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Author Topic: Modding - String Literals  (Read 3487 times)

Trylobot

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Modding - String Literals
« on: June 09, 2011, 12:25:26 PM »

In faction definitions, is it possible to have any sort of control over the names that get assigned to your ships? Can I add new names? Can I control the prefix?

(I am aware that I can already control the "person" names for my faction).
« Last Edit: April 06, 2012, 08:56:59 AM by Trylobot »
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Trylobot

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Re: Modding - String Literals
« Reply #1 on: April 06, 2012, 08:57:44 AM »

(Bumping this because it's still an open question)
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Upgradecap

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Re: Modding - String Literals
« Reply #2 on: April 06, 2012, 09:00:01 AM »

Isin't this already done in the ironclads mod?
Try checking there, if you're refering to having custom ship names.
I think okim did succeed with making his factions ships having custom names.
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K-64

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Re: Modding - String Literals
« Reply #3 on: April 06, 2012, 09:51:06 AM »

I think he may be meaning different prefixes for the different factions in the campaign perhaps? If that's the case, add me to the list of people that would like to know if it's possible currently :P
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Archduke Astro

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Re: Modding - String Literals
« Reply #4 on: April 06, 2012, 11:48:22 AM »

I'm also curious about the answer to this question.
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Alex

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Re: Modding - String Literals
« Reply #5 on: April 06, 2012, 11:59:12 AM »

Gah, I'm confused by the date of the OP. But, no matter.

Right now it's impossible because yours truly forgot to add it (but thought he did). I'll add the ability to do this to the next release - both setting the name prefix, and hopefully the set of names to draw from.
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Archduke Astro

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Re: Modding - String Literals
« Reply #6 on: April 06, 2012, 12:02:43 PM »

Cool! You rock, Alex.  8)
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RawCode

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Re: Modding - String Literals
« Reply #7 on: April 07, 2012, 05:58:30 AM »

what about API for ship class with ability to access every field and callback\event onShipCreated to change name of ships created outside mod controlled code?
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