
You should be able to extract the tarball using Mac's GUI, not just the terminal (I think?) Extract it in the GUI, navigate to the extracted folder using cd in your terminal, and then run the command.
Torchwood202 wrote:Torchwood202Cant find anything to help me... cant unzip the files.... verge of giving up.... I did try to unzip them, by using the terminal and some commands to unzip files (from google). Not sure EXACTLY what command to use though... I very much appreciate your kindness to help me and I figure that I'm becoming a nuisance, but I REALLY APPRECIATE IT even If I don't have it figured out yet
I have faith in you helping me
P.S. Some README files said to rename some files to .zip or .exe should I do this?
Torchwood202 wrote:You should be able you right click and just extract the files in the .tar, I did this.
Code: Select all
<event name="START_BEACON">
<text>Welcome to a new sector! Get to the exit beacon and jump to the next sector before the pursuing Rebels catch you!</text>
</event>
Code: Select all
]<event name="START_BEACON">
<text load="START_BEACON_TEXT">
</event>
<textList name="START_BEACON_TEXT">
<text>A text</text>
<text>Another text</text>
</textList>
Grognak wrote:Yes, if you append the same exact thing, the mod patched last will take priority.
There's an automatically-generated .txt file in the /mods/ folder that does what you suggest.
All4n wrote:Code: Select all
<event name="START_BEACON">
<text load="START_BEACON_TEXT">
</event>
<textList name="START_BEACON_TEXT">
<text>A text</text>
<text>Another text</text>
</textList>
Can i do it? or will that mess up when appending?
TheKillerNacho wrote:It would be helpful if you could add this to the GUI, though. Just a suggestion for the next version.