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cristigre

Renaming city names in an island addon

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Hi, guys,

I've been trying to rename cities in an island addon, because I have my own city name table addons. It would be fun to fight in a 'familiar' place. So I want to change the city names on the map of the island as well of course.

Now, I can put my table addons in, but I couldn't rename the cities so far.

It seems easy though. I just

- unpbo the pbo

- unrap the bin file

- edit the cpp file (which is made from the bin one)

- pack it back to a new pbo

- done?

No, it's not done. My process is wrong somewhere, but I don't really know where. I also tried to make a new bin from my edited cpp, but no success.

I know there are many experienced guys among you, who know exactly what my fault is.

Please, help me!

Thank you in advance! :)

Cristigre

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Sure you can easily create a second pbo to run along side and modify the config values as you see fit.

Make sure to add the cfgPatches class of the source pbo into the requiredAddons array of your tweaking pbo.

Tell us the said world in question and I will make you an example config.

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Yeah, I don't want to cheat on the original makers of course, I'm just interested about the way of doing that, about the 'technology', so to say.

Let's say like in Everon 2010 by Hotzenplotz. Like the guy would've known my thought, because the city name tables are MISSING (! luckily) from the map phisycally! :) So the field is all right for my tables, the only thing to do is to change the names on the map as well. :)

PvPscene, I didn't change anything at all, except the city names in the cpp file. Anyway, thank you for your help in advance! I'm very curious already. :)

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class CfgPatches
{
class YourTAG_NAME
{
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"everon2010"};
};
};
class CfgWorlds
{
class hotze_base;
class everon2010: hotze_base
{
	class Names
	{
		delete credits;
		delete everon2010_airport;
		delete everon2010_Chotain;
		delete everon2010_Durras;
		delete everon2010_EntreDeux;
		delete everon2010_Figari;
		delete everon2010_Gravette;
		delete everon2010_Lamentin;
		delete everon2010_Laruns;
		delete everon2010_LeMoule;
		delete everon2010_Levie;
		delete everon2010_Meaux;
		delete everon2010_Montignac;
		delete everon2010_Morton;
		delete everon2010_Provins;
		delete everon2010_Regina;
		delete everon2010_SaintPhillippe;
		delete everon2010_SaintPierre;
		delete everon2010_Tyrone;
		delete everon2010_Vernon;

		class NewTown
		{
			name = "NewTown";
			position[] = {1111,1111};
			type = "NameCity";
			radiusA = 50;
			radiusB = 50;
		};
		//more
	};
};
};

Maybe you don't need the delete part and can just define new towns.

In any case this should work. :)

Put this in a new folder and pack it to pbo and load in next to the world addon.

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WOW! You are a genious! :wow_o: :bounce3:

THANK YOU SOOO MUCH! :bounce3:

I knew there had to be an easy an logic way! I knew it! :D

Thanks God, you know even how to do it. ;)

I owe you, brother! THANKS AGAIN! :cheers:

Maybe the only handicap of this method is that this way I can have only one altered version to each island. But I don't really mind, because there is far more islands existing than time I have to make my funny missions. :bigsmile: ;)

Thank you! :bigsmile:

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