Story text (level editor)

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The Story text file for a level defines all the localized text it needs. It should be named after the .sp file. For example, the English story text for outpost.sp should be called outpost_EN.txt.

Languages[edit | edit source]

The following languages are supported:

  • English (EN)
  • French (FR)
  • Spanish (ES)
  • German (DE)
  • Russian (RU)

Format[edit | edit source]

Story text files are written in a language called YAML, specified as follows:

Comment lines start with the # character. They are ignored by the game.
Categories are written as a name followed by the : character. Each category contains a set of items.

Each item line in a category starts with

 - 

(including the spaces). The item text continues for the rest of the line.


A multi-line item starts with

 - |

. The item's content continues over subsequent lines, but each line must be indented with 4 spaces.

Categories[edit | edit source]

Briefing[edit | edit source]

Intended to be used with introductory cutscenes. Each item is one scene, with the text appearing as titles.
Example:

briefing:
 - |
    SAMPLE TEXT
    SECOND LINE

Intro[edit | edit source]

Briefing screens. Each item is one screen.
Example:

intro:
 - |
    Hello. This is a sample introduction.
    This is a second line of text.
 - And this is another line on another screen.

OGG files for each line in the intro can be included and will play. The file should be named after the .sp file. For example, the second briefing line (not screen) for outpost.sp can have a sound file called outpost_intro02.ogg.

Header[edit | edit source]

This is the summary screen shown just before entering a level. The items are, in order:

  • Name of the level as seen on the Level Complete screen
  • Objective
  • Moon
  • Facility
  • Established (must be a number)
  • Additional Details

Cryotubes[edit | edit source]

The names of each cryotube survivor in the level. Each item is one survivor, and consists of 5 components delimited by semicolons (;):

  1. Name
  2. Occupation
  3. Condition
  4. DOB
  5. Origin

Example:

cryotubes:
 - Vertigo-1;Senior Pilot;Good;1999-01-01;Moon

Logs[edit | edit source]

Audio logs found in the level. Each item is one log, and consists of 3 components delimited by semicolons:

  1. Name
  2. Date
  3. Log text

BEWARE: Although different logs can have different names, only the name from the first log will appear in the stats screen.
Example:

logs:
 - Dravis;1999-01-01 16:30;Good luck, material defender.
 - Dravis;1999-01-01 16:31;Dravis out!

OGG files for logs can be included and will play. The format for file names is levelname_log<index>.ogg. For example, the second audio log in outpost.sp should be called outpost_log02.ogg.

Comms[edit | edit source]

Messages triggered by the Comm Message script. Each item is one message, and each line consists of 2 components delimited by semicolons:

  1. Name
  2. Message

BEWARE: Comm message indexes start at 1. A Comm Message script with a SpecialIndex of 0 will not work!
Example:

comms:
 - SYSTEM;MISSILE ALERT TEST.
 - |
    GABRIEL KANTOR;Kantor here. Listen carefully.
    GABRIEL KANTOR (maybe);It is now the 2nd of August.

OGG files for comm messages can be included and will play. The format for file names is levelname_comm<index>_<line number>.ogg. For example, the second line of the second comm message for outpost.sp should be called outpost_comm02_02.ogg.

Debrief[edit | edit source]

If this level is not the last one in the mission, Debrief is the Level Complete screen. The text is one item with 3 lines:

  1. Text under "Objective Complete"
  2. First line of text under "Next Destination"
  3. Second line of text under "Next Destination"

Example:

debrief:
 - |
    NO FURTHER ACTIVITY DETECTED
    SKOLL OUTPOST
    ETA 28 HOURS


If this level is the final level in the mission, then the text is instead used for ending cutscenes, with one item per scene.

Special Tags[edit | edit source]

Certain tags can be placed at the beginning of a line of text to alter it, including the following:

  • <L> causes a line of cutscene text to display in a larger font.
  • <d1.0> delays a line of cutscene or briefing text. The number can be negative to make the line appear sooner, or even before the previous line.
  • <b1> adds spacing before a line of cutscene or briefing text. The number can be negative to shift the line up instead of down.
  • <i> adds indentation to a line of briefing text.
  • <Q> causes a comm message to display entirely at once instead of slowly being typed out.
  • <#1>play voice file with this number, for prologue, briefing and debrief categories. The format for file names is levelname_<type><number>.ogg where type is prologue, briefing or outro and number has always two digits. For examplelevelname_outro01.ogg.

Multiple tags can be used together on one line, and all will apply.