: Some units use specific internal codes (like MEDIUM_TANK ) that must be exactly matched for the text to update correctly.
: Bold the speaker's name followed by a colon (e.g., Sheppard: ).
: Use italics for actions. If an action occurs during dialogue, surround it with square brackets and italics (e.g., [sighs] ).
: Define unique string names followed by the desired text in quotes.
The process for preparing text in (C&C) depends on whether you are creating map briefings, editing game strings for mods, or transcribing game content for community wikis. 1. Preparing Mission Briefings (World Builder)
: Reinstall the Russell Square font, which the game uses for most UI text.
: In the World Builder, use scripting triggers like "Show military briefing" to call these named strings during gameplay. 2. Editing Unit and Item Names (Modding)
: Place this file in the same directory as your custom map.
Command And Comquer «GENUINE ›»
: Some units use specific internal codes (like MEDIUM_TANK ) that must be exactly matched for the text to update correctly.
: Bold the speaker's name followed by a colon (e.g., Sheppard: ).
: Use italics for actions. If an action occurs during dialogue, surround it with square brackets and italics (e.g., [sighs] ).
: Define unique string names followed by the desired text in quotes.
The process for preparing text in (C&C) depends on whether you are creating map briefings, editing game strings for mods, or transcribing game content for community wikis. 1. Preparing Mission Briefings (World Builder)
: Reinstall the Russell Square font, which the game uses for most UI text.
: In the World Builder, use scripting triggers like "Show military briefing" to call these named strings during gameplay. 2. Editing Unit and Item Names (Modding)
: Place this file in the same directory as your custom map.