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Current questions and answers regarding the map editor.

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#5618
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Andrei_21
All game texts are stored in a special archive called tetxts.pak (excluding custom text files created from scratch). Personally, I would do it this way: by default, the map has one voiceover (e.g., Russian), and to enable another, you download a mini-mod that also contains text files, but in English. And with a simple trick, the Russian language turns into English. But this is if you just want to make the map bilingual (without dynamic switching). You can start the map and display a talkbox, asking the player which language they prefer, and then use a special command, OverrideObjectTooltipNameAndDescription, to change the names and descriptions of objects. But this requires a lot of scripting. However, the main point is: I have no idea how this will work with 2 players. Someone else who is familiar with this is needed.
Here, I didn't describe my task well enough: I already have a talkbox, and moreover, the map is primarily designed for Multiplayer (for now, I think that a bot on a map with this many scripts will suffer, even though I write each scripted interaction for the bots separately). The text files work like this: there are 2 folders, en and ru, and a special variable is written to the talkbox, which the player sees, and then it is simply substituted in the required place. It works like a charm - for talkboxes, message boxes, and everything that only the player sees. In general, it seems like it's a bit sad, but people will have to read tooltips in English.


Не уходи безропотно во тьму,
Будь яростней пред ночью всех ночей,
Не дай погаснуть свету своему!

Хоть мудрый знает – не осилишь тьму
Во мгле словами не зажжёшь лучей –
Не уходи безропотно во тьму.