Hi, I am new to creating scenario maps for AoE II: DE. I know how to place and reference sound files already. How can I localize my map? I want to translate all ingame messages into German and place German sound files in the mod as well. Subscribing the mod should give you both languages: English and German.
ah, well, I recommend you read this section on âtranslating of scenario textâ in my guide. It explains everything you need to know.
While I know that is valid too, I am curious though⊠How do you use them in the editor? (if at all.) Scenarios only seem to accept numbers. (That part always confused me.) Unless, those are AGE only use?
I was just testing and it seems that now, you CANâT use strings as string IDâs. It defaults to ID=0. However, I used to use strings as ID in the past. Time to take a look at my mods
Edit: some triggers do accept strings as string IDâs
Deprecated
You copy and paste
Yeah I see now. I tested it at the same time you were posting. Such a strange thing to limit it to only numbers if they want to use characters too. shrugs Iâll update this in my guide.
edit: Oh, âsome canâ? interesting⊠Noted.
Thx a lot. Something like HERRENBERG_INSTRUCTIONS_1 seems to work in editor only. I use it in the editor and it filled the text immediately automatically. However, when I play the map no message appears and yes the ID is set back to 0 in the editor.
Isnât there a nice tool which generates the new IDs? It is really confusing how this should work with multiple mods enabled.
And what about the sound files? I have placed them in resources_common\drs\sounds. What is the localization folder?
Can you share how you place and reference sound files? What format sound files? Do you have a screenshot(s)? Thanks in advance!
I have my sound files in this directory in my mod: herrenberg/resources/_common/drs/sounds at master · tdauth/herrenberg · GitHub
They are named like âanimals.wemâ and I refer them via âanimalsâ in the transmission action.
For the sound files I found the following file directory path for German: resources\de\scenario\sounds and it works.