Location Names
NeXuS
US Join Date: 2013-10-13 Member: 188681Members, NS2 Playtester, Reinforced - Silver, Reinforced - Shadow, Subnautica Playtester
in Modding
I'm interested in making a mod so that the location names don't show up on the minimap. After so long of playing the game, knowing the map and location names becomes second nature. I have an idea of what file needs to be changed but my knowledge of LUA is non-existent. Could anyone help?
Comments
As with all GUI modifications, you have to replace the whole file. This is a pure client-side mode, but will still require server's to have it for consistency checks.
So the conclusion:
You don't even have to mod for this.
Just use this (in console):
B-)
Yeah I made the thread a while back and have binded the setmaplocationcolor to a key, but I have to redo after every map change or server switch, just like my maxfps and fps on screen. I'm sure I'm not the only one that would like something like this. As far as consistency checks, is there any way to bypass this file during the check or is that UWE's end?
Maybe it could be possible for you to mod something that isnt consistency checked to run that concmd, but I dont know if there is any such files
And if the fonts arent consistency checked (anyone who knows what is and isnt by heart?), you could probably actually mod the actual font file. There is only one other thing in the code that uses the same font from what I could see.
"core/fonts/AgencyFB_smaller_bordered.fnt"
Somehow I get the feeling you meant to have a "not" in that sentence
The WorldTip/blip consists of:
ProgressingIcon
ProgressText
HealthBar
ArmorBar
NameText
ActionText
HintText
And a few more things, although those should only be the bg components that ppl normally dont notice unless I missed something.
The thing called "ActionText" is what uses the same font, and wont be visible to you..
The file is named GUIUnitStatus.lua
Regarding publishing fonts, I sadly have no clue, especially considering that this was in the core folder. Test it out and see if it works, otherwise it shouldnt be too hard to just make a download for the edited file and have ppl replace it. After all, in the ol' days, before steam invented workshop, downloading mods used to involve actually putting the files in the game somewhere rather than just clicking a button. And ppl managed that just fine
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