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Copy file name to clipboardExpand all lines: src/TSMapEditor/Config/Translations/en/Translation_en.ini
+31-21Lines changed: 31 additions & 21 deletions
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@@ -113,27 +113,37 @@ Map.CheckForIssues.DuplicateHouseININame=The map has multiple houses named "{0}"
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Map.CheckForIssues.TeamTypeWithoutTaskForce=TeamType "{0}" has no TaskForce set!
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Map.CheckForIssues.TeamTypeWithoutScript=TeamType "{0}" has no Script set!
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Map.CheckForIssues.ScriptTooManyActions="Script '{0}' has more than {1} actions, which is not supported by the game. Consider organizing your script actions or splitting it to multiple scripts."
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CheckForIssues.TriggerDisabled=Trigger "{0}" ({1}) is disabled and never enabled by another trigger.@Did you forget to enable it? If the trigger exists for debugging purposes, add DEBUG or OBSOLETE to its name to skip this warning.
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CheckForIssues.TriggerEnabledByOtherTriggers=Trigger "{0}" ({1}) is enabled by another trigger, but it is never in a disabled state@(it is neither disabled by default nor disabled by other triggers). Did you forget to disable it?
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CheckForIssues.TriggerEnableSelf=Trigger "{0}" ({1}) has an action for enabling itself. Is it supposed to enable something else instead?
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CheckForIssues.PlayerHouseNotFound=A nonexistent house has been specified in [Basic] Player= .
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CheckForIssues.PlayerHouseNotPlayerControlled=The human player's house does not have the "Player-Controlled" flag checked.
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CheckForIssues.MaxTubesExceeded=The map has more than {0} tunnel tubes. This might cause issues when units cross the tunnels.
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CheckForIssues.UnitFollowsMultipleUnits=Multiple units are configured to make unit {0} at {1} to follow them!@This can cause strange behaviour in the game. {2} at {3} is one of the followed units.
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CheckForIssues.NegativeFollowerID=Unit {0} at {1} has a follower ID below -1. It is unknown how the game reacts to this.
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CheckForIssues.UnitFollowSelf=Unit {0} at {1} follows itself! This can cause the game to crash or freeze!
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CheckForIssues.NoTriggerConditions=Trigger '{0}' has 0 events specified. It will never be fired. Did you forget to give it events?
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CheckForIssues.NoTriggerActions=Trigger '{0}' has 0 actions specified. It will not do anything. Did you forget to give it actions?
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CheckForIssues.TriggerEnteredByNoObjects=Trigger '{0}' is using the "Entered by..." event without being attached to any object, cell, or team. Did you forget to attach it?
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CheckForIssues.TriggerBridgeDestroyedNoCellTags=Trigger '{0}' is using the "Bridge destroyed" event, but it is not attached to any CellTag. Did you forget to place a celltag for it?
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CheckForIssues.TriggerEventNoObjectAttached=Trigger '{0}' is using the {1} event without being attached to any object or team. Did you forget to attach it?
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CheckForIssues.TriggerAttachedToSelf=Trigger '{0}' is attached to itself (potentially through other triggers). This will cause the game to crash!
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CheckForIssues.InvalidTriggerActionTeamType=Trigger '{0}' has a nonexistent TeamType specified as a parameter for one or more of its actions.
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CheckForIssues.InvalidTriggerActionHouse=Trigger '{0}' has a nonexistent HouseType specified as a parameter for one or more of its actions.
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CheckForIssues.InvalidTriggerOwner=Trigger '{0}' has a nonexistent HouseType '{1}' specified as its owner.
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CheckForIssues.TriggerTooManyActions=Trigger '{0}' has more than {1} actions! This can cause the game to crash! Consider splitting it up to multiple triggers.
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CheckForIssues.SpecialWaypointUsed=The map makes use of waypoint #{0}. In Tiberian Sun, this waypoint is reserved for special use cases (WAYPT_SPECIAL). Using it as a normal waypoint may cause issues as it may be dynamically moved by game events.
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CheckForAITriggerTeamWithMaxZeroIssue.TeamTypeMax=Team '{0}', linked to AITrigger '{1}', has Max=0. This prevents the AI from building the team.
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Map.CheckForIssues.TriggerDisabled=Trigger "{0}" ({1}) is disabled and never enabled by another trigger.@Did you forget to enable it? If the trigger exists for debugging purposes, add DEBUG or OBSOLETE to its name to skip this warning.
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Map.CheckForIssues.TriggerEnabledByOtherTriggers=Trigger "{0}" ({1}) is enabled by another trigger, but it is never in a disabled state@(it is neither disabled by default nor disabled by other triggers). Did you forget to disable it?
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Map.CheckForIssues.TriggerEnableSelf=Trigger "{0}" ({1}) has an action for enabling itself. Is it supposed to enable something else instead?
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Map.CheckForIssues.PlayerHouseNotFound=A nonexistent house has been specified in [Basic] Player= .
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Map.CheckForIssues.PlayerHouseNotPlayerControlled=The human player's house does not have the "Player-Controlled" flag checked.
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Map.CheckForIssues.MaxTubesExceeded=The map has more than {0} tunnel tubes. This might cause issues when units cross the tunnels.
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Map.CheckForIssues.UnitFollowsMultipleUnits=Multiple units are configured to make unit {0} at {1} to follow them!@This can cause strange behaviour in the game. {2} at {3} is one of the followed units.
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Map.CheckForIssues.NegativeFollowerID=Unit {0} at {1} has a follower ID below -1. It is unknown how the game reacts to this.
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Map.CheckForIssues.UnitFollowSelf=Unit {0} at {1} follows itself! This can cause the game to crash or freeze!
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Map.CheckForIssues.NoTriggerConditions=Trigger '{0}' has 0 events specified. It will never be fired. Did you forget to give it events?
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Map.CheckForIssues.NoTriggerActions=Trigger '{0}' has 0 actions specified. It will not do anything. Did you forget to give it actions?
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Map.CheckForIssues.TriggerEnteredByNoObjects=Trigger '{0}' is using the "Entered by..." event without being attached to any object, cell, or team. Did you forget to attach it?
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Map.CheckForIssues.TriggerBridgeDestroyedNoCellTags=Trigger '{0}' is using the "Bridge destroyed" event, but it is not attached to any CellTag. Did you forget to place a celltag for it?
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Map.CheckForIssues.TriggerEventNoObjectAttached=Trigger '{0}' is using the {1} event without being attached to any object or team. Did you forget to attach it?
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Map.CheckForIssues.TriggerAttachedToSelf=Trigger '{0}' is attached to itself (potentially through other triggers). This will cause the game to crash!
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Map.CheckForIssues.InvalidTriggerActionTeamType=Trigger '{0}' has a nonexistent TeamType specified as a parameter for one or more of its actions.
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Map.CheckForIssues.InvalidTriggerActionHouse=Trigger '{0}' has a nonexistent HouseType specified as a parameter for one or more of its actions.
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Map.CheckForIssues.InvalidTriggerOwner=Trigger '{0}' has a nonexistent HouseType '{1}' specified as its owner.
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Map.CheckForIssues.TriggerTooManyActions=Trigger '{0}' has more than {1} actions! This can cause the game to crash! Consider splitting it up to multiple triggers.
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Map.CheckForIssues.SpecialWaypointUsed=The map makes use of waypoint #{0}. In Tiberian Sun, this waypoint is reserved for special use cases (WAYPT_SPECIAL). Using it as a normal waypoint may cause issues as it may be dynamically moved by game events.
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Map.CheckForAITriggerTeamWithMaxZeroIssue.TeamTypeMax=Team '{0}', linked to AITrigger '{1}', has Max=0. This prevents the AI from building the team.
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Map.CheckForIssues.MismatchedDifficultyForEnableTrigger=The trigger "{0}" has "{1}" as its difficulty level, but it enables a trigger "{2}" which has "{3}" as its difficulty.
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