The Talos Principle

The Talos Principle

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Grey Heron 14 Dec, 2014 @ 3:21am
I wrote a short guide on the terminal scripts.
It's not complete or enormously detailed, but maybe it'll help someone.

It can be found here.
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Showing 1-15 of 15 comments
AlenL 14 Dec, 2014 @ 8:46am 
Nice writeup. From what I saw, looks like it is all correct. Feel free to ask if you need anything explained.
Grey Heron 15 Dec, 2014 @ 10:45am 
I do have one: How is the journal generated? If I copy and paste the terminal from, say, B2 into the demo world, then the journal ignores the new terminal. And if I delete the one that was there already, this doesn't change, although considering that the terminals don't reset between editor runs, that might be the problem.
keks 16 Dec, 2014 @ 1:22am 
Journal terminal gets all "player when" lines that pass the set condition from its dialog. The lines that are text links will be shown as links, and other lines will be shown as headers.

The reason you don't see the texts from B2 is that the journal terminal in the demo doesn't have the same dialog as B2 terminal. B2 terminal has AllDialogs.dlg dialog, and the journal has DemoDialogs.dlg. Terminal's dialog is set in the properties for that entity, and the journal dialog is set in world info entity->world params->episode params
Grey Heron 16 Dec, 2014 @ 3:42am 
Aaaaah, thanks. I was starting to wonder if that parameter existed, given that all the other ways I could think of to populate the journal were excessively complicated.

*updates guide*
Divinorum 27 Dec, 2014 @ 3:14am 
Thank you for this!
Sicksock 19 Jan, 2015 @ 1:58am 
This may be too much to ask but is there anyway someone could make a workshop file which allows you to play out the MLA conversations concecutively?
Solais 3 20 Jan, 2015 @ 3:45pm 
It might be possible once the next patch is out that fixes a problem with modded terminal dialogs.
Originally posted by Solais:
It might be possible once the next patch is out that fixes a problem with modded terminal dialogs.
I want to write up some .dlg files, but here's a problem with the syntax. On the left side of the equals symbol, there always happens to be some really long text, like this:
"TTRS:TermDlg.Milton2_5.Ln0023.0.option.IThinkYoureCheating=I think you're cheating."

How do I circumlocu- er, circumvent this? From my limited perspective it appears that the left side is for translation.txt to edit it. Maybe I'll have to do TTRS:TermDlg.aaaaa or something. The issue is how to add my own lines in the translation.

Another thing: sometimes the player types out a really long paragraph in around 2 seconds at like 450 WPM, and other times, the player takes his time and types it at around 40 WPM. The issue is that I cannot find a way to change that to fit my needs.
Last edited by checkers_of_shalmone; 24 Jan, 2015 @ 8:43am
Solais 3 24 Jan, 2015 @ 10:43am 
You just write whatever you want. If you write TTRS:TermDlg.IHaveBigPenis= then the translation.txt will pick it up.

And I don't know much about how the terminal works, because as I said, you can't really make custom terminal dialog yet, only with some annoying fiddling around.
So what, if say someone who has Language as Croatian or something else, will still get the default text (in English)? Or just an empty string?
Last edited by checkers_of_shalmone; 24 Jan, 2015 @ 12:22pm
Solais 3 24 Jan, 2015 @ 12:40pm 
They will get the default text in English. But only if the TTRS part is involved, otherwise it will display a translation error.
Last edited by Solais; 24 Jan, 2015 @ 12:41pm
So I was eerily close with my uninformed position of "TTRS:TermDlg.aaaaa"! Thanks!

By the way: does %w waiting work with decimal values?
Last edited by checkers_of_shalmone; 25 Jan, 2015 @ 7:21am
AlenL 26 Jan, 2015 @ 1:58am 
Nope, %w only works with integers.
Originally posted by AlenL:
Nope, %w only works with integers.
That'll take some of my planned immersion out :(
Peppins 10 Aug, 2017 @ 12:44am 
Someone have managed to create a simple level with all terminals in the same place, so that you can discuss with milton again?
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