666bcca459b79

666bcca45a0c5
1 Guest is here.
 

Topic: Editing Keycard Strings Read 917 times  

666bcca45a64eWalterREQUiEM

666bcca45a6b9
Hello,

I'm trying to change the strings of a Keycard (the Cryogenics Access one in particular) to a custom one, and I've been able to change the tooltip at the top of the screen and the MFD Keycard list correctly, but when I pick up the Keycard, it still shows the default "Crygenic Access card picked up" String. Is this tied to the Object name string, or is there something else I need to edit?

Also, is there a way that I can view my custom strings and such in ShockEd? In order to test this out, I'm having to run my level through the actual game to make sure im adjusting things correctly because my ShockEd displays the vanilla text. Thanks in Advance!

EDIT: I figured out my issue with my 2nd question but still would appreciate pointers on getting the pickup strings working.
« Last Edit: 24. September 2020, 04:00:23 by WalterREQUiEM »

666bcca45a8edvoodoo47

666bcca45a941
iirc, this is how it works;
  +ObjProp "ObjLookS" = "BigSpoon: "This is a very large spoon. Looks fairly.. Colourless.""
  +ObjProp "ObjName" = "BigSpoon: "A very large spoon""
  +ObjProp "ObjShort" = "BigSpoon: "Large spoon""
the engine will look for BigSpoon in the strings, if found the string text will be used, if not, it will use the second text bit from the editor/dml. ObjName should be what you are after, I think.

this is how the Spoon mod adds the descriptions without messing around the actual strings.
Acknowledged by: WalterREQUiEM

666bcca45aa1bWalterREQUiEM

666bcca45aa68
tyvm Voodoo, I got it working, it was ObjShort.  :thumb: could the objprop properties be used in making custom items for a level/mod?

666bcca45aafbvoodoo47

666bcca45ab44
not quite sure what do you mean (dml mods?), but pretty sure the answer is yes.
1 Guest is here.
Work hard, increase production, prevent accidents and be happy.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
666bcca45e142