Talk:Adding Firing Modes to your weapons: Difference between revisions
AdityaGaddam (talk | contribs) (Added some instruction on how to use localized strings in kb_act.lst in Talk) |
Ninjaofsauce (talk | contribs) mNo edit summary |
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Cheers. --[[User:AdityaGaddam|AdityaGaddam]] 14:53, 24 February 2009 (UTC) | Cheers. --[[User:AdityaGaddam|AdityaGaddam]] 14:53, 24 February 2009 (UTC) | ||
==Suggested Merge== | |||
It’s been suggested to merge this tutorial, but I think more examples are better to maintain understanding. The inheritance approach to adding functions is a good teaching tool for how source code and game was designed. [[User:Ninjaofsauce|Ninjaofsauce]] ([[User talk:Ninjaofsauce|talk]]) 17:45, 12 November 2024 (PST) |
Revision as of 18:46, 12 November 2024
Localized string in kb_act.lst
To specify these strings in kb_act.lst, do something like "#MyMod_Firemode" (doesn't matter what this is, just have to be consistent and unique).
Now go to mymod_language.txt (so for english, this would be mymod_english.txt) and add a line like:
"MyMod_Firemode" "Change Fire Mode"
If you don't have a language file already, create one with the following format:
"lang" { "Language" "English" "Tokens" { "MyMod_Firemode" "Change Fire Mode" } }
You can also get a sample language file and work off of that. A good way to do this is get GCFScape and open up the gcf for hl2dm and copy/rename a file in there to your mod's resource directory and just add your extra language definitions.
Cheers. --AdityaGaddam 14:53, 24 February 2009 (UTC)
Suggested Merge
It’s been suggested to merge this tutorial, but I think more examples are better to maintain understanding. The inheritance approach to adding functions is a good teaching tool for how source code and game was designed. Ninjaofsauce (talk) 17:45, 12 November 2024 (PST)