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!
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!
Use the search function to search for “was killed by” or “failed to spot” or something like that.
Wow thanks for help -.-
I am asking where the hell is files with those texts… it’s so hard to explain?
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
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 -.-
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;
u can work a little with:
Cvars:
cl_language.integer
cl_debugTranslation.integer
Commands:
SaveTranslations
SaveNewTranslations
LoadTranslations
Have Fun
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:/