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Butter-Coconut

To change the EQUIPMENT word on the inventory screen

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https://imgur.com/a/2OXKg0d

Hi, can I get some advice on this issue? Im trying to change the EQUIPMENT word to INVENTORY.

We succeeded in replacing the VICINITY with GROUND, but the EQUIPMENT was not replaced.

playercontainer.c

modded class PlayerContainer: CollapsibleContainer
{

    void PlayerContainer( LayoutHolder parent, int sort = -1 )
    {
        m_CollapsibleHeader.SetName( "#bu_container_inventory" );
    }
}

 

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On 7/11/2024 at 9:49 PM, Butter-Coconut said:

https://imgur.com/a/2OXKg0d

Hi, can I get some advice on this issue? Im trying to change the EQUIPMENT word to INVENTORY.

We succeeded in replacing the VICINITY with GROUND, but the EQUIPMENT was not replaced.

playercontainer.c


modded class PlayerContainer: CollapsibleContainer
{

    void PlayerContainer( LayoutHolder parent, int sort = -1 )
    {
        m_CollapsibleHeader.SetName( "#bu_container_inventory" );
    }
}

 

Mate i don't really understood what you are trying to do, but:

1. Search for string (dta/languagecore.pbo).

2. Replace the string with your prefer string IN YOUR ADDON (sorry for the caps but it very important).

3. PROFIT!

Explanation:

All items/slots in the game has Name value, that could be changed (overwritten) if you know that you can override string literals in config.cpp with your prefer string literal like I did that KA-74 -> AK-74 and etc.

 

How does that works:

In your PBO create languagecore (folder), and place there stringtables.csv (text file), for editing ut I suggest you to use the text editor and not any kind of Excel-like apps.

At 1st string you shall preset supported languages like so:

"original","english","russian",

In that example I defined 2 languages: English and Russian, for all other localizations of the game will be used the English (if localization string is not existing for current language).

The title "original" is the mark for string literal, you'll see it later.

"original","english","russian",

"STR_DRINKBEER", "Drink me!", "Выпей меня!",

Here in example I defined string literal STR_DRINKBEER with 2 language localization, let's predefine ours string for item/slot

Near folder languagecore create file config.cpp (exactly that name and don't change it!). Define in that file addon (search in internet how you can do it, it's not so hard, but hard for me coz I'm far away from my PC).

I just left you here the examples for Slot and Object AND THAY MUST ALREADY EXISTS IN THE GAME!

class CfgSlots {

class Slot_ForMyBeer {

displayName = "#STR_DRINKBEER";

}

}

class CfgVehilces {

class BottleOfBeer : Extends_From_SomethingExample {

displayName = "#STR_DRINKBEER";

descriptionShort "#STR_DRINKBEER";

}

}

 

That's all about. I'm sorry for suche bad decoration but it's impossible to do with mobile phone.

I hope that will help you, have fun!

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