Zyxpsilon Posted May 27, 2016 Share Posted May 27, 2016 Gosh.. modding skills will never cease to amaze me, TT. Sometimes, it's the simplest of things when solution(s) need a different (but almost obvious) approach. :ninja: Link to comment Share on other sites More sharing options...
TeamDragonpunk Posted May 27, 2016 Author Share Posted May 27, 2016 Can't you just use your own localized string variables in your own .int file? Yes, but that's not the point. If the pipeline from Localization to Flash is broken, then it creates a myriad of other problems. This is just a simplistic example (with a simplistic work-around) Link to comment Share on other sites More sharing options...
Deleted32045420User Posted May 27, 2016 Share Posted May 27, 2016 Can't you just use your own localized string variables in your own .int file? Yes, but that's not the point. If the pipeline from Localization to Flash is broken, then it creates a myriad of other problems. This is just a simplistic example (with a simplistic work-around) it's not flash, we've tested it and it looks that the strings are'nt initialized at all. not even for `log calls Link to comment Share on other sites More sharing options...
tracktwo Posted May 27, 2016 Share Posted May 27, 2016 (edited) That sounds like something is misconfigured in your localization setup. All the loading of localization should happen long before you get to the call site where you pass a string to flash. To verify, you have it declared as "var localized string strFoo" and then in MyMod.int you have a section [MyMod.WhateverClass] with 'strFoo="some text"'? EDIT: To clarify, if the localized string is in one of your classes, not a base game template or anything, then your loc needs to be defined in a file with your mod name, not XComGame.int. Edited May 27, 2016 by tracktwo Link to comment Share on other sites More sharing options...
TeamDragonpunk Posted May 27, 2016 Author Share Posted May 27, 2016 Can't you just use your own localized string variables in your own .int file? Yes, but that's not the point. If the pipeline from Localization to Flash is broken, then it creates a myriad of other problems. This is just a simplistic example (with a simplistic work-around) it's not flash, we've tested it and it looks that the strings are'nt initialized at all. not even for `log calls Really, that's odd. Are we the only people having this problem? Isn't everyone else's strings initializing? I assumed it was due to the Flash because it's the string constants within the Flash functions. Link to comment Share on other sites More sharing options...
abeclancy Posted May 29, 2016 Share Posted May 29, 2016 Not sure what your status on this is, and not sure if this helps at all. But I've noticed in the past that string localization doesn't work unless the class is also loading config variables. I have a proper description of it here: https://forums.nexusmods.com/index.php?/topic/3868395-highlander-mods-modding-native-classes-and-core-packages-xcomgameupk-etc/ Link to comment Share on other sites More sharing options...
TeamDragonpunk Posted June 6, 2016 Author Share Posted June 6, 2016 , has anyone actually gotten the Flash code to pull a string from their localization file? else if(!ClassIsChildOf(Screen.Class, class'DP_UISimpleCommodityScreen')) { MC.QueueString(GetColoredText(ItemTemplate.GetItemFriendlyName(ItemRef.ObjectID))); } Never once been able to get anything MC. to pull from XComGame.int Link to comment Share on other sites More sharing options...
tracktwo Posted June 7, 2016 Share Posted June 7, 2016 Did you see my post a few responses back up? The loc should all happen long before it gets to flash. If that string isn't showing up localized when you `Log it the problem isn't on the flash side, it's in the regular unreal loc. Double check for typos in your loc file and make sure the entry is in a correctly named file. Link to comment Share on other sites More sharing options...
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