Cài đặt Steam
đăng nhập
|
ngôn ngữ
简体中文 (Hán giản thể)
繁體中文 (Hán phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bungari)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (tiếng Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraine)
Báo cáo lỗi dịch thuật
Thank you so much man. Trying to make better horror missions and you've been super helpful! :)
That is not vinjesvingen mission. That´s vineyard blanch. I use custom RscTitles. To get the cinematic. Check the main.hpp and setTextFade.sqf for that.
Just remember that is an old framework. It´s not very good. Eden 2.0 got better framework.
Hey man, I checked it out and it refers to act1.sqf etc etc is what I'm talking about but if the code is as simple as:
"George: Hmm, that doesn't sound right. Maybe the other generator will work.." call Undertext_fnc_setTextFade;
Then that's great.
There is a file called fn_dialog(function/mission), you can just check it out.