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Characters from other languages in hintstrings?

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Created 8 years ago
by Psych
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So I am scripting Easter eggs right now and I was going to make use of a translator style device but I have come to find (not a surprise because it would not make sense to already be included) that I cannot put Japanese characters in hint-strings it just returns a "." in game. I have thought about it and I am not sure how this would work. I do not know a lot about fonts so if anyone has any wild ideas I am down to try and make a tutorial on it afterwards. Thanks a head of time!  :D

characters example: 晴耕雨読
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You would have to create your own font to do this, which is insanely difficult without an actual tool.
That or just replace some of the unused characters in the existing font image with your symbols (so long as there aren't too many) this is what I did in the Black Ops mod to get the Xbox X symbol in the hintstring.
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You would have to create your own font to do this, which is insanely difficult without an actual tool.
That or just replace some of the unused characters in the existing font image with your symbols (so long as there aren't too many) this is what I did in the Black Ops mod to get the Xbox X symbol in the hintstring.

hmmm interesting. Glad to know it is actually possible but it probably isn't plausible for what I wanted to do as far as replacing existing characters goes. Might have to find a different solution  :( Thanks for the help J
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You could use images instead also, using menu for hinstrings to set the images, with two itemdefs, one for the images and one for the hintstring, using the same clientdvar for both probably, just modified in gsc for which one to show, based on another clientdvar prob. One would be visible when it wasn't translated, and one would be visible when they translated it.
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Would actually spit out garbage iirc scripts are read as ASCII so it can only read characters that belong to that. Input a character and you'll see what it spits out random garbage instead of a broken character.

 
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