All the localization stuff currently is causing problems - if you have texts/explainations on your map and all that stuff - and ppl with different clients just can't see your fancy text :(
Here is a simple way to prevent this and make your text 'generic' to any localization
If you create a new Text for Tips,Descriptions,Dialogs, etc. they tend to use 'value', those are then stored into the variables used by the game to adjust the text in the game - this will require you to do a lot of localization
to prevent this you can easily swap to Custom script using
(StringToText("TextYouWant")+Rest)
where Rest can either be IntToText, FixedToText etc.(additional text) or nothing
this way the text will be visible in all localizations rather then just the one your actually sc2beta is.
in (#.2) the "Score: " will be looked up into your actual LocalizationData (enUS.SC2Data, enGB.SC2Data) etc.
until blizzard implements something to point at these localization datas should should use this way to localize your things and prevent ending up like this:
(game: http://www.sc2mapster.com/maps/brand-new-scv/ , no offense to the author :) still a funny game)
Short version:
Do not use value for Text Use CustomScript with XToText() instead
yea that's correct - sry for late response - he has basically looking into the yourLocale.SC2Data and don't find the folder -> no data -> no value -> error text
All the localization stuff currently is causing problems - if you have texts/explainations on your map and all that stuff - and ppl with different clients just can't see your fancy text :(
Here is a simple way to prevent this and make your text 'generic' to any localization
If you create a new Text for Tips,Descriptions,Dialogs, etc. they tend to use 'value', those are then stored into the variables used by the game to adjust the text in the game - this will require you to do a lot of localization
to prevent this you can easily swap to Custom script using
where Rest can either be IntToText, FixedToText etc.(additional text) or nothing
this way the text will be visible in all localizations rather then just the one your actually sc2beta is.
example:
(#.1) instead of
(#.2)
in (#.2) the "Score: " will be looked up into your actual LocalizationData (enUS.SC2Data, enGB.SC2Data) etc. until blizzard implements something to point at these localization datas should should use this way to localize your things and prevent ending up like this: (game: http://www.sc2mapster.com/maps/brand-new-scv/ , no offense to the author :) still a funny game)
Short version: Do not use value for Text
Use CustomScript with XToText() instead
Great. It works. I`m gonna take care of my map.
Sorry if I'm a bit slow, but I'd like some verification.. so as long as I'm writing all the text myself and not use GUI I'm fine?
Is it just these lines: [ StringExternal("Param/Value/B55809BC") ] that I have to avoid? Or are there more things being localized too?
This will help you adapt your triggers, but what about the text in unity/ability/behaviour descriptions?
@s3rius: Go
yea that's correct - sry for late response - he has basically looking into the yourLocale.SC2Data and don't find the folder -> no data -> no value -> error text
@BrotherLaz: Go
well, for units/abils/behaviors this don't work ofc :)
btw. it's outdated http://forums.sc2mapster.com/development/tutorials/1358-misc-easiest-way-to-localization/ is a more common / easier way to do
delete this post :<