Multilanguage combat infos?


(Infinitypl123) #1

Hello!
I have a question :P. Where can I find the file with infos like:

XXX was killed by YYY’s mp40 (example)
or XXX was TEAMKILLED by YYY

I want to change language on mine :).

Thanks!


(Smurfer) #2

Use the search function to search for “was killed by” or “failed to spot” or something like that.


(Infinitypl123) #3

But where?


(daz2007) #4

Somewhere ???


(Infinitypl123) #5

Wow thanks for help -.-
I am asking where the hell is files with those texts… it’s so hard to explain?


(schnoog) #6

Seems like no one knows it ah-hoc. Maybe you should search for it by yourself.

Grep says, the text is in “cgame.mp.i386.so”.

Have fun


(Scennative) #7

there is a old way to translate these strings with the translator feature of et. But its very buggy and cant include in a pk3 -.-


(daz2007) #8

Is this what your looking for (cg_events)

if ( ca ) {
switch ( mod ) {
case MOD_KNIFE:
message = “was stabbed by”;
message2 = “'s knife”;
// OSP - goat luvin
// if( attacker == cg.snap->ps.clientNum || target == cg.snap->ps.clientNum ) {
// trap_S_StartSound( cg.snap->ps.origin, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.goatAxis );
// }
break;

  case MOD_AKIMBO_COLT:
  case MOD_AKIMBO_SILENCEDCOLT:
  	message = "was killed by";
  	message2 = "'s Akimbo .45ACP 1911s";
  	break;

  case MOD_AKIMBO_LUGER:
  case MOD_AKIMBO_SILENCEDLUGER:
  	message = "was killed by";
  	message2 = "'s Akimbo Luger 9mms";
  	break;

  case MOD_SILENCER:
  case MOD_LUGER:
  	message = "was killed by";
  	message2 = "'s Luger 9mm";
  	break;

  case MOD_SILENCED_COLT:
  case MOD_COLT:
  	message = "was killed by";
  	message2 = "'s .45ACP 1911";
  	break;

  case MOD_MP40:
  	message = "was killed by";
  	message2 = "'s MP40";
  	break;

  case MOD_THOMPSON:
  	message = "was killed by";
  	message2 = "'s Thompson";
  	break;

  case MOD_STEN:
  	message = "was killed by";
  	message2 = "'s Sten";
  	break;

  case MOD_DYNAMITE:
  	message = "was blasted by";
  	message2 = "'s dynamite";
  	break;

  case MOD_PANZERFAUST:
  	message = "was blasted by";
  	message2 = "'s Panzerfaust";
  	break;

  case MOD_GRENADE_LAUNCHER:
  case MOD_GRENADE_PINEAPPLE:
  	message = "was exploded by";
  	message2 = "'s grenade";
  	break;

  case MOD_FLAMETHROWER:
  	message = "was cooked by";
  	message2 = "'s flamethrower";
  	break;

  case MOD_MORTAR:
  	message = "never saw";
  	message2 = "'s mortar round coming";
  	break;

  case MOD_MACHINEGUN:
  	message = "was perforated by";
  	message2 = "'s crew-served MG";
  	break;

  case MOD_BROWNING:
  	message = "was perforated by";
  	message2 = "'s tank-mounted browning 30cal";
  	break;

  case MOD_MG42:
  	message = "was perforated by";
  	message2 = "'s tank-mounted MG42";
  	break;

  case MOD_AIRSTRIKE:
  	message = "was blasted by";
  	message2 = "'s support fire";
  	break;

  case MOD_ARTY:
  	message = "was shelled by";
  	message2 = "'s artillery support";
  	break;

  case MOD_SWAP_PLACES:
  	message = "^2swapped places with^7";
  	message2 = "";
  	break;

  case MOD_KAR98: // same weapon really
  case MOD_K43:
  	message = "was killed by";
  	message2 = "'s K43";
  	break;

  case MOD_CARBINE: // same weapon really
  case MOD_GARAND:
  	message = "was killed by";
  	message2 = "'s Garand";
  	break;

  case MOD_GPG40:
  case MOD_M7:
  	message = "was killed by";
  	message2 = "'s rifle grenade";
  	break;

  case MOD_LANDMINE:
  	message = "failed to spot";
  	message2 = "'s Landmine";
  	break;

  case MOD_CRUSH_CONSTRUCTION:
  	message = "got caught in";
  	message2 = "'s construction madness";
  	break;

  case MOD_CRUSH_CONSTRUCTIONDEATH:
  	message = "got burried under";
  	message2 = "'s rubble";
  	break;

  case MOD_MOBILE_MG42:
  	message = "was mown down by";
  	message2 = "'s Mobile MG42";
  	break;

  case MOD_GARAND_SCOPE:
  	message = "was silenced by";
  	message2 = "'s Garand";
  	break;

  case MOD_K43_SCOPE:
  	message = "was silenced by";
  	message2 = "'s K43";
  	break;

  case MOD_FG42:
  	message = "was killed by";
  	message2 = "'s FG42";
  	break;

  case MOD_FG42SCOPE:
  	message = "was sniped by";
  	message2 = "'s FG42";
  	break;

  case MOD_SATCHEL:
  	message = "was blasted by";
  	message2 = "'s Satchel Charge";
  	break;

  case MOD_TRIPMINE: // rain - dormant code
  	message = "was detonated by";
  	message2 = "'s trip mine";
  	break;

  case MOD_SMOKEGRENADE: // rain
  	message = "stood on";
  	message2 = "'s airstrike marker";
  	break;

  default:
  	message = "was killed by";
  	break;
  }

  if ( ci->team == ca->team ) {
  	message = "^1WAS KILLED BY TEAMMATE^7";
  	message2 = "";
  }

  if ( message ) {
  	message = CG_TranslateString( message );
  	if ( message2 ) {
  		message2 = CG_TranslateString( message2 );
  		CG_AddPMItem( PM_DEATH, va( "%s %s %s%s", targetName, message, attackerName, message2 ), deathShader );

// CG_Printf( "[cgnotify]%s %s %s%s
", targetName, message, attackerName, message2 );
}
return;


(Scennative) #9

u can work a little with:

Cvars:

cl_language.integer
cl_debugTranslation.integer

Commands:

SaveTranslations
SaveNewTranslations
LoadTranslations

Have Fun :stuck_out_tongue:


(Indloon) #10

Affirmative!
4 days ago I worked on /cg_popups cvar, “0” means random ET pop-ups and “1” means Counter Strike style pop-ups.
Now working on HUD:/