Ziemanskye on 18/4/2008 at 17:26
Not a clue, sorry.
Unless you can change something (probably in the Default.ini) to make the editor change language too. Or there's a really obvious button/menu/option for it that I've just never needed (and so, never noticed) before.
Though what I meant was that I don't think the files get over-written unless you change the conversation in the conv browser - so if you add the translations by hand it shouldn't go away unless you re-word the text in the editor.
Flux on 19/4/2008 at 09:04
Since we're checking step by step, let me ask: You put A1objectives in the conversation package in level info slot, did you?
Judith on 19/4/2008 at 10:22
First of all, it looks like you didn't queue your conv package to play after all. Even if you had a wrong exe running or mismatched language version, you should still see empty checkboxes, but nothing's there.
Flux on 19/4/2008 at 19:08
I believe the usage part is wrong. It should be A1objectives not A1. It should be same as your conversation package.
This is from komag's tutorial:
Quote:
g) Down to the left, click the “Add Map” button and type “KomagTut” (the same as your “Conversation Package” name). Click on “Add Map” to the right. Then select “KomagTut” and click “OK”.
- You should now see the map name “KomagTut” in the “Usage” window. Click the final “OK”.
Judith on 19/4/2008 at 19:17
And the conv queue script is wrong as well:
Quote Posted by Komag's Tutorial
In “Conditions” select “Scripts” - “When map starts, arriving from a different map”.Be sure you don't select “Scripts” - “When map sim starts, either from travel, load, or launcher” or “Player” - “When player starts map”, because those will try to run the script every time the map starts, even if it's just from loading a save or something, which could reset things and mess it all up. We just want the objectives script to run just once and that's it.
:rolleyes:
massimilianogoi on 19/4/2008 at 19:29
Quote Posted by Flux
I believe the usage part is wrong. It should be A1objectives not A1. It should be same as your conversation package.
This is from komag's tutorial:
I tried changing as A1objectives the name of the map in the Conversation Properties, as you said, but no changes :erg:
Ziemanskye on 19/4/2008 at 20:07
I don't think you need the "Set goal.... to Pending" script action either.
I've never used it - just starting the conversation is enough to set all the goals up - you just use the set to pending when you need to change Objectives during a mission: cancel this one, pend that one kind of things.
That's probably not what's messing things up though.
Personally, I'd not use A1Objectives at all - it might be fussy about names, but I'm not sure, it's just the kind of thing I'm paranoid about with this engine - I've always set these things to match the unr name (you can ignore numbers, I guess, since Castle works rather than needing Castle1 for the OMs). Remember to change it in the LevelInfo conversation package too.