How do I give Control Point strings for Custom names?

Discussion in 'Mapping Questions & Discussion' started by MOCOLONI, Apr 14, 2019.

  1. MOCOLONI

    MOCOLONI L6: Sharp Member

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    I'd like my map to read the Control Point names from a text file, similarly to how official maps work (e.g. Dustbowl's HUD names use "#Dustbowl_cap_1_A", being read from tf_english.txt and other localization files). I'd mainly want to do this so that if I ever want to rename a Control Point, I won't have to recompile the map every time just for that. I'm also planning on adding translations to my names, which adds more reason for this procedure. However, I don't know if it's possible and, if it is, I'm not sure how.

    Thanks in advance.
     
    Last edited: Apr 21, 2019
  2. MOCOLONI

    MOCOLONI L6: Sharp Member

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    Sorry for bumping the thread after a week, while also doing so now that I completely rewrote the thread for better understanding.
     
  3. Unregistered HyperCam 2

    Unregistered HyperCam 2 L3: Member

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    I am pretty sure you cannot modify / pack localisation files into maps so you'll have to find another method for that
     
  4. MOCOLONI

    MOCOLONI L6: Sharp Member

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    There's this ability where you can pack custom soundscapes and level sounds into the map, so I thought that custom localizations could also be possible.
     
  5. Unregistered HyperCam 2

    Unregistered HyperCam 2 L3: Member

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    As far as I know, it's not, makes sense though.
     
  6. Unregistered HyperCam 2

    Unregistered HyperCam 2 L3: Member

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    Ah but I believe you can use ent_spy or the likes to change entity properties without recompiling your map