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JaJe

add mpui.str to IceOps server

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Hello there,

After Installing IceOps, I can finally use scripts to my stock server that normally works only to mod!

I add to my CoD4\main\localized_english_iw07.iwd folder with Pakscape program the following:

localized_english_iw07.iwd/​english/localizedstrings/mpui.str file which include:

REFERENCE KILLHOUSE

LANG_ENGLISH "TEST"

I expected that Once saved my settings, and connect to my server (rebooted ofcourse), when I play map Killhouse, instead of showing the original name of mp_killhouse -> Killhouse to show -> "Test". If I play with mod, compiled etc...works, but why in this situation not works? Is there anything I have to do/edit to make the game read the new name of the map/gametypes/etc ?

Thank you!

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init()
{
level.localizedString = [];
level.localizedString["UI_HELLO"][0] = "Привет!" //Ru
level.localizedString["UI_HELLO"][1] = "Hello!" //En
...
}

//on player connect:
self.lang = 0; // 1

//in some func:
text setText(level.localizedString["UI_HELLO"][self.lang]); // Message based on selected language

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Thank you very very much!!! I'm not a coder, but I know how to edit or add suplimentary stuff.

What name should I give to this .gsc file (if it matters) and where to save it? maps folder? or on root? (inside .iwd file),

Now I give you an example...tell me if I'm wrong or not...

init()
{
level.localizedString = [];
level.localizedString["CH_HINT"][0] = "Capture the flag."
level.localizedString["CH_HAVE_FLAG"][1] = "Defend the flag: &&1"
...
}

//on player connect:
self.lang = 0; // 1

//in some func:
text setText(level.localizedString["CH_HINT"][self.lang]); // Message based on selected language
text setText(level.localizedString["CH_HAVE_FLAG"][self.lang]); // Message based on selected language

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Ok, so I did saved the script T-Max gave me to string.gsc and saved it to localized_english_iw07.iwd/string.gsc

I have added some .gsc from another mod (Openwarfare) which it works fine, the only thing is appears these OW_BLA_BLA messages, that's normally when compiled the mod, won't appears, because it compiles the openwarfare ow.str file.

That's why I'd like to add manually these strings to -> original messages using a .gsc file.

I tried, but still appears these codes instead of the message "OW_BLA_BLA". Any help please? It's almost 3 days I'm trying to find a solution for it.

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I did this!

I've replaced &"OW_GUID" to -> &"Your Guid is:" but is not working, after a lots of testing I found out that the game not recognize the space in my text or any other symbols like : inside quotes..

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Many thanks NNJ! This worked for most strings! for some .gsc files which it have the same string twice (precache and another code) won't work...but crash the game if I start...

//nevermand (edited)

I found out the solution, Thank you anyway!

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Thanks for your tip, now I've edited lots of strings with normal message, but I still need a tip for gametypes name.

I have added gametype to my server without mod, example Knife only (knf.gsc/knf.txt) when loading a map with that map I see

knf

Killhouse

insead of

Knife Only

Killhouse

Any clue?

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Damn...I thought it could be possible with some .gsc file...

But at least weapon file and images could works? (replacing mod images with another STOCK images)?

Everything apart from GSC files requires people to download it, this includes images, sounds, csvs, strs, menus, fxs etc... pretty much everything that you'd need to compile into a fastfile you name it apart from GSC files. There no what about this and that, GSC files is the only thing you can edit.

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Thank you for your answers! I'm pretty disappointed, but that's is.

While modding, I see strings files, material files menu files going to fast file, and to the .iwd file I could edit weapon file, images file and I thought that If I replaced to .gsc file eg. precacheshader "shield" -> with something that's already exist for stock cod4 would work, and for weapon files too. Because is nothing than script inside.

I did my best with some help to add as many gametypes to cod4 (thanks for IceOps executable) so nobody will have to download anything but just play. Some gametypes (which works without any problem) like Capture the Flag, Instead to see the 3D icon of the flag position, I see the purple square, then, I have to decide...to keep as it, or to remove.

Thank you again!

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Again I'm stuck! I'm trying to make working correct the flag images (that are included to stock Cod4

These are included to CoD4 .iwd files

objpoint_flag_opfor.iwi -> not work

objpoint_flag_x_opfor.iwi -> works

objpoint_flag_american.iwi -> not work

objpoint_flag_x_american.iwi -> works

objpoint_flag_british.iwi -> not work

objpoint_flag_x_british.iwi -> works

objpoint_flag_russian.iwi -> works

objpoint_flag_x_russian.iwi ->not works

So I see both flags models working correctly, but not the icon above (I see purple square), when I capture a flag, I see the icon of the flag with a red X (proof that works opbpoint_flag_x_.iwi).

Here's the code of ctf.gsc I tried and tried everything, but nothing wants to works, what do I miss? (original .gsc).

​onPrecacheGameType()
{
// Initialize an array to keep all the assets we'll be using
game[level.gameType] = [];

// Precache team dependent assets for allies
if ( game["allies"] == "marines" ) {
game[level.gameType]["prop_flag_allies"] = "prop_flag_american";
game[level.gameType]["prop_flag_allies_carry"] = "prop_flag_american_carry";
game[level.gameType]["compass_waypoint_flag_allies"] = "objpoint_flag_american";
game[level.gameType]["waypoint_flag_allies"] = "objpoint_flag_american";
game[level.gameType]["waypoint_flag_allies_x"] = "objpoint_flag_x_american";
game[level.gameType]["hud_flag_allies"] = "objpoint_flag_american";
game[level.gameType]["flag_base_allies"] = loadFX( "misc/ui_flagbase_silver" );
} else {
game[level.gameType]["prop_flag_allies"] = "prop_flag_brit";
game[level.gameType]["prop_flag_allies_carry"] = "prop_flag_brit_carry";
game[level.gameType]["compass_waypoint_flag_allies"] = "objpoint_flag_british";
game[level.gameType]["waypoint_flag_allies"] = "objpoint_flag_british";
game[level.gameType]["waypoint_flag_allies_x"] = "objpoint_flag_x_british";
game[level.gameType]["hud_flag_allies"] = "objpoint_flag_british";
game[level.gameType]["flag_base_allies"] = loadFX( "misc/ui_flagbase_black" );
}
// Precache everything (no matter that we precache the same thing more than once, we have it anyway
// in case someone decides to use different images)
precacheModel( game[level.gameType]["prop_flag_allies"] );
precacheModel( game[level.gameType]["prop_flag_allies_carry"] );
precacheShader( game[level.gameType]["compass_waypoint_flag_allies"] );
precacheShader( game[level.gameType]["waypoint_flag_allies"] );
precacheShader( game[level.gameType]["waypoint_flag_allies_x"] );
precacheShader( game[level.gameType]["hud_flag_allies"] );

// Precache team dependent assets for axis
if ( game["axis"] == "russian" ) {
game[level.gameType]["prop_flag_axis"] = "prop_flag_russian";
game[level.gameType]["prop_flag_axis_carry"] = "prop_flag_russian_carry";
game[level.gameType]["compass_waypoint_flag_axis"] = "objpoint_flag_russian";
game[level.gameType]["waypoint_flag_axis"] = "objpoint_flag_russian";
game[level.gameType]["waypoint_flag_axis_x"] = "objpoint_flag_x_russian";
game[level.gameType]["hud_flag_axis"] = "objpoint_flag_russian";
game[level.gameType]["flag_base_axis"] = loadFX( "misc/ui_flagbase_red" );
} else {
game[level.gameType]["prop_flag_axis"] = "prop_flag_opfor";
game[level.gameType]["prop_flag_axis_carry"] = "prop_flag_opfor_carry";
game[level.gameType]["compass_waypoint_flag_axis"] = "objpoint_flag_opfor";
game[level.gameType]["waypoint_flag_axis"] = "objpoint_flag_opfor";
game[level.gameType]["waypoint_flag_axis_x"] = "objpoint_flag_x_opfor";
game[level.gameType]["hud_flag_axis"] = "objpoint_flag_opfor";
game[level.gameType]["flag_base_axis"] = loadFX( "misc/ui_flagbase_gold" );
}

// Precache everything (no matter that we precache the same thing more than once, we have it anyway
// in case someone decides to use different images)
precacheModel( game[level.gameType]["prop_flag_axis"] );
precacheModel( game[level.gameType]["prop_flag_axis_carry"] );
precacheShader( game[level.gameType]["compass_waypoint_flag_axis"] );
precacheShader( game[level.gameType]["waypoint_flag_axis"] );
precacheShader( game[level.gameType]["waypoint_flag_axis_x"] );
precacheShader( game[level.gameType]["hud_flag_axis"] );

// Precache other assets that are not team dependent
precacheStatusIcon( "hud_status_flag" );
precacheShader( "compass_waypoint_target" );
precacheShader( "waypoint_kill" );
precacheShader( "compass_waypoint_defend" );
precacheShader( "waypoint_defend" );

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