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MapLoader.TriggerFix.InvalidTriggerAction=Trigger '{0}' had action "{1}" with invalid value for uncustomizable parameter #{2}: "{3}". It has been automatically corrected to "{4}".
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MapLoader.PostCheckMap.InvalidTileIndex=Invalid tile index {0} for cell at {1} - setting it to 0
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MapLoader.PostCheckMap.InvalidSubTileIndex=Invalid sub-tile index {0} for cell at {1} (max: {2}) - setting it to 0. TileSet: {3} ({4}), index of tile within its set: {5}
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MapLoader.PostCheckMap.MaxSubTileCount=\s\s\s\sMaximum sub-tile count of 0 detected for tile at {0}, also setting the cell's tile index to 0.
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MapLoader.PostCheckMap.NullSubTile=Null sub-tile {0} for cell at {1} - clearing the tile. TileSet: {2} ({3}), index of tile within its set: {4}
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MapLoader.ReadTerrainObjects.NonexistentTerrainObjectType=Skipping loading of terrain type {0}, placed at {1}, {2}, because it does not exist in Rules.
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MapLoader.ReadTerrainObjects.TerrainObjectOutsideOfMap=Terrain object {0} has been placed outside of the valid map area, at {1}, {2}. Skipping placing it on the map.
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MapLoader.FindAttachedTag.TagNotFound=Unable to find tag {0} attached to {1} at {2}
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MapLoader.ReadBuildings.BuildingTypeNotFound=Unable to find building type {0} - skipping adding it to map.
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MapLoader.ReadBuildings.BuildingTypeForUpgradeNotFound=Invalid building upgrade specified for building {0}: {1}
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MapLoader.ReadBuildings.UpgradeInvalid=Building {0} has an upgrade {1}, but@{2}does not specify {3} in its PowersUpBuilding= key. Skipping adding upgrade to map.
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MapLoader.ReadBuildings.UpgradeCountMismatch=Building {0} at {1} has more upgrades ({2}) than specified by its Upgrades= value ({3}) in Rules. Skipping adding one or more of the building's upgrades.
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MapLoader.CheckFoundationCell.TileOutOfBounds=Building {0} has been placed outside of the map at {1}. Skipping adding it to map.
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MapLoader.ReadAircraft.AircraftTypeNotFound=Unable to find aircraft type {0} - skipping adding it to map.
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MapLoader.ReadUnits.UnitTypeNotFound=Unable to find unit type {0} - skipping adding it to map.
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MapLoader.ReadInfantry.InfantryTypeNotFound=Unable to find infantry type {0} - skipping adding it to map.
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MapLoader.ReadSmudges.InvalidSmudgeSyntax=Invalid syntax in smudge defined in map: {0}
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MapLoader.ReadSmudges.InvalidSmudgeSyntaxAtPosition=Invalid syntax in smudge at {0},{1}: {2}
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MapLoader.ReadSmudges.SmudgeTypeNotFound=Cell at {0},{1} contains a smudge '{2}' that does not exist in Rules.ini. Ignoring it.
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MapLoader.ReadSmudges.SmudgeOutOfBounds=Smudge at {0},{1} is placed outside of the map. Ignoring it.
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MapLoader.ReadOverlays.OverlayIndexOutOfBounds=Ignoring overlay on tile at {0},{1} because it's out of bounds compared to Rules.ini overlay list
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MapLoader.ReadWaypoints.InvalidWaypointSyntax=Invalid syntax encountered for waypoint: {0}={1}
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MapLoader.ReadWaypoints.WaypointOutOfBounds=Waypoint {0} at {1} was not within the valid map area. It has been moved to {2}.
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MapLoader.TriggerFix.InvalidTriggerAction=Trigger "{0}" had action "{1}" with invalid value for uncustomizable parameter #{2}: "{3}". It has been automatically corrected to "{4}".
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MapLoader.TriggerFix.InvalidTriggerAction=Trigger "{0}" had action "{1}" with invalid value for uncustomizable parameter #{2}: "{3}". It has been automatically corrected to "{4}".
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MapLoader.ReadTags.TriggerNotFound=Ignoring tag {0} because its related trigger {1} does not exist!
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MapLoader.ReadAITriggerTypes.InvalidAITriggerType=AITriggerType {0} is invalid, skipping reading it.
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MapLoader.ReadAITriggerTypes.PrimaryTeamNotFound=AITriggerType "{0}" ({1}) has a nonexistent team ({2}) specified as its primary team!
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MapLoader.ReadAITriggerTypes.InvalidTechLevel=AITriggerType {0} has an invalid tech level, skipping parsing of the AI trigger.
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MapLoader.ReadAITriggerTypes.InvalidConditionType=AITriggerType {0} has an invalid condition type, skipping parsing of the AI trigger.
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MapLoader.ReadAITriggerTypes.ConditionObjectNotFound=AITriggerType {0} has a non-existent condition object "{1}"
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MapLoader.ReadAITriggerTypes.ConditionComparatorParseError=Failed to parse comparator of AITriggerType {0} ({1})! Skipping loading of the AI trigger.
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MapLoader.ReadAITriggerTypes.SecondaryTeamNotFound=AITriggerType {0} has a non-existent secondary team type "{1}"
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MapLoader.ReadHouses.InvalidBaseNode=Skipping loading invalid base node of house {0} for building type "{1}". The building type does not exist in Rules!
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MapLoader.ReadHouses.InvalidCountry=Nonexistent Country= or no Country= specified for House {0}. This makes it default to the first standard Country ({1}).
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MapLoader.ReadHouses.NonexistentAlliedHouse=House with name {0} was not found when loading up allies for the house {1}. Skipping the alliance.
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MapLoader.ReadLocalVariables.InvalidIndex=Invalid local variable index in entry {0}: {1}, skipping reading local variable.
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MapLoader.ReadLocalVariables.DuplicateIndex=Duplicate local variable index in entry {0}: {1}, skipping reading local variable.
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MapLoader.ReadLocalVariables.InvalidSyntax=Invalid local variable syntax in entry {0}: {1}, skipping reading local variable.
Map.CheckForIssues.ImpassableTile=Cell at {0} has Tiberium on an otherwise impassable cell. This can cause harvesters to get stuck.
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Map.CheckForIssues.DuplicateHouseININame=The map has multiple houses named "{0}"! This will result in a corrupted house list in-game!
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Map.CheckForIssues.TeamTypeWithoutTaskForce=TeamType "{0}" has no TaskForce set!
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Map.CheckForIssues.TeamTypeWithoutScript=TeamType "{0}" has no Script set!
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CheckForIssues.TriggerDisabled=Trigger "{0}" ({1}) is disabled and never enabled by another trigger.@Did you forget to enable it? If the trigger exists for debugging purposes, add DEBUG or OBSOLETE to its name to skip this warning.
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CheckForIssues.TriggerEnabledByOtherTriggers=Trigger "{0}" ({1}) is enabled by another trigger, but it is never in a disabled state@(it is neither disabled by default nor disabled by other triggers). Did you forget to disable it?
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CheckForIssues.TriggerEnableSelf=Trigger "{0}" ({1}) has an action for enabling itself. Is it supposed to enable something else instead?
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CheckForIssues.PlayerHouseNotFound=A nonexistent house has been specified in [Basic] Player= .
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CheckForIssues.PlayerHouseNotPlayerControlled=The human player's house does not have the "Player-Controlled" flag checked.
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CheckForIssues.MaxTubesExceeded=The map has more than {0} tunnel tubes. This might cause issues when units cross the tunnels.
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CheckForIssues.UnitFollowsMultipleUnits=Multiple units are configured to make unit {0} at {1} to follow them!@This can cause strange behaviour in the game. {2} at {3} is one of the followed units.
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CheckForIssues.NegativeFollowerID=Unit {0} at {1} has a follower ID below -1. It is unknown how the game reacts to this.
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CheckForIssues.UnitFollowSelf=Unit {0} at {1} follows itself! This can cause the game to crash or freeze!
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CheckForIssues.NoTriggerConditions=Trigger '{0}' has 0 events specified. It will never be fired. Did you forget to give it events?
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CheckForIssues.NoTriggerActions=Trigger '{0}' has 0 actions specified. It will not do anything. Did you forget to give it actions?
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CheckForIssues.TriggerEnteredByNoObjects=Trigger '{0}' is using the "Entered by..." event without being attached to any object, cell, or team. Did you forget to attach it?
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CheckForIssues.TriggerBridgeDestroyedNoCellTags=Trigger '{0}' is using the "Bridge destroyed" event, but it is not attached to any CellTag. Did you forget to place a celltag for it?
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CheckForIssues.TriggerEventNoObjectAttached=Trigger '{0}' is using the {1} event without being attached to any object or team. Did you forget to attach it?
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CheckForIssues.TriggerAttachedToSelf=Trigger '{0}' is attached to itself (potentially through other triggers). This will cause the game to crash!
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CheckForIssues.InvalidTriggerActionTeamType=Trigger '{0}' has a nonexistent TeamType specified as a parameter for one or more of its actions.
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CheckForIssues.InvalidTriggerActionHouse=Trigger '{0}' has a nonexistent HouseType specified as a parameter for one or more of its actions.
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CheckForIssues.InvalidTriggerOwner=Trigger '{0}' has a nonexistent HouseType '{1}' specified as its owner.
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CheckForIssues.TriggerTooManyActions=Trigger '{0}' has more than {1} actions! This can cause the game to crash! Consider splitting it up to multiple triggers.
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CheckForIssues.SpecialWaypointUsed=The map makes use of waypoint #{0}. In Tiberian Sun, this waypoint is reserved for special use cases (WAYPT_SPECIAL). Using it as a normal waypoint may cause issues as it may be dynamically moved by game events.
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CheckForAITriggerTeamWithMaxZeroIssue.TeamTypeMax=Team '{0}', linked to AITrigger '{1}', has Max=0. This prevents the AI from building the team.
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