Merge branch 'master' into mod-dependencies
This commit is contained in:
@@ -442,6 +442,11 @@ editor.rules = Regels:
|
||||
editor.generation = Generatie:
|
||||
editor.objectives = Doelen
|
||||
editor.locales = Locale Bundles
|
||||
editor.worldprocessors = World Processors
|
||||
editor.worldprocessors.editname = Edit Name
|
||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||
editor.ingame = Bewerk In-Spel
|
||||
editor.playtest = Speeltest
|
||||
editor.publish.workshop = Publiceer in Werkplaats
|
||||
@@ -497,6 +502,7 @@ editor.default = [lightgray]<Standaard>
|
||||
details = Details...
|
||||
edit = Bewerk...
|
||||
variables = Vars
|
||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||
logic.globals = Built-in Variables
|
||||
editor.name = Naam:
|
||||
editor.spawn = Voeg Eenheid toe
|
||||
@@ -585,6 +591,7 @@ filter.clear = Verwijder
|
||||
filter.option.ignore = Negeer
|
||||
filter.scatter = Verstrooi
|
||||
filter.terrain = Terrein
|
||||
filter.logic = Logic
|
||||
|
||||
filter.option.scale = Schaal
|
||||
filter.option.chance = Verander
|
||||
@@ -608,6 +615,8 @@ filter.option.floor2 = Secundaire Vloer
|
||||
filter.option.threshold2 = Secundaire Drempel
|
||||
filter.option.radius = Straal
|
||||
filter.option.percentile = percentiel
|
||||
filter.option.code = Code
|
||||
filter.option.loop = Loop
|
||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
||||
locales.applytoall = Apply Changes To All Locales
|
||||
@@ -974,6 +983,7 @@ stat.abilities = Capaciteiten
|
||||
stat.canboost = Kan Boosten
|
||||
stat.flying = Vliegende
|
||||
stat.ammouse = Ammunitie gebruik
|
||||
stat.ammocapacity = Ammo Capacity
|
||||
stat.damagemultiplier = Schade Vermenigvuldiger
|
||||
stat.healthmultiplier = Levenspunten Vermenigvuldiger
|
||||
stat.speedmultiplier = Snelheids Vermenigvuldiger
|
||||
@@ -1100,6 +1110,7 @@ unit.items = materialen
|
||||
unit.thousands = k
|
||||
unit.millions = mln
|
||||
unit.billions = mjd
|
||||
unit.shots = shots
|
||||
unit.pershot = /schot
|
||||
category.purpose = Doel
|
||||
category.general = Algemeen
|
||||
@@ -1109,6 +1120,8 @@ category.items = Materialen
|
||||
category.crafting = Invoer/Uitvoer
|
||||
category.function = Functie
|
||||
category.optional = Optionele Verbeteringen
|
||||
setting.alwaysmusic.name = Always Play Music
|
||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
||||
setting.skipcoreanimation.name = Skip Core Lancering/Land Animatie
|
||||
setting.landscape.name = Vergrendel Landschap
|
||||
setting.shadows.name = Schaduwen
|
||||
@@ -1305,7 +1318,10 @@ rules.disableworldprocessors = Zet Wereld-Processors Uit.
|
||||
rules.schematic = Ontwerpen Toegestaan
|
||||
rules.wavetimer = Vijandelijke Golven Timer
|
||||
rules.wavesending = Golven Sturen
|
||||
rules.allowedit = Allow Editing Rules
|
||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
||||
rules.waves = Golven
|
||||
rules.airUseSpawns = Air units use spawn points
|
||||
rules.attack = Aanvalmodus
|
||||
rules.buildai = Base Builder AI
|
||||
rules.buildaitier = Builder AI Tier
|
||||
@@ -2327,6 +2343,7 @@ lst.getflag = Check if a global flag is set.
|
||||
lst.setprop = Sets a property of a unit or building.
|
||||
lst.effect = Create a particle effect.
|
||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
@@ -2372,6 +2389,7 @@ lenum.shoot = Shoot at a position.
|
||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||
lenum.config = Building configuration, e.g. sorter item.
|
||||
lenum.enabled = Whether the block is enabled.
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
laccess.color = Illuminator color.
|
||||
laccess.controller = Unit controller. If processor controlled, returns processor.\nIf in a formation, returns leader.\nOtherwise, returns the unit itself.
|
||||
laccess.dead = Whether a unit/building is dead or no longer valid.
|
||||
@@ -2478,6 +2496,7 @@ unitlocate.building = Output variable for located building.
|
||||
unitlocate.outx = Output X coordinate.
|
||||
unitlocate.outy = Output Y coordinate.
|
||||
unitlocate.group = Building group to look for.
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||
lenum.stop = Stop moving/mining/building.
|
||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||
@@ -2495,7 +2514,7 @@ lenum.payenter = Enter/land on the payload block the unit is on.
|
||||
lenum.flag = Numeric unit flag.
|
||||
lenum.mine = Mine at a position.
|
||||
lenum.build = Build a structure.
|
||||
lenum.getblock = Fetch a building and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Check if unit is near a position.
|
||||
lenum.boost = Start/stop boosting.
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
|
||||
Reference in New Issue
Block a user