Jump to content

UIName: Difference between revisions

From ModEnc²
en>EvilRenegade
Leaving out code-tags for now, will add them later - I'm mean, green and unseen anyway...
 
m 5 revisions imported
 
(4 intermediate revisions by 3 users not shown)
Line 1: Line 1:
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.
{{Flag
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values=strings
|default=none
|types={{Categ|General}}, {{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}, {{Categ|Countries}}, {{Categ|SuperWeaponTypes}}
|ra2=yes
|yr=yes
|rp=yes
}}


==Example==
== 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 [{{f|General|link}}] ==
Seems to have no effect.
 
==Examples==
 
=== #1 ===
  [E1]
  [E1]
  UIName=Name:E1
  UIName=Name:E1
Line 7: Line 25:
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.


=== #2 ===
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.
[[Image:csf.png]]

Latest revision as of 22:11, 31 March 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
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.