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extra_english.lang wont work. - Printable Version

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+---- Thread: extra_english.lang wont work. (/thread-10113.html)

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extra_english.lang wont work. - Lewk - 09-02-2011

for some reason my extra_english.lang file isnt working. Like, the level literally is not accepting it. I've tried other english.lang (that worked with other custom stories) and applied it to the map but still doesnt work.

this is where it is, right outside my maps folder:

amnesia the dark descent/custom stories/mystory

help?

p.s. sorry if this is not the right place to post this.


EDIT: damn, this thread is in the wrong place. meant to post this in the custom stories section. lol

EDIT2: Actually, nevermind. I guess this is the right place.

EDIT3: Nope, it's the wrong place. Thread got moved.


RE: extra_english.lang wont work. - Your Computer - 09-02-2011

More information is required: What are the contents of the extra_english.lang and what are you trying to do exactly?


RE: extra_english.lang wont work. - Lewk - 09-02-2011

(09-02-2011, 01:42 PM)Your Computer Wrote: More information is required: What are the contents of the extra_english.lang and what are you trying to do exactly?

<LANGUAGE>
<RESOURCES>
</RESOURCES>
<CATEGORY Name="CustomStoryMain">
</ENTRY Name="Description"></Entry>
</CATEGORY>

<CATEGORY Name="Journal">

<Entry Name="Quest_WalkQuest_Text">This place is creepy as hell</Entry>

</CATEGORY>
</LANGUAGE>




Thats the whole thing. Just trying to get a memento to work. It gets triggered, but there is no text. And everything else I've tried with the extra_english.lang has not worked. That's why I'm starting to assume it's got something to do with the level maybe, because I even tested the level with another extra_english.lang, (like I said in my previous post, this other one had come from a custom story in which it was working) and changed the subname of a note in the editor so that it would read something. Still didn't work.

Also, thanks for replying. I know this is a dumb problem, but I really have no idea why its not working. If you can find any errors in my extra_english.lang, that would be helpful, but I would still be doubtful of it working.


RE: extra_english.lang wont work. - Your Computer - 09-02-2011

Sounds like you have a note entity that the player interacts with and automatically tries to pull up the entry in the .lang file. Could you tell me what you typed in for NoteText (located under the Entity tab) for the note entity?

Also, this
Code:
</ENTRY Name="Description"></Entry>

Should be
Code:
<Entry Name="Description"></Entry>



RE: extra_english.lang wont work. - Lewk - 09-02-2011

(09-02-2011, 03:00 PM)Your Computer Wrote: Sounds like you have a note entity that the player interacts with and automatically tries to pull up the entry in the .lang file. Could you tell me what you typed in for NoteText (located under the Entity tab) for the note entity?

Uhm, sorry? this is a memento, not a note? Huh


RE: extra_english.lang wont work. - Your Computer - 09-02-2011

(09-02-2011, 05:04 PM)Lewk Wrote: Uhm, sorry? this is a momento, not a note? Huh

Do you have AddQuest("", "WalkQuest"); anywhere in your script?


RE: extra_english.lang wont work. - Lewk - 09-02-2011

(09-02-2011, 05:18 PM)Your Computer Wrote:
(09-02-2011, 05:04 PM)Lewk Wrote: Uhm, sorry? this is a momento, not a note? Huh

Do you have AddQuest("", "WalkQuest"); anywhere in your script?

Yes.


RE: extra_english.lang wont work. - Lewk - 09-02-2011

BUMP.


Is there no answer to my problem? Sad


RE: extra_english.lang wont work. - Your Computer - 09-03-2011

(09-02-2011, 09:04 PM)Lewk Wrote: Is there no answer to my problem? Sad

Post your code.



RE: extra_english.lang wont work. - Lewk - 09-03-2011

(09-03-2011, 07:02 AM)Your Computer Wrote: Post your code.


Alright.




void OnStart()
{
AddEntityCollideCallback("Player", "AreaFallDeath", "CollideFallDeath", false, 1); //Kill player instantly if he falls down when outside
AddEntityCollideCallback("Player", "Walk_Quest_Area", "GetWalkQuest", true, 1);
AddEntityCollideCallback("Player", "monster_1", "MonsterFunc1", true, 1);
AddEntityCollideCallback("Player", "Walk_Complete_Area", "FinishWalkQuest", true, 1);


//Add the Lantern and 10 Tinderboxes, always good to have light!

{
GiveItemFromFile("lantern", "lantern.ent");

for(int i=0;i<20;i++) GiveItemFromFile("tinderbox_"+i, "tinderbox.ent");
}



}


void OnLeave()
{

}


void OnEnter()
{

PlayMusic("Kammarheit_1", true, 0.7, 5, 0, true);

}




///////////////////////
//BEGIN FALL TO DEATH//
void CollideFallDeath(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("fallaaaaaah", "11_fall", "Player", 0, false);
PlaySoundAtEntity("fallaaaaaah2", "scare_male_terrified5", "Player", 0, false);

FadeOut(0.3);

AddTimer("death1", 0.5f, "TimerFallDeath");
AddTimer("death2", 1, "TimerFallDeath");
}
void TimerFallDeath(string &in asTimer)
{
if(asTimer == "death1"){
PlaySoundAtEntity("bump1", "player_bodyfall", "Player", 0, false);
return;
}

DisableDeathStartSound();
AddPlayerHealth(-200);

PlaySoundAtEntity("pain", "player_falldamage_max", "Player", 0, false);
PlaySoundAtEntity("bump2", "player_bodyfall", "Player", 0, false);
}
////
/////////////////////




//////BEGIN MONSTER SPAWN
void MonsterFunc1(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity ("", "10_close_door", "Player", 0, false);
SetEntityActive("servant_grunt", true);
}

void MonsterFunc2(string &in asParent, string &in asChild, int alState)

{
SetEntityActive("servant_grunt", false);
}
///////END MONSTER SPAWN



////////PLAYER WRITES NOTE
void GetWalkQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest("walkquest", "WalkQuest");
}

void FinishWalkQuest(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("walkquest", "WalkQuest");
}
///////////////////