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Screenstack, kscreen, Flash, and UIMissions -At Wit's End


TeamDragonpunk

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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:

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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)

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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

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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 by tracktwo
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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.

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, 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



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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.
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