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Mentioned that game_text supports localization tokens
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5a865c7ff2
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@ -10,5 +10,5 @@ Map-specific scripts are normally loaded by an automatic manifest which searches
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|:-------------: |:-------------: |:-------------: | :-----|
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| Actbusy | `maps/%mapname%_actbusy.txt` | `scripts/actbusy.txt` | Actbusies are basically unscripted scripted sequences, allowing NPCs to play animations without actually entering an uninterruptible scripted state. See [the VDC article](https://developer.valvesoftware.com/wiki/Actbusy) for more information. |
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| Response System | `maps/%mapname%_talker.txt` | `scripts/talker/response_rules.txt` | The Response System is a complex system which some NPCs use to decide what to say in response to an event, like seeing an enemy. See [the VDC article](https://developer.valvesoftware.com/wiki/Response_System) for more information. |
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| Localization | `maps/%mapname%_%language%.txt` | `resource/%modname%_%language%.txt` | Localization files contain language-specific text. Since `env_message` titles use `titles.txt` (which is engine-driven) and overridden localization cannot be reverted on map unload, this would best be used for, say, `env_hudhint` and not much else. |
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| Localization | `maps/%mapname%_%language%.txt` | `resource/%modname%_%language%.txt` | Localization files contain language-specific text. They can be used in `env_hudhint` or `game_text`. Existing localization tokens should not be overridden because changes cannot be reverted on map unload. |
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| ~~Sentences~~ | ~~`maps/%mapname%_sentences.txt`~~ | `scripts/sentences.txt` | Sentences are used to create speech out of individual sound files. Unfortunately, sentences are locked behind the engine and custom files cannot appear to be loaded, so map-specific sentences are not actually supported. |
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