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This can be done through scripting only, so no need to open Radiant... first of all open maps\yourmapname.gsc and add the following to the code:
maps\_load::main(); // Always have this one precacheshader("black"); // Precaches the black shader precacheString(&"STRINGS_YOURMAPNAME_INTRO_1"); // The title of the Level precacheString(&"STRINGS_YOURMAPNAME_INTRO_2"); // Where the level takes place precacheString(&"STRINGS_YOURMAPNAME_INTRO_3"); // Month Day, Year precacheString(&"STRINGS_YOURMAPNAME_INTRO_4"); // Optional info about the level maps\_introscreen::introscreen_delay(&"STRINGS_YOURMAPNAME_INTRO_1", &"STRINGS_YOURMAPNAME_INTRO_2", &"STRINGS_YOURMAPNAME_INTRO_3", &"STRINGS_YOURMAPNAME_INTRO_4"); // Action!! |
Now create a folder called localizedstrings, in main directory, and add a text file called strings.str, it should contain the following:
VERSION "1" CONFIG "C:\trees\cod2\bin\StringEd_PC.cfg" FILENOTES "Strings used in toujane go in this file." REFERENCE YOURMAPNAME_INTRO_1 LANG_ENGLISH "SP Test Map" REFERENCE YOURMAPNAME_INTRO_2 LANG_ENGLISH "In my computer..." REFERENCE YOURMAPNAME_INTRO_3 LANG_ENGLISH "21:18" REFERENCE YOURMAPNAME_INTRO_4 LANG_ENGLISH "By Andewii" ENDMARKER |
The top of it is just a header and the ENDMARKER just shows the game that file has ended. However look closely at the other stuff, when you write REFERENCE <something>, then this is the way you can call it in the script. It's called up this way: <name of .str file>_<reference>. For example our reference YOURMAPNAME_INTRO_1 is precached in the script by calling precacheString(&"STRINGS_YOURMAPNAME_INTRO_1"); because our .str file is named strings.str.
Now save all files and go into your game, and voila! And oh yeah remember to replace all YOURMAPNAME with the name of your map :-) Have fun, and I hope you can use this info!
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