Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Fri Nov 15, 2013 5:29 pm Post subject:
Adding text strings to your map (**)
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.
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
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Sat Nov 16, 2013 5:23 am Post subject:
502, 500, 501.. is that how they count in Australia? _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index Last edited by Team Black on Sat Nov 16, 2013 2:52 pm; edited 1 time in total QUICK_EDIT
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:
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. _________________ QUICK_EDIT
Joined: 05 Sep 2013 Location: LocationNotFoundException at RealLife.Location.find() at line: -1
Posted: Sat Nov 16, 2013 11:53 am Post subject:
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. QUICK_EDIT
@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:
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. _________________ QUICK_EDIT
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