TS_RA2_Mission_Editor_sourcecode_23.02.2023_1

TS_RA2_Mission_Editor_sourcecode_23.02.2023_1
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brbarnesEA 2024-03-05 11:56:45 -08:00
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; *******************************
; FALanguage.ini
;
; String file of FinalAlert 2
; Last change: MW 10.4.2001
; *******************************
; The languages available in FinalAlert 2
[Languages]
0=English
1=German
; Every language has a own header section, defining the name of the language as it is called in that language,
; the version of the language data, and the file extension used for this language
; Note that the "Name" must be unique (so, "Name" of English must not be the same like "Name" of German)!
[EnglishHeader]
Name=English
Version=1
ExtensionName=ENG
[GermanHeader]
Name=Deutsch
Version=1
ExtensionName=DEU
[SwedishHeader]
Name=Svenska
Version=1
ExtensionName=SWE
[NederlandsHeader]
Name=Nederlands
Version=1
ExtensionName=NL
; Now all the strings for each language
; If a specific string is not found in a language, the english string will be used.
; %9 is translated to FinalSun or FinalAlert 2
[German-StringsRA2]
Err_TSNotInstalled=C&C Alarmstufe Rot 2 ist nicht korrekt installiert (TibSun.mix konnte nicht geladen werden)
FileRunTiberianSunHelp=C&C Alarmstufe Rot 2 starten
;SAVEDLG_FILETYPES=AR2 Karten|*.mpr%8*.map|AR2 Mehrspielerkarten-Erweiterungen (*.mmx)|*.mmx|AR2 Mehrspielerkarten (*.mpr)|*.mpr|AR2 Einzelspielerkarten (*.map)|*.map|
SAVEDLG_FILETYPES_YR=Alle Karten|*.mpr%8*.yrm%8*.map%8*.mmx|Mehrspielerkarten Yuri's Rache|*.yrm|Mehrspielerkarten Red Alert 2|*.mpr%8*.mmx|Einzelspielerkarten|*.map|
GrTibObList=Erz und Kristalle
BlTibObList=Kristalle
DrawTibObList=Erz zeichnen
DrawTib2ObList=Kristalle zeichnen
GroundSandObListURB=Helles Pflaster
GroundRoughObListURB=Erde
GroundGreenObListURB=Gras
GroundPaveObListURB=Dunkles Pflaster
GroundClearObListTEM=Helles Gras
GroundRoughObListTEM=Dunkles Gras
GroundGreenObListTEM=Sand
GroundClearObListSNO=Schnee
GroundSandObListSNO=Verschmutzter Schnee
GroundRoughObListSNO=Gras
GroundGreenObListSNO=Eis
SAVEDLG_FILETYPES=AR2-Karten|*.mpr%8*.map%8*.mmx|AR2 Mehrspielerkarten|*.mpr|AR2 Einzelspielerkarten|*.map|AR2 Mehrspielerkarten-Erweiterungen|*.mmx|
Allied=Allierte
Soviet=Sowjets
Other=Andere
BasicTiberiumGrowthEnabled=Erz wachsend:
SingleplayerFillSilos=Raffinerien füllen:
[German-Strings]
; messages for message boxes
Err_InsufficientResources=Aufgrund ungenügender Ressourcen konnte zumindest ein Dialog nicht erstellt werden. Sie sollten deswegen Windows komplett neu starten. Das Programm wird jetzt beendet... Tip: Beenden Sie alle Programme, bevor Sie %9 starten
Err_TSNotInstalled=Tiberian Sun ist nicht korrekt installiert (TibSun.mix konnte nicht geladen werden)
Err_CreateErr=Fenster konnte nicht erstellt werden. Versuchen Sie, andere Fenster zu schliessen.
MainDialogExitQuestion=Sind Sie sicher, dass Sie das Programm beenden wollen? Änderungen an der Karte gehen dabei verloren!
MainDialogExitQuestionCap=%9 beenden
AttachMapToShell=Dateien mit der Endung mpr und/oder map sind momentan mit einem anderen Programm verbunden. Wollen Sie, dass bei einem Doppelklick auf diese Dateien %9 diese Dateien öffnet?
AddHouse=Bitte geben Sie die ID des neuen Hauses an (wie GDI und Nod):
AddHouseCap=Neues Haus
DeleteHouse=Sind Sie sicher, dass Sie das Haus %1 löschen wollen?
DeleteHouseCap=Haus löschen
RestartNeeded=Um die Änderungen komplett zu übernehmen, ist ein Neustart von %9 erforderlich.
ReInitPic=Es ist nötig, die Grafiken neu zu laden. Dies kann einige Zeit dauern, bitte Geduld.
ReInitPicCap=Neuladen der Grafiken
StrChangeHeight=Geben Sie den Höhenunterschied an, um den jedes Feld auf der Karte verschoben wird. Der Wert muss zwischen %1 und %2 liegen.
StrChangeHeightCap=Höhe ändern
StrChangeHeightErr=Fehler, durch diese Änderung würde die Karte falsch dargestellt!
StrChangeHeightErrCap=Fehler
ExplainEasyView=%9 startet automatisch im Anfänger-Modus. Dabei sind einige Optionen nicht verfügbar, die im Profi-Modus unterstützt werden. Um in den Profi-Modus zu wechseln, deaktivieren Sie die Option "Anfängermodus" im Menü Optionen
ExplainEasyViewCap=Anfänger-Modus
FileSaved=Karte "%1" gespeichert
; general strings
OK=OK
Cancel=Abbrechen
None=Keiner
Yes=Ja
No=Nein
; name replacements
N_SENGINEER=Sowjetischer Ingenieur
N_ENGINEER=Allierter Ingenieur
N_YENGINEER=Yuri Ingenieur
N_SCHD=Gelandeter Siege Helikopter
N_GACSPH=Chronosphäre
; saving dialog
SAVEDLG_FILETYPES=TS Karten|*.mpr%8*.map|TS Mehrspielerkarten|*.mpr|TS Einzelspielerkarten|*.map|
; tool tip strings
TT_TriggerHouse=Bestimmt das Haus, für das der Auslöser ausgeführt wird
; error strings for map validation
MV_NoMap=Dies ist keine Karte
MV_NoBasic=Generelle Einstellungen sind nicht vorhanden
MV_NoName=Die Karte hat keinen Namen (Bearbeiten->Generell)
MV_PackMissing=Ein oder mehrere Packs (wie IsoMapPack5, OverlayPack, etc.) fehlen. Tiberian Sun akzeptiert die Karte möglicherweise nicht.
MV_>100Waypoint=Die Karte hat mindestens einen Wegpunkt mit einer ID größer als 99
MV_HousesButNoPlayer=Es sind Häuser definiert, jedoch wurde der menschliche Spieler nicht korrekt gesetzt
MV_HousesInMultiplayer=Dies scheint eine Mehrspielerkarte zu sein, auf der Häuser definiert sind
MV_HousesNoWaypoints=Multiplayerkarten benötigen die Wegpunkte 0-7 als Startposition
MV_TriggerMissing=Trigger %1 fehlt (Verweis von %2 %3)
MV_TaskForceMissing=Taskforce %1 fehlt (Verweis von Teamtype %2)
MV_ScripttypeMissing=Scripttype %1 fehlt (Verweis von Teamtype %2)
MV_TagMissing=Tag %1 fehlt (Verweis von %2 %3)
MV_OfficialYes=Offizielle Karte - automatischer Kartentransfer abgeschaltet (Bei Speicherung als MMX Datei ignorieren)
MV_Not8Waypoints=Nur bei AR2 Version vor 1.005: Offiziell ist auf Nein gesetzt, aber die Wegpunkte 0-7 sind nicht alle vorhanden (teilweise zufällige Startpunkte, bei Speicherung als MMX Datei ignorieren)
MV_TubeCounterpartMissing=Die Tunnelröhre %5 (%1, %2) -> (%3, %4) hat kein Gegenstück (%3, %4) -> (%1, %2).\nDies wird zu falschem Verhalten und Abstürzen im Spiel führen.\nDas Gegenstück muss nicht dem gleichen Pfad folgen, aber die Start- und Endkoordinaten müssen umgedreht sein.
MV_TubeStartNotUnique=Die Tunnelröhre %5 (%1, %2) -> (%3, %4) hat dieselben Anfangskoordinaten wie %6 andere Tunnelröhren.\nDies wird zu falschem Verhalten und Abstürzen im Spiel führen.\nNur eine Tunnelröhre darf in einer Zelle anfangen.
MV_TubeEndNotUnique=Die Tunnelröhre %5 (%1, %2) -> (%3, %4) hat dieselben Endkoordinaten wie %6 andere Tunnelröhren.\nDies wird zu falschem Verhalten und Abstürzen im Spiel führen.\nNur eine Tunnelröhre darf in einer Zelle enden.
MV_TubeInvalidCounterpartEnd=Zur Tunnelröhre %5 (%1, %2) -> (%3, %4) gibt es %6 andere Tunnelröhren die die Startkoordinaten dieser Röhre als Endkoordinaten haben, aber die Endkoordinaten dieser Röhre entsprechen nicht den Startkoordinaten der anderen Röhren.\nDies wird zu falschem Verhalten und Abstürzen im Spiel führen.\nEin Gegenstück einer Tunnelröhre muss sowohl Start- als auch Endkoordinaten umgedreht haben.
MV_TubeInvalidCounterpartStart=Zur Tunnelröhre %5 (%1, %2) -> (%3, %4) gibt es %6 andere Tunnelröhren die die Endkoordinaten dieser Röhre als Startkoordinaten haben, aber die Startkoordinaten dieser Röhre entsprechen nicht den Endkoordinaten der anderen Röhren.\nDies wird zu falschem Verhalten und Abstürzen im Spiel führen.\nEin Gegenstück einer Tunnelröhre muss sowohl Start- als auch Endkoordinaten umgedreht haben.
; tip dialog
CG_IDS_DIDYOUKNOW=Wussten Sie bereits....
CG_IDS_FILE_ABSENT=Tips-Datei nicht gefunden
CG_IDP_FILE_CORRUPT=Syntax-Fehler in der Tips-Datei
TipDialogNext=Nächster Tip
TipDialogShowAtStartup=Tips beim Starten anzeigen
TipDialogClose=Schliessen
TipDialogCaption=Tip des Tages
; main dialog strings
MainDialogCaption=%9
NoMapLoaded=keine Karte geladen
NewMap=Neue Karte
FileNewHelp=Assistenten zum Erstellen einer neuen Karte starten
FileOpenHelp=Öffen einer bereits bestehenden Karte
FileSaveHelp=Speichern der Karte
FileSaveAsHelp=Speichern der Karte unter einem anderen Dateinamen
FileImportModHelp=Importieren eines *.rul - Mods in die Karte
FileCheckMapHelp=Überprüfen der Karte auf mögliche Fehler
FileQuitHelp=%9 beenden
FileRunTiberianSunHelp=C&C 3 Tiberian Sun starten
HelpInfoHelp=Informationen über %9 anzeigen
HelpTipOfTheDayHelp=Tip des Tages anzeigen
OptionsShowMapViewHelp=Isometrische Kartenansicht zeigen
; new map dialog
NewMapDesc=Momentan müssen Sie noch eine Karte angeben, von der das Kartenpaket, also der Boden, übernommen wird.
NewMapBrowse=Durchsuchen
NewMapMultiplayer=Mehrspieler-Karte
NewMapPrepareStandardHouses=Standard-Häuser erstellen
NewMapSetAutoProduction=Auslöser für Auto-Produktion hinzufügen
NewMapPlayerHouse=Spieler-Haus
NewMapImportOptions=Optionen für Übernehmen
NewMapImportTrees=Bäume übernehmen
NewMapImportOverlay=Überlagerung übernehmen
NewMapImportUnits=Einheiten und Gebäude übernehmen
NewMapCap=Assistent für neue Karte
; map-validator dialog
MapValidatorProblemsFound=Folgende möglichen Probleme wurden gefunden:
MapValidatorCap=Karte überprüfen
; loading dialog
LoadLoadRules=Lade Gesetze
LoadLoadAI=Lade KI-Einstellungen
LoadLoadArt=Lade Kunst
LoadLoadTutorial=Lade Tutorial.ini
LoadLoadSound=Lade Sounds
LoadLoadSnow=Lade Temperat.ini
LoadLoadTemperat=Lade Snow.ini
LoadLoadUrban=Lade Urban.ini
LoadLoading=Laden
LoadBuiltBy=Erstellt von:
LoadVersion=Version:
LoadInitDDraw=Initialisiere Direct Draw 6
LoadInitPics=Lade Grafiken
LoadExtractStdMixFiles=Öffnen der Standard-MIX-Dateien (kann etwas dauern)
; basic dialog
BasicDesc=Achtung: Einige Einstellungen werden möglicherweise ignoriert.
BasicName=Name:
BasicNextScenario=Nächstes Szenario:
BasicAltNextScenario=Alt. nächstes Szenario:
BasicNewIniFormat=Neues INI-Format:
BasicCarryOverCap=CarryOverCap ?:
BasicEndOfGame=Ende des Spiels:
BasicSkipScore=Statistik auslassen:
BasicOneTimeOnly=Nur einmal:
BasicSkipMapSelect=Kartenauswahl auslassen:
BasicOfficial=Offiziell:
BasicIgnoreGlobalAITriggers=Ignorieren der allgemeinen KI-Auslöser:
BasicTruckCrate=Kiste bei zerstörtem Lastwagen:
BasicTrainCrate=Kiste bei zerstörtem Zug:
BasicPercent=Prozent Geldübernahme:
BasicMultiplayerOnly=Nur Mehrspieler:
BasicTiberiumGrowthEnabled=Wachsendes Tiberium:
BasicVeinGrowthEnabled=Wachsende Venen:
BasicIceGrowthEnabled=Wachsendes Eis:
BasicTiberiumDeathToVisceroid=Visceroid bei Tod in Tiberium:
BasicFreeRadar=Kostenloses Radar:
BasicInitTime=Anfangszeit:
BasicAddOnNeeded=Benötigtes Zusatzpaket:
; mapinfo dialog
MapDesc=Größeneinstellungen der Karte:
MapSizeFrame=Kartengrösse
MapSize=Die Gesamtgrösse der Karte.
MapVisibleSizeFrame=Sichtbarer Bereich
MapVisibleSize=Sichtbarer Bereich der Karte. Format: Links, Oben, Breite, Höhe.
MapTheater=Klima:
; singleplayer basics dialog
SingleplayerDesc=Weitere Einstellungen bezüglich einer Einzelspieler-Karte.
SingleplayerStartingDropships=Landetransporter am Anfang:
SingleplayerCarryOverMoney=Geldübernahme:
SingleplayerTimerInherit=Zeitübernahme:
SingleplayerFillSilos=Silos füllen:
SingleplayerMovies=Videos
SingleplayerIntro=Intro:
SingleplayerBrief=Besprechung:
SingleplayerWin=Sieg:
SingleplayerLose=Niederlage:
SingleplayerAction=Aktion:
SingleplayerPostScore=Nach Punktebildschirm:
SingleplayerPreMapSelect=Vor Kartenauswahl:
; houses dialog
HousesDesc=Häuser sind die verschiedenen Spieler, ob Mensch oder KI, in einer Karte. Erstellen Sie in einer Mehrspieler-Karte hier keine neuen Häuser! Falls dies eine Einzelspieler-Karte ist und noch keine Häuser existieren, klicken Sie zuerst auf "Standardhäuser", erstellen Sie eventuelle zusätzliche Häuser, und wählen Sie dann den menschlichen Spieler aus (vergessen Sie nicht, Spieler-Kontrolle ebenfalls zu aktivieren)!
HousesPlayerHouse=Haus des menschl. Spielers:
HousesHouse=Gewähltes Haus:
HousesIQ=Intelligenz:
HousesEdge=Kartenkante:
HousesSide=Seite:
HousesColor=Farbe:
HousesAllies=Verbündete:
HousesAlliesHelp=Alle verbündeten Häuser, durch Kommas ohne Leerzeichen getrennt, aneinanderreichen.
HousesCredits=Geld (x100):
HousesActsLike=Verhält sich wie
HousesNodeCount=Knotenpunkt- Anzahl:
HousesTechlevel=Technologiestufe:
HousesBuildActivity=Bau-Aktivität (%):
HousesPlayerControl=Spielerkontrolle:
HousesPrepareHouses=Standardhäuser
HousesAddHouse=Neues Haus
HousesDeleteHouse=Haus löschen
; iso view
IsoCaption=Kartenansicht
; iso view status bar
StructStatus=Gebäude:
InfStatus=Infantrie:
AirStatus=Flugzeug:
UnitStatus=Fahrzeug:
OvrlStatus=Überlagerung:
OvrlDataStatus=Überlagerungs-Daten:
CellTagStatus=Feld-Tag:
TilePlaceStatus=Strg: Füllen-Modus, Shift: beständiges Zeichnen, Strg+Shift: Zeichnen ohne auto. LAT oder Küste
; iso view object list
GroundObList=Boden
GroundClearObList=Standard-Bodentyp
GroundSandObList=Bodentyp 1
GroundRoughObList=Bodentyp 2
GroundGreenObList=Bodentyp 3
GroundPaveObList=Pflaster
GroundWaterObList=Wasser
NothingObList=Nichts
TunnelObList=Tunnels
NewTunnelObList=Tunnel platzieren (bidirektional)
ModifyTunnelObList=Tunnel verändern (bidirektional)
NewTunnelSingleObList=Tunnel platzieren (unidirektional)
ModifyTunnelSingleObList=Tunnel verändern (unidirektional)
DelTunnelObList=Tunnel löschen
InfantryObList=Infantrie
VehiclesObList=Fahrzeuge
AircraftObList=Flugzeuge
StructuresObList=Gebäude
TerrainObList=Landschaftsobjekte
TreesObList=Bäume
TrafficLightsObList=Ampeln
SignsObList=Schilder
LightPostsObList=Lampen
RndTreeObList=Zufälligen Wald zeichnen
OverlayObList=Spezial / Überlagerung
DelOvrlObList=Überlagerung entfernen
DelOvrl0ObList=Einzelnes Feld entfernen
DelOvrl1ObList=Im Radius von 1 Feld entfernen
DelOvrl2ObList=Im Radius von 2 Feldern entfernen
DelOvrl3ObList=Im Radius von 3 Feldern entfernen
GrTibObList=Grünes Tiberium
BlTibObList=Blaues Tiberium
DrawRanTibObList=Zufälliges Tiberium-Feld zeichnen
DrawTibObList=Tiberium zeichnen
DrawTib2ObList=Blaues Tiberium zeichnen
IncTibSizeObList=Tiberiumstärke erhöhen
DecTibSizeObList=Tiberiumstärke erniedrigen
VeinholeObList=Tiberium-Monster
VeinsObList=Venen
BridgesObList=Brücken
BigBridgeObList=Grosse Brücke (oberhalb des Bodens)
SmallBridgeObList=Kleine Brücke (am Boden)
BigTrackBridgeObList=Grosse Eisenbahnbrücke (oberhalb des Bodens)
OthObList=Anderes
AllObList=Alles
OvrlManuallyObList=Überlagerung manuell setzen (nicht empfohlen)
OvrlDataManuallyObList=Überlagerungsdaten manuell setzen (nicht empfohlen)
WaypointsObList=Wegpunkte
CreateWaypObList=Wegpunkt erstellen
CreateSpecWaypObList=Wegpunkt mit spezieller Nummer erstellen
DelWaypObList=Wegpunkt entfernen
StartpointsObList=Startpunkte
StartpointsPlayerObList=Spieler %1
StartpointsDelete=Startpunkt löschen
CelltagsObList=Feld-Tags
CreateCelltagObList=Feld-Tag erstellen
DelCelltagObList=Feld-Tag entfernen
CelltagPropObList=Feld-Tag Eigenschaften ändern
BaseNodesObList=Basis-Knotenpunkte
CreateNodeNoDelObList=Knotenpunkt erstellen und Gebäude nicht löschen
CreateNodeDelObList=Knotenpunkt erstellen und Gebäude löschen
DelNodeObList=Knotenpunkt löschen
DelObjObList=Objekte löschen
ChangeOwnerObList=Besitzer wechseln
; celltag dialog
CellTagCap=Feld-Tag
CellTagDesc=Benutzen Sie einen Feld-Tag, um ein Feld mit einem Tag zu verbinden.
CellTagTag=Zugeordneter Tag:
; aircraft dialog
AirCap=Lufteinheit-Einstellungen
AirDesc=
AirHouse=Besitzer
AirStrength=Stärke:
AirState=Status:
AirDirection=Richtung:
AirTag=Zugeordneter Tag:
AirP1=Veteranen- status:
AirP2=Gruppe:
AirP3=Rekrutierbar:
AirP4=KI rekrutierbar:
; structure dialog
StructCap=Gebäude-Einstellungen
StructDesc=Um Erweiterungen für das Gebäude hinzuzufügen, erst die Anzahl an Erweiterungen angeben und dann die Erweiterungen, beginnend mit Erweiterung 1, setzen.
StructHouse=Besitzer
StructStrength=Stärke:
StructDirection=Richtung:
StructTag=Zugeordneter Tag:
StructP1=Sellable
StructAIRepairs=Neu bauen:;faaaallllsch!!!!
StructEnergy=Strom- versorgung:
StructUpgradeCount=Erweiterungs- Anzahl:
StructSpotlight=Schein- werfer:
StructUpgrade1=Erweiterung 1:
StructUpgrade2=Erweiterung 2:
StructUpgrade3=Erweiterung 3:
StructP2=AI repariert:
StructP3=Namensanzeige:
; unit dialog
UnitCap=Fahrzeug
UnitDesc=
UnitHouse=Besitzer:
UnitStrength=Stärke:
UnitState=Status:
UnitDirection=Richtung:
UnitTag=Zugeordneter Tag:
UnitP1=Veteranen- status:
UnitP2=Gruppe:
UnitP3=Auf Brücke:
UnitP4=Folge ID:
UnitP5=Rekrutierbar:
UnitP6=KI rekrutierbar:
; infantry dialog
InfCap=Infantrie-Einstellungen
InfDesc=
InfHouse=Besitzer
InfStrength=Stärke:
InfPos=Feldposition:
InfState=Status:
InfDirection=Richtung:
InfTag=Zugeordneter Tag:
InfP1=Veteranenstatus:
InfP2=Gruppe:
InfP3=Auf Brücke:
InfP4=Rekrutierbar:
InfP5=KI rekrutierbar:
[English-StringsRA2]
GrTibObList=Ore and Gems
BlTibObList=Gems
DrawRanTibObList=Paint random field
DrawTibObList=Paint Ore
DrawTib2ObList=Paint Gems
IncTibSizeObList=Increase size
DecTibSizeObList=Decrease size
FileRunTiberianSunHelp=Launch C&C Red Alert 2
Err_TSNotInstalled=Red Alert 2 is not correctly installed (ra2.mix could not be loaded)
GroundSandObListURB=Bright pavement
GroundRoughObListURB=Soil
GroundGreenObListURB=Grass
GroundPaveObListURB=Dark pavement
GroundClearObListTEM=Bright grass
GroundRoughObListTEM=Dark grass
GroundGreenObListTEM=Sand
GroundClearObListSNO=Snow
GroundSandObListSNO=Dirty snow
GroundRoughObListSNO=Grass
GroundGreenObListSNO=Ice
GroundRoughObListUBN=Dark grass
GroundGreenObListUBN=Sand
GroundPave2ObListUBN=Urban pavement
;SAVEDLG_FILETYPES=RA2 maps|*.mpr%8*.map%8*.mmx|RA2 multi maps|*.mpr|RA2 single maps|*.map|RA2 multiplayer map extensions|*.mmx|
;SAVEDLG_FILETYPES=RA2 maps|*.mpr%8*.map%8*.mmx|RA2 multiplayer map extension (*.mmx)|*.mmx|RA2 multiplayer map (*.mpr)|*.mpr|RA2 singleplayer map (*.map)|*.map|
;SAVEDLG_FILETYPES_YR=RA2 maps|*.mpr%8*.yrm%8*.map%8*.mmx|RA2 multiplayer map extension (*.mmx)|*.mmx|RA2 multiplayer map (*.mpr)|*.mpr|RA2:YR multiplayer map (*.yrm)|*.yrm|RA2 singleplayer map (*.map)|*.map|
SAVEDLG_FILETYPES_YR=All maps|*.mpr%8*.yrm%8*.map%8*.mmx|Yuri's Revenge Multiplayer maps|*.yrm|RA2 Multiplayer maps|*.mpr%8*.mmx|Singleplayer maps|*.map|
SAVEDLG_FILETYPES=RA2 maps|*.mpr%8*.map%8*.mmx|RA2 multiplayer maps|*.mpr%8*.mmx|RA2 singleplayer maps|*.map|
BigTrackBridgeObList=High wood bridge
Allied=Allied
Soviet=Soviet
Yuri=Yuri
Other=Other
BasicTiberiumGrowthEnabled=Growing Ore:
SingleplayerFillSilos=Fill refineries:
[English-Strings]
; messages for message boxes
Err_InsufficientResources=Because of insufficient resources at least one dialog wasn´t created. You should restart Windows. The program will now quit... Tip: You should quit any programs before you start %9. Also, restarting Windows may help.
Err_TSNotInstalled=Tiberian Sun is not correctly installed (TibSun.mix could not be loaded)
Err_CreateErr=Window could not be created. You should try to close other windows first.
MainDialogExitQuestion=Are you sure that you want to quit the program? Changes will not be saved!
MainDialogExitQuestionCap=Quit %9
AttachMapToShell=.map and/or .mpr files are currently attached to another program. Do you want that %9 opens all .map and .mpr files when you double click on them?
AddHouse=Please set the ID of the house (like GDI or Nod):
AddHouseCap=Add House
DeleteHouse=Are you sure that you want to delete the house %1?
DeleteHouseCap=Delete house
RestartNeeded=To apply all changes, you need to restart %9
ReInitPic=The graphics must be reloaded. This may take some time, please be patient.
ReInitPicCap=Reloading graphics
StrChangeHeight=Enter the height difference that is applied to every field. The value must be between %1 and %2
StrChangeHeightCap=Change height
StrChangeHeightErr=Cannot change map height, as this exceeds the height limits.
StrChangeHeightErrCap=Error
ExplainEasyView=%9 automatically starts in beginner mode. Some advanced editing features are not available in this mode, although they are supported in the advanced mode. To activate the advanced mode, disable the option "Beginner mode" in the options menu.
ExplainEasyViewCap=Beginner mode
FileSaved=Map saved as "%1"
; general strings
OK=OK
Cancel=Cancel
None=None
Yes=Yes
No=No
; YRM
NeedsYR=This map will need Yuri's Revenge to be played.
; name replacements
N_AMRADR=American Air Force Command HQ
N_SENGINEER=Soviet Engineer
N_ENGINEER=Allied Engineer
N_YENGINEER=Yuri Engineer
N_SCHD=Deployed Siege Helicopter
N_GACSPH=Chronosphere
N_CALOND04=London Parliament
N_CALOND05=London Big Ben
N_CATRAN03=Trans Fortress
; saving dialog
SAVEDLG_FILETYPES=TS maps|*.mpr%8*.map|TS multi maps|*.mpr|TS single maps|*.map|
; tool tip strings
TT_TriggerHouse=Defines the house the trigger applies to
; error strings for map validation
MV_NoMap=This is no map
MV_NoBasic=Basic settings don´t exist
MV_NoName=The map has no name (Edit->Basic)
MV_PackMissing=One or more packs (like IsoMapPack5 or OverlayPack) are missing. Tiberian Sun probably won´t accept the map.
MV_>100Waypoint=The map has at least one waypoint with an ID greater than 99
MV_HousesButNoPlayer=Houses are defined, but the human player is not set up correctly
MV_HousesInMultiplayer=This seems to be a multiplayer map with houses
MV_HousesNoWaypoints=Multiplayermaps need the waypoints 0-7 as starting locations
MV_TriggerMissing=Trigger %1 missing (Linked by %2 %3)
MV_TaskForceMissing=Taskforce %1 missing (Linked by Teamtype %2)
MV_ScripttypeMissing=Scripttype %1 missing (Linked by Teamtype %2)
MV_TagMissing=Tag %1 missing (Linked by %2 %3)
MV_OfficialYes=Official is set to yes - automatic map transfer disabled (ignore this warning when saving as MMX map)
MV_Not8Waypoints=Only for RA2 before version 1.005: Official is set to no, but not all waypoints 0-7 do exist (probably random starting points, ignore this warning when saving as MMX map)
MV_TubeCounterpartMissing=The tunnel tube %5 (%1, %2) -> (%3, %4) has no counterpart that leads from (%3, %4) -> (%1, %2).\nThis will lead to unpredictable errors and crashes in the game.\nThe counterpart does not have to have the same path, but it must have opposite start and end cells.
MV_TubeStartNotUnique=The tunnel tube %5 (%1, %2) -> (%3, %4) has the same start coordinates as %6 other tunnel tubes.\nThis will lead to unpredictable errors and crashes in the game.\nThere may only be one tube starting at each cell.
MV_TubeEndNotUnique=The tunnel tube %5 (%1, %2) -> (%3, %4) has the same end coordinates as %6 other tunnel tubes.\nThis will lead to unpredictable errors and crashes in the game.\nThere may only be one tube starting at each cell.
MV_TubeInvalidCounterpartEnd=The tunnel tube %5 (%1, %2) -> (%3, %4) has %6 other tunnel tubes that have this tube's start location as their end location, but this tube's end location does not match their start location.\nThis will lead to unpredictable errors and crashes in the game.\nA counterpart must have both the start and end coordinates reversed.
MV_TubeInvalidCounterpartStart=The tunnel tube %5 (%1, %2) -> (%3, %4) has %6 other tunnel tubes that have this tube's end location as their start location, but this tube's start location does not match their end location.\nThis will lead to unpredictable errors and crashes in the game.\nA counterpart must have both the start and end coordinates reversed.
; tip dialog
CG_IDS_DIDYOUKNOW=Did you know...
CG_IDS_FILE_ABSENT=Tips file not found
CG_IDP_FILE_CORRUPT=Syntax error in the tips file
TipDialogNext=Next tip
TipDialogShowAtStartup=Show tips at program start
TipDialogClose=Close
TipDialogCaption=Tip of the day
; main dialog strings
MainDialogCaption=%9
MainDialogCaptionRA2=%9
NoMapLoaded=No map loaded
NewMap=New map
FileNewHelp=Start new map assistant
FileOpenHelp=Open a already existing map
FileSaveHelp=Save map
FileSaveAsHelp=Save map with another filename
FileCheckMapHelp=Check the map for possible errors
FileImportModHelp=Import a *.rul - Mod in the map
FileQuitHelp=Quit %9
FileRunTiberianSunHelp=Launch C&C 2 Tiberian Sun
HelpInfoHelp=Show information about %9
HelpTipOfTheDayHelp=Show Tip of the Day
OptionsShowMapViewHelp=Show the isometric map view
TabBasic=Basic
TabSingleplayerSettings=Additional
TabMap=Map
TabLighting=Lighting
TabSpecial=Special
TabHouses=Houses
TabTaskForces=Task forces
TabScriptTypes=Scripts
TabTeamTypes=Team types
TabTriggers=Trigger
TabTags=Tags
TabAITriggers=AI Trigger
TabAITriggerEnable=Enable AI Trigger
TabOther=All
; new map dialog
NewMapDesc=At the moment you need to specify a map that provides the mappack information needed for the ground
NewMapBrowse=Browse
NewMapMultiplayer=Multiplayer map
NewMapPrepareStandardHouses=Prepare standard houses
NewMapSetAutoProduction=Add Auto-Production triggers
NewMapPlayerHouse=Player house
NewMapImportOptions=Import options
NewMapImportTrees=Import trees
NewMapImportOverlay=Import overlay
NewMapImportUnits=Import units
NewMapCap=Assistant for new map
; map-validator dialog
MapValidatorProblemsFound=The following possible problems have been found:
MapValidatorCap=Check map
; basic dialog
BasicDesc=Note: Some settings may be ignored.
BasicName=Name:
BasicNextScenario=Next scenario:
BasicAltNextScenario=Alt. next scenario:
BasicNewIniFormat=New INI format:
BasicCarryOverCap=CarryOverCap ?:
BasicEndOfGame=End of game:
BasicSkipScore=Skip score stats:
BasicOneTimeOnly=One time only:
BasicSkipMapSelect=Skip map selection:
BasicOfficial=Official:
BasicIgnoreGlobalAITriggers=Ignore global AI Triggers:
BasicTruckCrate=Crate for destroyed trucks:
BasicTrainCrate=Crate for destroyed trains:
BasicPercent=Percent (money?):
BasicMultiplayerOnly=Only Multiplayer:
BasicTiberiumGrowthEnabled=Growing tiberium:
BasicVeinGrowthEnabled=Growing veins:
BasicIceGrowthEnabled=Growing ice:
BasicTiberiumDeathToVisceroid=Visceroid because of death in tiberium:
BasicFreeRadar=Free radar:
BasicInitTime=Initial time:
BasicAddOnNeeded=Addon needed:
; mapinfo dialog
MapDesc=General map properties:
MapSizeFrame=Map size
MapSize=Size of the whole map, used for MapPack.
MapVisibleSizeFrame=Visible area
MapVisibleSize=Visible area of the map. Format: Left, Top, Width, Height.
MapTheater=Theater:
; singleplayer basics dialog
SingleplayerDesc=Additional settings regarding a singleplayer map.
SingleplayerStartingDropships=Dropships at start:
SingleplayerCarryOverMoney=Inherit money:
SingleplayerTimerInherit=Inherit timer:
SingleplayerFillSilos=Fill silos:
SingleplayerMovies=Movies
SingleplayerIntro=Intro:
SingleplayerBrief=Briefing:
SingleplayerWin=Won:
SingleplayerLose=Lost:
SingleplayerAction=Action:
SingleplayerPostScore=After score screen:
SingleplayerPreMapSelect=Pre map select screen:
; houses dialog
HousesDesc=Houses are the different players, AI and humans. If this is a multiplayer map, don´t create any new houses here! If this is a singleplayer map and if there are no houses yet, click on "Standard houses" first, create your additional houses if you need some, and then choose the human player (don´t forget to activate "Player control" for this house)!
HousesPlayerHouse=House of human player:
HousesHouse=Current house:
HousesIQ=IQ:
HousesEdge=Map edge:
HousesSide=Side:
HousesColor=Color:
HousesAllies=Allies:
HousesAlliesHelp=List all allied houses like that: GDI,Nod,Neutral
HousesCredits=Money (x100):
HousesActsLike=Acts like
HousesNodeCount=Node count:
HousesTechlevel=Technology level:
HousesBuildActivity=Build activity (%):
HousesPlayerControl=Player control:
HousesPrepareHouses=Standard houses
HousesAddHouse=New house
HousesDeleteHouse=Delete house
; loading dialog
LoadLoadRules=Loading rules
LoadLoadAI=Loading AI settings
LoadLoadArt=Loading art
LoadLoadEva=Loading speeches
LoadLoadTheme=Loading themes
LoadLoadTutorial=Loading tutorial.ini
LoadLoadSound=Loading sounds
LoadLoadSnow=Loading Temperat.ini
LoadLoadTemperat=Loading Snow.ini
LoadLoadUrban=Loading Urban.ini
LoadLoading=Loading
LoadBuiltBy=Built by:
LoadVersion=Version:
LoadInitDDraw=Initializing Direct Draw 6
LoadInitPics=Loading Graphics
LoadExtractStdMixFiles=Opening std. MIX files (may take some time)
; iso view
IsoCaption=Map view
; iso view status bar
StructStatus=Structure:
InfStatus=Infantry:
AirStatus=Aircraft:
UnitStatus=Vehicle:
OvrlStatus=Overlay:
OvrlDataStatus=Overlay-Data:
CellTagStatus=CellTag:
TilePlaceStatus=Ctrl: Fill mode, Shift: continuous drawing, Ctrl+Shift: no auto smoothing of LAT or coast/shore
CopyHelp=Please specify the area that you want to be copied by clicking on the start and end position
; iso view object/unit list
NothingObList=Nothing
GroundObList=Ground
GroundClearObList=Clear
GroundSandObList=Ground 1
GroundRoughObList=Ground 2
GroundGreenObList=Ground 3
GroundPaveObList=Pavement
GroundWaterObList=Water
NewTunnelObList=Create tunnel (bidirectional)
ModifyTunnelObList=Modify tunnel (bidirectional)
NewTunnelSingleObList=Create tunnel (unidirectional)
ModifyTunnelSingleObList=Modify tunnel (unidirectional)
DelTunnelObList=Delete tunnel
TunnelObList=Tunnels
InfantryObList=Infantry
VehiclesObList=Vehicles
AircraftObList=Aircraft
StructuresObList=Buildings
TerrainObList=Terrain objects
SmudgesObList=Smudges
TreesObList=Trees
TrafficLightsObList=Traffic lights
SignsObList=Signs
LightPostsObList=Light posts
RndTreeObList=Paint random trees
OverlayObList=Special / Overlay
DelOvrlObList=Erase Overlay
DelOvrl0ObList=Erase single field
DelOvrl1ObList=Erase with 1-field radius
DelOvrl2ObList=Erase with 2-field radius
DelOvrl3ObList=Erase with 3-field radius
GrTibObList=Green Tiberium
BlTibObList=Blue Tiberium
DrawRanTibObList=Paint random tiberium field
DrawTibObList=Paint tiberium
IncTibSizeObList=Increase tiberium size
DecTibSizeObList=Decrease tiberium size
VeinholeObList=Veinhole monster
VeinsObList=Veins
BridgesObList=Bridges
BigBridgeObList=Big bridge (in the air)
SmallBridgeObList=Small bridge (at the ground)
BigTrackBridgeObList=Big track bridge (in the air)
SmallConcreteBridgeObList=Small concrete bridge
OthObList=Other
AllObList=All overlay
OvrlManuallyObList=Set overlay manually (not recommended)
OvrlDataManuallyObList=Set overlay data manually (not recommended)
WaypointsObList=Waypoints
CreateWaypObList=Create waypoint
CreateSpecWaypObList=Create waypoint with special ID
DelWaypObList=Delete waypoint
StartpointsObList=Player locations
StartpointsPlayerObList=Player %1
StartpointsDelete=Delete player location
CelltagsObList=Celltags
CreateCelltagObList=Create celltag
DelCelltagObList=Delete celltag
CelltagPropObList=Edit celltag properties
BaseNodesObList=Base nodes
CreateNodeNoDelObList=Create node and don´t delete building
CreateNodeDelObList=Create node and delete building
DelNodeObList=Delete node
DelObjObList=Delete objects
ChangeOwnerObList=Change owner
; celltag dialog
CellTagCap=Cell tag
CellTagDesc=Use a celltag to attach a specific cell to a tag:
CellTagTag=Attached tag:
; aircraft dialog
AirCap=Aircraft options
AirDesc=
AirHouse=Owner:
AirStrength=Strength:
AirState=State:
AirDirection=Direction:
AirTag=Attached tag:
AirP1=Veteran status:
AirP2=Group:
AirP3=Recruitable:
AirP4=AI recruitable:
; structure dialog
StructCap=Structure options
StructDesc=To add upgrades to this building, first set the upgrade count and then set the upgrades, beginning with upgrade 1.
StructHouse=Owner:
StructStrength=Strength:
StructDirection=Direction:
StructTag=Attached tag:
StructP1=Sellable:
StructAIRepairs=Rebuild:; sheek! that´s wrong... well... doesn´t really matter, just think it is Param2
StructEnergy=Energy- support:
StructUpgradeCount=Upgradecount:
StructSpotlight=Spotlight:
StructUpgrade1=Upgrade 1:
StructUpgrade2=Upgrade 2:
StructUpgrade3=Upgrade 3:
StructP2=AI repairs:
StructP3=Show name:
; unit dialog
UnitCap=Vehicle
UnitDesc=
UnitHouse=Owner:
UnitStrength=Strength:
UnitState=State:
UnitDirection=Direction:
UnitTag=Attached tag:
UnitP1=Veteran status:
UnitP2=Group:
UnitP3=On bridge:
UnitP4=Follows ID:
UnitP5=Recruitable:
UnitP6=AI recruitable:
; infantry dialog
InfCap=Infantry
InfDesc=
InfHouse=Owner:
InfStrength=Strength:
InfPos=Field pos:
InfState=State:
InfDirection=Direction:
InfTag=Attached tag:
InfP1=Veteran status:
InfP2=Group:
InfP3=On Bridge:
InfP4=Recruitable:
InfP5=AI recruitable:
; Now some translations from english to the used language (used for some combo-boxes, menus/listviews and of course unit names)
; currently used for: menu, iso-view status bar, unit/building/stuff list, overlay browser, terrain browser
[German-TranslationsRA2]
Tiberium=Erz
Gems=Kristalle
Run Tiberian Sun=Red Alert 2 starten
Tiberium Tree=Erzmine
Countries=Häuser; für Edit->Houses Dialog
FinalSun Homepage=FinalAlert Homepage
FinalSun support forum=FinalAlert Hilfeforum
AutoCreate shores=Strand erstellen (AutoShore)
Tiberium (Blue)=Erz
Tiberium (Green)=Erz
[German-Translations]
; tooltips
Heighten ground (slope logic)=Boden anheben
Lower ground (slope logic)=Boden absenken
Make terrain flat=Boden abflachen
Show all tilesets=Alle Tilesets anzeigen
Raise a single tile=Einzelnes Feld anheben (Nicht empfohlen!)
Lower a single tile=Einzelnes Feld absenken (Nicht empfohlen!)
Paint cliff front=Zugewendete Klippen zeichnen
Paint cliff back=Abgewendete Klippen zeichnen
AutoCreate shores=Strand automatisch erstellen (nur für FinalAlert)
Autocreate shores=Strand erstellen (AutoShore)
AutoLevel terrain height using cliffs=Bodenhöhe an Klippen anpassen (AutoLevel)
Auto level using cliffs=Bodenhöhe an Klippen anpassen (AutoLevel)
; other strings
FinalSun Homepage=FinalSun Homepage
FinalSun support forum=FinalSun Hilfeforum
Manual F1=Anleitung F1
Undo Ctrl+Z=Rückgängig Strg+Z
Redo Ctrl+Y=Wiederholen Strg+Y
Event=Ereignis
Action=Aktion
Events=Ereignisse
Actions=Aktionen
Trigger=Auslöser
Trigger options=Auslöser-Optionen
Edit=Bearbeiten
Map=Karte
Basic=Generell
Special flags=Spezialeinstellungen
Lighting=Lichteinstellungen
Singleplayer settings=Einzelspieler-Einstellungen
Houses=Häuser
Trigger editor=Auslöser-Editor
Tags (for experts)=Tags (für Experten)
Old trigger editor (obsolete)=Alter Auslöser-Editor (veraltet)
Scripts=Skripte
Taskforces=Truppen / Taskforces
Teams=Teams
AI Triggers=KI-Auslöser
AI Trigger enabling=KI-Auslöser aktivieren
INI editing=INI-Editierung
Terrain=Terrain
Raise ground=Boden anheben
Lower ground=Boden absenken
Flatten ground=Boden angleichen
Hide tileset=Tileset verstecken
Show every tileset=Tilesets alle anzeigen
Hide single field=Einzelnes Feld verstecken
Show all fields=Alle Felder anzeigen
Raise single tile (Be careful!)=Einzelnes Feld anheben (Vorsicht!)
Lower single tile (Be careful!)=Einzelnes Feld absenken (Vorsicht!)
Map tools=Kartentools
Change map height=Kartenhöhe ändern
Ready=Bereit
None=Keiner
Aaargh=AAAAAAAAAH!; :) LET´S SCREEEEAAAAM!!!!
File=Datei
New=Neu
Quit=Beenden
Open=Öffnen
Save=Speichern
Save as=Speichern unter
Check map=Karte überprüfen
Import mod=Mod importieren
Run Tiberian Sun=Tiberian Sun starten
Launch FinalSun version=%9 Version starten
Options=Optionen
Settings=Einstellungen
Show map view=Kartenansicht zeigen
Show minimap=Übersichtskarte zeigen
Easy mode=Anfängermodus
Help=Hilfe
Tip of the day=Tip des Tages
GDI Wall=GDI-Mauer
Nod Wall=Nod-Mauer
Tracks=Eisenbahnschienen
Other=Anderes
Mobile Construction Vehicle=Mobiles Baufahrzeug
Amphibious APC=Amphibien-APC
Titan=Titan
School Bus=Schulbus
Artillery=Artillerie
Wolverine=Werwolf
Hover MLRS=Schwebepanzer
Locomotive=Lokomotive
Harvester=Sammler
Mammoth Tank=Mammut
Devil's Tongue=Teufelszunge
Light Infantry=Leichte Infantrie
Engineer=Ingenieur
Civilian=Zivilist
Cyborg Commando=Cyborg-Kommando
Technician=Techniker
Orca Fighter=Orca-Jäger
GDI Power Plant=GDI Kraftwerk
Tiberium Refinery=Tiberium-Raffinerie
Construction Yard=Bauhof
Barracks=Barracken
Sandbags=Sandsäcke
Gate=Tor
Power Turbine=Kraftwerks-Turbine
Pavement=Pflaster
Temple of Nod=Tempel von Nod
Obelisk of Light=Obelisk des Lichts
Missile Silo=Raketensilo
Bridge repair hut=Brücken-Reparatur-Hütte
Red Light Post=Rote Lampe
Green Light Post=Grüne Lampe
Blue Light Post=Blaue Lampe
Yellow Light Post=Gelbe Lampe
Purple Light Post=Lila Lampe
Orange Light Post=Orange Lampe
Invisible Red Light Post=Unsichtbare rote Lampe
Invisible Green Light Post=Unsichtbare grüne Lampe
Invisible Blue Light Post=Unsichtbare blaue Lampe
Invisible Yellow Light Post=Unsichtbare gelbe Lampe
Invisible Purple Light Post=Unsichtbare lila Lampe
Invisible Orange Light Post=Unsichtbare orange Lampe
Invisible Light Post=Unsichtbare Lampe
Light Post=Lampe
Light Tower=Leuchtturm
Dam=Damm
Church=Kirche
Pyramid=Pyramide
Scrin Ship=Scrin-Schiff
Tree=Baum
Tiberium Tree=Tiberium-Baum
Boxes=Kisten
Bridge 1=Brücke obenlinks-untenrechts
Bridge 2=Brücke untenlinks-obenrechts
Railroad Bridge 1=Eisenbahnbrücke obenlinks-untenrechts
Railroad Bridge 2=Eisenbahnbrücke untenlinks-obenrechts
Wood Bridge 1=Holzbrücke obenlinks-untenrechts
Wood Bridge 2=Holzbrücke untenlinks-obenrechts
; FA2:YR
FinalAlert 2 Fansite link=%9 Fansite link
FinalAlert 2 Forum=%9 Forum
[English-TranslationsRA2]
Tiberium=Ore
Run Tiberian Sun=Run Red Alert 2
Tiberium Tree=Ore mine
Countries=Houses; For the edit->houses dialog
FinalSun Homepage=FinalAlert Homepage
FinalSun support forum=FinalAlert support forum
AutoCreate shores=Automatically create shore (AutoShore)
Tiberium (Blue)=Ore
Tiberium (Green)=Ore
[English-Translations]
; tooltips
Make terrain flat=Flatten ground
Raise a single tile=Raise single field (Not recommended!)
Lower a single tile=Lower single field (Not recommended!)
AutoCreate shores=Automatically create shore (only supported in FinalAlert)
Autocreate shores=Automatically create shore (AutoShore)
AutoLevel terrain height using cliffs=AutoLevel ground height using cliffs
Auto level using cliffs=AutoLevel ground height using cliffs
; other
Bridge 1=Bridge topleft-bottomright
Bridge 2=Bridge bottomleft-topright
Railroad Bridge 1=Railroad bridge topleft-bottomright
Railroad Bridge 2=Railroad bridge bottomleft-topright
Wood Bridge 1=Wood bridge topleft-bottomright
Wood Bridge 2=Wood bridge bottomleft-topright
Easy mode=Beginner mode
; FA2:YR
FinalAlert 2 Fansite link=%9 Fansite link
FinalAlert 2 Forum=%9 Forum

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@ -0,0 +1,16 @@
[Files]
[FinalAlert]
Language=English
FileSearchLikeGame=yes
[RA2]
[UserInterface]
LoadScreenDelay=4.0
UseDefaultMouseCursor=1
ShowBuildingCells=1
EasyView=0
[MiniMap]
Scale=2.000000

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Command & Conquer - Red Alert 2 (c): FinalAlert 2: Yuri's Revenge Editor 2.0
----------------------------------------------------------------------------
Copyright 2001-2024 Electronic Arts Inc. All rights reserved.
Westwood Studios [TM] is an Electronic Arts [TM] brand.
Microsoft, DirectX and Windows are trademarks of the Microsoft group of companies.
-----------------------------------------------------------------------------
TECHNICAL SUPPORT DISCLAIMER
----------
In order to ask questions about FinalAlert 2: Yuri's Revenge, please visit https://www.ea.com.
We will review the message board and reply to questions as often as we can. Technical support
is limited. FinalAlert 2: Yuri's Revenge is distributed free of charge for the benefit of Red Alert 2
fans.
MINIMUM SPECS
----------
FinalAlert 2: Yuri's Revenge:
- Microsoft Windows 10, 11 (older versions may work but are unsupported)
- 2 GB physical RAM
- Red Alert 2 installed
Command & Conquer: Red Alert 2
- see system requirements on box
- You must have the Yuri's Revenge expansion installed.
LICENSE
-------
Copyright 2001-2024 Electronic Arts Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
THIRD PARTY LICENSES
--------------------
This program uses several third party libraries. Their copyright notices
and license terms are available in the 3rdParty\licenses folder.
KNOWN ISSUES/BUGS
----------
- Problems may occur if you have one or more mods installed. If you experience problems,
please try first to remove these mods.
HOW TO START
----------
After FinalAlert 2: Yuri's Revenge has finished loading, press F1 to show the manual and
some tutorials.
Please read the manual by pressing F1 in FinalAlert 2: Yuri's Revenge. You should also
begin with the tutorials included.
FAQ
----------
Q: How can I create a zoom trigger?
A: If you want to zoom on a particular place, you must first use the 'move camera
and scroll to waypoint' action (#48) and then zoom in. The zoom rate is controlled
by an undocumented keyword which must be placed in the [General] section of RULES.INI
or your map file: ZoomInFactor=N } It works to use Edit->Ini to create a [General]
section inside the map file and insert the key.
Q: Can I play the maps online? And use the new unit types online?
A: Yes, the synchronization limit is 180 seconds. You can use the unit types online.
Q: How can I keep the map file small so that I'm able to play with 4 players online?
A: One possibility is to "hide" the preview. Just select the appropiate options when you
save the map. Since Patch 1.005 will allow longer synch times, this problem should be
less of an issue..
Q: Ok I've made a multiplayer map. How can I play it?
A: In the Yuri's Revenge map settings dialog, choose "multiplayer maps" and click on
your's (usually near the bottom). Note that you cannot load the map in the random
map editor.
Q: What is that drag & drop feature? How can I copy units/buildings or move them?
A: Instead of deleting a building and placing it somewhere else, you can simply click
with the left mouse button on the building and move your mouse while holding down the
mouse button. You can now see a line that shows where the building/unit will be placed.
If you stop holding down the button, the unit/building will be moved there. If you hold
down the shift key also, it will be "copied" there. That means you can create a big
army without having to create every unit yourself. Note: if you move/copy a building
and it is to big to be placed at the new position, no warning appears! That means you
will probably have problems if you don't make sure that there is enough space!

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// FinalAlert2:YR Script file
// Name: Move 4 starting points close to corners
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
AskContinue("This script will add AI Triggers and Teams that makes soviet AIs attack with a certain amount of Apocs. Continue?");
// disable safe mode so that we can move already existing waypoints, not just create new ones
// user must allow the script to do this. If he does not, the waypoints won´t be moved if they
// already exist.
SetSafeMode("FALSE","Necessary for moving waypoints");
AllowAdd("Necessary for adding AI trigger");
UInputGetInteger("%Count%","How many Apocalypse tanks shall be in the attack force?","1","20");
SetIniKey("ScriptTypes","63811929","63811929");
SetIniKey("TaskForces","63811928","63811928");
SetIniKey("TeamTypes","63811930","63811930");
// taskforce
SetIniKey("63811928","0","%Count%,APOC");
SetIniKey("63811928","Name","%Count% Apocs");
SetIniKey("63811928","Group","-1");
// script
SetIniKey("63811929","0","54,0");
SetIniKey("63811929","1","53,0");
SetIniKey("63811929","2","0,1");
SetIniKey("63811929","3","11,15");
SetIniKey("63811929","Name","AI Apoc Attack");
// teamtype
SetIniKey("63811930","Max","5");
SetIniKey("63811930","Full","no");
SetIniKey("63811930","Name","Apoc Attack");
SetIniKey("63811930","Group","-1");
SetIniKey("63811930","House","Neutral");
SetIniKey("63811930","Script","63811929");
SetIniKey("63811930","Whiner","no");
SetIniKey("63811930","Droppod","no");
SetIniKey("63811930","Suicide","no");
SetIniKey("63811930","Loadable","no");
SetIniKey("63811930","Prebuild","no");
SetIniKey("63811930","Priority","5");
SetIniKey("63811930","Waypoint","A");
SetIniKey("63811930","Annoyance","yes");
SetIniKey("63811930","IonImmune","no");
SetIniKey("63811930","Recruiter","yes");
SetIniKey("63811930","Reinforce","no");
SetIniKey("63811930","TaskForce","63811928");
SetIniKey("63811930","TechLevel","0");
SetIniKey("63811930","Aggressive","yes");
SetIniKey("63811930","Autocreate","no");
SetIniKey("63811930","GuardSlower","no");
SetIniKey("63811930","OnTransOnly","no");
SetIniKey("63811930","AvoidThreats","no");
SetIniKey("63811930","LooseRecruit","no");
SetIniKey("63811930","VeteranLevel","1");
SetIniKey("63811930","IsBaseDefense","no");
SetIniKey("63811930","UseTransportOrigin","no");
SetIniKey("63811930","MindControlDecision","0");
SetIniKey("63811930","OnlyTargetHouseEnemy","no");
SetIniKey("63811930","TransportsReturnOnUnload","no");
SetIniKey("63811930","AreTeamMembersRecruitable","yes");
AddAITrigger("%AITrigID%","Apoc Attack,63811930,<all>,1,1,NATECH,01000000030000000000000000000000000000000000670100000000cc869412,250.000000,230.000000,250.000000,1,0,2,0,<none>,1,1,1");
SetIniKey("AITriggerTypesEnable","%AITrigID%","yes");

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@ -0,0 +1,73 @@
// FinalAlert2:YR Script file
// Name: Move 4 starting points close to corners
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
AskContinue("This script will add AI Triggers and Teams that makes allied AIs attack with a certain amount of Prism tanks and Mirages. Continue?");
// disable safe mode so that we can move already existing waypoints, not just create new ones
// user must allow the script to do this. If he does not, the waypoints won´t be moved if they
// already exist.
SetSafeMode("FALSE","Necessary for moving waypoints");
AllowAdd("Necessary for adding AI trigger");
UInputGetInteger("%Count%","How many Prism tanks shall be in the attack force?","1","20");
UInputGetInteger("%MCount%","How many Mirage tanks shall be in the attack force?","1","20");
SetIniKey("ScriptTypes","63811829","63811829");
SetIniKey("TaskForces","63811828","63811828");
SetIniKey("TeamTypes","63811830","63811830");
// taskforce
SetIniKey("63811828","0","%MCount%,MGTK");
SetIniKey("63811828","1","%Count%,SREF");
SetIniKey("63811828","Name","%Count% Prism Tanks, %MCount% Mirages");
SetIniKey("63811828","Group","-1");
// script
SetIniKey("63811829","0","54,0");
SetIniKey("63811829","1","53,0");
SetIniKey("63811829","2","0,1");
SetIniKey("63811829","3","11,15");
SetIniKey("63811829","Name","AI Prism+Mirage Attack");
// teamtype
SetIniKey("63811830","Max","5");
SetIniKey("63811830","Full","no");
SetIniKey("63811830","Name","Prism+Mirage Attack");
SetIniKey("63811830","Group","-1");
SetIniKey("63811830","House","Neutral");
SetIniKey("63811830","Script","63811829");
SetIniKey("63811830","Whiner","no");
SetIniKey("63811830","Droppod","no");
SetIniKey("63811830","Suicide","no");
SetIniKey("63811830","Loadable","no");
SetIniKey("63811830","Prebuild","no");
SetIniKey("63811830","Priority","5");
SetIniKey("63811830","Waypoint","A");
SetIniKey("63811830","Annoyance","yes");
SetIniKey("63811830","IonImmune","no");
SetIniKey("63811830","Recruiter","yes");
SetIniKey("63811830","Reinforce","no");
SetIniKey("63811830","TaskForce","63811828");
SetIniKey("63811830","TechLevel","0");
SetIniKey("63811830","Aggressive","yes");
SetIniKey("63811830","Autocreate","no");
SetIniKey("63811830","GuardSlower","no");
SetIniKey("63811830","OnTransOnly","no");
SetIniKey("63811830","AvoidThreats","no");
SetIniKey("63811830","LooseRecruit","no");
SetIniKey("63811830","VeteranLevel","1");
SetIniKey("63811830","IsBaseDefense","no");
SetIniKey("63811830","UseTransportOrigin","no");
SetIniKey("63811830","MindControlDecision","0");
SetIniKey("63811830","OnlyTargetHouseEnemy","no");
SetIniKey("63811830","TransportsReturnOnUnload","no");
SetIniKey("63811830","AreTeamMembersRecruitable","yes");
AddAITrigger("%AITrigID%","Prism+Mirage Attack,63811830,<all>,1,1,GATECH,01000000030000000000000000000000000000000000670100000000cc869412,250.000000,230.000000,250.000000,1,0,1,0,<none>,1,1,1");
SetIniKey("AITriggerTypesEnable","%AITrigID%","yes");

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// FinalAlert2:YR Script file
// Name: Add Reveal Map Debug trigger
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
AskContinue("This script will add a trigger that reveals the whole map after 10 seconds. Continue?");
AllowAdd("TRUE");
// now add the trigger, use the variable %TriggerID% as ID filler, and let a tag be created automatically
AddTrigger("%TriggerID%", "Americans,<none>,Reveal Map Debug Trigger,0,1,1,1,0", "1,13,0,10", "1,16,0,0,0,0,0,0,A", "TRUE");
Message("Trigger %TriggerID% added","Success");

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// FinalAlert2:YR Script file
// Name: Create Morning Lighting
// Written By: Matthias Wagner
// Last Change: August 27, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
SetSafeMode("FALSE","Necessary for setting lighting values");
SetIniKey("Lighting","Level","0.028000");
SetIniKey("Lighting","IonLevel","0.028000");
SetIniKey("Lighting","Ambient","1.000000");
SetIniKey("Lighting","Red","1.080000");
SetIniKey("Lighting","Green","0.940000");
SetIniKey("Lighting","Blue","0.680000");
SetIniKey("Lighting","IonAmbient","0.650000");
SetIniKey("Lighting","IonRed","0.695000");
SetIniKey("Lighting","IonGreen","0.445000");
SetIniKey("Lighting","IonBlue","0.775000");

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// FinalAlert2:YR Script file
// Name: Create Morning Lighting
// Written By: Matthias Wagner
// Last Change: August 27, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
SetSafeMode("FALSE","Necessary for setting lighting values");
SetIniKey("Lighting","Level","0.028000");
SetIniKey("Lighting","IonLevel","0.028000");
SetIniKey("Lighting","Ambient","0.750000");
SetIniKey("Lighting","Red","0.710000");
SetIniKey("Lighting","Green","0.810000");
SetIniKey("Lighting","Blue","1.190000");
SetIniKey("Lighting","IonAmbient","0.650000");
SetIniKey("Lighting","IonRed","0.695000");
SetIniKey("Lighting","IonGreen","0.445000");
SetIniKey("Lighting","IonBlue","0.775000");

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// FinalAlert2:YR Script file
// Name: Create Morning Lighting
// Written By: Matthias Wagner
// Last Change: August 27, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
SetSafeMode("FALSE","Necessary for setting lighting values");
SetIniKey("Lighting","Level","0.028000");
SetIniKey("Lighting","IonLevel","0.028000");
SetIniKey("Lighting","Ambient","0.750000");
SetIniKey("Lighting","Red","1.090000");
SetIniKey("Lighting","Green","0.800000");
SetIniKey("Lighting","Blue","0.490000");
SetIniKey("Lighting","IonAmbient","0.650000");
SetIniKey("Lighting","IonRed","0.695000");
SetIniKey("Lighting","IonGreen","0.445000");
SetIniKey("Lighting","IonBlue","0.775000");

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// FinalAlert2:YR Script file
// Name: Create Morning Lighting
// Written By: Matthias Wagner
// Last Change: August 27, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
SetSafeMode("FALSE","Necessary for setting lighting values");
SetIniKey("Lighting","Level","0.028000");
SetIniKey("Lighting","IonLevel","0.028000");
SetIniKey("Lighting","Ambient","0.350000");
SetIniKey("Lighting","Red","0.510000");
SetIniKey("Lighting","Green","0.460000 ");
SetIniKey("Lighting","Blue","1.410000");
SetIniKey("Lighting","IonAmbient","0.650000");
SetIniKey("Lighting","IonRed","0.695000");
SetIniKey("Lighting","IonGreen","0.445000");
SetIniKey("Lighting","IonBlue","0.775000");

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// FinalAlert2:YR Script file
// Name: Enlarge map by 50x50
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
Is("%Width%", ">", "150", "WidthTooLarge");
Is("%Height%", ">", "150", "HeightTooLarge");
Print("Script cannot resize map, because the map width is too large.","WidthTooLarge");
Print("Script cannot resize map, because the map height is too large.","HeightTooLarge");
Cancel("WidthTooLarge");
Cancel("HeightTooLarge");
SetVariable("NW", "%Width%");
SetVariable("NH", "%Height%");
SetVariable("X", "25");
SetVariable("Y", "25");
Add("NW", "50");
Add("NH", "50");
AskContinue("This script will resize the map from %Width%x%Height% to NWxNH. Continue?");
Resize("X","Y","NW","NH");

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// FinalAlert2:YR Script file
// Name: Change Unit Facing
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
SetAutoUpdate("FALSE"); // no screen flickering...
SetVariable("%TCounter%","%InfantryCount%");
// LOOP BEGIN
:LoopInfantry:
SetVariable("%pos%","%TCounter%");
Substract("%pos%","1");
GetInfantry("%data%","%pos%");
Print("Infantry %pos%: %data%");
Substract("%TCounter%", "1", "%TCounter%"); // only substract if >=0, else infinite loop!
JumpTo("LoopInfantry","%TCounter%");
SetVariable("%TCounter%","%UnitCount%");
// LOOP BEGIN
:LoopVehicle:
SetVariable("%pos%","%TCounter%");
Substract("%pos%","1");
GetVehicle("%data%","%pos%");
Print("Vehicle %pos%: %data%");
Substract("%TCounter%", "1", "%TCounter%"); // only substract if >=0, else infinite loop!
JumpTo("LoopVehicle","%TCounter%");
SetVariable("%TCounter%","%AircraftCount%");
// LOOP BEGIN
:LoopAircraft:
SetVariable("%pos%","%TCounter%");
Substract("%pos%","1");
GetAircraft("%data%","%pos%");
Print("Aircraft %pos%: %data%");
Substract("%TCounter%", "1", "%TCounter%"); // only substract if >=0, else infinite loop!
JumpTo("LoopAircraft","%TCounter%");
SetVariable("%TCounter%","%StructureCount%");
// LOOP BEGIN
:LoopStructure:
SetVariable("%pos%","%TCounter%");
Substract("%pos%","1");
GetStructure("%data%","%pos%");
Print("Structure %pos%: %data%");
Substract("%TCounter%", "1", "%TCounter%"); // only substract if >=0, else infinite loop!
JumpTo("LoopStructure","%TCounter%");

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// FinalAlert2:YR Script file
// Name: Move 4 starting points close to corners
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
Print("Player count: %PlayerCount%");
Print("Waypoint count: %WaypointCount%");
Print("Unit count: %UnitCount%");
Print("Infantry count: %InfantryCount%");
Print("Structure count: %StructureCount%");
Print("Aircraft count: %AircraftCount%");
SetVariable("%WPCounter%","100");
// BEGIN WAYPOINT LOOP
:WaypointLoop:
SetVariable("%WPID%","100");
Substract("%WPID%","%WPCounter%");
GetWaypointPos("%WPID%","%X%","%Y%");
Print("Waypoint %WPID%: %X% / %Y%","%X%"); // List waypoint if x coordinate !=0, as we have non-existing waypoints
Substract("%WPCounter%","1");
JumpTo("WaypointLoop", "%WPCounter%");
// END WAYPOINT LOOP

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// FinalAlert2:YR Script file
// Name: Move 4 starting points close to corners
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
// only for multiplayer maps:
RequiresMP();
Is("%PlayerCount%","!=", "4", "4Players?");
Print("Warning: Script usually should be used only on 4 player maps.","4Players?");
Print("This map currently has %PlayerCount% players.","4Players?");
Print("The map will be set up for at least 4 players","4Players?");
AskContinue("This tool will move the starting locations of the first 4 players into the corners of the map. It needs to disable INI protection to do this.");
// disable safe mode so that we can move already existing waypoints, not just create new ones
// user must allow the script to do this. If he does not, the waypoints won´t be moved if they
// already exist.
SetSafeMode("FALSE","Necessary for moving waypoints");
// Waypoint 0:
SetVariable("Y", "20");
SetVariable("X", "%Width%");
SetWaypoint("0", "X", "Y");
// Waypoint 1:
SetVariable("X", "20");
SetVariable("Y", "%Width%");
SetWaypoint("1", "X", "Y");
// helper variable for 2,3:
SetVariable("V", "%IsoSize%");
Substract("V", "20");
// Waypoint 2:
SetVariable("X", "%Height%");
SetVariable("Y", "V");
SetWaypoint("2", "X", "Y");
// Waypoint 3:
SetVariable("Y", "%Height%");
SetVariable("X", "V");
SetWaypoint("3", "X", "Y");

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// FinalAlert2:YR Script file
// Name: Make Aircraft Recruitable
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
AllowDelete("Necessary for changing aircraft");
AllowAdd("Necessary for changing aircraft");
Is("%DeleteAllowed%","=","0","%NoDelete%");
Print("Deletion must be allowed for this script to run!","%NoDelete%");
Cancel("%NoDelete%");
Is("%AddAllowed%","=","0","%NoAdd%");
Print("Adding must be allowed for this script to run!","%NoAdd%");
Cancel("%NoAdd%");
Ask("%specified%","Do you want to limit changes to a specific house?","Limit to house");
SetVariable("%House%","");
UInputGetHouse("%House%","House:","%specified%");
SetAutoUpdate("FALSE"); // no screen flickering...
Is("%AircraftCount%","=","0","%Abort%");
Cancel("%Abort%");
SetVariable("%TCounter%","%AircraftCount%");
// LOOP BEGIN
:Loop:
SetVariable("%pos%","%TCounter%");
Substract("%pos%","1");
GetAircraft("%data%","%pos%");
SetVariable("%Differ%","0");
GetParam("%param%", "%data%", "0", "%specified%");
Is("%param%","!=","%House%","%Differ%","%specified%");
Substract("%TCounter%","1", "%Differ%");
And("%cancelloop%","%Differ%", "%TCounter%");
JumpTo("Loop", "%cancelloop%");
// if we are here, and Differ is set to TRUE, TCounter must be 0, so cancel script.
Cancel("%Differ%");
DeleteAircraft("%pos%");
// recruitable & AI recruitable
SetParam("%data%","10","1");
SetParam("%data%","11","1");
AddAircraft("%data%");
Substract("%TCounter%", "1", "%TCounter%"); // only substract if >=0, else infinite loop!
JumpTo("Loop","%TCounter%");

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// FinalAlert2:YR Script file
// Name: Make Infantry Recruitable
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
AllowDelete("Necessary for changing infantry");
AllowAdd("Necessary for changing infantry");
Is("%DeleteAllowed%","=","0","%NoDelete%");
Print("Deletion must be allowed for this script to run!","%NoDelete%");
Cancel("%NoDelete%");
Is("%AddAllowed%","=","0","%NoAdd%");
Print("Adding must be allowed for this script to run!","%NoAdd%");
Cancel("%NoAdd%");
Ask("%specified%","Do you want to limit changes to a specific house?","Limit to house");
SetVariable("%House%","");
UInputGetHouse("%House%","House:","%specified%");
SetAutoUpdate("FALSE"); // no screen flickering...
Is("%InfantryCount%","=","0","%Abort%");
Cancel("%Abort%");
SetVariable("%TCounter%","%InfantryCount%");
// LOOP BEGIN
:Loop:
SetVariable("%pos%","%TCounter%");
Substract("%pos%","1");
IsInfantryDeleted("%deleted?%","%pos%");
Is("%deleted?%","=","0","%existing%");
GetInfantry("%data%","%pos%");
SetVariable("%Differ%","0");
GetParam("%param%", "%data%", "0", "%specified%");
Is("%param%","!=","%House%","%Differ%","%specified%");
Substract("%TCounter%","1", "%Differ%");
And("%cancelloop%","%Differ%", "%TCounter%");
JumpTo("Loop", "%cancelloop%");
// if we are here, and Differ is set to TRUE, TCounter must be 0, so cancel script.
Cancel("%Differ%");
DeleteInfantry("%pos%","%existing%");
// recruitable & AI recruitable
SetParam("%data%","12","1","%existing%");
SetParam("%data%","13","1","%existing%");
AddInfantry("%data%","%existing%");
Substract("%TCounter%", "1", "%TCounter%"); // only substract if >=0, else infinite loop!
JumpTo("Loop","%TCounter%");

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// FinalAlert2:YR Script file
// Name: Make Vehicle Recruitable
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
AllowDelete("Necessary for changing vehicles");
AllowAdd("Necessary for changing vehicles");
Is("%DeleteAllowed%","=","0","%NoDelete%");
Print("Deletion must be allowed for this script to run!","%NoDelete%");
Cancel("%NoDelete%");
Is("%AddAllowed%","=","0","%NoAdd%");
Print("Adding must be allowed for this script to run!","%NoAdd%");
Cancel("%NoAdd%");
Ask("%specified%","Do you want to limit changes to a specific house?","Limit to house");
SetVariable("%House%","");
UInputGetHouse("%House%","House:","%specified%");
SetAutoUpdate("FALSE"); // no screen flickering...
Is("%UnitCount%","=","0","%Abort%");
Cancel("%Abort%");
SetVariable("%TCounter%","%UnitCount%");
// LOOP BEGIN
:Loop:
SetVariable("%pos%","%TCounter%");
Substract("%pos%","1");
GetVehicle("%data%","%pos%");
SetVariable("%Differ%","0");
GetParam("%param%", "%data%", "0", "%specified%");
Is("%param%","!=","%House%","%Differ%","%specified%");
Substract("%TCounter%","1", "%Differ%");
And("%cancelloop%","%Differ%", "%TCounter%");
JumpTo("Loop", "%cancelloop%");
// if we are here, and Differ is set to TRUE, TCounter must be 0, so cancel script.
Cancel("%Differ%");
DeleteVehicle("%pos%");
// recruitable & AI recruitable
SetParam("%data%","12","1");
SetParam("%data%","13","1");
AddVehicle("%data%");
Substract("%TCounter%", "1", "%TCounter%"); // only substract if >=0, else infinite loop!
JumpTo("Loop","%TCounter%");

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// FinalAlert2:YR Script file
// Name: Change Unit Facing
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
AllowDelete("Necessary for changing infantry");
AllowAdd("Necessary for changing infantry");
Is("%DeleteAllowed%","=","0","%NoDelete%");
Print("Deletion must be allowed for this script to run!","%NoDelete%");
Cancel("%NoDelete%");
Is("%AddAllowed%","=","0","%NoAdd%");
Print("Adding must be allowed for this script to run!","%NoAdd%");
Cancel("%NoAdd%");
Ask("%specified%","Do you want to limit random aircraft facing to a specific house?","Limit Random Aircraft facing to house");
SetVariable("%House%","");
UInputGetHouse("%House%","House:","%specified%");
SetAutoUpdate("FALSE"); // no screen flickering...
Is("%AircraftCount%","=","0","%Abort%");
Cancel("%Abort%");
SetVariable("%TCounter%","%AircraftCount%");
// LOOP BEGIN
:Loop:
SetVariable("%pos%","%TCounter%");
Substract("%pos%","1");
GetAircraft("%data%","%pos%");
SetVariable("%Differ%","0");
GetParam("%param%", "%data%", "0", "%specified%");
Is("%param%","!=","%House%","%Differ%","%specified%");
Substract("%TCounter%","1", "%Differ%");
And("%cancelloop%","%Differ%", "%TCounter%");
JumpTo("Loop", "%cancelloop%");
// if we are here, and Differ is set to TRUE, TCounter must be 0, so cancel script.
Cancel("%Differ%");
DeleteAircraft("%pos%");
GetRandom("%Facing%");
// convert random (0-32767) to 8 directions
Divide("%Facing%","4096");
// convert 8 directions to degrees
Multi("%Facing%","32");
SetParam("%data%","5","%Facing%");
AddAircraft("%data%");
Substract("%TCounter%", "1", "%TCounter%"); // only substract if >=0, else infinite loop!
JumpTo("Loop","%TCounter%");

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// FinalAlert2:YR Script file
// Name: Change Infantry Facing
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
AllowDelete("Necessary for changing infantry");
AllowAdd("Necessary for changing infantry");
Is("%DeleteAllowed%","=","0","%NoDelete%");
Print("Deletion must be allowed for this script to run!","%NoDelete%");
Cancel("%NoDelete%");
Is("%AddAllowed%","=","0","%NoAdd%");
Print("Adding must be allowed for this script to run!","%NoAdd%");
Cancel("%NoAdd%");
Ask("%specified%","Do you want to limit random infantry facing to a specific house?","Limit Random Infantry facing to house");
SetVariable("%House%","");
UInputGetHouse("%House%","House:","%specified%");
SetAutoUpdate("FALSE"); // no screen flickering...
Is("%InfantryCount%","=","0","%Abort%");
Cancel("%Abort%");
SetVariable("%TCounter%","%InfantryCount%");
// LOOP BEGIN
:Loop:
SetVariable("%pos%","%TCounter%");
Substract("%pos%","1");
IsInfantryDeleted("%deleted?%","%pos%");
Is("%deleted?%","=","0","%existing%");
GetInfantry("%data%","%pos%");
SetVariable("%Differ%","0");
GetParam("%param%", "%data%", "0", "%specified%");
Is("%param%","!=","%House%","%Differ%","%specified%");
Substract("%TCounter%","1", "%Differ%");
And("%cancelloop%","%Differ%", "%TCounter%");
JumpTo("Loop", "%cancelloop%");
// if we are here, and Differ is set to TRUE, TCounter must be 0, so cancel script.
Cancel("%Differ%");
DeleteInfantry("%pos%","%existing%");
GetRandom("%Facing%");
// convert random (0-32767) to 8 directions
Divide("%Facing%","4096");
// convert 8 directions to degrees
Multi("%Facing%","32");
Print("%Facing%");
SetParam("%data%","7","%Facing%","%existing%");
AddInfantry("%data%","%existing%");
Substract("%TCounter%", "1", "%TCounter%"); // only substract if >=0, else infinite loop!
JumpTo("Loop","%TCounter%");

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// FinalAlert2:YR Script file
// Name: Change Unit Facing
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
AllowDelete("Necessary for changing infantry");
AllowAdd("Necessary for changing infantry");
Is("%DeleteAllowed%","=","0","%NoDelete%");
Print("Deletion must be allowed for this script to run!","%NoDelete%");
Cancel("%NoDelete%");
Is("%AddAllowed%","=","0","%NoAdd%");
Print("Adding must be allowed for this script to run!","%NoAdd%");
Cancel("%NoAdd%");
Ask("%specified%","Do you want to limit random unit facing to a specific house?","Limit Random Unit facing to house");
SetVariable("%House%","");
UInputGetHouse("%House%","House:","%specified%");
SetAutoUpdate("FALSE"); // no screen flickering...
Is("%UnitCount%","=","0","%Abort%");
Cancel("%Abort%");
SetVariable("%TCounter%","%UnitCount%");
// LOOP BEGIN
:Loop:
SetVariable("%pos%","%TCounter%");
Substract("%pos%","1");
GetVehicle("%data%","%pos%");
SetVariable("%Differ%","0");
GetParam("%param%", "%data%", "0", "%specified%");
Is("%param%","!=","%House%","%Differ%","%specified%");
Substract("%TCounter%","1", "%Differ%");
And("%cancelloop%","%Differ%", "%TCounter%");
JumpTo("Loop", "%cancelloop%");
// if we are here, and Differ is set to TRUE, TCounter must be 0, so cancel script.
Cancel("%Differ%");
DeleteVehicle("%pos%");
GetRandom("%Facing%");
// convert random (0-32767) to 8 directions
Divide("%Facing%","4096");
// convert 8 directions to degrees
Multi("%Facing%","32");
SetParam("%data%","5","%Facing%");
AddVehicle("%data%");
Substract("%TCounter%", "1", "%TCounter%"); // only substract if >=0, else infinite loop!
JumpTo("Loop","%TCounter%");

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AllowAdd("Necessary");
SetVariable("%X%", "%IsoSize%");
SetVariable("%Y%", "%IsoSize%");
Divide("%X%", "2");
Divide("%Y%", "2");
SetVariable("%XCounter%","-5");
:XLoop:
SetVariable("%YCounter%","-5");
:YLoop:
Add("%YCounter%", "1");
Is("%YCounter%","<","5","YLoopAgain");
GetRandom("%Val%");
Add("%Val%","6000");
Divide("%Val%","32767")
SetVariable("%MX%","%X%");
Add("%MX%","%XCounter%");
SetVariable("%MY%","%Y%");
Add("%MY%","%YCounter%");
AddTerrain("TREE01", "%MX%","%MY%","%Val%");
JumpTo("YLoop", "YLoopAgain");
// :YLoop:
Add("%XCounter%","1");
Is("%XCounter%","<","5","XLoopAgain");
JumpTo("XLoop","XLoopAgain");
// :XLoop:

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; This file provides a standard template for every new map created in FinalAlert
; Be careful editing this file!
; [Map] section is ignored as FinalAlert will automatically create it
; Packed sections may work, but I haven´t tried this!
; You should not edit this file, as it may cause FinalSun´s created maps to crash
; Last change: April 18th 2002
[Basic]
NextScenario=
AltNextScenario=
Name=No name
NewINIFormat=4
CarryOverCap=0
EndOfGame=no
SkipScore=no
OneTimeOnly=no
SkipMapSelect=no
Official=no
IgnoreGlobalAITriggers=no
TruckCrate=no
TrainCrate=no
Percent=0
CarryOverMoney=0.000000
HomeCell=98
AltHomeCell=99
MultiplayerOnly=0
TiberiumGrowthEnabled=yes
VeinGrowthEnabled=yes
IceGrowthEnabled=yes
TiberiumDeathToVisceroid=no
FreeRadar=no
InitTime=10000
[Lighting]
Ambient=1.000000
Red=1.000000
Green=1.000000
Blue=1.000000
Ground=0.000000
Level=0.032000
IonAmbient=1.000000
IonRed=1.000000
IonGreen=1.000000
IonBlue=1.000000
IonGround=0.000000
IonLevel=0.032000
DominatorRed=0.850000
DominatorBlue=0.300000
DominatorGreen=0.200000
DominatorLevel=0.000000
DominatorGround=0.000000
DominatorAmbient=1.500000
DominatorAmbientChangeRate=0.009000
[SpecialFlags]
TiberiumGrows=yes
TiberiumSpreads=yes
TiberiumExplosive=no
DestroyableBridges=yes
MCVDeploy=no
InitialVeteran=no
FixedAlliance=no
HarvesterImmune=no
FogOfWar=no
Inert=no
IonStorms=no
Meteorites=no
Visceroids=yes

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Diese Tips & Tricks sollten Ihnen helfen, tolle neue Karten für Alarmstufe Rot 2 und Yuri's Rache zu erstellen. Lesen Sie bitte möglichst viele durch, es lohnt sich.
Falls AutoShore beim Plazieren von Tiles stören sollte, können Sie es über das Optionen-Menü deaktivieren.
Sie sollten unbedingt die neuen Klippen-Plazierungs-Werkzeuge ausprobieren. Sie finden sie in der Werkzeugleiste. Einfach auswählen, auf die Karte klicken, gedrückt halten, und Maus in Klippenrichtung bewegen.
Nachdem Sie in den Terrain-Plazierungsmodus gewechselt haben, können Sie die Pfeiltasten benutzen, um durch die verfügbaren Tilesets und Tiles zu scrollen.
Benutzen Sie die Show/Hide Funktionen, um einzelne Felder oder Terraintypen unsichtbar zu machen. Damit ist es oft viel leichter, gewisse Kartenabschnitte zu editieren.
Haben Sie bereits den Assistenten für neue Karten (unter Datei->Neu) getestet? Er bereitet automatisch alles vor, was Sie für eine Einzelspieler und Mehrspieler-Karte benötigen.
Erstellen Sie komplett neue Karten durch die Fähigkeit von FinalAlert 2: Yuri's Revenge(tm), das Terrain zu editieren!
Beachten Sie auch die Statusleiste am unteren Fensterrand. Sie hat oft hilfreiche Informationen parat.
Beachten Sie, dass die Brush/Pinsel-Grösse sowohl für "paint terrain", als auch für "flatten terrain" und "raise/lower" terrain benutzt wird.

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These tips should help you to create cool Red Alert 2 and Yuri's Revenge maps.
If you do not want AutoShore to be applied when placing tiles, you can disable AutoShore (and AutoLat) in the Options menu.
You should really try the new cliff painting tools. They both are in the toolbar. Select them, click on the map, hold down the mouse button, and move the mouse into the cliff direction.
After you have activated the tile/terrain placing mode, you can use the arrow keys to scroll through the different tilesets and tiles.
Use the show/hide functions to make certain fields or terrain types invisible. Using this, map editing in certain parts of the map becomes much easier.
Have you already tried out the "New map assistant" (File->New)? It creates all the stuff you need for a singleplayer and multiplayer map.
Create completely new maps with FinalAlert 2: Yuri's Revenge(tm)!
Pay attention to the status bar at the bottom of the window. It often contains useful information.
Consider that the brush size works for "paint terrain", "flatten terrain" (important!) and for "raise/lower" terrain.

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start explorer "%LOCALAPPDATA%\FinalAlert 2"

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start notepad "%LOCALAPPDATA%/FinalAlert 2/finalalert2log.txt"

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; FSData.ini - Data file for FinalSun
; This file is used for some things which are not known how to parse from the rules.ini
; or for other data
; last change: Matthias Wagner, Feb 12, 2024
[Debug]
;DisplayAllOverlay=Yes ; Doesn´t cripple the overlay list in any way
;EnableTrackLogic=Yes ; Enables Track Logic
;IgnoreSHPImageHeadUnused=Yes ; Use this *carefully* to make SHP graphics of some mods work that incorrectly have the shadow flag set
AllowTunnels=yes
AllowUnidirectionalTunnels=yes
;ShowBuildingsWithToTile=no
[ForceUnitPalettePrefix]
0=TIBTRE
1=VEINHOLE
2=BIGBLU
[ForceIsoPalettePrefix]
[ForceOvrlIsoPalettePrefix]
0=CRAT
[ForceOvrlUnitPalettePrefix]
; actually, barrels for non-voxel base units
[BuildingVoxelBarrels]
MMCHX=0
MMCHY=-20
[VehicleVoxelTurrets]
[StdBrushSize]
ClearTile=2
RoughTile=2
SandTile=2
GreenTile=2
PaveTile=2
WaterSet=2
[MinBrushSizeInWater] ; if completely surrounded by water
ClearTile=2
RoughTile=2
SandTile=2
GreenTile=2
PaveTile=2
; SlopeSetPieces for cliffs have a specific direction.
; used for AutoLevel logic
; CURRENTLY IGNORED
[SlopeSetPiecesDirections]
Count=10
0=Right_1
1=Left_1
2=Top_1
3=Bottom_1
4=Right_2
5=Left_2
6=Left_2
7=Bottom_2
8=Top_2
9=Top_2
[TEMPERATELimits]
TreeMax=999
;TreeMax=27
[SNOWLimits]
TreeMax=999
;TreeMax=27
[URBANLimits]
TreeMax=999
;TreeMax=27
; tileset ini overwritings
; only used by FinalAlert
[IgnoreSetTEMPERATE]
[IgnoreSetSNOW]
0=8
1=46
[UseSetTEMPERATE]
0=57
1=79
[UseSetSNOW]
[UseSetURBAN]
; hacks for shore pieces
; shore id_pos=iswater
; pos: count from left top to right, then next "row"
; But TS needs all :(
[ShoreTerrainTS]
0_0=0
0_1=0
0_2=1
0_3=1
1_0=0
1_1=0
2_0=0
2_1=0
3_0=0
4_0=0
4_1=0
4_3=0
5_0=0
5_1=0
5_2=0
6_0=0
7_0=0
8_0=0
8_2=0
9_0=0
9_2=0
10_0=0
10_2=0
11_0=0
12_0=0
12_1=0
12_3=0
13_0=0
13_3=0
13_4=0
14_2=0
15_2=0
16_2=0
16_3=0
17_2=0
17_3=0
18_2=0
18_3=0
19_1=0
20_3=0
20_4=0
20_5=0
21_2=0
21_4=0
21_5=0
22_3=0
23_3=0
24_1=0
24_3=0
25_1=0
25_3=0
26_1=0
26_3=0
27_1=0
28_1=0
28_2=0
28_5=0
29_2=0
29_4=0
29_5=0
30_1=0
31_1=0
32_0=0
32_1=0
32_2=0
33_0=0
33_1=0
33_2=0
34_0=0
34_2=0
34_3=0
35_0=0
35_2=0
35_3=0
36_1=0
36_2=0
36_3=0
37_1=0
37_2=0
37_3=0
38_0=0
38_1=0
38_3=0
39_0=0
39_1=0
39_3=0
; tilesets that may be modified using the shore or a similar logic
[SoftTileSets]
ClearTile=1
RoughTile=1
ClearToRoughLat=1
SandTile =1
ClearToSandLat=1
GreenTile=1
ClearToGreenLat=1
PaveTile=1
MiscPaveTile =1
ClearToPaveLat=1
RoughGround=0; no
WaterSet=1
ShorePieces=1
; corner strings are: cornerleft, cornerright, cornerbottom, cornertop
[CliffBackData]
vertic_diag_c=2
;vertic_diag_2=0
vertic_diag_0=2
vertic_diag_1=3
;vertic_diag_3=1 ; unused at moment
vertic_diag_cornertop_c=1
;vertic_diag_cornertop_1=0
vertic_diag_cornertop_0=1
horiz_c=4
horiz_0=22
horiz_1=23
horiz_2=24
horiz_3=25 ;2x1, not 2x2, unused at moment
horiz_cornerbottom_c=2
horiz_cornerbottom_0=28
horiz_cornerbottom_1=29
horiz_cornertop_c=0
;horiz_cornertop_0=31
vertic_c=4
vertic_0=34
vertic_1=35
vertic_2=36
vertic_3=37 ;2x1, not 2x2, unused at moment
vertic_cornerright_c=2
vertic_cornerright_0=29
vertic_cornerright_1=28
[CliffFrontData]
vertic_diag_c=2
vertic_diag_0=18
vertic_diag_1=19
;vertic_diag_2=20
;vertic_diag_3=21 ; unused at moment
vertic_diag_cornerleft_c=1
vertic_diag_cornerleft_0=20
;vertic_diag_cornerleft_1=21
vertic_diag_cornerright_c=2
vertic_diag_cornerright_0=32
vertic_diag_cornerright_1=33
horiz_c=4
horiz_0=4
horiz_1=5
horiz_2=6
horiz_3=7 ;2x1, not 2x2, unused at moment
horiz_cornertop_c=1
horiz_cornertop_0=1
horiz_diag_c=6
horiz_diag_0=8
horiz_diag_1=9
horiz_diag_2=10
horiz_diag_3=11 ; unused at moment
horiz_diag_4=12 ; unused at moment
horiz_diag_5=13 ; unused at moment
vertic_c=4
vertic_0=14
vertic_1=15
vertic_2=16
vertic_3=17 ;2x1, not 2x2, unused at moment
vertic_cornerleft_c=1
vertic_cornerleft_0=21
; EVENTS AND ACTIONS
; param type format: Description,ListType
; ListTypes (all those not implemented yet but stubbed when this ini was written are marked with *):
; 0-Nothing
; 1-Houses
; 2-Teamtypes
; 3-UnitTypes
; 4-InfantryTypes
; 5-AircraftTypes
; 6-BuildingTypes
; 7-Videos
; 8-tutorial texts
; 9-Triggers
; 10-yes/no
; 11=sounds *
; 12=themes *
; 13=speeches *
; 14=special weapons
; 15=animations
; 16=particles
; 17=waypoints
; 18=crate types *
; 19=speech bubble types *
; 20=Global variables <--- wrong, local variables!
; 21=.CSF strings (RA2 only) *
; 22=Tag *
; 23=Meteors *
; 24=Weapons *
; 25=Light behavior *
; 26=Shower *
[ParamTypes]
0=Unused,0
1=Unknown,0
2=House,1
3=Local variable,20
4=Time,0
5=Credits,0
6=Number,0
7=Teamtype,2
8=Building,6
9=Aircraft,5
10=Infantry,4
11=Unit,3
12=Movie,7
13=Text,8
14=Trigger,9
15=Enabled,10
16=Sound,11
17=Theme,12
18=Speech,13
19=Steps,0
20=Super weapon,14
21=Left,0
22=Top,0
23=Right,0
24=Bottom,0
25=Animation,15
26=Particle,16
27=Duration,0
28=Speed,0
29=Meteor size,29
30=Waypoint,17
31=Crate type,18
32=Speech bubble,19
33=String,21
34=Action,9
35=Global variable,0
36=Special,0
37=Activated,10
38=Tag,22
39=Techtype,0
40=Quarry,0
41=Weapon,24
42=Light behavior,25
43=Event,9
44=Shower,26
45=Float value,0
; events format:
; #=Description, P1 type, P2 type, TagNeeded, Obsolete,Desc2,UsedInTS,UsedInRA2,ID
; negative number for type currently not supported (only Actions do support yet)!
; NOTE: Actions not listed in [Events] but in [EventsRA2] will be ignored. Use the "used in RA2" to support them.
; NOTE: To overwrite TS events with RA2 special ones, add the new event to the [EventsRA2] section.
; NOTE: ID must be the same like #
[Events]
0=-No Event-,0,0,0,0,This is a null event. There is no need to ever use this in a real trigger.,1,1,0
1=Entered by...,0,2,0,0,Triggers when an infantry or vehicle enters the attached object. Typically this trigger is attached to a building or a cell.,1,1,1
2=Spied upon,0,0,0,0,Detects when a spy has entered the attached building.,1,1,2
3=Thieved by...,0,2,0,0,Triggers when a thief steals money from the specified house.,1,1,3
4=Discovered by player,0,0,0,0,Detects when the attached object has been discovered by the player. Discovered means reavealed from under the shroud.,1,1,4
5=House Discovered...,0,2,0,0,Triggers when the specified house has any of its units or buildings discovered by the player.,1,1,5
6=Attacked by any house,0,0,0,0,Triggers when the attached unit is attacked in some manner. Incidental damage or friendly fire does not count.,1,1,6
7=Destroyed by any house,0,0,0,0,Triggers when the attached object has been destroyed. Destroyed by incidental damage or friendly fire doesn't count.,1,1,7
8=Any Event,0,0,0,0,When used alone%1 it will force the trigger to spring immediately.,1,1,8
9=Destroyed%1 Units%1 All...,0,2,0,0,Triggers when all units of the specified house have been destroyed. Typically used for end of game conditions.,1,1,9
10=Destroyed%1 Buildings%1 All...,0,2,0,0,Triggers when all buildings of the specified side have been destroyed. Typically used for end of game conditions.,1,1,10
11=Destroyed%1 All...,0,2,0,0,Triggers when all objects owned by the specified house have been destroyed. This is the normal (destroy everyone) trigger condition for end of game.,1,1,11
12=Credits exceed...,0,6,0,0,Triggers when the house (for this trigger) credit total exceeds this specified amount.,1,1,12
13=Elapsed Time...,0,6,0,0,Triggers when the elapsed time has expired. This time is initialized when the trigger is created. Timer is reset whenever trigger is sprung when trigger is 'persistant'.,1,1,13
14=Mission Timer Expired,0,0,0,0,Triggers when the global mission timer (as displayed on the screen) has reached zero.,1,1,14
15=Destroyed%1 Buildings%1 #...,0,6,0,0,Triggers when the number of buildings%1 owned by the trigger's specified house%1 have been destroyed.,1,1,15
16=Destroyed%1 Units%1 #...,0,6,0,0,Triggers when the number of units%1 owned by the trigger's specified house%1 have been destroyed.,1,1,16
17=No Factories left,0,0,0,0,Triggers when there are no factories left for the house specified in the trigger.,1,1,17
18=Civilians Evacuated,0,0,0,0,Triggers when civilians have been evacuated (left the map).,1,1,18
19=Build Building Type...,0,8,0,0,When the trigger's house builds the building type specified%1 then this event will spring.,1,1,19
20=Build Unit Type...,0,11,0,0,When the trigger's house builds the unit type specified%1 then this event will spring.,1,1,20
21=Build Infantry Type...,0,10,0,0,When the trigger's house builds the infantry type specified%1 then this event will spring.,1,1,21
22=Build Aircraft Type...,0,9,0,0,When the trigger's house builds the aircraft type specified%1 then this event will spring.,1,1,22
23=Leaves map (team)...,-1,7,0,0,Triggers when the specified team leaves the map. If the team is destroyed%1 it won't trigger. If all but one member is destroyed and that last member leaves the map%1 it WILL spring.,1,1,23
24=Zone Entry by...,0,2,0,0,Triggers when a unit of the dpecified house enters the same zone that this trigger is located in. This trigger must be located in a cell and only a cell.,1,1,24
25=Crosses Horizontal Line...,0,2,0,0,Triggers when a unit of the specified house crosses the horizontal line as indicated by the location of this trigger. This trigger must be placed in a cell.,1,1,25
26=Crosses Vertical Line...,0,2,0,0,Triggers when a unit of the specified house crosses the vertical line as indicated by the location of this trigger. This trigger must be placed in a cell.,1,1,26
27=Global is set...,0,35,0,0,Triggers when the specifed global (named in Globals.INI) is turned on.,1,1,27
28=Global is clear...,0,35,0,0,Triggers when the specified global (named in Globals.INI) is turned off.,1,1,28
29=Destroyed by anything [not infiltrate],0,0,0,0,Triggers when attached object is destroyed%1 but not if it infiltrates a building/unit.,1,1,29
30=Low Power...,0,2,0,0,Triggers when the specified house's power falls below 100% level.,1,1,30
31=Bridge destroyed,0,0,0,0,Triggers when the attached bridge is destroyed. A bridge is considered destroyed when an impassable gap is created in the bridge.,1,1,31
32=Building exists...,0,8,0,0,Triggers when the building (owned by the house of this trigger) specified exists on the map. This works for buildings that are preexisting or constructed by deploying.,1,1,32
33=Selected by player,0,0,0,0,Triggers when the unit is selected by the player. Use in single-player only.,1,1,33
34=Comes near waypoint...,0,30,0,0,Triggers when the object comes near the specified waypoint.,1,1,34
35=Enemy In Spotlight...,0,0,0,0,Triggers when an enemy unit enters the spotlight cast by the attached building.,1,1,35
36=Local is set...,0,3,0,0,Triggers when the specifed local is turned on.,1,1,36
37=Local is clear...,0,3,0,0,Triggers when the specified local is turned off.,1,1,37
38=First damaged (combat only),0,0,0,0,Triggers when first suffering from combat damage from combat damage only.,1,1,38
39=Half health (combat only),0,0,0,0,Triggers when damaged to half health >from combat damage only.,1,1,39
40=Quarter health (combat only),0,0,0,0,Triggers when damaged to quarter health from combat damage only.,1,1,40
41=First damaged (any source),0,0,0,0,Triggers when first suffering from combat damage from any source.,1,1,41
42=Half health (any source),0,0,0,0,Triggers when damaged to half health >from any source.,1,1,42
43=Quarter health (any source),0,0,0,0,Triggers when damaged to quarter health from any source.,1,1,43
44=Attacked by (house)...,0,2,0,0,When attacked by some unit of specified house.,1,1,44
45=Ambient light <= ...,0,6,0,0,Triggers when the ambient light drops below a certain level. Use numbers between 0 and 100.,1,1,45
46=Ambient light >= ...,0,6,0,0,Triggers when the ambient light rises above a certain level. Use numbers between 0 and 100.,1,1,46
47=Elapsed Scenario Time...,0,6,0,0,When time has elapsed since start of scenario.,1,1,47
48=Destroyed by anything,0,0,0,0,Triggers when destroyed by anything what-so-ever.,1,1,48
49=Pickup Crate,0,0,0,0,When crate is picked up object the trigger is attached to.,1,1,49
50=Pickup Crate (any),0,0,0,0,When crate is picked up by any unit.,1,1,50
51=Random delay...,0,6,0,0,Delays a random time between 50 and 150 percent of time specified.,1,1,51
52=Credits below...,0,6,0,0,Triggers when the house (for this trigger) credit total is below this specified amount.,1,1,52
53=Player under EMP effect,0,2,0,0,Specific house is under EMP effect,1,1,53
; action format:
; #=Description, P1 type, P2 type, P3 type, P4 type, P5Type, P6Type, uses waypoint, uses tag, Obsolete, used in TS, used in RA2, ID
; if using negative number for type, param will be set to the absolute value of this number
; NOTE: Actions not listed in [Actions] but in [ActionsRA2] will be ignored. Use the "used in RA2" to support them.
; NOTE: To overwrite TS actions with RA2 special ones, add the new action to the [ActionsRA2] section.
; NOTE: ID must be the same like #
[Actions]
0=-No Action-,0,0,0,0,0,0,0,0,0,This is a null action. It will do nothing and is equivalent to not having an action at all. Why use it?,1,1,0
1=Winner is...,0,2,0,0,0,0,0,0,0,The winner will be forced to be the house specified. The game will end immediately. Typically%1 the player's house is specified.,1,1,1
2=Loser is...,0,2,0,0,0,0,0,0,0,The loser will be force to be the house specified. The game will end immediately. Typically%1 the player's house is specified.,1,1,2
3=Production Begins...,0,2,0,0,0,0,0,0,0,The computer's house (as specified) will begin production of units and structures.,1,1,3
4=Create Team...,-1,7,0,0,0,0,0,0,0,Creates a team of the type specified (owned by the house of this trigger). The team member are NOT automatically created however.,1,1,4
5=Destroy Team...,-1,7,0,0,0,0,0,0,0,Destroys all instances of the team type specified. The units in those existing teams will remain and be available for recruiting into other teams.,1,1,5
6=All to Hunt...,0,2,0,0,0,0,0,0,0,Forces all units%1 of the house specified%1 into 'hunt' mode. They will seek out and destroy their enemies.,1,1,6
7=Reinforcement (team)...,-1,7,0,0,0,0,0,0,0,Create a reinforcement of the specified team. The members of the team WILL be created magically by this action.,1,1,7
8=Drop Zone Flare (waypoint)...,0,30,0,0,0,0,0,0,0,Display a drop zone flair at the waypoint specified. The map will also be reaveald around that location.,1,1,8
9=Fire Sale...,0,2,0,0,0,0,0,0,0,Cause all buildings of the specified house to be sold (for cash and prizes). Typically this is used in the final assault by the computer.,1,1,9
10=Play Movie...,0,12,0,0,0,0,0,0,0,Displays the specified movie (full screen). The game is paused while this occurs and resumes normally after it completes.,1,1,10
11=Text Trigger...,0,13,0,0,0,0,0,0,0,Display the text identified by the label in Tutorial.ini.,1,1,11
12=Destroy Trigger...,-2,14,0,0,0,0,0,0,0,Destroy all current instances of the trigger type specified. This does not prevent future instances of that trigger >from being created.,1,1,12
13=Autocreate Begins...,0,2,0,0,0,0,0,0,0,Initiates autocreate for the house specified. This will cause the computer's house to build autocreate teams as it sees fit.,1,1,13
14=Change House...,0,2,0,0,0,0,0,0,0,Changes owning house to the one specified for attached objects.,1,1,14
15=Allow Win,0,0,0,0,0,0,0,0,0,Removes one 'blockage' from allowing the player to win. The blockage number is equal the number of triggers created that have this action.,1,1,15
16=Reveal all map,0,0,0,0,0,0,0,0,0,Reveals the entire map to all players.,1,1,16
17=Reveal around waypoint...,0,30,0,0,0,0,0,0,0,Reveals a region of the map to the player around the waypoint specified.,1,1,17
18=Reveal zone of waypoint...,0,30,0,0,0,0,0,0,0,Reveals all cells that share the same zone as the waypoing specified. This yields some wierd results. Use with caution.,1,1,18
19=Play sound effect...,0,16,0,0,0,0,0,0,0,Plays the sound effect specified. Use numbers from Sound.ini and Sound01.ini and then apply the sound system.,1,1,19
20=Play music theme...,0,17,0,0,0,0,0,0,0,Plays the music theme specified. Look up the number of the song in Theme.ini then Add 1.,1,1,20
21=Play speech...,0,18,0,0,0,0,0,0,0,Plays the speech sound specified,1,1,21
22=Force Trigger...,-2,14,0,0,0,0,0,0,0,Force all triggers of this specified type to spring regardless of what it's event flags may indicate.,1,1,22
23=Timer Start,0,0,0,0,0,0,0,0,0,Start the global mission timer.,1,1,23
24=Timer Stop,0,0,0,0,0,0,0,0,0,Stop the global mission timer.,1,1,24
25=Timer Extend...,0,6,0,0,0,0,0,0,0,Extend the global mission timer by the time specified.,1,1,25
26=Timer Shorten...,0,6,0,0,0,0,0,0,0,Short the global mission timer by the time specified. It can never be reduced below 'zero' time.,1,1,26
27=Timer Set...,0,6,0,0,0,0,0,0,0,Set the global mission timer to the value specified.,1,1,27
28=Global Set...,0,35,0,0,0,0,0,0,0,Set the global flag. Global flags are named in the file Globals.INI. Global flags can be either 'on/set/true' or 'off/clear/false'. Globals are reset by saved games.,1,1,28
29=Global Clear...,0,35,0,0,0,0,0,0,0,Clear the global flag. Global flags are named in the file Globals.INI. Global flags can either be 'on/set/true' or 'off/clear/false'. Globals are reset by saved games.,1,1,29
30=Auto Base Building...,0,37,0,0,0,0,0,0,0,Initialize the computer skirmish mode build control to either 'on' or 'off' state. When 'on'%1 the computer takes over as if it were in skirmish mode. (gs make sure he has a con yard),1,1,30
31=Grow shroud one 'step',0,0,0,0,0,0,0,0,0,Increase the shroud darkness by one step (cell).,1,1,31
32=Destroy attached building,0,0,0,0,0,0,0,0,0,Destroy any buildings%1 bridges%1 or units that this trigger is attached to.,1,1,32
33=Add 1-time special weapon...,0,36,0,0,0,0,0,0,0,Add a one-shot special weapon (as indicated) to the trigger's house.,1,1,33
34=Add repeating special weapon...,0,36,0,0,0,0,0,0,0,Add a permanent special weapon (as indicated) to the trigger's house.,1,1,34
35=Preferred target...,0,40,0,0,0,0,0,0,0,Specify what the trigger's house should use as its preferred target when using special weapon attacks.,1,1,35
36=All change house...,0,2,0,0,0,0,0,0,0,All objects of one house change ownership to specified house.,1,1,36
37=Make ally...,0,2,0,0,0,0,0,0,0,Cause this trigger's house to ally with the house specified.,1,1,37
38=Make enemy...,0,2,0,0,0,0,0,0,0,Cause this trigger's house to un-ally (declare war) with the house specified.,1,1,38
39=Change Zoom Level...,0,6,0,0,0,0,0,0,0,Changes the zoom out level of the player's radar map. Use 1 for normal view%1 2 for zoomed out.,1,1,39
40=Resize Player View...,0,0,21,22,23,24,0,0,0,Changes the player's viewing rectangle into the map. Enter as: x%1y%1w%1h where x%1y gives the upper left corner and w%1h give the width and height.,1,1,40
41=Play Anim At...,0,25,0,0,0,0,1,0,0,Plays the specified anim in the specified cell. Use numbers from [Animations] and either subtract 2 or 5 (depending on the position in the list),1,1,41
42=Do Explosion At...,0,41,0,0,0,0,1,0,0,Creates an explosion in the specified cell%1 using the specified warhead.,1,1,42
43=Meteor Impact At...,0,29,0,0,0,0,1,0,0,Sends a meteor at the specified cell.,1,0,43
44=Ion Storm start...,0,6,0,0,0,0,0,0,0,Starts an ion storm sequence to run for the specified number of game frames.,1,0,44
45=Ion Storm stop...,0,0,0,0,0,0,0,0,0,End an Ion storm in progress.,1,0,45
46=Lock input,0,0,0,0,0,0,0,0,0,Disables user input.,1,1,46
47=Unlock input,0,0,0,0,0,0,0,0,0,Enables user input.,1,1,47
48=Center Camera at Waypoint...,0,28,0,0,0,0,1,0,0,Moves the tactical view to a specified waypoint at the specified speed. Use 1 through 4 for good results.,1,1,48
49=Zoom in,0,0,0,0,0,0,0,0,0,Zooms the tactical map in.,1,1,49
50=Zoom out,0,0,0,0,0,0,0,0,0,Zooms the tactical map out.,1,1,50
51=Reshroud Map,0,0,0,0,0,0,0,0,0,Reshrouds the entire map for all players.,1,1,51
52=Change Light Behavior,0,42,0,0,0,0,0,0,0,Changes the way a building spotlight behaves. Attach this trigger to a building that casts a spotlight. 0= no Spotlight - 1= Circle - 2= Rules.ini settings (affected by direction) - 3= Unit in Spotlight,1,1,52
53=Enable Trigger,-2,14,0,0,0,0,0,0,0,Enables the target trigger.,1,1,53
54=Disable Trigger,-2,14,0,0,0,0,0,0,0,Disables the target trigger.,1,1,54
55=Create Radar Event,0,43,0,0,0,0,1,0,0,Creates a radar event at the specified waypoint,1,1,55
56=Local Set...,0,3,0,0,0,0,0,0,0,Set the local flag. Local flags can be either 'on/set/true' or 'off/clear/false'.,1,1,56
57=Local Clear...,0,3,0,0,0,0,0,0,0,Clear the local flag. Local flags can either be 'on/set/true' or 'off/clear/false'.,1,1,57
58=Meteor Shower At...,0,44,0,0,0,0,1,0,0,Creates a meteor shower around the specified waypoint.,1,1,58
59=Reduce Tiberium At...,0,30,0,0,0,0,0,0,0,Reduces Tiberium around the specified waypoint.,0,0,59
60=Sell building,0,0,0,0,0,0,0,0,0,Sells the building attached to this trigger.,1,1,60
61=Turn off building,0,0,0,0,0,0,0,0,0,Turn off building attached to this trigger.,1,1,61
62=Turn on building,0,0,0,0,0,0,0,0,0,Turn on building attached to this trigger.,1,1,62
63=Apply 100 damage at...,0,30,0,0,0,0,0,0,0,Applies 100 points of HE damage at location.,1,1,63
64=Light flash (small) at...,0,30,0,0,0,0,0,0,0,Shows a small light flash at location.,1,1,64
65=Light flash (medium) at...,0,30,0,0,0,0,0,0,0,Shows a medium light flash at location.,1,1,65
66=Light flash (large) at...,0,30,0,0,0,0,0,0,0,Shows a large light flash at location.,1,1,66
67=Announce Win,0,0,0,0,0,0,0,0,0,Announce that player has won.,1,1,67
68=Announce Lose,0,0,0,0,0,0,0,0,0,Announce that player has lost.,1,1,68
69=Force end,0,0,0,0,0,0,0,0,0,Force end of scenario.,1,1,69
70=Destroy Tag...,-3,38,0,0,0,0,0,0,0,Destroy tag and all attached triggers.,1,1,70
71=Set ambient step...,0,45,0,0,0,0,0,0,0,Sets ambient light fade step value.,1,1,71
72=Set ambient rate...,0,45,0,0,0,0,0,0,0,Sets ambient light fade rate.,1,1,72
73=Set ambient light...,0,6,0,0,0,0,0,0,0,Fades ambient light to new lighting level. Use numbers between 0 and 100.,1,1,73
74=AI triggers begin...,0,2,0,0,0,0,0,0,0,Start AI triggers for specified house.,1,1,74
75=AI triggers stop...,0,2,0,0,0,0,0,0,0,Stop AI triggers for specified house.,1,1,75
76=Ratio of AI trigger teams...,0,6,0,0,0,0,0,0,0,AI percentage of teams created for AI triggers (100 = all for AI trigger teams%1 0 = all for regular teams),1,1,76
77=Ratio of team aircraft...,0,6,0,0,0,0,0,0,0,AI percentage of aircraft created for teams (100 = all for teams%1 0 = all random),1,1,77
78=Ratio of team infantry...,0,6,0,0,0,0,0,0,0,AI percentage of infantry created for teams (100 = all for teams%1 0 = all random),1,1,78
79=Ratio of team units...,0,6,0,0,0,0,0,0,0,AI percentage of units created for teams (100 = all for teams%1 0 = all random),1,1,79
80=Reinforcement (team) [at waypoint]...,-1,7,0,0,0,0,1,0,0,Create reinforcement team at special waypoint location. The units will appear at this point. Magical-poof style.,1,1,80
81=Wakeup self,0,0,0,0,0,0,0,0,0,Breaks out of sleep or harmless mode so as to enter guard mode.,1,1,81
82=Wakeup all sleepers,0,0,0,0,0,0,0,0,0,Breaks all units out of sleep mode.,1,1,82
83=Wakeup all harmless,0,0,0,0,0,0,0,0,0,Breaks all out of harmless mode.,1,1,83
84=Wakeup group...,0,6,0,0,0,0,0,0,0,Wakeup all units of specified group.,1,1,84
85=Vein growth...,0,37,0,0,0,0,0,0,0,Control if veins grow or not.,1,1,85
86=Tiberium growth...,0,37,0,0,0,0,0,0,0,Control if Tiberium grows or not.,1,1,86
87=Ice growth...,0,37,0,0,0,0,0,0,0,Control if ice grows or not.,1,1,87
88=Particle Anim at...,0,26,0,0,0,0,1,0,0,Show particle animation at location.,1,1,88
89=Remove Particle Anim at...,0,30,0,0,0,0,0,0,0,Delete particle anims at specified location.,1,1,89
90=Lightning strike at...,0,30,0,0,0,0,0,0,0,A single Ion Storm lightning strike.,1,1,90
91=Go Berzerk,0,0,0,0,0,0,0,0,0,Attached object (cyborg) goes berzerk.,1,1,91
92=Activate Firestorm Defense,0,0,0,0,0,0,0,0,0,Turns on a house's firestorm defense.,0,0,92
93=Deactivate Firestorm Defense,0,0,0,0,0,0,0,0,0,Turns off a house's firestorm defense.,0,0,93
94=Ion-cannon strike...,0,30,0,0,0,0,0,0,0,Fires Ion-Cannon at waypoint specified.,0,0,94
95=Nuke strike...,0,0,0,0,0,0,1,0,0,Fires Nuke at waypoint specified from nearest edge.,1,1,95
96=Chem-missile strike...,0,30,0,0,0,0,0,0,0,Fires Chemical missile at waypoint specified.,0,0,96
97=Toggle Train Cargo,0,0,0,0,0,0,0,0,0,Toggles state of cargo train dropping crate.,1,1,97
98=Play Sound Effect (Random)...,0,16,0,0,0,0,0,0,0,Plays sound effect at random waypoint. Rules of action 19 apply.,1,1,98
99=Play Sound Effect At waypoint...,0,16,0,0,0,0,1,0,0,Plays sound effect specified at waypoint specified. Rules of action 19 apply.,1,1,99
100=Play Ingame Movie...,0,12,0,0,0,0,0,0,0,Displays the specified movie ingame. Player still has control of interface and units.,1,1,100
101=Reshroud Map At...,0,30,0,0,0,0,0,0,0,Does an anti-map ping at waypoint specified.,1,1,101
102=Lightning Storm strike...,0,0,0,0,0,0,1,0,0,Lightning storm owned by owner of trigger at waypoint.,1,1,102
103=Timer Text...,-4,13,0,0,0,0,0,0,0,What text label to display with timer (i.e. actual text is in game.str).,1,1,103
104=Flash Team...,-5,7,0,0,0,0,0,0,0,Flashes the specified team for the specified number of frames,1,1,104
105=Talk Bubble...,-1,7,0,0,0,0,0,0,0,Displays talk bubble over unit,1,1,105
[BridgesTS]
[SpecialOverlayTS]
[IgnoreTS]
0=WEEDGUY
1=NHUNTER
2=GHUNTER
3=JEEP
; legacy Red Alert leftovers
60=CR1
61=CR2
62=CR3
63=CR4
64=CR5
65=CR6
66=BURN01
67=BURN02
68=BURN03
69=BURN04
70=BURN05
71=BURN06
72=BURN07
73=BURN08
74=BURN09
75=BURN10
76=BURN11
77=BURN12
78=BURN13
79=BURN14
80=BURN15
81=BURN16
[IgnoreTerrainTS]
0=NAWALL
1=GAWALL
[IgnoreTemperateTS]
0=ABAN01
1=ABAN02
2=ABAN03
3=ABAN04
4=ABAN05
5=ABAN06
6=ABAN07
7=ABAN08
8=ABAN09
9=ABAN10
10=ABAN11
11=ABAN12
12=ABAN13
13=ABAN14
14=ABAN15
15=ABAN16
16=ABAN17
17=ABAN18
[IgnoreSnowTS]

View file

@ -0,0 +1,949 @@
; *******************************
; FSLanguage.ini
;
; String file of FinalSun
; Last change: MW 10.4.2001
; *******************************
; The languages available in FinalSun
[Languages]
0=English
1=German
2=Swedish
3=Nederlands
; Every language has a own header section, defining the name of the language as it is called in that language,
; the version of the language data, and the file extension used for this language
; Note that the "Name" must be unique (so, "Name" of English must not be the same like "Name" of German)!
[EnglishHeader]
Name=English
Version=1
ExtensionName=ENG
[GermanHeader]
Name=Deutsch
Version=1
ExtensionName=DEU
[SwedishHeader]
Name=Svenska
Version=1
ExtensionName=SWE
[NederlandsHeader]
Name=Nederlands
Version=1
ExtensionName=NL
; Now all the strings for each language
; If a specific string is not found in a language, the english string will be used.
; %9 is translated to FinalSun or FinalAlert
[German-StringsRA2]
Err_TSNotInstalled=C&C Alarmstufe Rot 2 ist nicht korrekt installiert (TibSun.mix konnte nicht geladen werden)
FileRunTiberianSunHelp=C&C Alarmstufe Rot 2 starten
SAVEDLG_FILETYPES=AR2 Karten|*.mpr%8*.map|AR2 Mehrspielerkarten-Erweiterungen (*.mmx)|*.mmx|AR2 Mehrspielerkarten (*.mpr)|*.mpr|AR2 Einzelspielerkarten (*.map)|*.map|
GrTibObList=Erz
BlTibObList=Kristalle
GroundSandObListURB=Helles Pflaster
GroundRoughObListURB=Erde
GroundGreenObListURB=Gras
GroundPaveObListURB=Dunkles Pflaster
GroundClearObListTEM=Helles Gras
GroundRoughObListTEM=Dunkles Gras
GroundGreenObListTEM=Sand
GroundClearObListSNO=Schnee
GroundSandObListSNO=Verschmutzter Schnee
GroundRoughObListSNO=Gras
GroundGreenObListSNO=Eis
SAVEDLG_FILETYPES=AR2-Karten|*.mpr%8*.map%8*.mmx|AR2 Mehrspielerkarten|*.mpr|AR2 Einzelspielerkarten|*.map|AR2 Mehrspielerkarten-Erweiterungen|*.mmx|
Allied=Allierte
Soviet=Sowjets
Other=Andere
[German-Strings]
; messages for message boxes
Err_InsufficientResources=Aufgrund ungenügender Ressourcen konnte zumindest ein Dialog nicht erstellt werden. Sie sollten deswegen Windows komplett neu starten. Das Programm wird jetzt beendet... Tip: Beenden Sie alle Programme, bevor Sie %9 starten
Err_TSNotInstalled=Tiberian Sun ist nicht korrekt installiert (TibSun.mix konnte nicht geladen werden)
Err_CreateErr=Fenster konnte nicht erstellt werden. Versuchen Sie, andere Fenster zu schliessen.
MainDialogExitQuestion=Sind Sie sicher, dass Sie das Programm beenden wollen? Änderungen an der Karte gehen dabei verloren!
MainDialogExitQuestionCap=%9 beenden
AttachMapToShell=Dateien mit der Endung mpr und/oder map sind momentan mit einem anderen Programm verbunden. Wollen Sie, dass bei einem Doppelklick auf diese Dateien %9 diese Dateien öffnet?
AddHouse=Bitte geben Sie die ID des neuen Hauses an (wie GDI und Nod):
AddHouseCap=Neues Haus
DeleteHouse=Sind Sie sicher, dass Sie das Haus %1 löschen wollen?
DeleteHouseCap=Haus löschen
RestartNeeded=Um die Änderungen komplett zu übernehmen, ist ein Neustart von %9 erforderlich.
ReInitPic=Es ist nötig, die Grafiken neu zu laden. Dies kann einige Zeit dauern, bitte Geduld.
ReInitPicCap=Neuladen der Grafiken
StrChangeHeight=Geben Sie den Höhenunterschied an, um den jedes Feld auf der Karte verschoben wird. Negative Werte sind erlaubt.
StrChangeHeightCap=Höhe ändern
StrChangeHeightErr=Fehler, durch diese Änderung würde die Karte falsch dargestellt!
StrChangeHeightErrCap=Fehler
ExplainEasyView=%9 startet automatisch im Anfänger-Modus. Dabei sind einige Optionen nicht verfügbar, die im Profi-Modus unterstützt werden. Um in den Profi-Modus zu wechseln, deaktivieren Sie die Option "Anfängermodus" im Menü Optionen
ExplainEasyViewCap=Anfänger-Modus
FileSaved=Karte "%1" gespeichert
; general strings
OK=OK
Cancel=Abbrechen
None=Keiner
Yes=Ja
No=Nein
; saving dialog
SAVEDLG_FILETYPES=TS Karten|*.mpr%8*.map|TS Mehrspielerkarten|*.mpr|TS Einzelspielerkarten|*.map|
; tool tip strings
TT_TriggerHouse=Bestimmt das Haus, für das der Auslöser ausgeführt wird
; error strings for map validation
MV_NoMap=Dies ist keine Karte
MV_NoBasic=Generelle Einstellungen sind nicht vorhanden
MV_NoName=Die Karte hat keinen Namen (Bearbeiten->Generell)
MV_PackMissing=Ein oder mehrere Packs (wie IsoMapPack5, OverlayPack, etc.) fehlen. Tiberian Sun akzeptiert die Karte möglicherweise nicht.
MV_>100Waypoint=Die Karte hat mindestens einen Wegpunkt mit einer ID größer als 99
MV_HousesButNoPlayer=Es sind Häuser definiert, jedoch wurde der menschliche Spieler nicht korrekt gesetzt
MV_HousesInMultiplayer=Dies scheint eine Mehrspielerkarte zu sein, auf der Häuser definiert sind
MV_HousesNoWaypoints=Multiplayerkarten benötigen die Wegpunkte 0-7 als Startposition
MV_TriggerMissing=Trigger %1 fehlt (Verweis von %2 %3)
MV_TaskForceMissing=Taskforce %1 fehlt (Verweis von Teamtype %2)
MV_ScripttypeMissing=Scripttype %1 fehlt (Verweis von Teamtype %2)
MV_TagMissing=Tag %1 fehlt (Verweis von %2 %3)
MV_OfficialYes=Offizielle Karte - automatischer Kartentransfer abgeschaltet (Bei Speicherung als MMX Datei ignorieren)
MV_Not8Waypoints=Nur bei AR2 Version vor 1.005: Offiziell ist auf Nein gesetzt, aber die Wegpunkte 0-7 sind nicht alle vorhanden (teilweise zufällige Startpunkte, bei Speicherung als MMX Datei ignorieren)
MV_TubeCounterpartMissing=Die Tunnelröhre %5 (%1, %2) -> (%3, %4) hat kein Gegenstück (%3, %4) -> (%1, %2).\nDies wird zu falschem Verhalten und Abstürzen im Spiel führen.\nDas Gegenstück muss nicht dem gleichen Pfad folgen, aber die Start- und Endkoordinaten müssen umgedreht sein.
MV_TubeStartNotUnique=Die Tunnelröhre %5 (%1, %2) -> (%3, %4) hat dieselben Anfangskoordinaten wie %6 andere Tunnelröhren.\nDies wird zu falschem Verhalten und Abstürzen im Spiel führen.\nNur eine Tunnelröhre darf in einer Zelle anfangen.
MV_TubeEndNotUnique=Die Tunnelröhre %5 (%1, %2) -> (%3, %4) hat dieselben Endkoordinaten wie %6 andere Tunnelröhren.\nDies wird zu falschem Verhalten und Abstürzen im Spiel führen.\nNur eine Tunnelröhre darf in einer Zelle enden.
MV_TubeInvalidCounterpartEnd=Zur Tunnelröhre %5 (%1, %2) -> (%3, %4) gibt es %6 andere Tunnelröhren die die Startkoordinaten dieser Röhre als Endkoordinaten haben, aber die Endkoordinaten dieser Röhre entsprechen nicht den Startkoordinaten der anderen Röhren.\nDies wird zu falschem Verhalten und Abstürzen im Spiel führen.\nEin Gegenstück einer Tunnelröhre muss sowohl Start- als auch Endkoordinaten umgedreht haben.
MV_TubeInvalidCounterpartStart=Zur Tunnelröhre %5 (%1, %2) -> (%3, %4) gibt es %6 andere Tunnelröhren die die Endkoordinaten dieser Röhre als Startkoordinaten haben, aber die Startkoordinaten dieser Röhre entsprechen nicht den Endkoordinaten der anderen Röhren.\nDies wird zu falschem Verhalten und Abstürzen im Spiel führen.\nEin Gegenstück einer Tunnelröhre muss sowohl Start- als auch Endkoordinaten umgedreht haben.
; tip dialog
CG_IDS_DIDYOUKNOW=Wussten Sie bereits....
CG_IDS_FILE_ABSENT=Tips-Datei nicht gefunden
CG_IDP_FILE_CORRUPT=Syntax-Fehler in der Tips-Datei
TipDialogNext=Nächster Tip
TipDialogShowAtStartup=Tips beim Starten anzeigen
TipDialogClose=Schliessen
TipDialogCaption=Tip des Tages
; main dialog strings
MainDialogCaption=%9
NoMapLoaded=keine Karte geladen
NewMap=Neue Karte
FileNewHelp=Assistenten zum Erstellen einer neuen Karte starten
FileOpenHelp=Öffen einer bereits bestehenden Karte
FileSaveHelp=Speichern der Karte
FileSaveAsHelp=Speichern der Karte unter einem anderen Dateinamen
FileImportModHelp=Importieren eines *.rul - Mods in die Karte
FileCheckMapHelp=Überprüfen der Karte auf mögliche Fehler
FileQuitHelp=%9 beenden
FileRunTiberianSunHelp=C&C 3 Tiberian Sun starten
HelpInfoHelp=Informationen über %9 anzeigen
HelpTipOfTheDayHelp=Tip des Tages anzeigen
OptionsShowMapViewHelp=Isometrische Kartenansicht zeigen
; new map dialog
NewMapDesc=Momentan müssen Sie noch eine Karte angeben, von der das Kartenpaket, also der Boden, übernommen wird.
NewMapBrowse=Durchsuchen
NewMapMultiplayer=Mehrspieler-Karte
NewMapPrepareStandardHouses=Standard-Häuser erstellen
NewMapSetAutoProduction=Auslöser für Auto-Produktion hinzufügen
NewMapPlayerHouse=Spieler-Haus
NewMapImportOptions=Optionen für Übernehmen
NewMapImportTrees=Bäume übernehmen
NewMapImportOverlay=Überlagerung übernehmen
NewMapImportUnits=Einheiten und Gebäude übernehmen
NewMapCap=Assistent für neue Karte
; map-validator dialog
MapValidatorProblemsFound=Folgende möglichen Probleme wurden gefunden:
MapValidatorCap=Karte überprüfen
; loading dialog
LoadLoadRules=Lade Gesetze
LoadLoadAI=Lade KI-Einstellungen
LoadLoadArt=Lade Kunst
LoadLoadTutorial=Lade Tutorial.ini
LoadLoadSound=Lade Sounds
LoadLoadSnow=Lade Temperat.ini
LoadLoadTemperat=Lade Snow.ini
LoadLoadUrban=Lade Urban.ini
LoadLoading=Laden
LoadBuiltBy=Erstellt von:
LoadVersion=Version:
LoadInitDDraw=Initialisiere Direct Draw 6
LoadInitPics=Lade Grafiken
LoadExtractStdMixFiles=Öffnen der Standard-MIX-Dateien (kann etwas dauern)
; basic dialog
BasicDesc=Achtung: Einige Einstellungen werden möglicherweise ignoriert.
BasicName=Name:
BasicNextScenario=Nächstes Szenario:
BasicAltNextScenario=Alt. nächstes Szenario:
BasicNewIniFormat=Neues INI-Format:
BasicCarryOverCap=CarryOverCap ?:
BasicEndOfGame=Ende des Spiels:
BasicSkipScore=Statistik auslassen:
BasicOneTimeOnly=Nur einmal:
BasicSkipMapSelect=Kartenauswahl auslassen:
BasicOfficial=Offiziell:
BasicIgnoreGlobalAITriggers=Ignorieren der allgemeinen KI-Auslöser:
BasicTruckCrate=Kiste bei zerstörtem Lastwagen:
BasicTrainCrate=Kiste bei zerstörtem Zug:
BasicPercent=Prozent Geldübernahme:
BasicMultiplayerOnly=Nur Mehrspieler:
BasicTiberiumGrowthEnabled=Wachsendes Tiberium:
BasicVeinGrowthEnabled=Wachsende Venen:
BasicIceGrowthEnabled=Wachsendes Eis:
BasicTiberiumDeathToVisceroid=Visceroid bei Tod in Tiberium:
BasicFreeRadar=Kostenloses Radar:
BasicInitTime=Anfangszeit:
BasicAddOnNeeded=Benötigtes Zusatzpaket:
; mapinfo dialog
MapDesc=Größeneinstellungen der Karte:
MapSizeFrame=Kartengrösse
MapSize=Die Gesamtgrösse der Karte.
MapVisibleSizeFrame=Sichtbarer Bereich
MapVisibleSize=Sichtbarer Bereich der Karte. Format: Links, Oben, Breite, Höhe.
MapTheater=Klima:
; singleplayer basics dialog
SingleplayerDesc=Weitere Einstellungen bezüglich einer Einzelspieler-Karte.
SingleplayerStartingDropships=Landetransporter am Anfang:
SingleplayerCarryOverMoney=Geldübernahme:
SingleplayerTimerInherit=Zeitübernahme:
SingleplayerFillSilos=Silos füllen:
SingleplayerMovies=Videos
SingleplayerIntro=Intro:
SingleplayerBrief=Besprechung:
SingleplayerWin=Sieg:
SingleplayerLose=Niederlage:
SingleplayerAction=Aktion:
SingleplayerPostScore=Nach Punktebildschirm:
SingleplayerPreMapSelect=Vor Kartenauswahl:
; houses dialog
HousesDesc=Häuser sind die verschiedenen Spieler, ob Mensch oder KI, in einer Karte. Erstellen Sie in einer Mehrspieler-Karte hier keine Häuser! Falls dies eine Einzelspieler-Karte ist und noch keine Häuser existieren, klicken Sie zuerst auf "Standardhäuser", erstellen Sie eventuelle zusätzliche Häuser, und wählen Sie dann den menschlichen Spieler aus (vergessen Sie nicht, Spieler-Kontrolle ebenfalls zu aktivieren)!
HousesPlayerHouse=Haus des menschl. Spielers:
HousesHouse=Gewähltes Haus:
HousesIQ=Intelligenz:
HousesEdge=Kartenkante:
HousesSide=Seite:
HousesColor=Farbe:
HousesAllies=Verbündete:
HousesAlliesHelp=Alle verbündeten Häuser, durch Kommas ohne Leerzeichen getrennt, aneinanderreichen.
HousesCredits=Geld (x100):
HousesActsLike=Verhält sich wie
HousesNodeCount=Knotenpunkt- Anzahl:
HousesTechlevel=Technologiestufe:
HousesBuildActivity=Bau-Aktivität (%):
HousesPlayerControl=Spielerkontrolle:
HousesPrepareHouses=Standardhäuser
HousesAddHouse=Neues Haus
HousesDeleteHouse=Haus löschen
; iso view
IsoCaption=Kartenansicht
; iso view status bar
StructStatus=Gebäude:
InfStatus=Infantrie:
AirStatus=Flugzeug:
UnitStatus=Fahrzeug:
OvrlStatus=Überlagerung:
OvrlDataStatus=Überlagerungs-Daten:
CellTagStatus=Feld-Tag:
TilePlaceStatus=Strg: Füllen-Modus, Shift: beständiges Zeichnen, Strg+Shift: Zeichnen ohne auto. LAT oder Küste
; iso view object list
GroundObList=Boden
GroundClearObList=Standard-Bodentyp
GroundSandObList=Bodentyp 1
GroundRoughObList=Bodentyp 2
GroundGreenObList=Bodentyp 3
GroundPaveObList=Pflaster
GroundWaterObList=Wasser
NothingObList=Nichts
TunnelObList=Tunnels
NewTunnelObList=Tunnel platzieren (bidirektional)
ModifyTunnelObList=Tunnel verändern (bidirektional)
NewTunnelSingleObList=Tunnel platzieren (unidirektional)
ModifyTunnelSingleObList=Tunnel verändern (unidirektional)
DelTunnelObList=Tunnel löschen
InfantryObList=Infantrie
VehiclesObList=Fahrzeuge
AircraftObList=Flugzeuge
StructuresObList=Gebäude
TerrainObList=Landschaftsobjekte
TreesObList=Bäume
TrafficLightsObList=Ampeln
SignsObList=Schilder
LightPostsObList=Lampen
OverlayObList=Spezial / Überlagerung
DelOvrlObList=Überlagerung entfernen
DelOvrl0ObList=Einzelnes Feld entfernen
DelOvrl1ObList=Im Radius von 1 Feld entfernen
DelOvrl2ObList=Im Radius von 2 Feldern entfernen
DelOvrl3ObList=Im Radius von 3 Feldern entfernen
GrTibObList=Tiberium
; BlTibObList=Blaues Tiberium
DrawRanTibObList=Zufälliges Tiberium-Feld zeichnen
DrawTibObList=Tiberium zeichnen
IncTibSizeObList=Tiberiumstärke erhöhen
DecTibSizeObList=Tiberiumstärke erniedrigen
VeinholeObList=Tiberium-Monster
VeinsObList=Venen
BridgesObList=Brücken
BigBridgeObList=Grosse Brücke (oberhalb des Bodens)
SmallBridgeObList=Kleine Brücke (am Boden)
BigTrackBridgeObList=Grosse Eisenbahnbrücke (oberhalb des Bodens)
OthObList=Anderes
AllObList=Alles
OvrlManuallyObList=Überlagerung manuell setzen (nicht empfohlen)
OvrlDataManuallyObList=Überlagerungsdaten manuell setzen (nicht empfohlen)
WaypointsObList=Wegpunkte
CreateWaypObList=Wegpunkt erstellen
CreateSpecWaypObList=Wegpunkt mit spezieller Nummer erstellen
DelWaypObList=Wegpunkt entfernen
StartpointsObList=Startpunkte
StartpointsPlayerObList=Spieler %1
StartpointsDelete=Startpunkt löschen
CelltagsObList=Feld-Tags
CreateCelltagObList=Feld-Tag erstellen
DelCelltagObList=Feld-Tag entfernen
CelltagPropObList=Feld-Tag Eigenschaften ändern
BaseNodesObList=Basis-Knotenpunkte
CreateNodeNoDelObList=Knotenpunkt erstellen und Gebäude nicht löschen
CreateNodeDelObList=Knotenpunkt erstellen und Gebäude löschen
DelNodeObList=Knotenpunkt löschen
DelObjObList=Objekte löschen
ChangeOwnerObList=Besitzer wechseln
; celltag dialog
CellTagCap=Feld-Tag
CellTagDesc=Benutzen Sie einen Feld-Tag, um ein Feld mit einem Tag zu verbinden.
CellTagTag=Zugeordneter Tag:
; aircraft dialog
AirCap=Lufteinheit-Einstellungen
AirDesc=
AirHouse=Besitzer
AirStrength=Stärke:
AirState=Status:
AirDirection=Richtung:
AirTag=Zugeordneter Tag:
AirP1=Veteranen- status:
AirP2=Gruppe:
AirP3=Rekrutierbar:
AirP4=KI rekrutierbar:
; structure dialog
StructCap=Gebäude-Einstellungen
StructDesc=Um Erweiterungen für das Gebäude hinzuzufügen, erst die Anzahl an Erweiterungen angeben und dann die Erweiterungen, beginnend mit Erweiterung 1, setzen.
StructHouse=Besitzer
StructStrength=Stärke:
StructDirection=Richtung:
StructTag=Zugeordneter Tag:
StructP1=Sellable
StructAIRepairs=Neu bauen:;faaaallllsch!!!!
StructEnergy=Strom- versorgung:
StructUpgradeCount=Erweiterungs- Anzahl:
StructSpotlight=Schein- werfer:
StructUpgrade1=Erweiterung 1:
StructUpgrade2=Erweiterung 2:
StructUpgrade3=Erweiterung 3:
StructP2=AI repariert:
StructP3=Namensanzeige:
; unit dialog
UnitCap=Fahrzeug
UnitDesc=
UnitHouse=Besitzer:
UnitStrength=Stärke:
UnitState=Status:
UnitDirection=Richtung:
UnitTag=Zugeordneter Tag:
UnitP1=Veteranen- status:
UnitP2=Gruppe:
UnitP3=Auf Brücke:
UnitP4=Folge ID:
UnitP5=Rekrutierbar:
UnitP6=KI rekrutierbar:
; infantry dialog
InfCap=Infantrie-Einstellungen
InfDesc=
InfHouse=Besitzer
InfStrength=Stärke:
InfPos=Feldposition:
InfState=Status:
InfDirection=Richtung:
InfTag=Zugeordneter Tag:
InfP1=Veteranenstatus:
InfP2=Gruppe:
InfP3=Auf Brücke:
InfP4=Rekrutierbar:
InfP5=KI rekrutierbar:
[English-StringsRA2]
GrTibObList=Ore
BlTibObList=Gems
DrawRanTibObList=Paint random field
DrawTibObList=Paint
IncTibSizeObList=Increase size
DecTibSizeObList=Decrease size
FileRunTiberianSunHelp=Launch C&C Red Alert 2
Err_TSNotInstalled=Red Alert 2 is not correctly installed (ra2.mix could not be loaded)
GroundSandObListURB=Bright pavement
GroundRoughObListURB=Soil
GroundGreenObListURB=Grass
GroundPaveObListURB=Dark pavement
GroundClearObListTEM=Bright grass
GroundRoughObListTEM=Dark grass
GroundGreenObListTEM=Sand
GroundClearObListSNO=Snow
GroundSandObListSNO=Dirty snow
GroundRoughObListSNO=Grass
GroundGreenObListSNO=Ice
;SAVEDLG_FILETYPES=RA2 maps|*.mpr%8*.map%8*.mmx|RA2 multi maps|*.mpr|RA2 single maps|*.map|RA2 multiplayer map extensions|*.mmx|
SAVEDLG_FILETYPES=RA2 maps|*.mpr%8*.map%8*.mmx|RA2 multiplayer map extension (*.mmx)|*.mmx|RA2 multiplayer map (*.mpr)|*.mpr|RA2 singleplayer map (*.map)|*.map|
BigTrackBridgeObList=High wood bridge
Allied=Allied
Soviet=Soviet
Other=Other
[English-Strings]
; messages for message boxes
Err_InsufficientResources=Because of insufficient resources at least one dialog wasn´t created. You should restart Windows. The program will now quit... Tip: You should quit any programs before you start %9. Also, restarting Windows may help.
Err_TSNotInstalled=Tiberian Sun is not correctly installed (TibSun.mix could not be loaded)
Err_CreateErr=Window could not be created. You should try to close other windows first.
MainDialogExitQuestion=Are you sure that you want to quit the program? Changes will not be saved!
MainDialogExitQuestionCap=Quit %9
AttachMapToShell=.map and/or .mpr files are currently attached to another program. Do you want that %9 opens all .map and .mpr files when you double click on them?
AddHouse=Please set the ID of the house (like GDI or Nod):
AddHouseCap=Add House
DeleteHouse=Are you sure that you want to delete the house %1?
DeleteHouseCap=Delete house
RestartNeeded=To apply all changes, you need to restart %9
ReInitPic=The graphics must be reloaded. This may take some time, please be patient.
ReInitPicCap=Reloading graphics
StrChangeHeight=Enter the height difference that is applied to every field. Negative values are allowed!
StrChangeHeightCap=Change height
StrChangeHeightErr=Error, this would screw up the map!
StrChangeHeightErrCap=Error
ExplainEasyView=%9 automatically starts in beginner mode. Some advanced editing features are not available in this mode, although they are supported in the advanced mode. To activate the advanced mode, disable the option "Beginner mode" in the options menu.
ExplainEasyViewCap=Beginner mode
FileSaved=Map saved as "%1"
; general strings
OK=OK
Cancel=Cancel
None=None
Yes=Yes
No=No
; saving dialog
SAVEDLG_FILETYPES=TS maps|*.mpr%8*.map|TS multi maps|*.mpr|TS single maps|*.map|
; tool tip strings
TT_TriggerHouse=Defines the house the trigger applies to
; error strings for map validation
MV_NoMap=This is no map
MV_NoBasic=Basic settings don´t exist
MV_NoName=The map has no name (Edit->Basic)
MV_PackMissing=One or more packs (like IsoMapPack5 or OverlayPack) are missing. Tiberian Sun probably won´t accept the map.
MV_>100Waypoint=The map has at least one waypoint with an ID greater than 99
MV_HousesButNoPlayer=Houses are defined, but the human player is not set up correctly
MV_HousesInMultiplayer=This seems to be a multiplayer map with houses
MV_HousesNoWaypoints=Multiplayermaps need the waypoints 0-7 as starting locations
MV_TriggerMissing=Trigger %1 missing (Linked by %2 %3)
MV_TaskForceMissing=Taskforce %1 missing (Linked by Teamtype %2)
MV_ScripttypeMissing=Scripttype %1 missing (Linked by Teamtype %2)
MV_TagMissing=Tag %1 missing (Linked by %2 %3)
MV_OfficialYes=Official is set to yes - automatic map transfer disabled (ignore this warning when saving as MMX map)
MV_Not8Waypoints=Only for RA2 before version 1.005: Official is set to no, but not all waypoints 0-7 do exist (probably random starting points, ignore this warning when saving as MMX map)
MV_TubeCounterpartMissing=The tunnel tube %5 (%1, %2) -> (%3, %4) has no counterpart that leads from (%3, %4) -> (%1, %2).\nThis will lead to unpredictable errors and crashes in the game.\nThe counterpart does not have to have the same path, but it must have opposite start and end cells.
MV_TubeStartNotUnique=The tunnel tube %5 (%1, %2) -> (%3, %4) has the same start coordinates as %6 other tunnel tubes.\nThis will lead to unpredictable errors and crashes in the game.\nThere may only be one tube starting at each cell.
MV_TubeEndNotUnique=The tunnel tube %5 (%1, %2) -> (%3, %4) has the same end coordinates as %6 other tunnel tubes.\nThis will lead to unpredictable errors and crashes in the game.\nThere may only be one tube starting at each cell.
MV_TubeInvalidCounterpartEnd=The tunnel tube %5 (%1, %2) -> (%3, %4) has %6 other tunnel tubes that have this tube's start location as their end location, but this tube's end location does not match their start location.\nThis will lead to unpredictable errors and crashes in the game.\nA counterpart must have both the start and end coordinates reversed.
MV_TubeInvalidCounterpartStart=The tunnel tube %5 (%1, %2) -> (%3, %4) has %6 other tunnel tubes that have this tube's end location as their start location, but this tube's start location does not match their end location.\nThis will lead to unpredictable errors and crashes in the game.\nA counterpart must have both the start and end coordinates reversed.
; tip dialog
CG_IDS_DIDYOUKNOW=Did you know...
CG_IDS_FILE_ABSENT=Tips file not found
CG_IDP_FILE_CORRUPT=Syntax error in the tips file
TipDialogNext=Next tip
TipDialogShowAtStartup=Show tips at program start
TipDialogClose=Close
TipDialogCaption=Tip of the day
; main dialog strings
MainDialogCaption=%9
MainDialogCaptionRA2=%9
NoMapLoaded=No map loaded
NewMap=New map
FileNewHelp=Start new map assistant
FileOpenHelp=Open a already existing map
FileSaveHelp=Save map
FileSaveAsHelp=Save map with another filename
FileCheckMapHelp=Check the map for possible errors
FileImportModHelp=Import a *.rul - Mod in the map
FileQuitHelp=Quit %9
FileRunTiberianSunHelp=Launch C&C 2 Tiberian Sun
HelpInfoHelp=Show information about %9
HelpTipOfTheDayHelp=Show Tip of the Day
OptionsShowMapViewHelp=Show the isometric map view
TabBasic=Basic
TabSingleplayerSettings=Additional
TabMap=Map
TabLighting=Lighting
TabSpecial=Special
TabHouses=Houses
TabTaskForces=Task forces
TabScriptTypes=Scripts
TabTeamTypes=Team types
TabTriggers=Trigger
TabTags=Tags
TabAITriggers=AI Trigger
TabAITriggerEnable=Enable AI Trigger
TabOther=All
; new map dialog
NewMapDesc=At the moment you need to specify a map that provides the mappack information needed for the ground
NewMapBrowse=Browse
NewMapMultiplayer=Multiplayer map
NewMapPrepareStandardHouses=Prepare standard houses
NewMapSetAutoProduction=Add Auto-Production triggers
NewMapPlayerHouse=Player house
NewMapImportOptions=Import options
NewMapImportTrees=Import trees
NewMapImportOverlay=Import overlay
NewMapImportUnits=Import units
NewMapCap=Assistant for new map
; map-validator dialog
MapValidatorProblemsFound=The following possible problems have been found:
MapValidatorCap=Check map
; basic dialog
BasicDesc=Note: Some settings may be ignored.
BasicName=Name:
BasicNextScenario=Next scenario:
BasicAltNextScenario=Alt. next scenario:
BasicNewIniFormat=New INI format:
BasicCarryOverCap=CarryOverCap ?:
BasicEndOfGame=End of game:
BasicSkipScore=Skip score stats:
BasicOneTimeOnly=One time only:
BasicSkipMapSelect=Skip map selection:
BasicOfficial=Official:
BasicIgnoreGlobalAITriggers=Ignore global AI Triggers:
BasicTruckCrate=Crate for destroyed trucks:
BasicTrainCrate=Crate for destroyed trains:
BasicPercent=Percent (money?):
BasicMultiplayerOnly=Only Multiplayer:
BasicTiberiumGrowthEnabled=Growing tiberium:
BasicVeinGrowthEnabled=Growing veins:
BasicIceGrowthEnabled=Growing ice:
BasicTiberiumDeathToVisceroid=Visceroid because of death in tiberium:
BasicFreeRadar=Free radar:
BasicInitTime=Initial time:
BasicAddOnNeeded=Addon needed:
; mapinfo dialog
MapDesc=General map properties:
MapSizeFrame=Map size
MapSize=Size of the whole map, used for MapPack.
MapVisibleSizeFrame=Visible area
MapVisibleSize=Visible area of the map. Format: Left, Top, Width, Height.
MapTheater=Theater:
; singleplayer basics dialog
SingleplayerDesc=Additional settings regarding a singleplayer map.
SingleplayerStartingDropships=Dropships at start:
SingleplayerCarryOverMoney=Inherit money:
SingleplayerTimerInherit=Inherit timer:
SingleplayerFillSilos=Fill silos:
SingleplayerMovies=Movies
SingleplayerIntro=Intro:
SingleplayerBrief=Briefing:
SingleplayerWin=Won:
SingleplayerLose=Lost:
SingleplayerAction=Action:
SingleplayerPostScore=After score screen:
SingleplayerPreMapSelect=Pre map select screen:
; houses dialog
HousesDesc=Houses are the different players, AI and humans. If this is a multiplayer map, don´t create any houses here! If this is a singleplayer map and if there are no houses yet, click on "Standard houses" first, create your additional houses if you need some, and then choose the human player (don´t forget to activate "Player control" for this house)!
HousesPlayerHouse=House of human player:
HousesHouse=Current house:
HousesIQ=IQ:
HousesEdge=Map edge:
HousesSide=Side:
HousesColor=Color:
HousesAllies=Allies:
HousesAlliesHelp=List all allied houses like that: GDI,Nod,Neutral
HousesCredits=Money (x100):
HousesActsLike=Acts like
HousesNodeCount=Node count:
HousesTechlevel=Technology level:
HousesBuildActivity=Build activity (%):
HousesPlayerControl=Player control:
HousesPrepareHouses=Standard houses
HousesAddHouse=New house
HousesDeleteHouse=Delete house
; loading dialog
LoadLoadRules=Loading rules
LoadLoadAI=Loading AI settings
LoadLoadArt=Loading art
LoadLoadTutorial=Loading tutorial.ini
LoadLoadSound=Loading sounds
LoadLoadSnow=Loading Temperat.ini
LoadLoadTemperat=Loading Snow.ini
LoadLoadUrban=Loading Urban.ini
LoadLoading=Loading
LoadBuiltBy=Built by:
LoadVersion=Version:
LoadInitDDraw=Initializing Direct Draw 6
LoadInitPics=Loading Graphics
LoadExtractStdMixFiles=Opening std. MIX files (may take some time)
; iso view
IsoCaption=Map view
; iso view status bar
StructStatus=Structure:
InfStatus=Infantry:
AirStatus=Aircraft:
UnitStatus=Vehicle:
OvrlStatus=Overlay:
OvrlDataStatus=Overlay-Data:
CellTagStatus=CellTag:
TilePlaceStatus=Ctrl: Fill mode, Shift: continuous drawing, Ctrl+Shift: no auto smoothing of LAT or coast/shore
CopyHelp=Please specify the area that you want to be copied by clicking on the start and end position
; iso view object/unit list
NothingObList=Nothing
GroundObList=Ground
GroundClearObList=Clear
GroundSandObList=Ground 1
GroundRoughObList=Ground 2
GroundGreenObList=Ground 3
GroundPaveObList=Pavement
GroundWaterObList=Water
NewTunnelObList=Create tunnel (bidirectional)
ModifyTunnelObList=Modify tunnel (bidirectional)
NewTunnelSingleObList=Create tunnel (unidirectional)
ModifyTunnelSingleObList=Modify tunnel (unidirectional)
DelTunnelObList=Delete tunnel
TunnelObList=Tunnels
InfantryObList=Infantry
VehiclesObList=Vehicles
AircraftObList=Aircraft
StructuresObList=Buildings
TerrainObList=Terrain objects
SmudgesObList=Smudges
TreesObList=Trees
TrafficLightsObList=Traffic lights
SignsObList=Signs
LightPostsObList=Light posts
RndTreeObList=Paint random trees
OverlayObList=Special / Overlay
DelOvrlObList=Erase Overlay
DelOvrl0ObList=Erase single field
DelOvrl1ObList=Erase with 1-field radius
DelOvrl2ObList=Erase with 2-field radius
DelOvrl3ObList=Erase with 3-field radius
GrTibObList=Tiberium
; BlTibObList=Blue Tiberium
DrawRanTibObList=Paint random tiberium field
DrawTibObList=Paint green tiberium
DrawTib2ObList=Paint blue tiberium
IncTibSizeObList=Increase tiberium size
DecTibSizeObList=Decrease tiberium size
VeinholeObList=Veinhole monster
VeinsObList=Veins
BridgesObList=Bridges
BigBridgeObList=Big bridge (in the air)
SmallBridgeObList=Small bridge (at the ground)
BigTrackBridgeObList=Big track bridge (in the air)
SmallConcreteBridgeObList=Small concrete bridge
OthObList=Other
AllObList=All overlay
OvrlManuallyObList=Set overlay manually (not recommended)
OvrlDataManuallyObList=Set overlay data manually (not recommended)
WaypointsObList=Waypoints
CreateWaypObList=Create waypoint
CreateSpecWaypObList=Create waypoint with special ID
DelWaypObList=Delete waypoint
StartpointsObList=Player locations
StartpointsPlayerObList=Player %1
StartpointsDelete=Delete player location
CelltagsObList=Celltags
CreateCelltagObList=Create celltag
DelCelltagObList=Delete celltag
CelltagPropObList=Edit celltag properties
BaseNodesObList=Base nodes
CreateNodeNoDelObList=Create node and don´t delete building
CreateNodeDelObList=Create node and delete building
DelNodeObList=Delete node
DelObjObList=Delete objects
ChangeOwnerObList=Change owner
; celltag dialog
CellTagCap=Cell tag
CellTagDesc=Use a celltag to attach a specific cell to a tag:
CellTagTag=Attached tag:
; aircraft dialog
AirCap=Aircraft options
AirDesc=
AirHouse=Owner:
AirStrength=Strength:
AirState=State:
AirDirection=Direction:
AirTag=Attached tag:
AirP1=Veteran status:
AirP2=Group:
AirP3=Recruitable:
AirP4=AI recruitable:
; structure dialog
StructCap=Structure options
StructDesc=To add upgrades to this building, first set the upgrade count and then set the upgrades, beginning with upgrade 1.
StructHouse=Owner:
StructStrength=Strength:
StructDirection=Direction:
StructTag=Attached tag:
StructP1=Sellable:
StructAIRepairs=Rebuild:; sheek! that´s wrong... well... doesn´t really matter, just think it is Param2
StructEnergy=Energy- support:
StructUpgradeCount=Upgradecount:
StructSpotlight=Spotlight:
StructUpgrade1=Upgrade 1:
StructUpgrade2=Upgrade 2:
StructUpgrade3=Upgrade 3:
StructP2=AI repairs:
StructP3=Show name:
; unit dialog
UnitCap=Vehicle
UnitDesc=
UnitHouse=Owner:
UnitStrength=Strength:
UnitState=State:
UnitDirection=Direction:
UnitTag=Attached tag:
UnitP1=Veteran status:
UnitP2=Group:
UnitP3=On bridge:
UnitP4=Follows ID:
UnitP5=Recruitable:
UnitP6=AI recruitable:
; infantry dialog
InfCap=Infantry
InfDesc=
InfHouse=Owner:
InfStrength=Strength:
InfPos=Field pos:
InfState=State:
InfDirection=Direction:
InfTag=Attached tag:
InfP1=Veteran status:
InfP2=Group:
InfP3=On Bridge:
InfP4=Recruitable:
InfP5=AI recruitable:
; Now some translations from english to the used language (used for some combo-boxes, menus/listviews and of course unit names)
; currently used for: menu, iso-view status bar, unit/building/stuff list, overlay browser, terrain browser
[German-TranslationsRA2]
Tiberium=Erz
Gems=Kristalle
Run Tiberian Sun=Red Alert 2 starten
Tiberium Tree=Erzmine
Countries=Häuser; für Edit->Houses Dialog
FinalSun Homepage=FinalAlert Homepage
FinalSun support forum=FinalAlert Hilfeforum
AutoCreate shores=Strand erstellen (AutoShore)
Tiberium (Blue)=Erz
Tiberium (Green)=Erz
[German-Translations]
; tooltips
Heighten ground (slope logic)=Boden anheben
Lower ground (slope logic)=Boden absenken
Make terrain flat=Boden abflachen
Show all tilesets=Alle Tilesets anzeigen
Raise a single tile=Einzelnes Feld anheben (Nicht empfohlen!)
Lower a single tile=Einzelnes Feld absenken (Nicht empfohlen!)
Paint cliff front=Zugewendete Klippen zeichnen
Paint cliff back=Abgewendete Klippen zeichnen
AutoCreate shores=Strand automatisch erstellen (nur für FinalAlert)
Autocreate shores=Strand erstellen (AutoShore)
AutoLevel terrain height using cliffs=Bodenhöhe an Klippen anpassen (AutoLevel)
Auto level using cliffs=Bodenhöhe an Klippen anpassen (AutoLevel)
; other strings
FinalSun Homepage=FinalSun Homepage
FinalSun support forum=FinalSun Hilfeforum
Manual F1=Anleitung F1
Undo Ctrl+Z=Rückgängig Strg+Z
Redo Ctrl+Y=Wiederholen Strg+Y
Event=Ereignis
Action=Aktion
Events=Ereignisse
Actions=Aktionen
Trigger=Auslöser
Trigger options=Auslöser-Optionen
Edit=Bearbeiten
Map=Karte
Basic=Generell
Special flags=Spezialeinstellungen
Lighting=Lichteinstellungen
Singleplayer settings=Einzelspieler-Einstellungen
Houses=Häuser
Trigger editor=Auslöser-Editor
Tags (for experts)=Tags (für Experten)
Old trigger editor (obsolete)=Alter Auslöser-Editor (veraltet)
Scripts=Skripte
Taskforces=Truppen / Taskforces
Teams=Teams
AI Triggers=KI-Auslöser
AI Trigger enabling=KI-Auslöser aktivieren
INI editing=INI-Editierung
Terrain=Terrain
Raise ground=Boden anheben
Lower ground=Boden absenken
Flatten ground=Boden angleichen
Hide tileset=Tileset verstecken
Show every tileset=Tilesets alle anzeigen
Hide single field=Einzelnes Feld verstecken
Show all fields=Alle Felder anzeigen
Raise single tile (Be careful!)=Einzelnes Feld anheben (Vorsicht!)
Lower single tile (Be careful!)=Einzelnes Feld absenken (Vorsicht!)
Map tools=Kartentools
Change map height=Kartenhöhe ändern
Ready=Bereit
None=Keiner
Aaargh=AAAAAAAAAH!; :) LET´S SCREEEEAAAAM!!!!
File=Datei
New=Neu
Quit=Beenden
Open=Öffnen
Save=Speichern
Save as=Speichern unter
Check map=Karte überprüfen
Import mod=Mod importieren
Run Tiberian Sun=Tiberian Sun starten
Launch FinalSun version=%9 Version starten
Options=Optionen
Settings=Einstellungen
Show map view=Kartenansicht zeigen
Show minimap=Übersichtskarte zeigen
Easy mode=Anfängermodus
Help=Hilfe
Tip of the day=Tip des Tages
GDI Wall=GDI-Mauer
Nod Wall=Nod-Mauer
Tracks=Eisenbahnschienen
Other=Anderes
Mobile Construction Vehicle=Mobiles Baufahrzeug
Amphibious APC=Amphibien-APC
Titan=Titan
School Bus=Schulbus
Artillery=Artillerie
Wolverine=Werwolf
Hover MLRS=Schwebepanzer
Locomotive=Lokomotive
Harvester=Sammler
Mammoth Tank=Mammut
Devil's Tongue=Teufelszunge
Light Infantry=Leichte Infantrie
Engineer=Ingenieur
Civilian=Zivilist
Cyborg Commando=Cyborg-Kommando
Technician=Techniker
Orca Fighter=Orca-Jäger
GDI Power Plant=GDI Kraftwerk
Tiberium Refinery=Tiberium-Raffinerie
Construction Yard=Bauhof
Barracks=Barracken
Sandbags=Sandsäcke
Gate=Tor
Power Turbine=Kraftwerks-Turbine
Pavement=Pflaster
Temple of Nod=Tempel von Nod
Obelisk of Light=Obelisk des Lichts
Missile Silo=Raketensilo
Bridge repair hut=Brücken-Reparatur-Hütte
Red Light Post=Rote Lampe
Green Light Post=Grüne Lampe
Blue Light Post=Blaue Lampe
Yellow Light Post=Gelbe Lampe
Purple Light Post=Lila Lampe
Orange Light Post=Orange Lampe
Invisible Red Light Post=Unsichtbare rote Lampe
Invisible Green Light Post=Unsichtbare grüne Lampe
Invisible Blue Light Post=Unsichtbare blaue Lampe
Invisible Yellow Light Post=Unsichtbare gelbe Lampe
Invisible Purple Light Post=Unsichtbare lila Lampe
Invisible Orange Light Post=Unsichtbare orange Lampe
Invisible Light Post=Unsichtbare Lampe
Light Post=Lampe
Light Tower=Leuchtturm
Dam=Damm
Church=Kirche
Pyramid=Pyramide
Scrin Ship=Scrin-Schiff
Tree=Baum
Tiberium Tree=Tiberium-Baum
Boxes=Kisten
Bridge 1=Brücke obenlinks-untenrechts
Bridge 2=Brücke untenlinks-obenrechts
Railroad Bridge 1=Eisenbahnbrücke obenlinks-untenrechts
Railroad Bridge 2=Eisenbahnbrücke untenlinks-obenrechts
Wood Bridge 1=Holzbrücke obenlinks-untenrechts
Wood Bridge 2=Holzbrücke untenlinks-obenrechts
[English-TranslationsRA2]
Tiberium=Ore
Run Tiberian Sun=Run Red Alert 2
Tiberium Tree=Ore mine
Countries=Houses; For the edit->houses dialog
FinalSun Homepage=FinalAlert Homepage
FinalSun support forum=FinalAlert support forum
AutoCreate shores=Automatically create shore (AutoShore)
Tiberium (Blue)=Ore
Tiberium (Green)=Ore
[English-Translations]
; tooltips
Make terrain flat=Flatten ground
Raise a single tile=Raise single field (Not recommended!)
Lower a single tile=Lower single field (Not recommended!)
AutoCreate shores=Automatically create shore (only supported in FinalAlert)
Autocreate shores=Automatically create shore (AutoShore)
AutoLevel terrain height using cliffs=AutoLevel ground height using cliffs
Auto level using cliffs=AutoLevel ground height using cliffs
; other
Bridge 1=Bridge topleft-bottomright
Bridge 2=Bridge bottomleft-topright
Railroad Bridge 1=Railroad bridge topleft-bottomright
Railroad Bridge 2=Railroad bridge bottomleft-topright
Wood Bridge 1=Wood bridge topleft-bottomright
Wood Bridge 2=Wood bridge bottomleft-topright
Easy mode=Beginner mode

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[Files]
[FinalSun]
Language=English
FileSearchLikeGame=yes
PreferLocalTheaterFiles=1
[TS]
[UserInterface]
LoadScreenDelay=4.0
UseDefaultMouseCursor=1
ShowBuildingCells=1
EasyView=0
[MiniMap]
Scale=2.000000

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Command & Conquer - Tiberian Sun (c): FinalSun Editor 2.0
---------------------------------------------------------
Copyright 2001-2024 Electronic Arts Inc. All rights reserved.
Westwood Studios [TM] is an Electronic Arts [TM] brand.
Microsoft, DirectX and Windows are trademarks of the Microsoft group of companies.
---------------------------------------------------------
TECHNICAL SUPPORT DISCLAIMER
----------
In order to ask questions about FinalSun, please visit https://www.ea.com.
We will review the message board and reply to questions as often as we can. Technical support
is limited. FinalSun is distributed free of charge for the benefit of Tiberian Sun
fans.
MINIMUM SPECS
----------
FinalSun:
- Microsoft Windows 10, 11 (older versions may work but are unsupported)
- 2 GB physical RAM
- Tiberian Sun installed
Command & Conquer: Tiberian Sun
- see system requirements on box
LICENSE
-------
Copyright 2001-2024 Electronic Arts Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
THIRD PARTY LICENSES
--------------------
This program uses several third party libraries. Their copyright notices
and license terms are available in the 3rdParty\licenses folder.
KNOWN ISSUES/BUGS
----------
- Problems may occur if you have one or more mods installed. If you experience problems,
please try first to remove these mods.
HOW TO START
----------
After FinalSun has finished loading, press F1 to show the manual and
some tutorials.
Please read the manual by pressing F1 in FinalSun. You should also
begin with the tutorials included.
FAQ
----------
Q: How can I create a zoom trigger?
A: If you want to zoom on a particular place, you must first use the 'move camera
and scroll to waypoint' action (#48) and then zoom in. The zoom rate is controlled
by an undocumented keyword which must be placed in the [General] section of RULES.INI
or your map file: ZoomInFactor=N } It works to use Edit->Ini to create a [General]
section inside the map file and insert the key.
Q: Can I play the maps online? And use the new unit types online?
A: Yes, but there is a synchronization time limit. You can use the unit types online.
Q: How can I keep the map file small so that I'm able to play with 4 players online?
A: One possibility is to "hide" the preview. Just select the appropiate options when you
save the map.
Q: Ok I've made a multiplayer map. How can I play it?
A: In the FinalSun map settings dialog, choose "multiplayer maps" and click on
your's (usually near the bottom). Note that you cannot load the map in the random
map editor.
Q: What is that drag & drop feature? How can I copy units/buildings or move them?
A: Instead of deleting a building and placing it somewhere else, you can simply click
with the left mouse button on the building and move your mouse while holding down the
mouse button. You can now see a line that shows where the building/unit will be placed.
If you stop holding down the button, the unit/building will be moved there. If you hold
down the shift key also, it will be "copied" there. That means you can create a big
army without having to create every unit yourself. Note: if you move/copy a building
and it is to big to be placed at the new position, no warning appears! That means you
will probably have problems if you don't make sure that there is enough space!

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// FinalSun Script file
// Name: Add Reveal Map Debug trigger
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
AskContinue("This script will add a trigger that reveals the whole map after 2 seconds. Continue?");
AllowAdd("TRUE");
// now add the trigger, use the variable %TriggerID% as ID filler, and let a tag be created automatically
AddTrigger("%TriggerID%", "GDI,<none>,Reveal Map Debug Trigger,0,1,1,1,0", "1,13,0,2", "1,16,0,0,0,0,0,0,A", "TRUE");
Message("Trigger %TriggerID% added","Success");

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// FinalSun Script file
// Name: After Glow
// Written By: Bill Brislin aka RVMECH
// Last Change: Dec,24,2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
AskContinue("This script will add sections to the sturcture parameters so that they will glow in the dark. Ready...hope this works?");
AllowAdd("Because it makes your life easier when someone else does all the dirty work");
SetSafeMode("FALSE","This makes all structures and units glow in the darkness..here we go");
SetIniKey("AudioVisual","ExtraAircraftLight",".4");
SetIniKey("AudioVisual","ExtraInfantryLight",".4");
SetIniKey("AudioVisual","ExtraUnitLight",".4");
SetIniKey("GAPOWR","LightRedTint","0.05");
SetIniKey("GAPOWR","LightBlueTint","0.01");
SetIniKey("GAPOWR","LightGreenTint","0.05");
SetIniKey("GAPOWR","LightIntensity","0.01");
SetIniKey("GAPOWR","LightVisibility","1500");
SetIniKey("PROC","LightRedTint","0.05");
SetIniKey("PROC","LightBlueTint","0.01");
SetIniKey("PROC","LightGreenTint","0.05");
SetIniKey("PROC","LightIntensity","0.01");
SetIniKey("PROC","LightVisibility","1500");
SetIniKey("GASILO","LightRedTint","0.05");
SetIniKey("GASILO","LightBlueTint","0.01");
SetIniKey("GASILO","LightGreenTint","0.05");
SetIniKey("GASILO","LightIntensity","0.01");
SetIniKey("GASILO","LightVisibility","1500");
SetIniKey("GAPILE","LightRedTint","0.05");
SetIniKey("GAPILE","LightBlueTint","0.01");
SetIniKey("GAPILE","LightGreenTint","0.05");
SetIniKey("GAPILE","LightIntensity","0.01");
SetIniKey("GAPILE","LightVisibility","1500");
SetIniKey("CATHOSP","LightRedTint","0.05");
SetIniKey("CATHOSP","LightBlueTint","0.01");
SetIniKey("CATHOSP","LightGreenTint","0.05");
SetIniKey("CATHOSP","LightIntensity","0.01");
SetIniKey("CATHOSP","LightVisibility","1500");
SetIniKey("GAPLUG","LightRedTint","0.05");
SetIniKey("GAPLUG","LightBlueTint","0.01");
SetIniKey("GAPLUG","LightGreenTint","0.05");
SetIniKey("GAPLUG","LightIntensity","0.01");
SetIniKey("GAPLUG","LightVisibility","1500");
SetIniKey("GACNST","LightRedTint","0.05");
SetIniKey("GACNST","LightBlueTint","0.01");
SetIniKey("GACNST","LightGreenTint","0.05");
SetIniKey("GACNST","LightIntensity","0.01");
SetIniKey("GACNST","LightVisibility","1500");
SetIniKey("GAVULC","LightRedTint","0.05");
SetIniKey("GAVULC","LightBlueTint","0.01");
SetIniKey("GAVULC","LightGreenTint","0.05");
SetIniKey("GAVULC","LightIntensity","0.01");
SetIniKey("GAVULC","LightVisibility","1500");
SetIniKey("GADEPT","LightRedTint","0.05");
SetIniKey("GADEPT","LightBlueTint","0.01");
SetIniKey("GADEPT","LightGreenTint","0.05");
SetIniKey("GADEPT","LightIntensity","0.01");
SetIniKey("GADEPT","LightVisibility","1500");
SetIniKey("GATECH","LightRedTint","0.05");
SetIniKey("GATECH","LightBlueTint","0.01");
SetIniKey("GATECH","LightGreenTint","0.05");
SetIniKey("GATECH","LightIntensity","0.01");
SetIniKey("GATECH","LightVisibility","1500");
SetIniKey("GAWEAP","LightRedTint","0.05");
SetIniKey("GAWEAP","LightBlueTint","0.01");
SetIniKey("GAWEAP","LightGreenTint","0.05");
SetIniKey("GAWEAP","LightIntensity","0.01");
SetIniKey("GAWEAP","LightVisibility","1500");
SetIniKey("GAHPAD","LightRedTint","0.05");
SetIniKey("GAHPAD","LightBlueTint","0.01");
SetIniKey("GAHPAD","LightGreenTint","0.05");
SetIniKey("GAHPAD","LightIntensity","0.01");
SetIniKey("GAHPAD","LightVisibility","1500");
SetIniKey("GAPOWR","LightRedTint","0.05");
SetIniKey("GAPOWR","LightBlueTint","0.01");
SetIniKey("GAPOWR","LightGreenTint","0.05");
SetIniKey("GAPOWR","LightIntensity","0.01");
SetIniKey("GAPOWR","LightVisibility","1500");
SetIniKey("NAPOWR","LightRedTint","0.05");
SetIniKey("NAPOWR","LightBlueTint","0.01");
SetIniKey("NAPOWR","LightGreenTint","0.05");
SetIniKey("NAPOWR","LightIntensity","0.01");
SetIniKey("NAPOWR","LightVisibility","1500");
SetIniKey("NATECH","LightRedTint","0.05");
SetIniKey("NATECH","LightBlueTint","0.01");
SetIniKey("NATECH","LightGreenTint","0.05");
SetIniKey("NATECH","LightIntensity","0.01");
SetIniKey("NATECH","LightVisibility","1500");
SetIniKey("NAHAND","LightRedTint","0.05");
SetIniKey("NAHAND","LightBlueTint","0.01");
SetIniKey("NAHAND","LightGreenTint","0.05");
SetIniKey("NAHAND","LightIntensity","0.01");
SetIniKey("NAHAND","LightVisibility","1500");
SetIniKey("GATECH","LightRedTint","0.05");
SetIniKey("GATECH","LightBlueTint","0.01");
SetIniKey("GATECH","LightGreenTint","0.05");
SetIniKey("GATECH","LightIntensity","0.01");
SetIniKey("GATECH","LightVisibility","1500");
SetIniKey("GAWEAP","LightRedTint","0.05");
SetIniKey("GAWEAP","LightBlueTint","0.01");
SetIniKey("GAWEAP","LightGreenTint","0.05");
SetIniKey("GAWEAP","LightIntensity","0.01");
SetIniKey("GAWEAP","LightVisibility","1500");
SetIniKey("NAAPWR","LightRedTint","0.05");
SetIniKey("NAAPWR","LightBlueTint","0.01");
SetIniKey("NAAPWR","LightGreenTint","0.05");
SetIniKey("NAAPWR","LightIntensity","0.01");
SetIniKey("NAAPWR","LightVisibility","1500");
SetIniKey("NAPULS","LightRedTint","0.05");
SetIniKey("NAPULS","LightBlueTint","0.01");
SetIniKey("NAPULS","LightGreenTint","0.05");
SetIniKey("NAPULS","LightIntensity","0.01");
SetIniKey("NAPULS","LightVisibility","1500");
SetIniKey("NASTLH","LightRedTint","0.05");
SetIniKey("NASTLH","LightBlueTint","0.01");
SetIniKey("NASTLH","LightGreenTint","0.05");
SetIniKey("NASTLH","LightIntensity","0.01");
SetIniKey("NASTLH","LightVisibility","1500");
SetIniKey("NATMPL","LightRedTint","0.05");
SetIniKey("NATMPL","LightBlueTint","0.01");
SetIniKey("NATMPL","LightGreenTint","0.05");
SetIniKey("NATMPL","LightIntensity","0.01");
SetIniKey("NATMPL","LightVisibility","1500");
SetIniKey("NAWAST","LightRedTint","0.05");
SetIniKey("NAWAST","LightBlueTint","0.01");
SetIniKey("NAWAST","LightGreenTint","0.05");
SetIniKey("NAWAST","LightIntensity","0.01");
SetIniKey("NAWAST","LightVisibility","1500");
SetIniKey("NACNST","LightRedTint","0.05");
SetIniKey("NACNST","LightBlueTint","0.01");
SetIniKey("NACNST","LightGreenTint","0.05");
SetIniKey("NACNST","LightIntensity","0.01");
SetIniKey("NACNST","LightVisibility","1500");
SetIniKey("NADEPT","LightRedTint","0.05");
SetIniKey("NADEPT","LightBlueTint","0.01");
SetIniKey("NADEPT","LightGreenTint","0.05");
SetIniKey("NADEPT","LightIntensity","0.01");
SetIniKey("NADEPT","LightVisibility","1500");
SetIniKey("NAOBEL","LightRedTint","0.05");
SetIniKey("NAOBEL","LightBlueTint","0.01");
SetIniKey("NAOBEL","LightGreenTint","0.05");
SetIniKey("NAOBEL","LightIntensity","0.01");
SetIniKey("NAOBEL","LightVisibility","1500");
SetIniKey("NAHAND","LightRedTint","0.05");
SetIniKey("NAHAND","LightBlueTint","0.01");
SetIniKey("NAHAND","LightGreenTint","0.05");
SetIniKey("NAHAND","LightIntensity","0.01");
SetIniKey("NAHAND","LightVisibility","1500");
SetIniKey("NAMISL","LightRedTint","0.05");
SetIniKey("NAMISL","LightBlueTint","0.01");
SetIniKey("NAMISL,"LightGreenTint","0.05");
SetIniKey("NAMISL","LightIntensity","0.01");
SetIniKey("NAMISL","LightVisibility","1500");
SetIniKey("NAIRON","LightRedTint","0.05");
SetIniKey("NAIRON","LightBlueTint","0.01");
SetIniKey("NAIRON","LightGreenTint","0.05");
SetIniKey("NAIRON","LightIntensity","0.01");
SetIniKey("NAIRON","LightVisibility","1500");
SetIniKey("NALASR","LightRedTint","0.05");
SetIniKey("NALASR","LightBlueTint","0.01");
SetIniKey("NALASR","LightGreenTint","0.05");
SetIniKey("NALASR","LightIntensity","0.01");
SetIniKey("NALASR","LightVisibility","1500");
SetIniKey("NAMISL","LightRedTint","0.05");
SetIniKey("NAMISL","LightBlueTint","0.01");
SetIniKey("NAMISL","LightGreenTint","0.05");
SetIniKey("NAMISL","LightIntensity","0.01");
SetIniKey("NAMISL","LightVisibility","1500");
SetIniKey("GARADR","LightRedTint","0.05");
SetIniKey("GARADR","LightBlueTint","0.01");
SetIniKey("GARADR","LightGreenTint","0.05");
SetIniKey("GARADR","LightIntensity","0.01");
SetIniKey("GARADR","LightVisibility","1500");
SetIniKey("NAPOWR","LightRedTint","0.05");
SetIniKey("NAPOWR","LightBlueTint","0.01");
SetIniKey("NAPOWR","LightGreenTint","0.05");
SetIniKey("NAPOWR","LightIntensity","0.01");
SetIniKey("NAPOWR","LightVisibility","1500");
SetIniKey("NAHPAD","LightRedTint","0.05");
SetIniKey("NAHPAD","LightBlueTint","0.01");
SetIniKey("NAHPAD","LightGreenTint","0.05");
SetIniKey("NAHPAD","LightIntensity","0.01");
SetIniKey("NAHPAD","LightVisibility","1500");
SetIniKey("NARADR","LightRedTint","0.05");
SetIniKey("NARADR","LightBlueTint","0.01");
SetIniKey("NARADR","LightGreenTint","0.05");
SetIniKey("NARADR","LightIntensity","0.01");
SetIniKey("NARADR","LightVisibility","1500");
SetIniKey("NAREFN","LightRedTint","0.05");
SetIniKey("NAREFN","LightBlueTint","0.01");
SetIniKey("NAREFN","LightGreenTint","0.05");
SetIniKey("NAREFN","LightIntensity","0.01");
SetIniKey("NAREFN","LightVisibility","1500");
SetIniKey("NASAM","LightRedTint","0.05");
SetIniKey("NASAM","LightBlueTint","0.01");
SetIniKey("NASAM","LightGreenTint","0.05");
SetIniKey("NASAM","LightIntensity","0.01");
SetIniKey("NASAM","LightVisibility","1500");
);
SetIniKey("NATECH","LightRedTint","0.05");
SetIniKey("NATECH","LightBlueTint","0.01");
SetIniKey("NATECH","LightGreenTint","0.05");
SetIniKey("NATECH","LightIntensity","0.01");
SetIniKey("NATECH","LightVisibility","1500");
SetIniKey("NAWEAP","LightRedTint","0.05");
SetIniKey("NAWEAP","LightBlueTint","0.01");
SetIniKey("NAWEAP","LightGreenTint","0.05");
SetIniKey("NAWEAP","LightIntensity","0.01");
SetIniKey("NAWEAP","LightVisibility","1500");
Message("Lighting Levels have been changed for the structures and units","Success");

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// FinalSun Script file
// Name: Create Morning Lighting
// Written By: Matthias Wagner
// Last Change: August 27, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
SetSafeMode("FALSE","Necessary for setting lighting values");
SetIniKey("Lighting","Level","0.028000");
SetIniKey("Lighting","IonLevel","0.028000");
SetIniKey("Lighting","Ambient","1.000000");
SetIniKey("Lighting","Red","1.080000");
SetIniKey("Lighting","Green","0.940000");
SetIniKey("Lighting","Blue","0.680000");
SetIniKey("Lighting","IonAmbient","0.650000");
SetIniKey("Lighting","IonRed","0.695000");
SetIniKey("Lighting","IonGreen","0.445000");
SetIniKey("Lighting","IonBlue","0.775000");

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@ -0,0 +1,20 @@
// FinalSun Script file
// Name: Create Morning Lighting
// Written By: Matthias Wagner
// Last Change: August 27, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
SetSafeMode("FALSE","Necessary for setting lighting values");
SetIniKey("Lighting","Level","0.028000");
SetIniKey("Lighting","IonLevel","0.028000");
SetIniKey("Lighting","Ambient","0.750000");
SetIniKey("Lighting","Red","0.710000");
SetIniKey("Lighting","Green","0.810000");
SetIniKey("Lighting","Blue","1.190000");
SetIniKey("Lighting","IonAmbient","0.650000");
SetIniKey("Lighting","IonRed","0.695000");
SetIniKey("Lighting","IonGreen","0.445000");
SetIniKey("Lighting","IonBlue","0.775000");

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// FinalSun Script file
// Name: Create Morning Lighting
// Written By: Matthias Wagner
// Last Change: August 27, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
SetSafeMode("FALSE","Necessary for setting lighting values");
SetIniKey("Lighting","Level","0.028000");
SetIniKey("Lighting","IonLevel","0.028000");
SetIniKey("Lighting","Ambient","0.750000");
SetIniKey("Lighting","Red","1.090000");
SetIniKey("Lighting","Green","0.800000");
SetIniKey("Lighting","Blue","0.490000");
SetIniKey("Lighting","IonAmbient","0.650000");
SetIniKey("Lighting","IonRed","0.695000");
SetIniKey("Lighting","IonGreen","0.445000");
SetIniKey("Lighting","IonBlue","0.775000");

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// FinalSun Script file
// Name: Create Morning Lighting
// Written By: Matthias Wagner
// Last Change: August 27, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
SetSafeMode("FALSE","Necessary for setting lighting values");
SetIniKey("Lighting","Level","0.028000");
SetIniKey("Lighting","IonLevel","0.028000");
SetIniKey("Lighting","Ambient","0.350000");
SetIniKey("Lighting","Red","0.510000");
SetIniKey("Lighting","Green","0.460000 ");
SetIniKey("Lighting","Blue","1.410000");
SetIniKey("Lighting","IonAmbient","0.650000");
SetIniKey("Lighting","IonRed","0.695000");
SetIniKey("Lighting","IonGreen","0.445000");
SetIniKey("Lighting","IonBlue","0.775000");

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// FinalSun Script file
// Name: Start Day\Night Loop
// Written By: Bill Brislin aka RVMECH
// Last Change: Dec,24,2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
AskContinue("This script will add a trigger that starts the Day and Night loop after 50 seconds, it will also set your lighting levels for the proper operation of the loop. Remember to set the enable & disable parameters in the triggers when when you are finished. Ready...hope this works?");
AllowAdd("Because it makes your life easier when someone else does all the dirty work");
// now add the trigger, use the variable %TriggerID% as ID filler, and let a tag be created automatically
AddTrigger("%trig1%", "Neutral,<none>,Start_Day_Night_Loop,0,1,1,1,0", "1,13,0,2", "1,53,2,Please_select_Sunrise,0,0,0,0,A", "FALSE");
GetIniKey("%action%", "Actions","%trig1%");
SetParam("%action%", "1","%trig2%");
SetIniKey("Actions","%trig1%", "%action%");
AddTag("%newtag1%", "0,Start_Day_Night_Loop,%trig1%");
AddTrigger("%trig2%", "Neutral,<none>,Sunrise,1,1,1,1,0", "1,13,0,50", "5,53,2,please_select_Ambient_up,0,0,0,0,A,54,2,please_select_Sunrise,0,0,0,0,A,73,0,95,0,0,0,0,A,72,0,1070000000,0,0,0,0,A,71,0,1019000000,0,0,0,0,A", "FALSE");
GetIniKey("%action%", "Actions","%trig2%");
SetParam("%action%", "3", "%trig2%");
SetIniKey("Actions", "%trig2%", "%action%");
AddTag("%newtag2%", "2,Sunrise,%trig2%");
AddTrigger("%trig3%", "Neutral,<none>,Ambient_is_Up,1,1,1,1,0", "1,46,0,95", "2,53,2,please_select_Sunset,0,0,0,0,A,54,0,please_select_Ambient_up,0,0,0,0,A", "FALSE");
GetIniKey("%action%", "Actions","%trig3%");
SetParam("%action%", "3", "%trig3%");
SetIniKey("Actions", "%trig3%", "%action%");
AddTag("%newtag3%", "2,Ambient_is_Up,%trig3%");
AddTrigger("%trig4%", "Neutral,<none>,Sunset,1,1,1,1,0", "1,13,0,50", "5,53,2,please_select_Ambient_Down,0,0,0,0,A,54,2,please_select_Sunset,0,0,0,0,A,73,0,28,0,0,0,0,A,72,0,1070000000,0,0,0,0,A,71,0,1019000000,0,0,0,0,A", "FALSE");
GetIniKey("%action%", "Actions","%trig4%");
SetParam("%action%", "3", "%trig4%");
SetIniKey("Actions", "%trig4%", "%action%");
AddTag("%newtag4%", "2,Sunset,%trig4%");
AddTrigger("%trig5%", "Neutral,<none>,Ambient_is_Down,1,1,1,1,0", "1,45,0,28", "2,53,2,please_select_Sunrise,0,0,0,0,A,54,0,please_select_Ambient_Down,0,0,0,0,A", "FALSE");
GetIniKey("%action%", "Actions","%trig5%");
SetParam("%action%", "3", "%trig5%");
SetIniKey("Actions", "%trig3%", "%action%");
AddTag("%newtag5%", "2,Ambient_is_Down,%trig5%");
SetSafeMode("FALSE","This is necessary for setting lighting values..hang on to your hat");
SetIniKey("Lighting","Level","0.015000");
SetIniKey("Lighting","IonLevel","0.010000");
SetIniKey("Lighting","Ambient","0.280000");
SetIniKey("Lighting","Red",".950000");
SetIniKey("Lighting","Green","0.950000");
SetIniKey("Lighting","Blue","1.100000");
SetIniKey("Lighting","IonAmbient","0.380000");
SetIniKey("Lighting","IonRed","1.000000");
SetIniKey("Lighting","IonGreen","1.000000");
SetIniKey("Lighting","IonBlue","1.400000");
SetSafeMode("FALSE","This makes the units glow in the darkness..here we go");
SetIniKey("AudioVisual","ExtraAircraftLight",".4");
SetIniKey("AudioVisual","ExtraInfantryLight",".4");
SetIniKey("AudioVisual","ExtraUnitLight",".4");
Message("Lighting Levels have been changed and the Day Night Loop has been added","Success");

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// FinalSun Script file
// Name: Start Day\Night Loop
// Written By: Bill Brislin aka RVMECH
// Last Change: Dec,24,2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
AskContinue("This script will add a trigger that starts the Day and Night loop after 50 seconds, it will also set your lighting levels for the proper operation of the loop. Remember to set the enable & disable parameters in the triggers when when you are finished. Ready...hope this works?");
AllowAdd("Because it makes your life easier when someone else does all the dirty work");
// now add the trigger, use the variable %TriggerID% as ID filler, and let a tag be created automatically
AddTrigger("%trig1%", "Neutral,<none>,Start_Day_Night_Loop,0,1,1,1,0", "1,13,0,2", "1,53,2,Please_select_Sunrise,0,0,0,0,A", "FALSE");
GetIniKey("%action%", "Actions","%trig1%");
SetParam("%action%", "1","%trig2%");
SetIniKey("Actions","%trig1%", "%action%");
AddTag("%newtag1%", "0,Start_Day_Night_Loop,%trig1%");
AddTrigger("%trig2%", "Neutral,<none>,Sunrise,1,1,1,1,0", "1,13,0,32", "5,53,2,please_select_Ambient_up,0,0,0,0,A,54,2,please_select_Sunrise,0,0,0,0,A,73,0,95,0,0,0,0,A,72,0,1070000000,0,0,0,0,A,71,0,1019000000,0,0,0,0,A", "FALSE");
GetIniKey("%action%", "Actions","%trig2%");
SetParam("%action%", "3", "%trig2%");
SetIniKey("Actions", "%trig2%", "%action%");
AddTag("%newtag2%", "2,Sunrise,%trig2%");
AddTrigger("%trig3%", "Neutral,<none>,Ambient_is_Up,1,1,1,1,0", "1,46,0,95", "2,53,2,please_select_Sunset,0,0,0,0,A,54,0,please_select_Ambient_up,0,0,0,0,A", "FALSE");
GetIniKey("%action%", "Actions","%trig3%");
SetParam("%action%", "3", "%trig3%");
SetIniKey("Actions", "%trig3%", "%action%");
AddTag("%newtag3%", "2,Ambient_is_Up,%trig3%");
AddTrigger("%trig4%", "Neutral,<none>,Sunset,1,1,1,1,0", "1,13,0,32", "5,53,2,please_select_Ambient_Down,0,0,0,0,A,54,2,please_select_Sunset,0,0,0,0,A,73,0,40,0,0,0,0,A,72,0,1070000000,0,0,0,0,A,71,0,1019000000,0,0,0,0,A", "FALSE");
GetIniKey("%action%", "Actions","%trig4%");
SetParam("%action%", "3", "%trig4%");
SetIniKey("Actions", "%trig4%", "%action%");
AddTag("%newtag4%", "2,Sunset,%trig4%");
AddTrigger("%trig5%", "Neutral,<none>,Ambient_is_Down,1,1,1,1,0", "1,45,0,40", "2,53,2,please_select_Sunrise,0,0,0,0,A,54,0,please_select_Ambient_Down,0,0,0,0,A", "FALSE");
GetIniKey("%action%", "Actions","%trig5%");
SetParam("%action%", "3", "%trig5%");
SetIniKey("Actions", "%trig3%", "%action%");
AddTag("%newtag5%", "2,Ambient_is_Down,%trig5%");
SetSafeMode("FALSE","Necessary for setting lighting values..hang on to your hat");
SetIniKey("Lighting","Level","0.015000");
SetIniKey("Lighting","IonLevel","0.010000");
SetIniKey("Lighting","Ambient","0.400000");
SetIniKey("Lighting","Red",".950000");
SetIniKey("Lighting","Green","0.950000");
SetIniKey("Lighting","Blue","1.100000");
SetIniKey("Lighting","IonAmbient","0.380000");
SetIniKey("Lighting","IonRed","1.000000");
SetIniKey("Lighting","IonGreen","1.000000");
SetIniKey("Lighting","IonBlue","1.400000");
SetIniKey("Lighting","DominatorRed","0.850000");
SetIniKey("Lighting","DominatorBlue","0.300000");
SetIniKey("Lighting","DominatorGreen","0.200000");
SetIniKey("Lighting","DominatorLevel","0.000000");
SetIniKey("Lighting","DominatorGround","0.000000");
SetIniKey("Lighting","DominatorAmbient","1.500000");
SetIniKey("Lighting","DominatorAmbientChangeRate"'"0.001000");
Message("Lighting Levels have been changed and the Day Night Loop has been added","Success");

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// FinalSun Script file
// Name: Enlarge map by100x100
// Written By: Bill Brislin
// Last Change:December,30 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
Is("%Width%", ">", "200", "WidthTooLarge");
Is("%Height%", ">", "200", "HeightTooLarge");
Print("Script cannot resize map, because the map width is too large.","WidthTooLarge");
Print("Script cannot resize map, because the map height is too large.","HeightTooLarge");
Cancel("WidthTooLarge");
Cancel("HeightTooLarge");
SetVariable("NW", "%Width%");
SetVariable("NH", "%Height%");
SetVariable("X", "50");
SetVariable("Y", "50");
Add("NW", "100");
Add("NH", "100");
AskContinue("This script will resize the map from %Width%x%Height% to NWxNH. Continue?");
Resize("X","Y","NW","NH");

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// FinalSun Script file
// Name: Enlarge map by 50x50
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
Is("%Width%", ">", "150", "WidthTooLarge");
Is("%Height%", ">", "150", "HeightTooLarge");
Print("Script cannot resize map, because the map width is too large.","WidthTooLarge");
Print("Script cannot resize map, because the map height is too large.","HeightTooLarge");
Cancel("WidthTooLarge");
Cancel("HeightTooLarge");
SetVariable("NW", "%Width%");
SetVariable("NH", "%Height%");
SetVariable("X", "25");
SetVariable("Y", "25");
Add("NW", "50");
Add("NH", "50");
AskContinue("This script will resize the map from %Width%x%Height% to NWxNH. Continue?");
Resize("X","Y","NW","NH");

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// FinalSun Script file
// Name: Special Lamps
// Written By: Bill Brislin aka RVMECH
// Last Change:Feb,12,2002
// Be careful when editing scripts, they may cause damage to maps if used improperly
AskContinue("This script will make the INREDLMP. INGRNLMP,and the INBLULMP less bright and shorter in range. Ready...hope this works?");
AllowAdd("Because it makes your life easier when someone else does all the dirty work");
SetSafeMode("FALSE","This will make the INREDLMP. INGRNLMP,and the INBLULMP less bright and shorter in range...here we go");
SetIniKey("INREDLMP","LightIntensity","0.005");
SetIniKey("INREDLMP","LightVisibility","550");
SetIniKey("INGRNLMP","LightIntensity","0.005");
SetIniKey("INGRNLMP","LightVisibility","550");
SetIniKey("INBLULMP",LightVisibility","550");;
SetIniKey("INBLULMP","LightIntensity","0.005");
Message("The INREDLMP, INGRNLMP, and INBLULMP have been modified","Success");

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// FinalSun Script file
// Name: Change Unit Facing
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
SetAutoUpdate("FALSE"); // no screen flickering...
SetVariable("%TCounter%","%InfantryCount%");
// LOOP BEGIN
:LoopInfantry:
SetVariable("%pos%","%TCounter%");
Substract("%pos%","1");
GetInfantry("%data%","%pos%");
Print("Infantry %pos%: %data%");
Substract("%TCounter%", "1", "%TCounter%"); // only substract if >=0, else infinite loop!
JumpTo("LoopInfantry","%TCounter%");
SetVariable("%TCounter%","%UnitCount%");
// LOOP BEGIN
:LoopVehicle:
SetVariable("%pos%","%TCounter%");
Substract("%pos%","1");
GetVehicle("%data%","%pos%");
Print("Vehicle %pos%: %data%");
Substract("%TCounter%", "1", "%TCounter%"); // only substract if >=0, else infinite loop!
JumpTo("LoopVehicle","%TCounter%");
SetVariable("%TCounter%","%AircraftCount%");
// LOOP BEGIN
:LoopAircraft:
SetVariable("%pos%","%TCounter%");
Substract("%pos%","1");
GetAircraft("%data%","%pos%");
Print("Aircraft %pos%: %data%");
Substract("%TCounter%", "1", "%TCounter%"); // only substract if >=0, else infinite loop!
JumpTo("LoopAircraft","%TCounter%");
SetVariable("%TCounter%","%StructureCount%");
// LOOP BEGIN
:LoopStructure:
SetVariable("%pos%","%TCounter%");
Substract("%pos%","1");
GetStructure("%data%","%pos%");
Print("Structure %pos%: %data%");
Substract("%TCounter%", "1", "%TCounter%"); // only substract if >=0, else infinite loop!
JumpTo("LoopStructure","%TCounter%");

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// FinalSun Script file
// Name: Move 4 starting points close to corners
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
Print("Player count: %PlayerCount%");
Print("Waypoint count: %WaypointCount%");
Print("Unit count: %UnitCount%");
Print("Infantry count: %InfantryCount%");
Print("Structure count: %StructureCount%");
Print("Aircraft count: %AircraftCount%");
SetVariable("%WPCounter%","100");
// BEGIN WAYPOINT LOOP
:WaypointLoop:
SetVariable("%WPID%","100");
Substract("%WPID%","%WPCounter%");
GetWaypointPos("%WPID%","%X%","%Y%");
Print("Waypoint %WPID%: %X% / %Y%","%X%"); // List waypoint if x coordinate !=0, as we have non-existing waypoints
Substract("%WPCounter%","1");
JumpTo("WaypointLoop", "%WPCounter%");
// END WAYPOINT LOOP

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// FinalSun Script file
// Name: Move 4 starting points close to corners
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
// only for multiplayer maps:
RequiresMP();
Is("%PlayerCount%","!=", "4", "4Players?");
Print("Warning: Script usually should be used only on 4 player maps.","4Players?");
Print("This map currently has %PlayerCount% players.","4Players?");
Print("The map will be set up for at least 4 players","4Players?");
AskContinue("This tool will move the starting locations of the first 4 players into the corners of the map. It needs to disable INI protection to do this.");
// disable safe mode so that we can move already existing waypoints, not just create new ones
// user must allow the script to do this. If he does not, the waypoints won´t be moved if they
// already exist.
SetSafeMode("FALSE","Necessary for moving waypoints");
// Waypoint 0:
SetVariable("Y", "20");
SetVariable("X", "%Width%");
SetWaypoint("0", "X", "Y");
// Waypoint 1:
SetVariable("X", "20");
SetVariable("Y", "%Width%");
SetWaypoint("1", "X", "Y");
// helper variable for 2,3:
SetVariable("V", "%IsoSize%");
Substract("V", "20");
// Waypoint 2:
SetVariable("X", "%Height%");
SetVariable("Y", "V");
SetWaypoint("2", "X", "Y");
// Waypoint 3:
SetVariable("Y", "%Height%");
SetVariable("X", "V");
SetWaypoint("3", "X", "Y");

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// FinalSun Script file
// Name: Make Aircraft Recruitable
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
AllowDelete("Necessary for changing aircraft");
AllowAdd("Necessary for changing aircraft");
Is("%DeleteAllowed%","=","0","%NoDelete%");
Print("Deletion must be allowed for this script to run!","%NoDelete%");
Cancel("%NoDelete%");
Is("%AddAllowed%","=","0","%NoAdd%");
Print("Adding must be allowed for this script to run!","%NoAdd%");
Cancel("%NoAdd%");
Ask("%specified%","Do you want to limit changes to a specific house?","Limit to house");
SetVariable("%House%","");
UInputGetHouse("%House%","House:","%specified%");
SetAutoUpdate("FALSE"); // no screen flickering...
Is("%AircraftCount%","=","0","%Abort%");
Cancel("%Abort%");
SetVariable("%TCounter%","%AircraftCount%");
// LOOP BEGIN
:Loop:
SetVariable("%pos%","%TCounter%");
Substract("%pos%","1");
GetAircraft("%data%","%pos%");
SetVariable("%Differ%","0");
GetParam("%param%", "%data%", "0", "%specified%");
Is("%param%","!=","%House%","%Differ%","%specified%");
Substract("%TCounter%","1", "%Differ%");
And("%cancelloop%","%Differ%", "%TCounter%");
JumpTo("Loop", "%cancelloop%");
// if we are here, and Differ is set to TRUE, TCounter must be 0, so cancel script.
Cancel("%Differ%");
DeleteAircraft("%pos%");
// recruitable & AI recruitable
SetParam("%data%","10","1");
SetParam("%data%","11","1");
AddAircraft("%data%");
Substract("%TCounter%", "1", "%TCounter%"); // only substract if >=0, else infinite loop!
JumpTo("Loop","%TCounter%");

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// FinalSun Script file
// Name: Make Infantry Recruitable
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
AllowDelete("Necessary for changing infantry");
AllowAdd("Necessary for changing infantry");
Is("%DeleteAllowed%","=","0","%NoDelete%");
Print("Deletion must be allowed for this script to run!","%NoDelete%");
Cancel("%NoDelete%");
Is("%AddAllowed%","=","0","%NoAdd%");
Print("Adding must be allowed for this script to run!","%NoAdd%");
Cancel("%NoAdd%");
Ask("%specified%","Do you want to limit changes to a specific house?","Limit to house");
SetVariable("%House%","");
UInputGetHouse("%House%","House:","%specified%");
SetAutoUpdate("FALSE"); // no screen flickering...
Is("%InfantryCount%","=","0","%Abort%");
Cancel("%Abort%");
SetVariable("%TCounter%","%InfantryCount%");
// LOOP BEGIN
:Loop:
SetVariable("%pos%","%TCounter%");
Substract("%pos%","1");
IsInfantryDeleted("%deleted?%","%pos%");
Is("%deleted?%","=","0","%existing%");
GetInfantry("%data%","%pos%");
SetVariable("%Differ%","0");
GetParam("%param%", "%data%", "0", "%specified%");
Is("%param%","!=","%House%","%Differ%","%specified%");
Substract("%TCounter%","1", "%Differ%");
And("%cancelloop%","%Differ%", "%TCounter%");
JumpTo("Loop", "%cancelloop%");
// if we are here, and Differ is set to TRUE, TCounter must be 0, so cancel script.
Cancel("%Differ%");
DeleteInfantry("%pos%","%existing%");
// recruitable & AI recruitable
SetParam("%data%","12","1","%existing%");
SetParam("%data%","13","1","%existing%");
AddInfantry("%data%","%existing%");
Substract("%TCounter%", "1", "%TCounter%"); // only substract if >=0, else infinite loop!
JumpTo("Loop","%TCounter%");

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// FinalSun Script file
// Name: Make Vehicle Recruitable
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
AllowDelete("Necessary for changing vehicles");
AllowAdd("Necessary for changing vehicles");
Is("%DeleteAllowed%","=","0","%NoDelete%");
Print("Deletion must be allowed for this script to run!","%NoDelete%");
Cancel("%NoDelete%");
Is("%AddAllowed%","=","0","%NoAdd%");
Print("Adding must be allowed for this script to run!","%NoAdd%");
Cancel("%NoAdd%");
Ask("%specified%","Do you want to limit changes to a specific house?","Limit to house");
SetVariable("%House%","");
UInputGetHouse("%House%","House:","%specified%");
SetAutoUpdate("FALSE"); // no screen flickering...
Is("%UnitCount%","=","0","%Abort%");
Cancel("%Abort%");
SetVariable("%TCounter%","%UnitCount%");
// LOOP BEGIN
:Loop:
SetVariable("%pos%","%TCounter%");
Substract("%pos%","1");
GetVehicle("%data%","%pos%");
SetVariable("%Differ%","0");
GetParam("%param%", "%data%", "0", "%specified%");
Is("%param%","!=","%House%","%Differ%","%specified%");
Substract("%TCounter%","1", "%Differ%");
And("%cancelloop%","%Differ%", "%TCounter%");
JumpTo("Loop", "%cancelloop%");
// if we are here, and Differ is set to TRUE, TCounter must be 0, so cancel script.
Cancel("%Differ%");
DeleteVehicle("%pos%");
// recruitable & AI recruitable
SetParam("%data%","12","1");
SetParam("%data%","13","1");
AddVehicle("%data%");
Substract("%TCounter%", "1", "%TCounter%"); // only substract if >=0, else infinite loop!
JumpTo("Loop","%TCounter%");

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// FinalSun Script file
// Name: Change Unit Facing
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
AllowDelete("Necessary for changing infantry");
AllowAdd("Necessary for changing infantry");
Is("%DeleteAllowed%","=","0","%NoDelete%");
Print("Deletion must be allowed for this script to run!","%NoDelete%");
Cancel("%NoDelete%");
Is("%AddAllowed%","=","0","%NoAdd%");
Print("Adding must be allowed for this script to run!","%NoAdd%");
Cancel("%NoAdd%");
Ask("%specified%","Do you want to limit random aircraft facing to a specific house?","Limit Random Aircraft facing to house");
SetVariable("%House%","");
UInputGetHouse("%House%","House:","%specified%");
SetAutoUpdate("FALSE"); // no screen flickering...
Is("%AircraftCount%","=","0","%Abort%");
Cancel("%Abort%");
SetVariable("%TCounter%","%AircraftCount%");
// LOOP BEGIN
:Loop:
SetVariable("%pos%","%TCounter%");
Substract("%pos%","1");
GetAircraft("%data%","%pos%");
SetVariable("%Differ%","0");
GetParam("%param%", "%data%", "0", "%specified%");
Is("%param%","!=","%House%","%Differ%","%specified%");
Substract("%TCounter%","1", "%Differ%");
And("%cancelloop%","%Differ%", "%TCounter%");
JumpTo("Loop", "%cancelloop%");
// if we are here, and Differ is set to TRUE, TCounter must be 0, so cancel script.
Cancel("%Differ%");
DeleteAircraft("%pos%");
GetRandom("%Facing%");
// convert random (0-32767) to 8 directions
Divide("%Facing%","4096");
// convert 8 directions to degrees
Multi("%Facing%","32");
SetParam("%data%","5","%Facing%");
AddAircraft("%data%");
Substract("%TCounter%", "1", "%TCounter%"); // only substract if >=0, else infinite loop!
JumpTo("Loop","%TCounter%");

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// FinalSun Script file
// Name: Change Infantry Facing
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
AllowDelete("Necessary for changing infantry");
AllowAdd("Necessary for changing infantry");
Is("%DeleteAllowed%","=","0","%NoDelete%");
Print("Deletion must be allowed for this script to run!","%NoDelete%");
Cancel("%NoDelete%");
Is("%AddAllowed%","=","0","%NoAdd%");
Print("Adding must be allowed for this script to run!","%NoAdd%");
Cancel("%NoAdd%");
Ask("%specified%","Do you want to limit random infantry facing to a specific house?","Limit Random Infantry facing to house");
SetVariable("%House%","");
UInputGetHouse("%House%","House:","%specified%");
SetAutoUpdate("FALSE"); // no screen flickering...
Is("%InfantryCount%","=","0","%Abort%");
Cancel("%Abort%");
SetVariable("%TCounter%","%InfantryCount%");
// LOOP BEGIN
:Loop:
SetVariable("%pos%","%TCounter%");
Substract("%pos%","1");
IsInfantryDeleted("%deleted?%","%pos%");
Is("%deleted?%","=","0","%existing%");
GetInfantry("%data%","%pos%");
SetVariable("%Differ%","0");
GetParam("%param%", "%data%", "0", "%specified%");
Is("%param%","!=","%House%","%Differ%","%specified%");
Substract("%TCounter%","1", "%Differ%");
And("%cancelloop%","%Differ%", "%TCounter%");
JumpTo("Loop", "%cancelloop%");
// if we are here, and Differ is set to TRUE, TCounter must be 0, so cancel script.
Cancel("%Differ%");
DeleteInfantry("%pos%","%existing%");
GetRandom("%Facing%");
// convert random (0-32767) to 8 directions
Divide("%Facing%","4096");
// convert 8 directions to degrees
Multi("%Facing%","32");
Print("%Facing%");
SetParam("%data%","7","%Facing%","%existing%");
AddInfantry("%data%","%existing%");
Substract("%TCounter%", "1", "%TCounter%"); // only substract if >=0, else infinite loop!
JumpTo("Loop","%TCounter%");

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// FinalSun Script file
// Name: Change Unit Facing
// Written By: Matthias Wagner
// Last Change: August 21, 2001
// Be careful when editing scripts, they may cause damage to maps if used improperly
AllowDelete("Necessary for changing infantry");
AllowAdd("Necessary for changing infantry");
Is("%DeleteAllowed%","=","0","%NoDelete%");
Print("Deletion must be allowed for this script to run!","%NoDelete%");
Cancel("%NoDelete%");
Is("%AddAllowed%","=","0","%NoAdd%");
Print("Adding must be allowed for this script to run!","%NoAdd%");
Cancel("%NoAdd%");
Ask("%specified%","Do you want to limit random unit facing to a specific house?","Limit Random Unit facing to house");
SetVariable("%House%","");
UInputGetHouse("%House%","House:","%specified%");
SetAutoUpdate("FALSE"); // no screen flickering...
Is("%UnitCount%","=","0","%Abort%");
Cancel("%Abort%");
SetVariable("%TCounter%","%UnitCount%");
// LOOP BEGIN
:Loop:
SetVariable("%pos%","%TCounter%");
Substract("%pos%","1");
GetVehicle("%data%","%pos%");
SetVariable("%Differ%","0");
GetParam("%param%", "%data%", "0", "%specified%");
Is("%param%","!=","%House%","%Differ%","%specified%");
Substract("%TCounter%","1", "%Differ%");
And("%cancelloop%","%Differ%", "%TCounter%");
JumpTo("Loop", "%cancelloop%");
// if we are here, and Differ is set to TRUE, TCounter must be 0, so cancel script.
Cancel("%Differ%");
DeleteVehicle("%pos%");
GetRandom("%Facing%");
// convert random (0-32767) to 8 directions
Divide("%Facing%","4096");
// convert 8 directions to degrees
Multi("%Facing%","32");
SetParam("%data%","5","%Facing%");
AddVehicle("%data%");
Substract("%TCounter%", "1", "%TCounter%"); // only substract if >=0, else infinite loop!
JumpTo("Loop","%TCounter%");

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; This file provides a standard template for every new map created in FinalSun
; Be careful editing this file!
; [Map] section is ignored as FinalSun will automatically create it
; Packed sections may work, but I haven´t tried this!
; You should not edit this file, as it may cause FinalSun´s created maps to crash
; Last change: November 14th 2000
[Basic]
NextScenario=
AltNextScenario=
Name=No name
NewINIFormat=4
CarryOverCap=0
EndOfGame=no
SkipScore=no
OneTimeOnly=no
SkipMapSelect=no
Official=yes
IgnoreGlobalAITriggers=no
TruckCrate=no
TrainCrate=no
Percent=0
CarryOverMoney=0.000000
HomeCell=98
AltHomeCell=99
MultiplayerOnly=0
TiberiumGrowthEnabled=yes
VeinGrowthEnabled=yes
IceGrowthEnabled=yes
TiberiumDeathToVisceroid=no
FreeRadar=no
InitTime=10000
[Lighting]
Ambient=1.000000
Red=1.000000
Green=1.000000
Blue=1.000000
Ground=0.000000
Level=0.032000
IonAmbient=1.000000
IonRed=1.000000
IonGreen=1.000000
IonBlue=1.000000
IonGround=0.000000
IonLevel=0.032000
[SpecialFlags]
TiberiumGrows=yes
TiberiumSpreads=yes
TiberiumExplosive=no
DestroyableBridges=yes
MCVDeploy=no
InitialVeteran=no
FixedAlliance=no
HarvesterImmune=no
FogOfWar=no
Inert=no
IonStorms=no
Meteorites=no
Visceroids=yes

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Diese Tips & Tricks sollten Ihnen helfen, tolle neue Karten für Tiberian Sun und Firestorm zu erstellen. Lesen Sie bitte möglichst viele durch, es lohnt sich.
Falls AutoShore beim Plazieren von Tiles stören sollte, können Sie es über das Optionen-Menü deaktivieren.
Sie sollten unbedingt die neuen Klippen-Plazierungs-Werkzeuge ausprobieren. Sie finden sie in der Werkzeugleiste. Einfach auswählen, auf die Karte klicken, gedrückt halten, und Maus in Klippenrichtung bewegen.
Nachdem Sie in den Terrain-Plazierungsmodus gewechselt haben, können Sie die Pfeiltasten benutzen, um durch die verfügbaren Tilesets und Tiles zu scrollen.
Benutzen Sie die Show/Hide Funktionen, um einzelne Felder oder Terraintypen unsichtbar zu machen. Damit ist es oft viel leichter, gewisse Kartenabschnitte zu editieren.
Haben Sie bereits den Assistenten für neue Karten (unter Datei->Neu) getestet? Er bereitet automatisch alles vor, was Sie für eine Einzelspieler und Mehrspieler-Karte benötigen.
Erstellen Sie komplett neue Karten durch die Fähigkeit von FinalSun, das Terrain zu editieren!
Beachten Sie auch die Statusleiste am unteren Fensterrand. Sie hat oft hilfreiche Informationen parat.
Beachten Sie, dass die Brush/Pinsel-Grösse sowohl für "paint terrain", als auch für "flatten terrain" und "raise/lower" terrain benutzt wird.

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These tips should help you to create cool Tiberian Sun and Firestorm maps.
If you do not want AutoShore to be applied when placing tiles, you can disable AutoShore (and AutoLat) in the Options menu.
You should really try the new cliff painting tools. They both are in the toolbar. Select them, click on the map, hold down the mouse button, and move the mouse into the cliff direction.
After you have activated the tile/terrain placing mode, you can use the arrow keys to scroll through the different tilesets and tiles.
Use the show/hide functions to make certain fields or terrain types invisible. Using this, map editing in certain parts of the map becomes much easier.
Have you already tried out the "New map assistant" (File->New)? It creates all the stuff you need for a singleplayer and multiplayer map.
Create completely new maps with FinalSun 2.0!
Pay attention to the status bar at the bottom of the window. It often contains useful information.
Consider that the brush size works for "paint terrain", "flatten terrain" (important!) and for "raise/lower" terrain.

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start explorer "%LOCALAPPDATA%\FinalSun"

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start notepad "%LOCALAPPDATA%/FinalSun/finalsunlog.txt"

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Copyright (C) 1996-2017 Markus Franz Xaver Johannes Oberhumer
All Rights Reserved.
The LZO library is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of
the License, or (at your option) any later version.
The LZO library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with the LZO library; see the file COPYING.
If not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Markus F.X.J. Oberhumer
<markus@oberhumer.com>
http://www.oberhumer.com/opensource/lzo/

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XCC Utilities and Library
Copyright (C) 2000 Olaf van der Spek <olafvdspek@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.

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This software contains parts of the XCC library by Olaf van der Spek available under https://github.com/OlafvdSpek/xcc/ (specifically a modified subset of https://github.com/OlafvdSpek/xcc/tree/70358b46858973426c1ecf204485cb2a88716217/).
It has been stripped down to only the required parts and uses the dynamically linked C runtime.
Please see copyright.txt and COPYING for the copyright notice and the license of the included files and https://github.com/OlafvdSpek/xcc/ for all legal and licensing terms.

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New features for FinalSun and FinalAlert 2 (Yuri's Revenge)
2.0
---
- Fixed a few code issues to allow the application to run on modern operating systems.
- Updated the application icons with new 256x256 graphics.
- You can now zoom in & out with the middle mouse button or wheel
- You don't need administrator access anymore if the program is installed in the program folder, as all user data and settings are now stored in your AppData folder
- Tunnel tube editing completely reimplemented
+ Tunnel tilesets available
+ You can edit existing tubes by using the tool on the end of an existing tube
+ You can now create curved tubes
+ You can now create unidirectional tubes
- LAT support for Crystal and Swamp terrain in Tiberian Sun temperate maps
- House colors are now read from map or rules.ini
- Units and buildings are now shaded in the house colors correctly
- Voxel units now have shading applied
- Minimap can now be resized
- Undo steps increased to 64
- Map rendering performance improved
- Several fixes for crashes
- Fixed addon turrets display
- SHP turrets and Voxel turrets + barrels have their positioning fixed.
- Maps up to 400x112 (or 112x400) are now allowed.
- Fixed minimap for non-quadratic maps.

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