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Difference between revisions of "UIName"

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(Leaving out code-tags for now, will add them later - I'm mean, green and unseen anyway...)
 
m (Replacing Template:TTL with Template:F.)
 
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Generally the first flag on an object, The content of it is interpreted as being the name of a string in [[ra2(md).csf]]. That string should contain the name of the object the flag belongs to.
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{{Flag
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|name={{PAGENAME}}
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|files={{Categ|Rules(md).ini}}
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|values=strings
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|default=none
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|types={{Categ|General}}, {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}, {{Categ|Countries}}, {{Categ|SuperWeaponTypes}}
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|ra2=yes
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|yr=yes
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|rp=yes
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}}
  
==Example==
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== On Infantry/Vehicle/Aircraft/Building/SuperWeapon Types / Countries ==
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Specifies the (case-insensitive) name of the [[CSF]] string which contains this object's display name.
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== In [{{f|General|link}}] ==
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Seems to have no effect.
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==Examples==
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=== #1 ===
 
  [E1]
 
  [E1]
 
  UIName=Name:E1
 
  UIName=Name:E1
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Meaning: If the game is in any situation asked to output the name of the unit "E1", it will respond with whatever is put in Name:E1 in ra2(md).csf - "GI", in this case.
 
Meaning: If the game is in any situation asked to output the name of the unit "E1", it will respond with whatever is put in Name:E1 in ra2(md).csf - "GI", in this case.
  
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=== #2 ===
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According to the example below, all [PTROOP] s will be named "Psi Commando" in the game.
  
Seems to have no effect when used in the [ [[General]] ] section of the rules.
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[[Image:csf.png]]

Latest revision as of 10:45, 27 November 2009

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: UIName
File(s): Rules(md).ini
Values: strings
Default: none
Applicable to: General, InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes, Countries, SuperWeaponTypes


On Infantry/Vehicle/Aircraft/Building/SuperWeapon Types / Countries

Specifies the (case-insensitive) name of the CSF string which contains this object's display name.

In [General]

Seems to have no effect.

Examples

#1

[E1]
UIName=Name:E1

Meaning: If the game is in any situation asked to output the name of the unit "E1", it will respond with whatever is put in Name:E1 in ra2(md).csf - "GI", in this case.

#2

According to the example below, all [PTROOP] s will be named "Psi Commando" in the game.

Csf.png