fabianfred
|
|
« Reply #7 on: July 03, 2013, 04:05:35 AM » |
|
formatted like the original for ease of use.....
Changing the Mission Name:
1. Open the file, 'user_camp.engcfg', in the loc_rus/levels/LEVELS/camp folder. Change the section in bold print below:
Rds1, txt_mc_Rds1, 1, 0, pz3_03.tga, txt_cit_01, 30, txt_histrends_intro, hist_map_teach, levels\levels\cm_users\Rds1.level; 2. In the folder loc_rus/text, create a copy of 'mis_text.text' and rename it , for example, as 'rds1_text.text'. Open the file and add in an entry, using the same name as before, in bold:
txt_mc_Rds1() {Rends test map, May, 7, 1942. 13:00 (T-34); }
Adding / editing the History text in the mission selection screen:
1. Open the file, 'user_camp.engcfg', in the loc_rus/levels/LEVELS/camp folder. Change the section in bold print below: Rds1, txt_mc_Rds1, 1, 0, pz3_03.tga, txt_cit_01, 30, txt_histrends_intro, hist_map_teach, levels\levels\cm_users\Rds1.level;
2. In the folder loc_rus/text, create a copy of 'mis_text.text' and rename it , for example, as 'histrends_text.text'. Open the file and add in an entry, using the same name as before, in bold:
loc_rus () {
txt_histrends_intro() {the text goes here... ;}
}
Using or creating a new historical overview map:
1. Open the file, 'user_camp.engcfg', in the loc_rus/levels/LEVELS/camp folder. Change the section in bold print below:
Rds1, txt_mc_Rds1, 1, 0, pz3_03.tga, txt_cit_01, 30, txt_histrends_intro, rds1karte, level\levels\cm_users\Rds1.level;
2. In the folder, loc_rus/textures/hist_maps, create a tga file with same name, rds1karte (See the Editor Manual for more information)
Changing the Load screen image:
1. Open the file, 'user_camp.engcfg', in the loc_rus/levels/LEVELS/camp folder. Change the file name in bold print below:
Rds1, Rds1, 1, 0, pz3_03.tga, txt_cit_01, 30, txt_histrends_intro, hist_map_teach, levels\levels\cm_users\Rds1.level;
2. In the folder, loc_rus/images/backs, create an image file with same name, pz3_03.tga
Creating a map icon for the in-game map:
1. In the Mission editor, create a map contour with 2 points only, and assign it a name, for example, village.
2. Open the file, '<mission_name>_script.engscr' in the folder, loc_rus/levels/LEVELS/SCRIPTS/cm_users.
3. Add an entry to the cs_map block: cs_map () {
ext, add_mo, map0, arrow0, 0x80006000, 0x80202020, 1,5, txt_md_s01_2kr_liman, 0, tobrest, -1, true, 0; ext, add_mo, map0, flag_tri0, 0x80006000, 0x80202020, 1,5, txt_md_s01_2kr_liman, 0, village, -1, true, 0; ext, set_map, map_rkka_dira_01, -1, 1, false; nop; }
4. The tag txt_md_s01_2kr_liman (which can be changed any time) points to a label string, which is displayed in the game. Open the text file, '<mission_name>_loc_data.text' in the folder, loc_rus/levels/LEVELS/SCRIPTS/cm_users. Create the abovementioned entry, for example:
txt_md_s01_2kr_liman () {Village; }
Creating another map icon for the in-game map:
1. In the Mission editor, create a map contour with 2 points only, and assign it a name, for example, tobrest.
2. Open the file, '<mission_name>_script.engscr' in the folder, loc_rus/levels/LEVELS/SCRIPTS/cm_users.
3. Add an entry to the cs_map block: cs_map () {
ext, add_mo, map0, arrow0, 0x80006000, 0x80202020, 1,5, txt_md_s01_2kr_liman, 0, tobrest, -1, true, 0; ext, add_mo, map0, flag_tri0, 0x80006000, 0x80202020, 1,5, txt_md_s01_2kr_liman, 0, village, -1, true, 0; ext, set_map, map_rkka_dira_01, -1, 1, false; nop; }
As indicated by the label in bold above, 'arrow0' will produce an arrow symbol on the map. The adjustment of the arrow's direction is done in the mission editor, by aligning the map contour with the camera. Sight the horizon in the desired direction and click the yellow arrow icon in the toolbar above. (See the editor manual for more details)
Creating a Briefing text:
1. Open the file, '<mission_name>_script.engscr' in the folder, loc_rus/levels/LEVELS/SCRIPTS/cm_users.
2. Make the following entry in the 'cs_main':
cs_main () {
ext, add_misobj, letter, map_rds1karte, 4, txt_brief_Rds1, txt_rds1_order; nop;
}
3. Open the file, '<mission_name>_loc_data.text' in the same folder and insert the following entry. The bold tag refers to the entry in the script file:
loc_rus () {
txt_brief_Rds1() {this is the Rds1 Briefing text; }
}
Creating in-game text messages:
1. Open the file, '<mission_name>_script.engscr' in the folder, loc_rus/levels/LEVELS/SCRIPTS/cm_users.
2. Add the following (between the cs_positions() and trigger() blocks)
cs_radio1() { nop; wait_time, 10; ext, add_text, txt_ldm_Rds1_text_01, 0xffffffff, 16, 0; }
3. Open the file, '<mission_name>_loc_data.text' in the same folder and insert the following entry. txt_ldm_Rds1_text_01() {\n Commence attack on the enemy position. \n Get going! ; }
|