//***************************************************************************
[TriggerActionStrings]
DoNothing="Do Nothing"
DoNothing="Do nothing"
DoNothingHint=
CommentString="Comment"
CommentString="-------- ",~Comment Text," --------"
CommentStringHint=
CustomScriptCode="Custom Script"
CustomScriptCode="Custom script: ",~Script Code
CustomScriptCodeHint="Enter one line of script code. Example: 'call my_func(udg_my_var)'"
TriggerSleepAction="Wait"
TriggerSleepAction="Wait ",~Time," seconds"
TriggerSleepActionHint="The duration of this wait is specified in real-time seconds."
PolledWait="Wait (Game-Time)"
PolledWait="Wait ",~Time," game-time seconds"
PolledWaitHint="The duration of this wait is specified in game-time seconds. This is a polled wait, so it may last slightly longer than requested."
WaitForCondition="Wait For Condition"
WaitForCondition="Wait until ",~Condition,", checking every ",~Interval," seconds"
WaitForConditionHint=
WaitForSoundBJ="Wait For Sound"
WaitForSoundBJ="Wait for ",~Sound," to be ",~Time," seconds from finished playing"
WaitForSoundBJHint="This action only waits if the sound is currently playing. If the sound has not yet started, or has already finished, this action does nothing."
// Specially handled by the editor
SetVariable="Set Variable"
SetVariable="Set ",~Variable," = ",~Value
SetVariableHint=
// Specially handled by the editor
ReturnAction="Skip Remaining Actions"
ReturnAction="Skip remaining actions"
ReturnActionHint="This causes all remaining actions in the trigger to be skipped."
// Specially handled by the editor
IfThenElseMultiple="If / Then / Else, Multiple Functions"
IfThenElseMultiple="If (All Conditions are True) then do (Then Actions) else do (Else Actions)"
IfThenElseMultipleHint="Add conditions and actions to this function in the main display."
// Specially handled by the editor
IfThenElse="If / Then / Else"
IfThenElse="If ",~Condition," then do ",~Action," else do ",~Action
IfThenElseHint=
// Specially handled by the editor
ForLoopAMultiple="For Each Integer A, Do Multiple Actions
ForLoopAMultiple="For each (Integer A) from ",~Start," to ",~End,", do (Actions)"
ForLoopAMultipleHint="Add actions to this function in the main display. The end value is assumed to be larger than the start value."
// Specially handled by the editor
ForLoopBMultiple="For Each Integer B, Do Multiple Actions
ForLoopBMultiple="For each (Integer B) from ",~Start," to ",~End,", do (Actions)"
ForLoopBMultipleHint="Add actions to this function in the main display. The end value is assumed to be larger than the start value."
// Specially handled by the editor
ForLoopVarMultiple="For Each Integer Variable, Do Multiple Actions
ForLoopVarMultiple="For each (Integer ",~Variable,") from ",~Start," to ",~End,", do (Actions)"
ForLoopVarMultipleHint="Add actions to this function in the main display. The end value is assumed to be larger than the start value."
// Specially handled by the editor
ForLoopA="For Each Integer A, Do Action"
ForLoopA="For each (Integer A) from ",~Start," to ",~End,", do ",~Action
ForLoopAHint="The end value is assumed to be larger than the start value."
// Specially handled by the editor
ForLoopB="For Each Integer B, Do Action"
ForLoopB="For each (Integer B) from ",~Start," to ",~End,", do ",~Action
ForLoopBHint="The end value is assumed to be larger than the start value."
// Specially handled by the editor
ForLoopVar="For Each Integer Variable, Do Action"
ForLoopVar="For each (Integer ",~Variable,") from ",~Start," to ",~End,", do ",~Action
ForLoopVarHint="The end value is assumed to be larger than the start value."
// AI actions
StartMeleeAI="Start Melee AI Script"
StartMeleeAI="Start melee AI script for ",~Player,": ",~Script
StartMeleeAIHint="This should only only be used for computer-controlled player slots. When using this action, it is advised that you enable the 'Fixed Player Settings' force property."
StartCampaignAI="Start Campaign AI Script"
StartCampaignAI="Start campaign AI script for ",~Player,": ",~Script
StartCampaignAIHint="This should only only be used for computer-controlled player slots. When using this action, it is advised that you enable the 'Fixed Player Settings' force property."
CommandAI="Send AI Command"
CommandAI="Send ",~Player," the AI Command (",~Command,", ",~Data,")"
CommandAIHint="This action is for internal use in AI scripts."
RemoveGuardPosition="Ignore Unit Guard Position"
RemoveGuardPosition="Ignore ",~Unit,"'s guard position"
RemoveGuardPositionHint="This action tells the AI to neither use nor replace a given preplaced unit. This has no effect on Heroes and peon-type units."
RemoveAllGuardPositions="Ignore All Unit Guard Positions"
RemoveAllGuardPositions="Ignore the guard positions of all ",~Player," units"
RemoveAllGuardPositionsHint="This action tells the AI for the given player to neither use nor replace any of its preplaced units. This has no effect on Heroes and peon-type units."
RecycleGuardPosition="Recycle Unit Guard Position"
RecycleGuardPosition="Recycle ",~Unit,"'s guard position"
RecycleGuardPositionHint="This action requests that the AI recycle the guard position that once belonged to the specified unit."
LockGuardPosition="Lock Guard Position"
LockGuardPosition="Lock guard position of ",~Unit
LockGuardPositionHint="This action prevents the AI from changing the guard position of a unit."
// Animation actions
SetUnitAnimation="Play Unit Animation"
SetUnitAnimation="Play ",~Unit,"'s ",~Animation Name," animation"
SetUnitAnimationHint="Use 'Reset Unit Animation' to revert to a unit's normal animation."
SetUnitAnimationWithRarity="Play Unit Animation (Specify Rarity)"
SetUnitAnimationWithRarity="Play ",~Unit,"'s ",~Animation Name," animation, using only ",~Rarity," animations"
SetUnitAnimationWithRarityHint="This animation will repeat until reset with 'Reset Unit Animation'."
QueueUnitAnimationBJ="Queue Unit Animation"
QueueUnitAnimationBJ="Queue ",~Unit,"'s ",~Animation Name," animation"
QueueUnitAnimationBJHint=
ResetUnitAnimation="Reset Unit Animation"
ResetUnitAnimation="Reset ",~Unit,"'s animation"
ResetUnitAnimationHint="Sets the unit's animation back to whatever the unit is doing."
AddUnitAnimationPropertiesBJ="Add/Remove Unit Animation Tag"
AddUnitAnimationPropertiesBJ=~Add/Remove," the ",~Tag," animation tag to ",~Unit
AddUnitAnimationPropertiesBJHint=
SetUnitLookAt="Lock Body-Part Facing"
SetUnitLookAt="Lock ",~Unit,"'s ",~Source," to face ",~Unit,", offset by (",~X,", ",~Y,", ",~Z,")"
SetUnitLookAtHint="The unit's body-part will continue to face the target until 'Reset Body-Part Facing' is used. The offset is taken as (X, Y, Z) from the target's feet."
ResetUnitLookAt="Reset Body-Part Facing"
ResetUnitLookAt="Reset ",~Unit,"'s body-part facing"
ResetUnitLookAtHint="Returns a unit's body-part facing to normal."
SetUnitScalePercent="Change Unit Size"
SetUnitScalePercent="Change ",~Unit,"'s size to (",~X,"%, ",~Y,"%, ",~Z,"%) of its original size"
SetUnitScalePercentHint="The scaling values apply to (Length, Width, Height) when viewing a unit head-on."
SetUnitVertexColorBJ="Change Unit Vertex Coloring"
SetUnitVertexColorBJ="Change ",~Unit,"'s vertex coloring to (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency"
SetUnitVertexColorBJHint="The color values are (Red, Green, Blue). Most units default to 100% red, green, and blue, with 0% transparency. A 100% transparent unit is completely invisible."
SetUnitTimeScalePercent="Change Unit Animation Speed"
SetUnitTimeScalePercent="Change ",~Unit,"'s animation speed to ",~Percent,"% of its original speed"
SetUnitTimeScalePercentHint="To revert a unit's animation speed to default, set its animation speed to 100%."
SetUnitTurnSpeedBJ="Change Unit Turn Speed"
SetUnitTurnSpeedBJ="Change ",~Unit," turn speed to ",~Value
SetUnitTurnSpeedBJHint="A unit's turn speed determines how quickly the unit changes direction. Turn speed values are expected to be between 0 and 1, with smaller numbers indicating slower turning rates."
SetUnitBlendTimeBJ="Change Unit Blend Time"
SetUnitBlendTimeBJ="Change ",~Unit," blend time to ",~Value
SetUnitBlendTimeBJHint="A unit's blend time determines how quickly the unit's body parts turn to face a direction."
SetUnitFlyHeightBJ="Change Unit Flying Height"
SetUnitFlyHeightBJ="Change ",~Unit," flying height to ",~Height," at ",~Rate
SetUnitFlyHeightBJHint="Only flying units use flying heights."
SetUnitPropWindowBJ="Change Unit Prop Window Angle"
SetUnitPropWindowBJ="Change ",~Unit," prop window angle to ",~Angle
SetUnitPropWindowBJHint=
SetDestructableAnimationBJ="Play Destructible Animation"
SetDestructableAnimationBJ="Play ",~Destructible,"'s ",~Animation Name," animation"
SetDestructableAnimationBJHint=
QueueDestructableAnimationBJ="Queue Destructible Animation"
QueueDestructableAnimationBJ="Queue ",~Destructible,"'s ",~Animation Name," animation"
QueueDestructableAnimationBJHint=
SetDestAnimationSpeedPercent="Change Destructible Animation Speed"
SetDestAnimationSpeedPercent="Change ",~Destructible,"'s animation speed to ",~Percent,"% of its original speed"
SetDestAnimationSpeedPercentHint="To revert a destructible's animation speed to default, set its animation speed to 100%."
SetDoodadAnimationRectBJ="Play Animation For Doodads In Region"
SetDoodadAnimationRectBJ="Play the ",~Animation Name," animation for all doodads of type ",~Doodad Type," within ",~Rect
SetDoodadAnimationRectBJHint="Special animation names: 'show', 'hide', 'soundon', 'soundoff'"
SetDoodadAnimationBJ="Play Animation For Doodads In Circle"
SetDoodadAnimationBJ="Play the ",~Animation Name," animation for all doodads of type ",~Doodad Type," within ",~Radius," of ",~Point
SetDoodadAnimationBJHint="Special animation names: 'show', 'hide', 'soundon', 'soundoff'"
// Camera actions
CameraSetupApplyForPlayer="Apply Camera Object (Timed)"
CameraSetupApplyForPlayer="",~Apply Method," ",~Camera Object," for ",~Player," over ",~Time," seconds"
CameraSetupApplyForPlayerHint=
PanCameraToTimedLocForPlayer="Pan Camera (Timed)"
PanCameraToTimedLocForPlayer="Pan camera for ",~Player," to ",~Point," over ",~Time," seconds"
PanCameraToTimedLocForPlayerHint=
PanCameraToTimedLocWithZForPlayer="Pan Camera With Interpolated Height (Timed)"
PanCameraToTimedLocWithZForPlayer="Pan camera for ",~Player," to ",~Point," with height ",~Z," above the terrain over ",~Time," seconds"
PanCameraToTimedLocWithZForPlayerHint="The camera will not drop below the terrain height during its camera path."
SmartCameraPanBJ="Pan Camera As Necessary (Timed)"
SmartCameraPanBJ="Pan camera as necessary for ",~Player," to ",~Point," over ",~Time," seconds"
SmartCameraPanBJHint="If the camera is very far from the destination, it will snap instead of pan. If the camera is very close to the destination, the pan request will be skipped."
SetCameraFieldForPlayer="Set Camera Field (Timed)"
SetCameraFieldForPlayer="Set ",~Player,"'s camera ",~Field," to ",~Value," over ",~Time," seconds"
SetCameraFieldForPlayerHint=
RotateCameraAroundLocBJ="Rotate Camera Around Point"
RotateCameraAroundLocBJ="Rotate camera ",~Angle," degrees around ",~Point," for ",~Player," over ",~Time," seconds"
RotateCameraAroundLocBJHint=
SetCameraTargetControllerNoZForPlayer="Lock Camera Target To Unit"
SetCameraTargetControllerNoZForPlayer="Lock camera target for ",~Player," to ",~Unit,", offset by (",~X,", ",~Y,") using ",~Rotation Source
SetCameraTargetControllerNoZForPlayerHint="The camera target is offset by (X, Y) from the center of the unit's feet."
SetCameraOrientControllerForPlayerBJ="Lock Camera Orientation To Unit"
SetCameraOrientControllerForPlayerBJ="Lock camera orientation for ",~Player," to ",~Unit,", offset by (",~X,", ",~Y,")"
SetCameraOrientControllerForPlayerBJHint=
SetCinematicCameraForPlayer="Play Cinematic Camera"
SetCinematicCameraForPlayer="Run camera for ",~Player," through ",~Camera File," cinematic camera"
SetCinematicCameraForPlayerHint=
StopCameraForPlayerBJ="Stop Camera"
StopCameraForPlayerBJ="Stop the camera for ",~Player
StopCameraForPlayerBJHint=
ResetToGameCameraForPlayer="Reset Game Camera"
ResetToGameCameraForPlayer="Reset camera for ",~Player," to standard game-view over ",~Time," seconds"
ResetToGameCameraForPlayerHint=
CameraSetSmoothingFactorBJ="Change Camera Smoothing Factor"
CameraSetSmoothingFactorBJ="Change camera smoothing factor to ",~Factor
CameraSetSmoothingFactorBJHint=
CameraResetSmoothingFactorBJ="Reset Camera Smoothing Factor"
CameraResetSmoothingFactorBJ="Reset camera smoothing factor"
CameraResetSmoothingFactorBJHint=
CameraSetSourceNoiseForPlayer="Sway Camera Source"
CameraSetSourceNoiseForPlayer="Sway the camera source for ",~Player," with magnitude ",~Magnitude," and velocity ",~Velocity
CameraSetSourceNoiseForPlayerHint="This constantly sways the camera source until it is reset with 'Camera - Reset Game Camera' or 'Camera - Stop Swaying Camera'."
CameraSetTargetNoiseForPlayer="Sway Camera Target"
CameraSetTargetNoiseForPlayer="Sway the camera target for ",~Player," with magnitude ",~Magnitude," and velocity ",~Velocity
CameraSetTargetNoiseForPlayerHint="This constantly sways the camera target until it is reset with 'Camera - Reset Game Camera' or 'Camera - Stop Swaying Camera'."
CameraSetEQNoiseForPlayer="Shake Camera"
CameraSetEQNoiseForPlayer="Shake the camera for ",~Player," with magnitude ",~Magnitude
CameraSetEQNoiseForPlayerHint="This constantly shakes the camera until it is reset with 'Camera - Reset Game Camera' or 'Camera - Stop Swaying/Shaking Camera'."
CameraClearNoiseForPlayer="Stop Swaying/Shaking Camera"
CameraClearNoiseForPlayer="Stop swaying/shaking the camera for ",~Player
CameraClearNoiseForPlayerHint="This stops the camera from swaying after a 'Camera - Sway Camera' or 'Camera - Shake Camera' action is used."
AdjustCameraBoundsForPlayerBJ="Extend/Shrink Camera Bounds"
AdjustCameraBoundsForPlayerBJ=~Extend/Shrink," the camera bounds for ",~Player," west by ",~West,", east by ",~East,", north by ",~North,", and south by ",~South
AdjustCameraBoundsForPlayerBJHint=
SetCameraBoundsToRectForPlayerBJ="Set Camera Bounds"
SetCameraBoundsToRectForPlayerBJ="Set the camera bounds for ",~Player," to ",~Region
SetCameraBoundsToRectForPlayerBJHint="This restricts the game camera to the specified region. Changing the camera bounds does not change the scale of the minimap. This should only be called while the camera is facing north."
SetCameraQuickPositionLocForPlayer="Set Spacebar-Point"
SetCameraQuickPositionLocForPlayer="Set a spacebar-point for ",~Player," at ",~Point
SetCameraQuickPositionLocForPlayerHint="A spacebar-point is a location that the game camera jumps to when the player presses the spacebar."
// Cinematic actions
TransmissionFromUnitWithNameBJ="Transmission From Unit"
TransmissionFromUnitWithNameBJ="Send transmission to ",~Player Group," from ",~Unit," named ",~Name,": Play ",~Sound," and display ",~Message,". Modify duration: ",~Method," ",~Time," seconds and ",~Wait/Don't Wait
TransmissionFromUnitWithNameBJHint="The duration of 'No sound' is 5 seconds."
TransmissionFromUnitTypeWithNameBJ="Transmission From Unit-Type"
TransmissionFromUnitTypeWithNameBJ="Send transmission to ",~Player Group," from a ",~Player," ",~Unit-Type," named ",~Name," at ",~Point,": Play ",~Sound," and display ",~Message,". Modify duration: ",~Method," ",~Time," seconds and ",~Wait/Don't Wait
TransmissionFromUnitTypeWithNameBJHint="The duration of 'No sound' is 5 seconds."
ForceCinematicSubtitlesBJ="Subtitle Display Override"
ForceCinematicSubtitlesBJ="Turn subtitle display override ",~On/Off
ForceCinematicSubtitlesBJHint="Turning this on will cause transmission text to be displayed on the screen even if the user normally has subtitles turned off."
CinematicModeBJ="Cinematic Mode"
CinematicModeBJ="Turn cinematic mode ",~On/Off," for ",~Player Group
CinematicModeBJHint=
CinematicModeExBJ="Cinematic Mode (Timed)"
CinematicModeExBJ="Turn cinematic mode ",~On/Off," for ",~Player Group," over ",~Time," seconds"
CinematicModeExBJHint=
CinematicFadeBJ="Fade Filter"
CinematicFadeBJ=~Fade Type," over ",~Duration," seconds using texture ",~Texture," and color (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency"
CinematicFadeBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible."
CinematicFilterGenericBJ="Advanced Filter"
CinematicFilterGenericBJ="Apply a filter over ",~Duration," seconds using ",~Blending Method," on texture ",~Texture,", starting with color (",~Red,"%, ",~Green,"%, ",~Blue,"%) and ",~Transparency,"% transparency and ending with color (",~Red,"%, ",~Green,"%, ",~Blue,"%) and ",~Transparency,"% transparency"
CinematicFilterGenericBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible."
DisplayCineFilterBJ="Show/Hide Filter"
DisplayCineFilterBJ=~Show/Hide," filter"
DisplayCineFilterBJHint=
PingMinimapLocForForce="Ping Minimap"
PingMinimapLocForForce="Ping minimap for ",~Player Group," at ",~Point," for ",~Duration," seconds"
PingMinimapLocForForceHint=
PingMinimapLocForForceEx="Ping Minimap With Color"
PingMinimapLocForForceEx="Ping minimap for ",~Player Group," at ",~Point," for ",~Duration," seconds, using a ",~Style," ping of color ("~Red,"%, ",~Green,"%, ",~Blue,"%)"
PingMinimapLocForForceExHint="The color values are (Red, Green, Blue). Warning pings are always red."
UnitAddIndicatorBJ="Flash Speech Indicator For Unit"
UnitAddIndicatorBJ="Flash a speech indicator for ",~Unit," of color (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency"
UnitAddIndicatorBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible."
DestructableAddIndicatorBJ="Flash Speech Indicator For Destructible"
DestructableAddIndicatorBJ="Flash a speech indicator for ",~Destructible," of color (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency"
DestructableAddIndicatorBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible."
ItemAddIndicatorBJ="Flash Speech Indicator For Item"
ItemAddIndicatorBJ="Flash a speech indicator for ",~Item," of color (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency"
ItemAddIndicatorBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible."
ClearTextMessagesBJ="Clear Text Messages"
ClearTextMessagesBJ="Clear the screen of text messages for ",~Player Group
ClearTextMessagesBJHint=
ShowInterfaceForceOff="Letterbox Mode On"
ShowInterfaceForceOff="Turn on letterbox mode (hide interface) for ",~Player Group,": fade out over ",~Duration," seconds"
ShowInterfaceForceOffHint="Puts the camera into letterbox mode, hiding the game interface."
ShowInterfaceForceOn="Letterbox Mode Off"
ShowInterfaceForceOn="Turn off letterbox mode (show interface) for ",~Player Group,": fade in over ",~Duration," seconds"
ShowInterfaceForceOnHint="Puts the camera into normal (non-letterbox) mode, displaying the game interface."
SetUserControlForceOff="Disable User Control"
SetUserControlForceOff="Disable user control for ",~Player Group
SetUserControlForceOffHint=
SetUserControlForceOn="Enable User Control"
SetUserControlForceOn="Enable user control for ",~Player Group
SetUserControlForceOnHint=
EnableOcclusionBJ="Enable/Disable Occlusion"
EnableOcclusionBJ=~Enable/Disable," occlusion for ",~Player Group
EnableOcclusionBJHint="When occlusion is enabled, trees that block vision of units become transparent."
EnableWorldFogBoundaryBJ="Enable/Disable Boundary Tinting"
EnableWorldFogBoundaryBJ=~Enable/Disable," boundary tinting for ",~Player Group
EnableWorldFogBoundaryBJHint=
// Countdown Timer actions
StartTimerBJ="Start Timer"
StartTimerBJ="Start ",~Timer," as a ",~One-Shot/Repeating," timer that will expire in ",~Time," seconds"
StartTimerBJHint=
PauseTimerBJ="Pause Timer"
PauseTimerBJ=~Pause/Resume," ",~Timer
PauseTimerBJHint=
CreateTimerDialogBJ="Create Timer Window"
CreateTimerDialogBJ="Create a timer window for ",~Timer," with title ",~Title
CreateTimerDialogBJHint="Timer Windows cannot be displayed at map initialization."
DestroyTimerDialogBJ="Destroy Timer Window"
DestroyTimerDialogBJ="Destroy ",~Timer Window
DestroyTimerDialogBJHint=
TimerDialogDisplayForPlayerBJ="Show/Hide Timer Window For Player"
TimerDialogDisplayForPlayerBJ=~Show/Hide," ",~Timer Window," for ",~Player
TimerDialogDisplayForPlayerBJHint="Timer Windows cannot be displayed at map initialization."
TimerDialogDisplayBJ="Show/Hide Timer Window"
TimerDialogDisplayBJ=~Show/Hide," ",~Timer Window
TimerDialogDisplayBJHint="Timer Windows cannot be displayed at map initialization."
TimerDialogSetTitleBJ="Change Timer Window Title"
TimerDialogSetTitleBJ="Change the title of ",~Timer Window," to ",~Title
TimerDialogSetTitleBJHint=
TimerDialogSetTitleColorBJ="Change Timer Window Title Color"
TimerDialogSetTitleColorBJ="Change the color of the title for ",~Timer Window," to (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency"
TimerDialogSetTitleColorBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible."
TimerDialogSetTimeColorBJ="Change Timer Window Time Color"
TimerDialogSetTimeColorBJ="Change the color of the time for ",~Timer Window," to (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency"
TimerDialogSetTimeColorBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible."
//TimerDialogSetSpeedBJ="Set Timer Window Speed"
//TimerDialogSetSpeedBJ="Set the speed of ",~Timer Window," to be ",~Factor," times normal speed"
//TimerDialogSetSpeedBJHint=
// Destructable actions
CreateDestructableLoc="Create"
CreateDestructableLoc="Create a ",~Destructible-Type," at ",~Point," facing ",~Direction," with scale ",~Scale," and variation ",~Variation
CreateDestructableLocHint="The facing angle is expected in degrees, with 0 being east and 90 being north. Use 'Last Created Destructible' to refer to this destructible."
CreateDeadDestructableLocBJ="Create (Dead)"
CreateDeadDestructableLocBJ="Create a dead ",~Destructible-Type," at ",~Point," facing ",~Direction," with scale ",~Scale," and variation ",~Variation
CreateDeadDestructableLocBJHint="The facing angle is expected in degrees, with 0 being east and 90 being north. Use 'Last Created Destructible' to refer to this destructible."
KillDestructable="Kill"
KillDestructable="Kill ",~Destructible
KillDestructableHint=
RemoveDestructable="Remove"
RemoveDestructable="Remove ",~Destructible
RemoveDestructableHint=
DestructableRestoreLife="Resurrect"
DestructableRestoreLife="Resurrect ",~Destructible," with ",~Value," life and ",~Show/Hide," birth animation"
DestructableRestoreLifeHint=
ShowDestructableBJ="Show/Hide"
ShowDestructableBJ=~Show/Hide," ",~Destructible
ShowDestructableBJHint="Hidden destructibles are not displayed, but still affect pathing and visibility."
SetDestructableLifePercentBJ="Set Life (To Percentage)"
SetDestructableLifePercentBJ="Set life of ",~Destructible," to ",~Percent,"%"
SetDestructableLifePercentBJHint=
SetDestructableLife="Set Life (To Value)"
SetDestructableLife="Set life of ",~Destructible," to ",~Value
SetDestructableLifeHint=
SetDestructableMaxLifeBJ="Set Max Life"
SetDestructableMaxLifeBJ="Set max life of ",~Destructible," to ",~Value
SetDestructableMaxLifeBJHint=
ModifyGateBJ="Open/Close/Destroy Gate"
ModifyGateBJ=~Open/Close/Destroy," ",~Gate
ModifyGateBJHint=
ChangeElevatorWalls="Open/Close Elevator Walls"
ChangeElevatorWalls=~Open/Close," ",~Walls," of ",~Elevator
ChangeElevatorWallsHint=
ChangeElevatorHeight="Set Elevator Height"
ChangeElevatorHeight="Set height of ",~Elevator," to ",~Height
ChangeElevatorHeightHint=
SetDestructableInvulnerableBJ="Make Invulnerable/Vulnerable"
SetDestructableInvulnerableBJ="Make ",~Destructible," ",~Invulnerable/Vulnerable
SetDestructableInvulnerableBJHint=
SetDestructableOccluderHeight="Set Occlusion Height"
SetDestructableOccluderHeight="Set the occlusion height of ",~Destructible," to ",~Height
SetDestructableOccluderHeightHint=
EnumDestructablesInRectAllMultiple="Pick Every Destructible In Region And Do Multiple Actions"
EnumDestructablesInRectAllMultiple="Pick every destructible in ",~Region," and do (Actions)"
EnumDestructablesInRectAllMultipleHint="Use 'Picked Destructible' to refer each destructible as it is picked. This works for every destructible in the region, including dead destructibles. Wait actions should not be used within this function. Add actions to this function in the main display."
EnumDestructablesInCircleBJMultiple="Pick Every Destructible In Circle And Do Multiple Actions"
EnumDestructablesInCircleBJMultiple="Pick every destructible within ",~Radius," of ",~Point," and do (Actions)"
EnumDestructablesInCircleBJMultipleHint="Use 'Picked Destructible' to refer each destructible as it is picked. This works for every destructible in the region, including dead destructibles. Wait actions should not be used within this function. Add actions to this function in the main display."
EnumDestructablesInRectAll="Pick Every Destructible In Region And Do Action"
EnumDestructablesInRectAll="Pick every destructible in ",~Region," and do ",~Action
EnumDestructablesInRectAllHint="Use 'Picked Destructible' to refer each destructible as it is picked. This works for every destructible in the region, including dead destructibles. Wait actions should not be used within this function."
EnumDestructablesInCircleBJ="Pick Every Destructible In Circle And Do Action"
EnumDestructablesInCircleBJ="Pick every destructible within ",~Radius," of ",~Point," and do ",~Action
EnumDestructablesInCircleBJHint="Use 'Picked Destructible' to refer each destructible as it is picked. This works for every destructible in the region, including dead destructibles. Wait actions should not be used within this function."
// Dialog actions
DialogDisplayBJ="Show/Hide"
DialogDisplayBJ=~Show/Hide," ",~Dialog," for ",~Player
DialogDisplayBJHint="Dialogs cannot be displayed at map initialization."
DialogSetMessageBJ="Change Title"
DialogSetMessageBJ="Change the title of ",~Dialog," to ",~Title
DialogSetMessageBJHint=
DialogAddButtonBJ="Create Dialog Button"
DialogAddButtonBJ="Create a dialog button for ",~Dialog," labelled ",~Text
DialogAddButtonBJHint=
DialogClearBJ="Clear"
DialogClearBJ="Clear ",~Dialog
DialogClearBJHint="This clears the title and all buttons for the specified dialog."
// Environment actions
AddWeatherEffectSaveLast="Create Weather Effect"
AddWeatherEffectSaveLast="Create at ",~Region," the weather effect ",~Weather Id
AddWeatherEffectSaveLastHint=
EnableWeatherEffect="Enable/Disable Weather Effect"
EnableWeatherEffect="Turn ",~Weather Effect," ",~On/Off
EnableWeatherEffectHint="You can create weather effects via the 'Environment - Create Weather Effect' action."
RemoveWeatherEffectBJ="Remove Weather Effect"
RemoveWeatherEffectBJ="Remove ",~Weather Effect
RemoveWeatherEffectBJHint=
TerrainDeformationCraterBJ="Create Terrain Deformation: Crater"
TerrainDeformationCraterBJ="Create a ",~Duration," second ",~Type," crater deformation at ",~Point," with radius ",~Radius," and depth ",~Depth
TerrainDeformationCraterBJHint="Use 'Last Created Terrain Deformation' to refer to this terrain deformation. Depth may be negative for bumps. Permanent deformations are not preserved in saved game files."
TerrainDeformationRippleBJ="Create Terrain Deformation: Ripple"
TerrainDeformationRippleBJ="Create a ",~Duration," second ",~Type," ripple deformation at ",~Point," with starting radius ",~Radius,", ending radius ",~Radius,", and depth ",~Depth,", using ",~Time," second ripples spaced ",~Distance," apart"
TerrainDeformationRippleBJHint="Use 'Last Created Terrain Deformation' to refer to this terrain deformation."
TerrainDeformationWaveBJ="Create Terrain Deformation: Wave"
TerrainDeformationWaveBJ="Create a ",~Duration," second wave deformation from ",~Source," to ",~Target," with radius ",~Radius,", depth ",~Depth,", and a ",~Delay," second trailing delay"
TerrainDeformationWaveBJHint="Use 'Last Created Terrain Deformation' to refer to this terrain deformation. Depth may be negative for bumps."
TerrainDeformationRandomBJ="Create Terrain Deformation: Random"
TerrainDeformationRandomBJ="Create a ",~Duration," second random deformation at ",~Point," with radius ",~Radius,", using depths between ",~Minimum," and ",~Maximum,", updating every ",~Update Interval," seconds"
TerrainDeformationRandomBJHint="Use 'Last Created Terrain Deformation' to refer to this terrain deformation."
TerrainDeformationStopBJ="Stop Terrain Deformation"
TerrainDeformationStopBJ="Stop ",~Terrain Deformation," over ",~Duration," seconds"
TerrainDeformationStopBJHint="The deformation will smoothly reduce to nothing over the duration."
TerrainDeformStopAll="Stop All Terrain Deformations"
TerrainDeformStopAll="Stop all active terrain deformations instantly"
TerrainDeformStopAllHint="This includes any terrain deformations indirectly caused by spells or abilities."
SetWaterDeforms="Turn Water Deformation On/Off"
SetWaterDeforms="Turn water deformation ",~On/Off
SetWaterDeformsHint="When this is turned on, terrain deformations will also apply to any water above the terrain. This does not work with permanent deformations."
SetTerrainTypeBJ="Change Terrain Type"
SetTerrainTypeBJ="Change terrain type at ",~Location," to ",~Terrain Type," using variation ",~Variation," in an area of size ",~Area," and shape ",~Shape
SetTerrainTypeBJHint="Use a variation of -1 to generate random variations across the area."
SetTerrainPathableBJ="Turn Terrain Pathing On/Off"
SetTerrainPathableBJ="Set terrain pathing at ",~Location," of type ",~Pathing," to ",~On/Off
SetTerrainPathableBJHint="Turning pathing on causes the pathing cell to become pathable to the given type. For example, turning 'Buildability' on makes the pathing cell buildable. This only affects pathing restrictions caused by terrain (not doodads, units, etc.)."
SetWaterBaseColorBJ="Set Water Tinting Color"
SetWaterBaseColorBJ="Change water tinting color to (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency"
SetWaterBaseColorBJHint="The color values are (Red, Green, Blue). 100% transparent water is completely invisible."
SetSkyModel="Set Sky"
SetSkyModel="Set sky to ",~Sky
SetSkyModelHint=
SetTerrainFogExBJ="Set Fog"
SetTerrainFogExBJ="Set fog to style ",~Style,", z-start ",~Z-Start,", z-end ",~Z-End,", density ",~Density," and color (",~Red,"%, ",~Green,"%, ",~Blue,"%)"
SetTerrainFogExBJHint="The color values are (Red, Green, Blue)."
ResetTerrainFogBJ="Reset Fog"
ResetTerrainFogBJ="Reset fog to default values"
ResetTerrainFogBJHint=
SetBlightRectBJ="Create/Remove Blight Region"
SetBlightRectBJ=~Create/Remove," Blight for ",~Player," across ",~Region
SetBlightRectBJHint=
SetBlightRadiusLocBJ="Create/Remove Blight Circle"
SetBlightRadiusLocBJ=~Create/Remove," Blight for ",~Player," from ",~Point," to a radius of ",~Radius
SetBlightRadiusLocBJHint=
// Text Tag actions
CreateTextTagLocBJ="Create Floating Text At Point"
CreateTextTagLocBJ="Create floating text that reads ",~Message," at ",~Point," with Z offset ",~Z,", using font size ",~Size,", color (",~Red,"%, ",~Green,"%, ",~Blue,"%), and ",~Transparency,"% transparency"
CreateTextTagLocBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible. Use 'Floating Text - Permanent/Expires' to make this floating text temporary."
CreateTextTagUnitBJ="Create Floating Text Above Unit"
CreateTextTagUnitBJ="Create floating text that reads ",~Message," above ",~Unit," with Z offset ",~Z,", using font size ",~Size,", color (",~Red,"%, ",~Green,"%, ",~Blue,"%), and ",~Transparency,"% transparency"
CreateTextTagUnitBJHint="Floating text created in this manner does not follow the unit's movement. The color values are (Red, Green, Blue). A 100% transparent color is completely invisible. Use 'Floating Text - Permanent/Expires' to make this floating text temporary."
DestroyTextTagBJ="Destroy"
DestroyTextTagBJ="Destroy ",~Floating Text
DestroyTextTagBJHint=
ShowTextTagForceBJ="Show/Hide"
ShowTextTagForceBJ=~Show/Hide," ",~Floating Text," for ",~Player Group
ShowTextTagForceBJHint=
SetTextTagVelocityBJ="Set Velocity"
SetTextTagVelocityBJ="Set the velocity of ",~Floating Text," to ",~Speed," towards ",~Angle," degrees"
SetTextTagVelocityBJHint="You can only accurately set the velocity of floating text once, when it is first created. The angle is expected in degrees, with 0 being east and 90 being north."
SetTextTagColorBJ="Change Color"
SetTextTagColorBJ="Change the color of ",~Floating Text," to (",~Red,"%, ",~Green,"%, ",~Blue,"%) with ",~Transparency,"% transparency"
SetTextTagColorBJHint="The color values are (Red, Green, Blue). A 100% transparent color is completely invisible."
SetTextTagPosBJ="Change Position To Point"
SetTextTagPosBJ="Change the position of ",~Floating Text," to ",~Point," with Z offset ",~Z
SetTextTagPosBJHint=
SetTextTagPosUnitBJ="Change Position To Unit"
SetTextTagPosUnitBJ="Change the position of ",~Floating Text," to ",~Unit," with Z offset ",~Z
SetTextTagPosUnitBJHint=
SetTextTagTextBJ="Change Text"
SetTextTagTextBJ="Change text of ",~Floating Text," to ",~Message," using font size ",~Size
SetTextTagTextBJHint=
SetTextTagSuspendedBJ="Suspend/Resume"
SetTextTagSuspendedBJ="Change ",~Floating Text,": ",~Enable/Disable," suspend state"
SetTextTagSuspendedBJHint=
SetTextTagPermanentBJ="Permanent/Expires"
SetTextTagPermanentBJ="Change ",~Floating Text,": ",~Enable/Disable," permanence"
SetTextTagPermanentBJHint=
SetTextTagLifespanBJ="Change Lifespan"
SetTextTagLifespanBJ="Change the lifespan of ",~Floating Text," to ",~Time," seconds"
SetTextTagLifespanBJHint="This does not affect permanent floating text. This sets the age at which floating text is removed and cleaned up."
SetTextTagFadepointBJ="Change Fading Age"
SetTextTagFadepointBJ="Change the fading age of ",~Floating Text," to ",~Time," seconds"
SetTextTagFadepointBJHint="This does not affect permanent floating text. This sets the age at which floating text begins fading."
SetTextTagAgeBJ="Change Age"
SetTextTagAgeBJ="Change the age of ",~Floating Text," to ",~Time," seconds"
SetTextTagAgeBJHint="This does not affect permanent floating text."
// Game actions
DisplayTextToForce="Text Message (Auto-Timed)"
DisplayTextToForce="Display to ",~Player Group," the text: ",~Text
DisplayTextToForceHint="The text is shown for an amount of time that automatically increases with the text length."
DisplayTimedTextToForce="Text Message (Explicitly Timed)"
DisplayTimedTextToForce="Display to ",~Player Group," for ",~Time," seconds the text: ",~Text
DisplayTimedTextToForceHint=
PauseGameOn="Pause Game"
PauseGameOn="Pause the game"
PauseGameOnHint=
PauseGameOff="Unpause Game"
PauseGameOff="Unpause the game"
PauseGameOffHint=
SetGameSpeed="Set Game Speed"
SetGameSpeed="Set game speed to ",~Speed
SetGameSpeedHint="You can lock the game speed with the 'Game - Lock Game Speed' trigger action."
LockGameSpeedBJ="Lock Game Speed"
LockGameSpeedBJ="Lock the game speed"
LockGameSpeedBJHint="This prevents the game speed from being modified. Not even triggers can modify the game speed when it is locked."
UnlockGameSpeedBJ="Unlock Game Speed"
UnlockGameSpeedBJ="Unlock the game speed"
UnlockGameSpeedBJHint="This allows the game speed to be modified again after a 'Game - Lock Game Speed' action is used."
SetMapFlag="Set Map Flag"
SetMapFlag="Set ",~Map Flag," to ",~On/Off
SetMapFlagHint=
SetTimeOfDay="Set Time Of Day"
SetTimeOfDay="Set the time of day to ",~Time
SetTimeOfDayHint="A game day is 24 hours long. Six a.m. is 6.00, and six p.m. is 18.00."
SetTimeOfDayScalePercentBJ="Set Time Of Day Speed"
SetTimeOfDayScalePercentBJ="Set time of day speed to ",~Percent,"% of the default speed"
SetTimeOfDayScalePercentBJHint="Use 100% to revert the speed to normal."
UseTimeOfDayBJ="Turn Day/Night Cycle On/Off"
UseTimeOfDayBJ="Turn the day/night cycle ",~On/Off
UseTimeOfDayBJHint=
ShareEverythingWithTeam="Share Vision And Full Unit Control With Team"
ShareEverythingWithTeam="Grant shared vision and full shared unit control of ",~Player," units with his/her allies"
ShareEverythingWithTeamHint="Two players are considered allies if they are both allied with each other."
MakeUnitsPassiveForPlayer="Give Units To Neutral Victim"
MakeUnitsPassiveForPlayer="Give all ",~Player," units to the Neutral Victim player"
MakeUnitsPassiveForPlayerHint="By default, the Neutral Victim player treats all other players as allies, but is treated as an enemy by all other players."
SetNextLevelBJ="Set Next Level"
SetNextLevelBJ="Set the next level to ",~Level
SetNextLevelBJHint="This sets a level to be started after the current game ends."
CustomVictoryBJ="Victory"
CustomVictoryBJ="Victory ",~Player," (",~Show/Skip," dialogs, ",~Show/Skip," scores)"
CustomVictoryBJHint=
CustomDefeatBJ="Defeat"
CustomDefeatBJ="Defeat ",~Player," with the message: ",~Message
CustomDefeatBJHint=
LoadGameBJ="Load Game"
LoadGameBJ="Load ",~Filename," (",~Show/Skip," scores)"
LoadGameBJHint=
SaveAndLoadGameBJ="Save Game And Load Game"
SaveAndLoadGameBJ="Save game as ",~Filename," and load ",~Filename," (",~Show/Skip," scores)"
SaveAndLoadGameBJHint=
SaveAndChangeLevelBJ="Save Game And Change Level"
SaveAndChangeLevelBJ="Save game as ",~Filename," and change level to ",~Filename," (",~Show/Skip," scores)"
SaveAndChangeLevelBJHint=
RenameSaveDirectoryBJ="Rename Saved-Game Folder"
RenameSaveDirectoryBJ="Rename the ",~Folder," saved-game folder to ",~Folder
RenameSaveDirectoryBJHint=
RemoveSaveDirectoryBJ="Delete Saved-Game Folder"
RemoveSaveDirectoryBJ="Delete the ",~Folder," saved-game folder"
RemoveSaveDirectoryBJHint="This deletes the specified saved-game folder and all of its contents."
CopySaveGameBJ="Copy Saved-Game"
CopySaveGameBJ="Create a copy of the ",~Filename," saved-game and name it ",~Filename
CopySaveGameBJHint="This action only works in response to Game Load and Game Save events, and can only be used up to 16 times per event."
SetCampaignMenuRaceBJ="Set Campaign Screen"
SetCampaignMenuRaceBJ="Set campaign to ",~Campaign
SetCampaignMenuRaceBJHint=
SetMissionAvailableBJ="Enable/Disable Mission"
SetMissionAvailableBJ=~Enable/Disable," ",~Mission
SetMissionAvailableBJHint=
SetCampaignAvailableBJ="Enable/Disable Campaign"
SetCampaignAvailableBJ=~Enable/Disable," the ",~Campaign
SetCampaignAvailableBJHint=
SetCinematicAvailableBJ="Enable/Disable Cinematic"
SetCinematicAvailableBJ=~Enable/Disable," the ",~Cinematic
SetCinematicAvailableBJHint=
ShowCustomCampaignButton="Show/Hide Custom Campaign Button"
ShowCustomCampaignButton=~Show/Hide," custom campaign button ",~Number
ShowCustomCampaignButtonHint=
SetAllyColorFilterState="Set Ally Color Filter"
SetAllyColorFilterState="Set ally color filtering to ",~State
SetAllyColorFilterStateHint="A value of 0 disables filtering. A value of 1 enables filtering for the minimap. A value of 2 enables filtering for the minimap and the game view."
SetCreepCampFilterState="Show/Hide Creep Camps On Minimap"
SetCreepCampFilterState=~Show/Hide," creep camps on the minimap"
SetCreepCampFilterStateHint=
EnableMinimapFilterButtons="Enable/Disable Minimap Buttons"
EnableMinimapFilterButtons=~Enable/Disable," ally color button and ",~Enable/Disable," creep camp button"
EnableMinimapFilterButtonsHint=
EnableSelect="Enable/Disable Selection"
EnableSelect=~Enable/Disable," selection and deselection functionality (",~Enable/Disable," selection circles)"
EnableSelectHint="Objects can still be selected and deselected via trigger actions. Disabling selection prevents drag-selection as well. Selection circles are only displayed if selection is enabled."
EnableDragSelect="Enable/Disable Drag-Selection"
EnableDragSelect=~Enable/Disable," drag-selection functionality (",~Enable/Disable," drag-selection box)"
EnableDragSelectHint=
EnablePreSelect="Enable/Disable Pre-Selection"
EnablePreSelect=~Enable/Disable," pre-selection functionality (",~Enable/Disable," pre-selection circles, life bars, and object info)"
EnablePreSelectHint=
ForceUIKeyBJ="Force UI Key"
ForceUIKeyBJ="Force ",~Player," to press the key ",~Key
ForceUIKeyBJHint=
ForceUICancelBJ="Force UI Cancel"
ForceUICancelBJ="Force ",~Player," to press Escape/Cancel"
ForceUICancelBJHint=
Preload="Preload File"
Preload="Preload ",~Filename
PreloadHint=
PreloadEnd="Begin Preloading"
PreloadEnd="Begin preloading with a ",~Time," second timeout"
PreloadEndHint=
Preloader="Preload Batch"
Preloader="Preload all files listed in ",~Filename
PreloaderHint=