localization #1

This commit is contained in:
Zac Surplice
2013-11-06 16:37:51 +11:00
parent c87df96724
commit 7e2b6febd0
39 changed files with 665 additions and 73 deletions

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@@ -1,6 +1,6 @@
private ["_hasbottleitem","_hastinitem","_bottletext","_tin1text","_tin2text","_tintext","_qty","_dis","_sfx","_removed"];
if(TradeInprogress) exitWith { cutText ["Boil already in progress." , "PLAIN DOWN"]; };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_22") , "PLAIN DOWN"]; };
TradeInprogress = true;
player removeAction s_player_boil;

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@@ -30,4 +30,4 @@ _weaponsCount = (_weaponsCount_raw select 1) call vehicle_gear_count;
// Count and show weapons available space
_backpackCount = (_backpackCount_raw select 1) call vehicle_gear_count;
TitleText [format[("Magazine %1 / %2 - Weapons %3 / %4 - Backpacks %5 / %6"),_magazineCount,_maxMagazines,_weaponsCount,_maxWeapons,_backpackCount,_maxBackpacks], "PLAIN DOWN"];
TitleText [format[(localize "str_epoch_player_1"),_magazineCount,_maxMagazines,_weaponsCount,_maxWeapons,_backpackCount,_maxBackpacks], "PLAIN DOWN"];

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@@ -1,6 +1,6 @@
private ["_text","_rawmeat","_cookedmeat","_meat","_meatcooked","_qty","_started","_finished","_animState","_isMedic","_removed","_dis","_sfx","_textraw"];
if(TradeInprogress) exitWith { cutText ["Cooking already in progress." , "PLAIN DOWN"]; };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_23") , "PLAIN DOWN"]; };
TradeInprogress = true;
// diag_log ("Cook Enabled");

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@@ -1,6 +1,6 @@
private ["_vehicle","_curFuel","_newFuel","_started","_finished","_animState","_isMedic","_abort","_canSize","_configVeh","_capacity","_nameText","_isOk","_findNearestVehicles","_findNearestVehicle","_IsNearVehicle","_isVehicle","_configSrcVeh","_capacitySrc","_nameTextSrc","_isFillok","_curFuelSrc","_newFuelSrc","_vehicleSrc"];
if(TradeInprogress) exitWith { cutText ["Refuel already in progress." , "PLAIN DOWN"] };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_24") , "PLAIN DOWN"] };
TradeInprogress = true;
_isVehicle = false;
@@ -134,6 +134,6 @@ if(_IsNearVehicle >= 1) then {
};
} else {
cutText ["No Vehicles Nearby.", "PLAIN DOWN"];
cutText [(localize "str_epoch_player_27"), "PLAIN DOWN"];
};
TradeInprogress = false;

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@@ -1,6 +1,6 @@
private ["_vehicle","_started","_finished","_animState","_isMedic","_soundSource"];
if(TradeInprogress) exitWith { cutText ["Refuel already in progress." , "PLAIN DOWN"] };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_24") , "PLAIN DOWN"] };
TradeInprogress = true;
player removeAction s_player_fillgen;
@@ -18,7 +18,7 @@ r_doLoop = true;
_started = false;
_finished = false;
cutText ["Preparing to fuel and start generator, move to cancel.", "PLAIN DOWN"];
cutText [(localize "str_epoch_player_25") "PLAIN DOWN"];
[player,50,true,(getPosATL player)] spawn player_alertZombies;
@@ -45,7 +45,7 @@ if(!_finished) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
cutText ["Canceled." , "PLAIN DOWN"]
cutText [(localize "str_epoch_player_26") , "PLAIN DOWN"]
};
if (_finished) then {
@@ -68,7 +68,7 @@ if (_finished) then {
_vehicle setVariable ["GeneratorSound", _soundSource,true];
cutText ["Generator has been started.", "PLAIN DOWN"];
cutText [(localize "str_epoch_player_28"), "PLAIN DOWN"];
};
} else {
@@ -81,7 +81,7 @@ if (_finished) then {
_vehicle setVariable ["GeneratorSound", _soundSource,true];
cutText ["Generator has been started.", "PLAIN DOWN"];
cutText [(localize "str_epoch_player_28"), "PLAIN DOWN"];
};
};

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@@ -1,6 +1,6 @@
private ["_item","_hasKnife","_hasKnifeBlunt","_hasHarvested","_qty","_text","_string","_type","_started","_finished","_animState","_isMedic","_isListed","_config"];
if(TradeInprogress) exitWith { cutText ["Gutting animal already in progress." , "PLAIN DOWN"]; };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_29") , "PLAIN DOWN"]; };
TradeInprogress = true;
player removeAction s_player_butcher;
@@ -53,7 +53,7 @@ if ((_hasKnife or _hasKnifeBlunt) and !_hasHarvested) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
cutText ["Canceled gutting." , "PLAIN DOWN"];
cutText [(localize "str_epoch_player_30") , "PLAIN DOWN"];
//_abort = true;
};

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@@ -1,6 +1,6 @@
private ["_hasKnife","_qty","_item","_text","_string","_type","_started","_finished","_animState","_isMedic","_hasHarvested","_hasKnifeBlunt","_humanity"];
if(TradeInprogress) exitWith { cutText ["Gutting zombie already in progress." , "PLAIN DOWN"]; };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_31") , "PLAIN DOWN"]; };
TradeInprogress = true;
player removeAction s_player_butcher;
@@ -54,7 +54,7 @@ if ((_hasKnife or _hasKnifeBlunt) and !_hasHarvested) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
cutText ["Canceled gutting." , "PLAIN DOWN"];
cutText [(localize "str_epoch_player_30") , "PLAIN DOWN"];
//_abort = true;
};

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@@ -1,7 +1,7 @@
private ["_vehicle","_removed"];
_vehicle = _this select 3;
if(TradeInprogress) exitWith { cutText ["Hotwire vehicle already in progress." , "PLAIN DOWN"]; };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_32") , "PLAIN DOWN"]; };
TradeInprogress = true;
{player removeAction _x} forEach s_player_lockunlock;s_player_lockunlock = [];
@@ -23,7 +23,7 @@ if (_removed == 1) then {
};
};
} else {
cutText ["Failed to unlock car hotwire kit broken." , "PLAIN DOWN"];
cutText [(localize "str_epoch_player_33") , "PLAIN DOWN"];
};
};

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@@ -1,6 +1,6 @@
private ["_qty","_started","_finished","_animState","_isMedic","_abort","_fillCounter","_dis","_sfx","_displayName","_fuelCans"];
if(TradeInprogress) exitWith { cutText ["Fill Jerry already in progress." , "PLAIN DOWN"]; };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_34"), "PLAIN DOWN"]; };
TradeInprogress = true;
player removeAction s_player_fillfuel;
@@ -64,7 +64,7 @@ _qty = count _fuelCans;
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
cutText ["Canceled siphon." , "PLAIN DOWN"];
cutText [(localize "str_epoch_player_35") , "PLAIN DOWN"];
_abort = true;
};

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@@ -17,6 +17,6 @@ if((count PVDZE_plr_DeathBResult) > 0) then {
// load death message board ui
call EpochDeathBoardLoad;
} else {
cutText ["No recent Deaths.", "PLAIN DOWN"];
cutText [(localize "str_epoch_player_36"), "PLAIN DOWN"];
PVDZE_plr_DeathBResult = nil;
};

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@@ -1,7 +1,7 @@
private["_vehicle"];
_vehicle = _this select 3;
if(TradeInprogress) exitWith { cutText ["Lock vehicle already in progress." , "PLAIN DOWN"]; };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_37") , "PLAIN DOWN"]; };
TradeInprogress = true;
{player removeAction _x} forEach s_player_lockunlock;s_player_lockunlock = [];

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@@ -7,7 +7,7 @@ if(player isKindOf "PZombie_VB") exitWith {};
// _playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]) > 1;
// if(_playerNear) exitWith {cutText ["Cannot take item while another player is nearby." , "PLAIN DOWN"]; };
if (!DZE_CanPickup) exitWith { cutText ["Take item already in progress." , "PLAIN DOWN"]; };
if (!DZE_CanPickup) exitWith { cutText [(localize "str_epoch_player_38") , "PLAIN DOWN"]; };
DZE_CanPickup = false;
_array = _this select 3;

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@@ -1,6 +1,6 @@
private ["_item","_config","_onLadder","_create","_isOk","_config2","_magType","_meleeNum","_muzzles","_wtype","_type","_hastoolweapon","_text"];
if(TradeInprogress) exitWith { cutText ["Add to toolbelt already in progress." , "PLAIN DOWN"]; };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_39") , "PLAIN DOWN"]; };
TradeInprogress = true;
_item = _this;

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@@ -4,11 +4,11 @@
*/
private ["_location","_dir","_classname","_item","_hasrequireditem","_missing","_hastoolweapon","_cancel","_reason","_started","_finished","_animState","_isMedic","_dis","_sfx","_hasbuilditem","_tmpbuilt","_onLadder","_isWater","_require","_text","_offset","_IsNearPlot","_isOk","_location1","_location2","_counter","_limit","_proceed","_num_removed","_position","_object","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_findNearestPoles","_findNearestPole","_distance","_classnametmp","_ghost","_isPole","_needText","_lockable","_zheightchanged","_rotate","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display","_combinationDisplay","_zheightdirection","_abort","_isNear","_need","_objHupDiff","_objHdwnDiff","_needNear","_vehicle","_inVehicle","_previewCounter"];
if(TradeInprogress) exitWith { cutText ["\n\nBuilding already in progress." , "PLAIN DOWN"]; };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_40") , "PLAIN DOWN"]; };
TradeInprogress = true;
// disallow building if too many objects are found within 30m
if((count ((position player) nearObjects ["All",30])) >= DZE_BuildingLimit) exitWith {TradeInprogress = false; cutText ["\n\nCannot build, too many objects witin 30m.", "PLAIN DOWN"];};
if((count ((position player) nearObjects ["All",30])) >= DZE_BuildingLimit) exitWith {TradeInprogress = false; cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];};
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_isWater = dayz_isSwimming;
@@ -38,9 +38,9 @@ call gear_ui_init;
closeDialog 1;
if (_isWater) exitWith {TradeInprogress = false; cutText [localize "str_player_26", "PLAIN DOWN"];};
if (_inVehicle) exitWith {TradeInprogress = false; cutText ["Cannot build while in a vehicle.", "PLAIN DOWN"];};
if (_inVehicle) exitWith {TradeInprogress = false; cutText [(localize "str_epoch_player_42"), "PLAIN DOWN"];};
if (_onLadder) exitWith {TradeInprogress = false; cutText [localize "str_player_21", "PLAIN DOWN"];};
if (player getVariable["combattimeout", 0] >= time) exitWith {TradeInprogress = false; cutText ["Cannot build while in combat.", "PLAIN DOWN"];};
if (player getVariable["combattimeout", 0] >= time) exitWith {TradeInprogress = false; cutText [(localize "str_epoch_player_43"), "PLAIN DOWN"];};
_item = _this;
@@ -133,7 +133,7 @@ _findNearestPole = [];
_IsNearPlot = count (_findNearestPole);
// If item is plot pole and another one exists within 45m
if(_isPole and _IsNearPlot > 0) exitWith { TradeInprogress = false; cutText ["Cannot build plot pole within 45m of an existing plot." , "PLAIN DOWN"]; };
if(_isPole and _IsNearPlot > 0) exitWith { TradeInprogress = false; cutText [(localize "str_epoch_player_44") , "PLAIN DOWN"]; };
if(_IsNearPlot == 0) then {
@@ -206,7 +206,7 @@ if (_hasrequireditem) then {
_position = getPosATL _object;
cutText ["PgUp to raise or PgDn to lower (Hold ALT to raise faster or CTRL slower), Q or E to flip 180. Space-Bar to build.", "PLAIN DOWN"];
cutText [(localize "str_epoch_player_45"), "PLAIN DOWN"];
_previewCounter = 60;
_objHDiff = 0;
@@ -350,7 +350,7 @@ if (_hasrequireditem) then {
if (player getVariable["combattimeout", 0] >= time) exitWith {
_isOk = false;
_cancel = true;
_reason = "Cannot build while in combat.";
_reason = (localize "str_epoch_player_43");
detach _object;
deleteVehicle _object;
};
@@ -527,7 +527,7 @@ if (_hasrequireditem) then {
} else {
deleteVehicle _tmpbuilt;
cutText ["Canceled building." , "PLAIN DOWN"];
cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];
};
} else {
@@ -539,12 +539,12 @@ if (_hasrequireditem) then {
deleteVehicle _tmpbuilt;
cutText ["Canceled building." , "PLAIN DOWN"];
cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];
};
} else {
deleteVehicle _tmpbuilt;
cutText [format["Canceled construction of %1 %2.",_text,_reason], "PLAIN DOWN"];
cutText [format[(localize "str_epoch_player_47"),_text,_reason], "PLAIN DOWN"];
};
};

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@@ -4,7 +4,7 @@
*/
private ["_location","_dir","_classname","_text","_object","_objectID","_objectUID","_newclassname","_refund","_obj","_upgrade","_objectCharacterID","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_distance","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot","_i","_invResult","_itemOut","_countOut","_abortInvAdd","_addedItems"];
if(TradeInprogress) exitWith { cutText ["Downgrade already in progress." , "PLAIN DOWN"]; };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_48") , "PLAIN DOWN"]; };
TradeInprogress = true;
player removeAction s_player_downgrade_build;
@@ -60,7 +60,7 @@ _obj = _this select 3;
// Current charID
_objectCharacterID = _obj getVariable ["CharacterID","0"];
if(DZE_Lock_Door != _objectCharacterID) exitWith { TradeInprogress = false; cutText ["Unable to downgrade you do not know the combination." , "PLAIN DOWN"]; };
if(DZE_Lock_Door != _objectCharacterID) exitWith { TradeInprogress = false; cutText [(localize "str_epoch_player_49") , "PLAIN DOWN"]; };
// Find objectID
_objectID = _obj getVariable ["ObjectID","0"];
@@ -68,7 +68,7 @@ _objectID = _obj getVariable ["ObjectID","0"];
// Find objectUID
_objectUID = _obj getVariable ["ObjectUID","0"];
if(_objectID == "0" && _objectUID == "0") exitWith {TradeInprogress = false; s_player_upgrade_build = -1; cutText ["Not setup yet.", "PLAIN DOWN"];};
if(_objectID == "0" && _objectUID == "0") exitWith {TradeInprogress = false; s_player_upgrade_build = -1; cutText [(localize "str_epoch_player_50"), "PLAIN DOWN"];};
// Get classname
_classname = typeOf _obj;
@@ -148,7 +148,7 @@ if ((count _upgrade) > 0) then {
};
} else {
cutText ["No downgrades available", "PLAIN DOWN"];
cutText [(localize "str_epoch_player_51"), "PLAIN DOWN"];
};
TradeInprogress = false;

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@@ -4,7 +4,7 @@
*/
private ["_location","_dir","_classname","_missing","_text","_proceed","_num_removed","_object","_missingQty","_itemIn","_countIn","_qty","_removed","_removed_total","_tobe_removed_total","_objectID","_objectUID","_temp_removed_array","_textMissing","_requirements","_obj","_upgrade","_objectCharacterID"];
if(TradeInprogress) exitWith { cutText ["Upgrade already in progress." , "PLAIN DOWN"]; };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_52") , "PLAIN DOWN"]; };
TradeInprogress = true;
player removeAction s_player_maint_build;
@@ -19,7 +19,7 @@ _objectID = _obj getVariable ["ObjectID","0"];
// Find objectUID
_objectUID = _obj getVariable ["ObjectUID","0"];
if(_objectID == "0" && _objectUID == "0") exitWith {TradeInprogress = false; s_player_maint_build = -1; cutText ["Not setup yet.", "PLAIN DOWN"];};
if(_objectID == "0" && _objectUID == "0") exitWith {TradeInprogress = false; s_player_maint_build = -1; cutText [(localize "str_epoch_player_50"), "PLAIN DOWN"];};
// Get classname
_classname = typeOf _obj;

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@@ -5,10 +5,10 @@
*/
private ["_isOk","_objName","_finished","_proceed","_counter","_itemOut","_countOut","_tree","_distance2d","_distance3d","_trees","_findNearestTree","_finishedTime","_item"];
if(TradeInprogress) exitWith { cutText ["\n\nHarvest wood already in progress." , "PLAIN DOWN"]; };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_53") , "PLAIN DOWN"]; };
TradeInprogress = true;
if((currentWeapon player) != "MeleeHatchet") exitWith {TradeInprogress = false; cutText ["\n\nHatchet needs to be in your hand to harvest wood.", "PLAIN DOWN"]; };
if((currentWeapon player) != "MeleeHatchet") exitWith {TradeInprogress = false; cutText [(localize "str_epoch_player_54"), "PLAIN DOWN"]; };
// allowed trees list move this later
_trees = ["t_larix3s.p3d","t_pyrus2s.p3d","str_briza_kriva.p3d","dd_borovice.p3d","les_singlestrom_b.p3d","les_singlestrom.p3d","smrk_velky.p3d","smrk_siroky.p3d","smrk_maly.p3d","les_buk.p3d","str krovisko vysoke.p3d","str_fikovnik_ker.p3d","str_fikovnik.p3d","str vrba.p3d","hrusen2.p3d","str dub jiny.p3d","str lipa.p3d","str briza.p3d","p_akat02s.p3d","jablon.p3d","p_buk.p3d","str_topol.p3d","str_topol2.p3d","p_osika.p3d","t_picea3f.p3d","t_picea2s.p3d","t_picea1s.p3d","t_fagus2w.p3d","t_fagus2s.p3d","t_fagus2f.p3d","t_betula1f.p3d","t_betula2f.p3d","t_betula2s.p3d","t_betula2w.p3d","t_alnus2s.p3d","t_acer2s.p3d","t_populus3s.p3d","t_quercus2f.p3d","t_sorbus2s.p3d","t_malus1s.p3d","t_salix2s.p3d","t_picea1s_w.p3d","t_picea2s_w.p3d","t_ficusb2s_ep1.p3d","t_populusb2s_ep1.p3d","t_populusf2s_ep1.p3d","t_amygdalusc2s_ep1.p3d","t_ficusb2s_ep1.p3d","t_pistacial2s_ep1.p3d","t_pinuse2s_ep1.p3d","t_pinuss3s_ep1.p3d","t_prunuss2s_ep1.p3d","t_pinusn2s.p3d","t_pinusn1s.p3d","t_pinuss2f.p3d","t_poplar2f_dead_pmc.p3d","misc_torzotree_pmc.p3d","misc_burnspruce_pmc.p3d","brg_cocunutpalm8.p3d","brg_umbrella_acacia01b.p3d","brg_jungle_tree_canopy_1.p3d","brg_jungle_tree_canopy_2.p3d","brg_cocunutpalm4.p3d","brg_cocunutpalm3.p3d","palm_01.p3d","palm_02.p3d","palm_03.p3d","palm_04.p3d","palm_09.p3d","palm_10.p3d","brg_cocunutpalm2.p3d","brg_jungle_tree_antiaris.p3d","brg_cocunutpalm1.p3d"];
@@ -124,7 +124,7 @@ if (count(_findNearestTree) >= 1) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
cutText ["\n\nCanceled Harvesting Wood.", "PLAIN DOWN"];
cutText [(localize "str_epoch_player_55"), "PLAIN DOWN"];
};
} else {

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@@ -1,6 +1,6 @@
private ["_item","_config","_onLadder","_create","_started","_finished","_animState","_isMedic","_qty","_box","_num_removed","_text","_haskey","_hastoolweapon","_isNear","_hasTinBar"];
if(TradeInprogress) exitWith { cutText ["\n\nCopy key already in progress." , "PLAIN DOWN"]; };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_56") , "PLAIN DOWN"]; };
TradeInprogress = true;
_item = _this;
@@ -14,10 +14,10 @@ _haskey = _this in weapons player;
if (!_haskey) exitWith {TradeInprogress = false; cutText [format[(localize "str_player_30"),_text] , "PLAIN DOWN"]};
_hastoolweapon = "ItemKeyKit" in weapons player;
if (!_hastoolweapon) exitWith {TradeInprogress = false; cutText ["\n\nNeed Keymakers kit to make a copy of a key." , "PLAIN DOWN"]};
if (!_hastoolweapon) exitWith {TradeInprogress = false; cutText [(localize "str_epoch_player_57") , "PLAIN DOWN"]};
_isNear = {inflamed _x} count (position player nearObjects 3);
if(_isNear == 0) exitWith {TradeInprogress = false; cutText ["\n\nKey crafting needs a fire within 3 meters." , "PLAIN DOWN"]};
if(_isNear == 0) exitWith {TradeInprogress = false; cutText [(localize "str_epoch_player_58") , "PLAIN DOWN"]};
call gear_ui_init;

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@@ -18,6 +18,6 @@ if (!(_callerID in _rfriendlies)) then {
// caller
titleText [format["You have tagged a player as friendly. Waiting for other player to accept.",(name _target)], "PLAIN DOWN"];
// target
PVDZE_plr_FriendRQ = format["%1 wants to tag you as friendly. To accept, tag %1 as friendly.", (name _caller)];
PVDZE_plr_FriendRQ = format[(localize "str_epoch_player_2"), (name _caller)];
(owner _target) publicVariableClient "PVDZE_plr_FriendRQ";
};

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@@ -4,7 +4,7 @@
*/
private ["_location","_dir","_classname","_missing","_text","_proceed","_num_removed","_object","_missingQty","_itemIn","_countIn","_qty","_removed","_removed_total","_tobe_removed_total","_objectID","_objectUID","_temp_removed_array","_textMissing","_newclassname","_requirements","_obj","_upgrade","_lockable","_combination_1","_combination_2","_combination_3","_combination","_objectCharacterID","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_distance","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot"];
if(TradeInprogress) exitWith { cutText ["Upgrade already in progress." , "PLAIN DOWN"]; };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_52") , "PLAIN DOWN"]; };
TradeInprogress = true;
player removeAction s_player_upgrade_build;
@@ -64,7 +64,7 @@ _objectID = _obj getVariable ["ObjectID","0"];
// Find objectUID
_objectUID = _obj getVariable ["ObjectUID","0"];
if(_objectID == "0" && _objectUID == "0") exitWith {TradeInprogress = false; s_player_upgrade_build = -1; cutText ["Not setup yet.", "PLAIN DOWN"];};
if(_objectID == "0" && _objectUID == "0") exitWith {TradeInprogress = false; s_player_upgrade_build = -1; cutText [(localize "str_epoch_player_50"), "PLAIN DOWN"];};
// Get classname
_classname = typeOf _obj;

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@@ -1,6 +1,6 @@
private ["_vehicle","_curFuel","_newFuel","_started","_finished","_animState","_isMedic","_location1","_location2","_abort","_canName","_canSize","_configCan","_configVeh","_capacity","_nameText","_availableCans","_canText"];
if(TradeInprogress) exitWith { cutText ["Refuel already in progress." , "PLAIN DOWN"] };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_24") , "PLAIN DOWN"] };
TradeInprogress = true;
// Use target from addaction

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@@ -136,7 +136,7 @@ _availableCansEmpty = ["ItemJerrycanEmpty","ItemFuelBarrelEmpty"];
};
} else {
cutText ["Canceled siphon." , "PLAIN DOWN"];
cutText [(localize "str_epoch_player_35") , "PLAIN DOWN"];
_abort = true;
};

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@@ -45,7 +45,7 @@ if(!_finished) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
cutText ["Canceled." , "PLAIN DOWN"]
cutText [(localize "str_epoch_player_26") , "PLAIN DOWN"]
};
if (_finished) then {

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@@ -97,7 +97,7 @@ if(_IsNearVehicle >= 1) then {
} else {
cutText ["No Vehicles Nearby.", "PLAIN DOWN"];
cutText [(localize "str_epoch_player_27"), "PLAIN DOWN"];
};
TradeInprogress = false;
s_player_towing = -1;

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@@ -1,7 +1,7 @@
private["_vehicle"];
_vehicle = _this select 3;
if(TradeInprogress) exitWith { cutText ["Lock vehicle already in progress." , "PLAIN DOWN"]; };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_37") , "PLAIN DOWN"]; };
TradeInprogress = true;
{player removeAction _x} forEach s_player_lockunlock;s_player_lockunlock = [];

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@@ -15,6 +15,6 @@ _isOk = false;
} forEach ["LandVehicle","Air", "Ship"];
if((locked _cTarget) and _isOk and (((vehicle player) distance _cTarget) < 12)) then {
cutText ["Cannot access gear in a locked vehicle." , "PLAIN DOWN"];
cutText [(localize "str_epoch_player_7") , "PLAIN DOWN"];
_display closeDisplay 1;
};

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@@ -9,5 +9,5 @@ _nearNet = _nearNets select 0;
if (!isNull _nearNet and _canDo) then {
[0,1,2,_nearNet] spawn player_removeObject;
} else {
cutText ["No camo nets found nearby.", "PLAIN DOWN"];
cutText [(localize "str_epoch_player_8"), "PLAIN DOWN"];
};

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@@ -25,7 +25,7 @@ if ((count _intersectsWith) > 0) then {
} forEach _intersectsWith;
if(_activated) then {
diag_log format["Player Wall glitched %1 - player: %2 vehicle:%4", player,_playerPos,_vehiclePos];
cutText ["You have been crushed between two objects.", "PLAIN DOWN"];
cutText [(localize "str_epoch_player_9"), "PLAIN DOWN"];
_id = [player,"bled"] spawn player_death;
};

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@@ -5,7 +5,7 @@
*/
private ["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_holder","_weapons","_magazines","_backpacks","_alreadyPacking","_lockedClass","_text","_playerNear"];
if(TradeInprogress) exitWith { cutText ["Lock already in progress." , "PLAIN DOWN"]; };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_10") , "PLAIN DOWN"]; };
TradeInprogress = true;
_obj = _this;
@@ -18,7 +18,7 @@ if(isNull _obj) exitWith { TradeInprogress = false; };
// Test cannot lock while another player is nearby
_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]) > 1;
if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot lock while another player is nearby." , "PLAIN DOWN"]; };
if(_playerNear) exitWith { TradeInprogress = false; cutText [(localize "str_epoch_player_11") , "PLAIN DOWN"]; };
_ownerID = _obj getVariable["CharacterID","0"];
_objectID = _obj getVariable["ObjectID","0"];

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@@ -29,7 +29,7 @@ private ["_display","_btnRespawn","_btnAbort","_timeOut","_timeMax","_btnAbortTe
};
case (!r_player_dead and !canbuild) : {
_btnAbort ctrlEnable false;
cutText ["Cannot Abort while in a trader city!", "PLAIN DOWN"];
cutText [(localize "str_epoch_player_12"), "PLAIN DOWN"];
};
case (!r_player_dead and player getVariable["combattimeout", 0] >= time) : {
_btnAbort ctrlEnable false;

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@@ -3,7 +3,7 @@
*/
private ["_activatingPlayer","_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_object","_holder","_weapons","_magazines","_backpacks","_objWpnTypes","_objWpnQty","_countr","_alreadyPacking","_dis","_sfx","_classname","_location"];
if(TradeInprogress) exitWith { cutText ["Pack tent already in progress." , "PLAIN DOWN"]; };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_13") , "PLAIN DOWN"]; };
TradeInprogress = true;
player removeAction s_player_packtent;
@@ -18,7 +18,7 @@ _objectUID = _obj getVariable["ObjectUID","0"];
player playActionNow "Medic";
if(_objectID == "0" && _objectUID == "0") exitWith {TradeInprogress = false; s_player_packtent = -1; cutText ["Tent not setup yet.", "PLAIN DOWN"];};
if(_objectID == "0" && _objectUID == "0") exitWith {TradeInprogress = false; s_player_packtent = -1; cutText [(localize "str_epoch_player_14"), "PLAIN DOWN"];};
if(_ownerID != dayz_characterID) exitWith {TradeInprogress = false; s_player_packtent = -1; cutText [localize "str_fail_tent_pack", "PLAIN DOWN"];};

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@@ -3,7 +3,7 @@
*/
private ["_activatingPlayer","_obj","_ownerID","_objectID","_objectUID","_alreadyPacking","_location1","_location2","_dir","_pos","_bag","_holder","_weapons","_magazines","_backpacks","_objWpnTypes","_objWpnQty","_countr","_packedClass","_text","_playerNear"];
if(TradeInprogress) exitWith { cutText ["That is already being packed." , "PLAIN DOWN"]; };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_15") , "PLAIN DOWN"]; };
TradeInprogress = true;
_activatingPlayer = player;
@@ -18,7 +18,7 @@ if(isNull _obj or !(alive _obj)) exitWith { TradeInprogress = false; };
// Test cannot lock while another player is nearby
_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 12]) > 1;
if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot pack while another player is nearby." , "PLAIN DOWN"]; };
if(_playerNear) exitWith { TradeInprogress = false; cutText [(localize "str_epoch_player_16") , "PLAIN DOWN"]; };
_ownerID = _obj getVariable["CharacterID","0"];
_objectID = _obj getVariable["ObjectID","0"];

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@@ -25,10 +25,10 @@ private ["_weapons","_magazines","_primweapon","_secweapon"];
_weapons = weapons player;
_magazines = call player_countmagazines; //magazines player;
if ( (_playerUID == dayz_playerUID) && (count _magazines == 0) && (count (magazines player) > 0 )) exitWith {cutText ["can't count magazines!", "PLAIN DOWN"]};
if ( (_playerUID == dayz_playerUID) && (count _magazines == 0) && (count (magazines player) > 0 )) exitWith {cutText [(localize "str_epoch_player_17"), "PLAIN DOWN"]};
// if ( count _magazines == 0 ) exitWith {cutText ["can't count magazines!", "PLAIN DOWN"]};
// if ( count _magazines == 0 ) exitWith {cutText [(localize "str_epoch_player_17"), "PLAIN DOWN"]};
_primweapon = primaryWeapon player;
_secweapon = secondaryWeapon player;

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@@ -18,7 +18,7 @@ if ((_hasRawMeat) && (_hasdog == "false")) then {
_target removeAction _id;
player setvariable ["dogid", _fsmid];
} else {
cutText ["You must have RawMeat", "PLAIN DOWN"];
cutText [(localize "str_epoch_player_18"), "PLAIN DOWN"];
};
//handle publicVariables here later.

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@@ -54,7 +54,7 @@ if(!isNull dayz_selectedDoor) then {
if (isNil 'KeyCodeTryTimer') then {KeyCodeTryTimer = diag_tickTime+10;};
cutText ["Wrong code entered to many times wait 10 seconds", "PLAIN DOWN"];
cutText [(localize "str_epoch_player_19"), "PLAIN DOWN"];
_display = findDisplay 41144;
_display closeDisplay 3000;
};

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@@ -5,12 +5,12 @@
*/
private ["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_holder","_weapons","_magazines","_backpacks","_objWpnTypes","_objWpnQty","_countr","_alreadyPacking","_playerNear","_playerID","_claimedBy","_unlockedClass","_text"];
if(TradeInprogress) exitWith { cutText ["Unlock already in progress." , "PLAIN DOWN"]; };
if(TradeInprogress) exitWith { cutText [(localize "str_epoch_player_21") , "PLAIN DOWN"]; };
TradeInprogress = true;
// Test cannot lock while another player is nearby
_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]) > 1;
if(_playerNear) exitWith { TradeInprogress = false; cutText ["Cannot unlock while another player is nearby." , "PLAIN DOWN"]; };
if(_playerNear) exitWith { TradeInprogress = false; cutText [(localize "str_epoch_player_20") , "PLAIN DOWN"]; };
_obj = _this;

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@@ -654,7 +654,7 @@ if (!isDedicated) then {
private ["_index", "_item", "_data"];
_index = _this select 0;
if (_index < 0) exitWith {
cutText ["Trading canceled." , "PLAIN DOWN"];
cutText [(localize "str_epoch_player_6") , "PLAIN DOWN"];
};
_item = TraderItemList select _index;
_data = [_item select 0, _item select 3, 1, _item select 2, "buy", _item select 4, _item select 1, _item select 8];
@@ -666,7 +666,7 @@ if (!isDedicated) then {
private ["_index", "_item", "_data"];
_index = _this select 0;
if (_index < 0) exitWith {
cutText ["Trading canceled." , "PLAIN DOWN"];
cutText [(localize "str_epoch_player_6") , "PLAIN DOWN"];
};
_item = TraderItemList select _index;
_data = [_item select 6, _item select 0, _item select 5, 1, "sell", _item select 1, _item select 7, _item select 8];

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@@ -7,12 +7,12 @@ _isCardiac = _unit getVariable["USEC_isCardiac",false];
sleep 1;
if (_isDead) then {
TitleText["Pulse is extremely weak","PLAIN DOWN",3];
TitleText[(localize "str_epoch_player_3"),"PLAIN DOWN",3];
} else {
if (_isCardiac) then {
TitleText["Pulse is weak","PLAIN DOWN",3];
TitleText[(localize "str_epoch_player_4"),"PLAIN DOWN",3];
} else {
TitleText["Pulse is strong","PLAIN DOWN",3];
TitleText[(localize "str_epoch_player_5"),"PLAIN DOWN",3];
};
};

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@@ -2523,4 +2523,596 @@
<Czech>Orange Sherbet is a tangy orange carbonated soft drink with plenty of fizz.</Czech>
</Key>
</Package>
<Package name="dayz_epoch">
<Key ID="STR_EPOCH_PLAYER_1">
<Original>Magazine %1 / %2 - Weapons %3 / %4 - Backpacks %5 / %6</Original>
<English>Magazine %1 / %2 - Weapons %3 / %4 - Backpacks %5 / %6</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_2">
<Original>%1 wants to tag you as friendly. To accept, tag %1 as friendly.</Original>
<English>%1 wants to tag you as friendly. To accept, tag %1 as friendly.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_3">
<Original>Pulse is extremely weak</Original>
<English>Pulse is extremely weak</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_4">
<Original>Pulse is weak</Original>
<English>Pulse is weak</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_5">
<Original>Pulse is strong</Original>
<English>Pulse is strong</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_6">
<Original>Trading canceled.</Original>
<English>Trading canceled.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_7">
<Original>Cannot access gear in a locked vehicle.</Original>
<English>Cannot access gear in a locked vehicle.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_8">
<Original>No camo nets found nearby.</Original>
<English>No camo nets found nearby.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_9">
<Original>You have been crushed between two objects.</Original>
<English>You have been crushed between two objects.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_10">
<Original>Lock already in progress.</Original>
<English>Lock already in progress.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_11">
<Original>Cannot lock while another player is nearby.</Original>
<English>Cannot lock while another player is nearby.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_12">
<Original>Cannot Abort while in a trader city!</Original>
<English>Cannot Abort while in a trader city!</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_13">
<Original>Pack tent already in progress.</Original>
<English>Pack tent already in progress.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_14">
<Original>Tent not setup yet.</Original>
<English>Tent not setup yet.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_15">
<Original>That is already being packed.</Original>
<English>That is already being packed.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_16">
<Original>Cannot pack while another player is nearby.</Original>
<English>Cannot pack while another player is nearby.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_17">
<Original>can't count magazines!</Original>
<English>can't count magazines!</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_18">
<Original>You must have RawMeat</Original>
<English>You must have RawMeat</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_19">
<Original>Wrong code entered to many times wait 10 seconds</Original>
<English>Wrong code entered to many times wait 10 seconds</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_20">
<Original>Cannot unlock while another player is nearby.</Original>
<English>Cannot unlock while another player is nearby.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_21">
<Original>Unlock already in progress.</Original>
<English>Unlock already in progress.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_22">
<Original>Boil already in progress.</Original>
<English>Boil already in progress.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_23">
<Original>Cooking already in progress.</Original>
<English>Cooking already in progress.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_24">
<Original>Refuel already in progress.</Original>
<English>Refuel already in progress.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_25">
<Original>Preparing to fuel and start generator, move to cancel.</Original>
<English>Preparing to fuel and start generator, move to cancel.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_26">
<Original>Canceled.</Original>
<English>Canceled.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_27">
<Original>No Vehicles Nearby.</Original>
<English>No Vehicles Nearby.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_28">
<Original>Generator has been started.</Original>
<English>Generator has been started.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_29">
<Original>Gutting animal already in progress.</Original>
<English>Gutting animal already in progress.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_30">
<Original>Canceled gutting.</Original>
<English>Canceled gutting.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_31">
<Original>Gutting zombie already in progress.</Original>
<English>Gutting zombie already in progress.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_32">
<Original>Hotwire vehicle already in progress.</Original>
<English>Hotwire vehicle already in progress.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_33">
<Original>Failed to unlock car hotwire kit broken.</Original>
<English>Failed to unlock car hotwire kit broken.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_34">
<Original>Fill Jerry already in progress.</Original>
<English>Fill Jerry already in progress.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_35">
<Original>Canceled siphon.</Original>
<English>Canceled siphon.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_36">
<Original>No recent Deaths.</Original>
<English>No recent Deaths.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_37">
<Original>Lock vehicle already in progress.</Original>
<English>Lock vehicle already in progress.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_38">
<Original>Take item already in progress.</Original>
<English>Take item already in progress.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_39">
<Original>Add to toolbelt already in progress.</Original>
<English>Add to toolbelt already in progress.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_40">
<Original>\n\nBuilding already in progress.</Original>
<English>\n\nBuilding already in progress.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_41">
<Original>\n\nCannot build, too many objects witin 30m.</Original>
<English>\n\nCannot build, too many objects witin 30m.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_42">
<Original>Cannot build while in a vehicle.</Original>
<English>Cannot build while in a vehicle.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_43">
<Original>Cannot build while in a vehicle.</Original>
<English>Cannot build while in a vehicle.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_44">
<Original>Cannot build plot pole within 45m of an existing plot.</Original>
<English>Cannot build plot pole within 45m of an existing plot.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_45">
<Original>PgUp to raise or PgDn to lower (Hold ALT to raise faster or CTRL slower), Q or E to flip 180. Space-Bar to build.</Original>
<English>PgUp to raise or PgDn to lower (Hold ALT to raise faster or CTRL slower), Q or E to flip 180. Space-Bar to build.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_46">
<Original>Canceled building.</Original>
<English>Canceled building.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_47">
<Original>Canceled construction of %1 %2.</Original>
<English>Canceled construction of %1 %2.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_48">
<Original>Downgrade already in progress.</Original>
<English>Downgrade already in progress.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_49">
<Original>Unable to downgrade you do not know the combination.</Original>
<English>Unable to downgrade you do not know the combination.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_50">
<Original>Not setup yet.</Original>
<English>Not setup yet.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_51">
<Original>No downgrades available</Original>
<English>No downgrades available</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_52">
<Original>Upgrade already in progress.</Original>
<English>Upgrade already in progress.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_53">
<Original>\n\nHarvest wood already in progress.</Original>
<English>\n\nHarvest wood already in progress.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_54">
<Original>\n\nHatchet needs to be in your hand to harvest wood.</Original>
<English>\n\nHatchet needs to be in your hand to harvest wood.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_55">
<Original>\n\nCanceled Harvesting Wood.</Original>
<English>\n\nCanceled Harvesting Wood.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_56">
<Original>\n\nCopy key already in progress.</Original>
<English>\n\nCopy key already in progress.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_57">
<Original>\n\nNeed Keymakers kit to make a copy of a key.</Original>
<English>\n\nNeed Keymakers kit to make a copy of a key.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_58">
<Original>\n\nKey crafting needs a fire within 3 meters.</Original>
<English>\n\nKey crafting needs a fire within 3 meters.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_59">
<Original>\n\nKey crafting requires a 1 Tin Bar.</Original>
<English>\n\nKey crafting requires a 1 Tin Bar.</English>
<German></German>
<Russian></Russian>
<Spanish></Spanish>
<Dutch></Dutch>
<French></French>
<Czech></Czech>
</Key>
</Package>
</Project>