View Full Version : Adding Languages to an existing Campaign
MadBeardMan
December 7th, 2019, 17:30
Folks,
For Mongoose Traveller 2 I've added some Language today (for v1.0.3).
But they don't show in my test/already working campaigns.
If I start a new campaign then they show up, that's ok, but I would like to know if I can add them to an already working campaign (for people that are playing their campaigns).
Cheers,
MBM
Trenloe
December 7th, 2019, 18:12
Look at manager_languages.lua in CoreRPG. The onInit and onDesktopInit functions use the bNewCampaign flag to control whether the <languages> database structure is populated with the GameSystem.languages data.
MadBeardMan
December 7th, 2019, 19:04
Look at manager_languages.lua in CoreRPG. The onInit and onDesktopInit functions use the bNewCampaign flag to control whether the <languages> database structure is populated with the GameSystem.languages data.
Yea already seen that, it means I'll have to create a custom function to check the languages exist or not, that would be a better solution all around especially if you have a campaign book that adds a new series of languages (like you do in Traveller).
Anyway this all answers my question, cheers chap.
MBM
MadBeardMan
December 7th, 2019, 20:16
Chap,
Checked the code and it classes as a new campaign if the language count is 0. Means no work for the moment, going to check which languages are in MGT2, I'm assuming all the canon languages, so I might add them all in, leaves very little to add in the future.
Cheers
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