#
# IMPORTANT
# -Do not modify/localize %s, %d, %u or any other such constructs, leave them as
they are.
# -Do not modify \n (it moves the text following it to the next line).
# -Text IDs ending in _ttip or _tooltip can be translated using any length, for all
others try to keep the same length (though it depends from text to text).
# -Keep every @id=text on one line
#
@ed_file=File
@ed_new=New...
@ed_open=Open...
@ed_open_ttip=Open
@ed_save=Save
@ed_save_ttip=Save
@ed_run=Play map
@ed_exit=Quit editor
@ed_toggle=Toggle editor
@ed_edit=Edit
@ed_publish=Publish to Workshop
@ed_too_may_entities_err=The map has too many objects,\n try removing some of
them.\n (maximum allowed is %d, for best performance keep under 4000, see Map
Stats)
@ed_mapsettings=Map settings...
@ed_mapsettings_ttip=Change the current map's settings
@ed_mapsettings_mapname=Map name
@ed_mapsettings_mapname_ttip=The map name uniquely identifies this map in the
Workshop.\nChanging the name will result in a separate/new item to be added to
Workshop (you need to delete the old one).\nKeeping the same name will update the
already existing map.
@ed_mapsettings_xmlname=XML name
@ed_mapsettings_mapwidth=Map width (meters)
@ed_mapsettings_mapheight=Map height (meters)
@ed_mapsettings_mapscenario=Map scenario
@ed_mapsettings_challenges=Challenges
@ed_mapsettings_othersettings=Other settings
@ed_mapsettings_othersettings_wintime=Clock Race reference time (msec)
@ed_mapsettings_othersettings_novisualintel=No visual intel
@ed_mapsettings_briefinginfo=Briefing info
@ed_mapsettings_briefinginfo_knownhostiles=Known hostiles
@ed_mapsettings_briefinginfo_uncertainhostiles=Uncertain hostiles
@ed_mapsettings_briefinginfo_knownhostages=Known hostages
@ed_mapsettings_briefinginfo_arrestwarrants=Arrest warrants
@ed_mapsettings_showfolder=Show in folder
@ed_mapsettings_changenotes=Change notes
@ed_mapsettings_author=Author
@ed_mapsettings_nightmission=Night Mission
@ed_mapsettings_description=Description
@ed_workshop_publish_dialog_title=Publish map
@ed_workshop_update_dialog_title=Update map
@ed_workshop_publishing=Publishing map...
@ed_workshop_updating=Updating map...
@ed_workshop_publish_success=Map published!
@ed_workshop_publish_success_eula=Map published! You need to accept\n the Workshop
EULA before it becomes visible.
@ed_workshop_publish_fail=Failed to publish the map,\n please try again.
@ed_workshop_update_success=Map updated!
@ed_workshop_update_success_eula=Map updated! You need to accept\n the Workshop
EULA before it becomes visible.
@ed_workshop_update_fail=Failed to update the map,\n please try again.
@ed_workshop_unreachable=Workshop server not responding,\n please try again.
@ed_workshop_publish=Publish
@ed_workshop_update=Update
@ed_view=View
@ed_toolbar=Toolbar
@ed_grid_dec=Decrease grid size
@ed_grid_dec_ttip=Decrease grid size
@ed_grid_inc=Increase grid size
@ed_grid_inc_ttip=Increase grid size
@ed_grid_snap=Snap
@ed_grid_snap_ttip=Snap to grid (toggle)
@ed_grid_show=Show
@ed_grid_show_ttip=Show grid (toggle)
@ed_grid=Grid:
@ed_show_walkable=Show unreachable areas (toggle)
@ed_show_collisions=Show collisions (toggle)
@ed_selection_mode=Selection mode
@ed_selection_mode_box=Box
@ed_selection_mode_origin=Origin
@ed_toggle_cc=Toggle Color Correction / NVG visuals
@ed_select=Select
@ed_select_single=Select single
@ed_select_ttip=Selection tool
@ed_undo=Undo
@ed_redo=Redo
@ed_copy=Copy
@ed_paste=Paste
@ed_brushestool=Paint
@ed_brushestool_ttip=Paint floors
@ed_soundefxtool=Sound EFX
@ed_soundefxtool_ttip=Sound effects
@ed_particlestool=Particle Editor
@ed_particlestool_ttip=Edit particle systems
@ed_mapgfxtool=GFX
@ed_mapgfxtool_ttip=Map Graphics
@ed_mapgentool=Map Gen
@ed_mapgentool_ttip=Preview random maps
@ed_rotate90=Rotate map 90°
@ed_rotate180=Rotate map 180°
@ed_rotate270=Rotate map 270°
@ed_ok=OK
@ed_cancel=Cancel
@ed_info=Info
@ed_name=Name
@ed_prefab_create_success=Prefab created sucessfully
@ed_prefab_create=Create prefab
@ed_zoom=Zoom
@ed_entities_showing=Showing %d of %d entities
@ed_entities_hidden=(%d hidden by filter)
@ed_entities_selection_do=Do with selection:
@ed_entities_prefab_create=Create prefab
@ed_entities_prefab_delete=Delete prefab
@ed_entities_group=Group
@ed_entities_ungroup=Ungroup
@ed_entities_remove_from_group=Remove from group
@ed_wall_split=Split wall at selected node
@ed_wall_smooth=Smooth (incomplete/testing, works only for non-branching walls)
@ed_hotkey=Hotkey
@ed_delete=Delete
@ed_delete_node=Delete node
@ed_search=Search
@ed_clear_search=Clear search
@ed_rotation=Rotation
@ed_rotation_ttip=Click & drag to rotate\nShortcuts:\nRotate 5 degrees on Y: Shift
+ Mouse wheel\nRotate 45 degrees around Y: Shift + Ctrl + Mouse wheel\nFor other
axes also keep X/Z pressed while using the mouse wheel\nR - random rotation on Y
axis
@ed_rotation_reset=Reset rotation
@ed_scale=Scale
@ed_scale_ttip=Ctrl+Click to edit\nShortcut: CTRL + Mouse wheel
@ed_tools=Tools
@ed_options=Options
@ed_canvas_only=Show canvas only
@ed_canvas_only_ttip=Hotkey: Space
@ed_layers=Layers
@ed_layers_follows=Layers follows build category
@ed_layers_hotkeytip=Tip: Hold shift for exlusive toggle.
@ed_addtarget=Add target
@ed_targets=Targets
@ed_addaltspawn=Add alternative spawn
@ed_copypoly=Copy shape from ...
@ed_stats=Map Stats
@ed_fonts=Fonts
@ed_fonts_size=Size
@ed_panel_object=Objects
@ed_panel_object_ttip=
@ed_panel_decal=Decals
@ed_panel_decal_ttip=
@ed_panel_light=Lights
@ed_panel_light_ttip=
@ed_panel_house=Buildings
@ed_panel_house_ttip=
@ed_panel_human=Humans
@ed_panel_human_ttip=
@ed_panel_prefab=Prefabs
@ed_panel_prefab_ttip=
@ed_panel_sound=Sounds
@ed_panel_sound_ttip=
@ed_panel_gameplay=Gameplay
@ed_panel_gameplay_ttip=
@ed_brushes_mode=Edit mode
@ed_brushes_mode_height=Height
@ed_brushes_mode_paint=Paint
@ed_brushes_mode_pick=Pick
@ed_brushes_mode_ttip=Left MB = Paint+ or Height+ (hold Alt) or Pick (hold Ctrl)\
nRight MB = Paint- or Height- (hold Alt) or Pick (hold Ctrl)
@ed_brushes_materials=Materials
@ed_brushes_material_ttip=Quick select: Press 1/2/3/4\nShow context menu: Right MB
@ed_brushes_shapes=Shapes
@ed_brushes_brush=Brush
@ed_brushes_opacity=Opacity
@ed_brushes_spacing=Spacing
@ed_brushes_size=Size
@ed_brushes_size_ttip=Hotkey: Shift + Mouse wheel up/down\nHotkey: [ or ]
@ed_brushes_replace_with=Replace with...
@ed_brushes_add_material_ttip=Add material
@ed_brushes_terrain_copied=Terrain was copied!\nYou can even paste it on other maps
:)
@ed_mapgfx_title=Map Graphics Settings
@ed_mapgfx_fogcolor=Color
@ed_mapgfx_fogdensity=Density
@ed_mapgfx_windspeed=Wind Speed
@ed_mapgfx_winddirection=Wind Direction
@ed_mapgfx_waterclarity=Water Clarity
@ed_mapgfx_clouddensity=Cloud Density
@ed_mapgfx_terrainnormals=Normal Weight
@ed_mapgfx_terrainsharpness=Blend Sharpness
@ed_mapgfx_gossao=AO
@ed_mapgfx_gossao_strength=Strength (objects)
@ed_mapgfx_gossao_strengthterrain=Strength (terrain)
@ed_mapgfx_gossao_directional=Directional occlusion
@ed_mapgfx_gossao_levelsmin=Levels (min)
@ed_mapgfx_rain=Rain
@ed_mapgfx_enablesnow=Snow
@ed_mapgfx_terrain=Terrain
@ed_mapgfx_weather=Weather
@ed_mapgfx_fog=Fog
@ed_mapgfx_LUT=Color Correction
@ed_properties_group=Group properties
@ed_properties_basic=Base properties
@ed_properties_light=Light properties
@ed_properties_particle=Particle properties
@ed_properties_decal=Decal properties
@ed_properties_waypoints=Waypoints properties
@ed_properties_traits=AI settings
@ed_origin=Origin
@ed_origin_ttip=Click & drag to move\nDouble click to edit\nShortcuts:\nArrow keys\
nY + MouseWheel to change height
@ed_autoheight=Auto Y
@ed_autoheight_ttip=When moved, the entity is automatically placed above the object
beneath it (on the Y axis)\nShortcut: toggle with Ctrl + Y
@ed_noenveffects=Disable Snow
@ed_noenveffects_ttip=GFX->Snow must be enabled to use this
@ed_tooltip=Tooltip
@ed_tooltip_ttip=Shows up when hovering this entity.\n Acts as description for some
humans (Civilians, VIPs and troops that need rescuing).\n For Triggers, it shows up
in the Editor as their name.
@ed_effect=Effect
@ed_preset=Preset
@ed_particlesize=Size
@ed_particlesize_ttip=Size of the spawn area. Only used for \"rect\" emitters. Blue
box.
@ed_particlelimits=Limits
@ed_particlelimits_ttip=Just something to help visualize the size of the effect.\
nYou have to set it manually. It doesn't do anything. Red box
@ed_particletarget=Target
@ed_lightradius=Radius
@ed_lightangle=Angle
@ed_lightintensity=Intensity
@ed_lightindoors=Is for indoors
@ed_lightlimittype=Limit
@ed_lightlimits=Limit Box
@ed_lightlimits_ttip=Right click for auto-set options.
@ed_lightlimits_auto=Auto All
@ed_lightlimits_left=Auto Left
@ed_lightlimits_right=Auto Right
@ed_lightlimits_up=Auto Up
@ed_lightlimits_down=Auto Down
@ed_lightlimits_none=None
@ed_lightdisabled=Disabled
@ed_lightanim=Animation
@ed_lightanimtype=Type
@ed_lightanimfreq=Frequency
@ed_lightanimrnd=Random start time
@ed_color=Color
@ed_color_ttip=Hint: Right MB for color options.\nHint: Left MB for color picker.
@ed_decalsize=Size
@ed_rescueVIP=Needs Rescue
@ed_rescueVIP_ttip=When checked this human will not be controllable until other
friendly troopers come nearby
@ed_human_deploymode=Deploy mode
@ed_human_deploymode_ttip='auto' assumes playable troops are placed above a
DeploySlot and will be customized before deploy.\n'always' will force-deploy that
human as an ally, as specified in the editor, without using troops from your
roster.
@ed_human_deploymode_auto=Deploy: auto
@ed_human_deploymode_always=Deploy: always
@ed_human_id_name=Name
@ed_trait_aggressiveness=Aggressiveness
@ed_trait_chanceToInvestigate=Chance To Investigate
@ed_trait_chanceToPickupWeapon=Chance To Pickup Weapon
@ed_trait_chanceToThrowGrenade=Chance To Throw Grenade
@ed_trait_chanceToAmbush=Chance To Ambush
@ed_trait_chanceToBlindFire=Chance To Blind Fire
@ed_trait_investigateMaxDistance=Investigate max distance (meters)
@ed_trait_execution_stoptime=Execution countdown (milliseconds)
@ed_trait_hvt_escape_delay=Escape delay (milliseconds)
@ed_trait_roamAround=Roams around
@ed_trait_roamAround_ttip=Will roam around, interacting with the POI objects in
range\nWhen on a patrol path they will look around the nearest patrol point for
POI\nOnly when not alerted
@ed_trait_roamRange=Roam Range
@ed_trait_roamRange_ttip=Affects the area the human will look for POI objects to
interact with\nCtrl+Click to type in a larger number
@ed_sound_trg_when=When to play sound
@ed_sound_trg_always=Always
@ed_sound_trg_before=Play until combat starts
@ed_sound_trg_after=Play after combat starts
@ed_sound_trg_trigger=Only when triggered (by Triggers)
@ed_sound_minattenuationdistance=Min attenuation distance
@ed_sound_maxattenuationdistance=Max attenuation distance
@ed_sound_count=Replay count
@ed_sound_count_ttip=0 = loop infinitely, otherwise play the specified amount of
times
@ed_sound_volume=Volume
@ed_sound_start_chance=Start chance %, re-evaluated each loop
@ed_sound_chance_timer=Seconds between loops
@ed_sound_chance_timer_ttip=If negative, it will overwrite the sound duration.
@ed_sound_disable_fx=Disable effect zones
@ed_sound_disable_fx_ttip=If disabled, sound is no longer modified by the Effect
Zone it's placed into (usually used for far-away sounds and music)
@ed_sound=Sound
@ed_sound_ttip=Pick any sound from the game's sound library
@ed_sound_category=Category
@ed_sound_category_all=All
@ed_sound_category_music=Music
@ed_sound_category_game=Game
@ed_sound_category_ambient=Ambient
@ed_quit_nosave1=Map was not saved!
@ed_quit_nosave2=Are you sure you want to exit without saving?
@ed_sniper_firearm=Firearm
@ed_sniper_distance=Distance
@ed_sniper_fov=FOV
@ed_enabled=Enabled
@ed_waypoints_time_min=Wait Time Min (msec)
@ed_waypoints_time_max=Wait Time Max (msec)
@ed_waypoints_chance=Wait Chance
@ed_waypoints_radius=Radius (m)
@ed_timebomb_kaboomtime=Countdown time (sec)
@ed_cannot_overwrite_stock_map=Cannot modify stock maps.\nFor that you need to copy
them to the user folder.
@ed_map_saved=MAP SAVED
@ed_spawner_create_for_group=Create spawners from selection
@ed_spawner_create_for_group_ttip=Helper tool for creating spawners for all
selected entities + a trigger to activate them, allowing re-creation of the prefab
at runtime
@ed_spawner_entity=Spawn entity
@ed_spawner_ttip=Will spawn the specified entity when targetted by a trigger
@ed_spawner_select_to_clone=Click to select which entity to clone
@ed_spawner_pick_clone=...or pick from entity library:
@ed_dmgarea_info=-damage effect is applied when this entity is targetted by a
Trigger entity\n-will only damage in-radius entities if line-of-sight is clear\n-
will always apply damage to entities which are directly targetted\n-to destroy
walls use Explosive (or greater) with damage >= 100\n the radius for destroying
walls is half of the specified radius
@ed_dmgarea_type=Damage type
@ed_dmgarea_type_ttip='Bullet' breaks glass and affects humans.\n'Grenade' breaks
doors and small objects.\n'Explosive' destroys most objects.\n'Melee' is unused.\
n'Destroy 100%%' will delete target and and spawn debris (if defined for that
entity).\n'Delete' will delete target without consequences.
@ed_dmgarea_damage=Damage
@ed_dmgarea_ap=Armor penetration
@ed_dmgarea_force=Physics force push
@ed_camerafocus_type=Focus type
@ed_camerafocus_default=AUTO (move to location, zoom level is chosen as best fit by
game)
@ed_camerafocus_origin=TO ENTITY POSITION (camera tries to move to the entity's
origin, as far as camera bounds allow)
@ed_camerafocus_fit=FIT MAP (fit entire map on screen, default start view)