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Tooltip text for the Equipment256.png file

 
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Tooltip text for the Equipment256.png file - 6/4/2020 5:52:49 AM   
cathar1244

 

Posts: 724
Joined: 9/5/2009
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In the scenario editor - force editor, one is allowed to modify equipment attributes. One attribute that may be modified is the silhouette displayed that represents the equipment. When one modifies this attribute, the editor displays all of the silhouettes.

Hovering the mouse over a given silhouette displays a tooltip text string that identifies the equipment represented by the silhouette.

The text in these tooltip strings are not in the Gametext.xml file. The tooltip strings are hard coded in the TOAW executable, meaning they cannot be changed.*

Request, in a future release of TOAW, that the tooltip strings for the silhouettes in the Equipment256.png file be migrated to the Gametext.xml file(s) in order to make them modifiable by users.

Cheers

* - Note the names of all of the standard equipment types -are- in the Gametext.xml file, but these strings are not the tooltip strings that identify the silhouettes in the Equipment256.png file.
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RE: Tooltip text for the Equipment256.png file - 6/4/2020 12:55:10 PM   
Lobster


Posts: 3956
Joined: 8/8/2013
From: Third rock from the Sun.
Status: offline
+1

While I realize it would require extra work for someone editing the file mentioned it would be a handy thing to have available for editing so people can label their custom work properly. I can understand why it isn't done that way at this time but still, it would be nice to be able to edit the names of the silhouettes. Having said that, if it would involve a lot of coding work I would rather see it pushed back so more immediate needs are addressed. Like torpedoes, water mines and land mines/obstacles.

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(in reply to cathar1244)
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RE: Tooltip text for the Equipment256.png file - 6/4/2020 2:48:52 PM   
76mm


Posts: 4165
Joined: 5/2/2004
From: Washington, DC
Status: offline
+1, would be nice to be able to mod the tooltips since we can mod the silhouettes themselves...

(in reply to Lobster)
Post #: 3
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