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Map Editor Tooltips and Settings Guide

The document contains a comprehensive list of user interface text strings for a map editor, including commands, tooltips, and error messages. It specifies how to handle various elements such as map settings, entity properties, and sound effects. Additionally, it provides guidelines for maintaining the integrity of certain constructs and formatting within the text strings.
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0% found this document useful (0 votes)
10 views7 pages

Map Editor Tooltips and Settings Guide

The document contains a comprehensive list of user interface text strings for a map editor, including commands, tooltips, and error messages. It specifies how to handle various elements such as map settings, entity properties, and sound effects. Additionally, it provides guidelines for maintaining the integrity of certain constructs and formatting within the text strings.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

#

# 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)

Common questions

Powered by AI

The 'auto' deploy mode assumes that troops are placed above a DeploySlot and will be customized before deployment, providing flexibility and allowing players to change unit configurations as needed. The 'always' mode forces the deployment of specified human units as allies, regardless of player roster choices, which can lead to less flexibility but more predictability in how the mission will play out. These modes imply differing strategies: 'auto' allows pre-deployment customization, suiting dynamic missions, while 'always' suits scenarios needing a predefined team setup .

Creating a prefab involves selecting entities from the map and grouping them under a new prefab entry. The user ensures that this group's configuration is correct and can be repeatedly used or shared across different maps. When publishing, the user needs to engage with the workshop submission process, ensuring compliance with relevant guidelines and accepting the EULA for visibility. Considerations include the prefab's intended use and compatibility with different map scenarios .

When translating text IDs, it is important not to modify constructs like %s, %d, %u or other such codes, as they are placeholders for variables. Additionally, line breaks represented by \n should not be altered, as these move the text to the next line. Text IDs ending in _ttip or _tooltip can have any length post-translation, but for others, the same length should be maintained as much as possible. Each @id=text should remain on one line .

Disabling visual intel means that players cannot rely on visual cues to gain intelligence about the map, such as showing unreachable areas or collisions. This setting increases the difficulty and unpredictability of gameplay, requiring players to explore and discover elements of the map on their own, thus emphasizing strategy and skill over raw visibility .

The uniqueness of maps in a workshop is maintained through the map name, which uniquely identifies each map. If the map's name is changed, it results in a new item being added to the workshop, whereas keeping the same name updates the existing map. Thus, changing the name implies creating a separate entry, and the previous one would need to be deleted manually if not required .

Minimum and maximum attenuation distances define the range within which a sound is heard and the rate at which it fades with distance. Configuring these distances allows the map designer to stage auditory cues that signal proximity to certain elements, like approaching enemies or objectives, which can enhance immersion. Sounds with shorter distances create intimate atmosphere while longer ranges are useful for ambient sounds or alerts .

Key properties in map graphics settings include fog color and density, wind speed and direction, water clarity, cloud density, and other weather-related effects. For example, altering the fog density can dramatically change the visibility range, impacting the map's mood—denser fog can create a mysterious or tense atmosphere. Adjusting wind direction can influence how environmental elements, such as particle effects or foliage, behave, adding realism or thematic consistency to the map's environment .

Stock maps cannot be directly modified in the editor because they are often integral to the core experience. The editor requires copying these maps to the user folder for any modifications, thus preserving the original content while allowing for personal or custom versions. This constraint maintains the integrity of default maps while providing users creative freedom .

Damage type selection impacts how entities react to interactions within the map. Each type, such as Bullet, Grenade, Explosive, or Destroy, affects different objects and has varied implications for gameplay. For instance, using 'Grenade' damage type can break doors and small objects, altering paths and accessibilities, while 'Explosive' can eliminate large structures, leading to transformative map states. This selection affects strategy as players might leverage these interactions for tactical advantages .

If the workshop server becomes unresponsive, the user is advised to try the map publication or update process again. This situation indicates a temporary connectivity or server issue rather than an error in user input or map configuration .

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