy
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Re: adding map specified information?

Post by Swaffy »

Pigauchiu wrote:i wonder if they are referring to another text file, which i dont know its position.

Code: Select all

rem ** Multiplayer Briefing **
game.setMultiplayerBriefingObjectives MULTIPLAYER_BRIEFING_WAKE
game.setMultiplayerBriefingMapType MULTIPLAYER_MAP_TYPE_ASSAULT_MAP
Those are located somewhere in the "lexiconAll.dat" file in your mod's primary folder. You can convert the ".dat" to ".txt". Use the "Ctrl+F" keys to Find a string of text, and search the words from the code you posted. That's where you'll find the briefing text.

As for the box itself and its background, those are images. You can find them in the "Menu.rfa" file. I have not tried to put them mapside, but I guess it won't hurt to try (but might cause curse words if it doesn't work).
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Senshi
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Re: adding map specified information?

Post by Senshi »

Alternatively, you can modifiy the texts by just replacing them directly in the menu/init.con:

Code: Select all

rem ** Multiplayer Briefing **
game.setMultiplayerBriefingObjectives "This is my awesome Wake"
game.setMultiplayerBriefingMapType "This is a never heard of commando mapmode."
Just use the "" to enclose your text.
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Swaffy
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Re: adding map specified information?

Post by Swaffy »

I prefer the way Senshi said because it's a lot simpler/easier. The LexIconAll file is a pain in the rear to edit.
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Pigauchiu
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Joined: Fri Mar 30, 2012 1:00 pm

Re: adding map specified information?

Post by Pigauchiu »

After some rough tests, I concluded that both the codes of Multiplayer Briefing and lexiconAll.dat are also controlled by client side. orz (but thanks for the info about lexiconAll.dat, and here are some additional info to relieve the pain :D .)

Still hoping for new ideas of adding map specified information.
Waldek
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Re: adding map specified information?

Post by Waldek »

I would like to find a way of editing map briefings as well.
How can I edit the COMMENTS block?
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Senshi
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Re: adding map specified information?

Post by Senshi »

I posted that above. One line is for the upper segment, the second one is for the lower one.
Waldek
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Joined: Thu Mar 08, 2012 12:09 pm

Re: adding map specified information?

Post by Waldek »

Thanks, but it doesn't work as SSM neither
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