"lang" { "Language" "English" "Tokens" { // Teams "TF_AutoAssign" "&1 AUTO ASSIGN" "TF_BlueTeam" "&3 BLU" "TF_RedTeam" "&4 RED" "TF_GreenTeam" "&5 GRN" "TF_YellowTeam" "&6 YLW" "TF_Observer" "OBSERVER" "TF_Random" "RANDOM" "TF_Unassigned" "UNASSIGNED" "TF_Spectators" "SPECTATORS" "TF_Defenders" "DEFENDERS" "TF_RedTeam_Name" "RED" "TF_BlueTeam_Name" "BLU" "TF_GreenTeam_Name" "GRN" "TF_YellowTeam_Name" "YLW" "TF_Team_PartyLeader" "Team %s" // TF2C "TF_Other_Name" "OTHER" // Streamer Mode "TF_Mercenary_Name" "Mercenary" "TF_RedMercenary_Name" "RED Mercenary" "TF_BlueMercenary_Name" "BLU Mercenary" "TF_GreenMercenary_Name" "GRN Mercenary" "TF_YellowMercenary_Name" "YLW Mercenary" // Classes "TF_Scout" "SCOUT" "TF_Sniper" "SNIPER" "TF_Soldier" "SOLDIER" "TF_Demoman" "DEMOMAN" "TF_Medic" "MEDIC" "TF_HWGuy" "HEAVY" "TF_Pyro" "PYRO" "TF_Spy" "SPY" "TF_Engineer" "ENGINEER" "TF_Civilian" "CIVILIAN" "TF_Class_Name_Undefined" "" "TF_Class_Name_Scout" "Scout" "TF_Class_Name_Sniper" "Sniper" "TF_Class_Name_Soldier" "Soldier" "TF_Class_Name_Demoman" "Demoman" "TF_Class_Name_Medic" "Medic" "TF_Class_Name_HWGuy" "Heavy" "TF_Class_Name_Pyro" "Pyro" "TF_Class_Name_Spy" "Spy" "TF_Class_Name_Engineer" "Engineer" "TF_Class_Name_Civilian" "Civilian" // Scoreboard strings "TF_ScoreBoard_Player" "%s1 player" "TF_ScoreBoard_Players" "%s1 players" "ScoreBoard_Spectator" "%s1 spectator: %s2" "ScoreBoard_Spectators" "%s1 spectators: %s2" "TF_ScoreBoard_DEAD" "DEAD" "TF_Scoreboard_Name" "Name" "TF_Scoreboard_Score" "Score" "TF_Scoreboard_Ping" "Ping" "TF_Scoreboard_Bot" "BOT" "TF_ScoreBoard_Point" "%s1 point" "TF_ScoreBoard_Points" "%s1 points" "TF_ScoreBoard_KillsLabel" "Kills:" "TF_ScoreBoard_DeathsLabel" "Deaths:" "TF_ScoreBoard_AssistsLabel" "Assists:" "TF_ScoreBoard_DestructionLabel" "Destruction:" "TF_ScoreBoard_CapturesLabel" "Captures:" "TF_ScoreBoard_DefensesLabel" "Defenses:" "TF_ScoreBoard_DominationLabel" "Domination:" "TF_ScoreBoard_RevengeLabel" "Revenge:" "TF_ScoreBoard_HealingLabel" "Healing:" "TF_ScoreBoard_InvulnLabel" "Übers:" "TF_ScoreBoard_TeleportsLabel" "Teleports:" "TF_ScoreBoard_HeadshotsLabel" "Headshots:" "TF_ScoreBoard_BackstabsLabel" "Backstabs:" "TF_ScoreBoard_BonusLabel" "Bonus:" "TF_ScoreBoard_KillStreak" "Streak" "TF_Scoreboard_Support" "Support:" "TF_Scoreboard_Damage" "Damage:" "TF_ScoreBoard_JumppadJumpsLabel" "Pad Jumps:" "TF_ScoreBoard_DamageLabel" "Damage:" "TF_ScoreBoard_SentryKillsLabel" "Sentry Kills:" "Scoreboard_Server" "Server: %s1" "Scoreboard_TimeLeft" "Server map time left: %s1:%s2:%s3" "Scoreboard_TimeLeftNoHours" "Server map time left: %s1:%s2" "Scoreboard_NoTimeLimit" "Server map time left: No time limit" "Scoreboard_ChangeOnRoundEnd" "(Map change on round end...) Server map time left: 00:00" "TF_HUD_ServerTimeLeft" "%s1:%s2:%s3" "TF_HUD_ServerTimeLeftNoHours" "%s1:%s2" "TF_HUD_ServerNoTimeLimit" "" "TF_HUD_ServerChangeOnRoundEnd" "00:00" "Scoreboard_TimeLeftLabel" "Server Time Left:" "Scoreboard_TimeLeftNew" "%s1:%s2:%s3" "Scoreboard_TimeLeftNoHoursNew" "%s1:%s2" "Scoreboard_NoTimeLimitNew" "No time limit" "Scoreboard_ChangeOnRoundEndNew" "Map change on round end..." "TF_Scoreboard_VIP" "VIP" "TF_NewNemesis" "New Nemesis!" "TF_GotRevenge" "Revenge!" "TF_FreezeNemesis" "Nemesis" "TF_Taunt" "Taunt" // Class selection screen tips // Scout "ClassTips_1_Count" "2" "ClassTips_1_1" "Double jump while in the air!" "ClassTips_1_1_Icon" "chalf_circle" "ClassTips_1_2" "Capture points faster than other classes!" "ClassTips_1_2_Icon" "chalf_circle" // Sniper "ClassTips_2_Count" "2" "ClassTips_2_1" "Scope in with your sniper rifle to charge up damage!" "ClassTips_2_1_Icon" "chalf_circle" "ClassTips_2_2" "Aim for the head to do critical hits!" "ClassTips_2_2_Icon" "chalf_circle" // Soldier "ClassTips_3_Count" "2" "ClassTips_3_1" "Shoot explosive rockets at enemies' feet!" "ClassTips_3_1_Icon" "chalf_circle" "ClassTips_3_2" "Shoot your rocket launcher at your feet while jumping to rocket jump!" "ClassTips_3_2_Icon" "chalf_circle" // Demoman "ClassTips_4_Count" "2" "ClassTips_4_1" "Remote detonate your Stickybombs when enemies are near them!" "ClassTips_4_1_Icon" "chalf_circle" "ClassTips_4_2" "Detonate a Stickybomb at your feet while jumping to Stickybomb jump!" "ClassTips_4_2_Icon" "chalf_circle" // Medic "ClassTips_5_Count" "3" "ClassTips_5_1" "Heal your teammates and fill your ÜberCharge meter!" "ClassTips_5_1_Icon" "chalf_circle" "ClassTips_5_2" "Use a full ÜberCharge to gain invulnerability for you and your Medi Gun target!" "ClassTips_5_2_Icon" "chalf_circle" "ClassTips_5_3" "You regenerate your own health passively!" "ClassTips_5_3_Icon" "chalf_circle" // Heavy "ClassTips_6_Count" "2" "ClassTips_6_1" "Mow down enemies with your minigun!" "ClassTips_6_1_Icon" "chalf_circle" "ClassTips_6_2" "Spin up your minigun around corners to be ready for approaching enemies!" "ClassTips_6_2_Icon" "chalf_circle" // Pyro "ClassTips_7_Count" "2" "ClassTips_7_1" "Use your flame thrower to deal burning damage your enemies!" "ClassTips_7_1_Icon" "chalf_circle" "ClassTips_7_2" "Airblast enemies and projectiles to push them away, or extinguish teammates!" "ClassTips_7_2_Icon" "chalf_circle" // Spy "ClassTips_8_Count" "4" "ClassTips_8_1" "Disguise yourself as an enemy and infiltrate the enemy base!" "ClassTips_8_1_Icon" "chalf_circle" "ClassTips_8_2" "Cloak yourself to avoid being seen!" "ClassTips_8_2_Icon" "chalf_circle" "ClassTips_8_3" "Backstab your enemies with your knife for an instant kill!" "ClassTips_8_3_Icon" "chalf_circle" "ClassTips_8_4" "Plant sappers on enemy buildings to destroy them!" "ClassTips_8_4_Icon" "chalf_circle" // Engineer "ClassTips_9_Count" "4" "ClassTips_9_1" "Build sentry guns to defend your base! Upgrade them to level 3!" "ClassTips_9_1_Icon" "chalf_circle" "ClassTips_9_2" "Your dispensers generate free health and ammo!" "ClassTips_9_2_Icon" "chalf_circle" "ClassTips_9_3" "Build teleporters to help teammates get to the front lines faster!" "ClassTips_9_3_Icon" "chalf_circle" "ClassTips_9_4" "Collect metal from fallen weapons to build with!" "ClassTips_9_4_Icon" "chalf_circle" // Civilian "ClassTips_10_Count" "3" "ClassTips_10_1" "Boost a teammate to give them an advantage in battle!" "ClassTips_10_1_Icon" "chalf_circle" "ClassTips_10_2" "Stay near teammates to give them damage resistance and passive healing!" "ClassTips_10_2_Icon" "chalf_circle" "ClassTips_10_3" "Be helpless in fights!" "ClassTips_10_3_Icon" "chalf_circle" // Random "ClassTips_12_Count" "1" "ClassTips_12_1" "Let the game randomly choose a class for you." "ClassTips_12_1_Icon" "chalf_circle" "TF_Welcome" "Welcome" "TF_Welcome_birthday" "Welcome and Happy Birthday, TF!" "TF_Welcome_halloween" "Welcome and Happy Halloween!" "TF_Cancel" "CANCEL (&0)" "TF_Back" "&BACK" "TF_WatchIntro" "&WATCH MOVIE" "Button_SkipIntro" "&SKIP MOVIE" "TF_Continue" "&CONTINUE" "TF_SelectATeam" "SELECT A TEAM" "TF_SelectAClass" "SELECT A CLASS" "TF_AutoTeamSelect" "AUTO SELECT" "TF_Spectate" "SPECTATE" "TF_Play" "PLAY!" "TF_Close" "&CLOSE" "TF_ResetStats" "&RESET STATS" "TF_NextTip" "NEXT &TIP" "TF_NextTip_360" "Next Tip" "TF_Confirm" "Confirm" "TF_ConfirmResetStats" "Are you sure you want to reset your player stats?" "TF_ConfirmResetAchievements_Title" "Reset All Achievements" "TF_ConfirmResetAchievements_Message" "Are you sure you want to reset all of your achievements?" "TF_ConfirmResetAchievements_OK" "Reset" "TF_ConfirmResetInventory_Title" "Reset Inventory" "TF_ConfirmResetInventory_Message" "Are you sure you want to reset your inventory?" "TF_ConfirmResetInventory_OK" "Reset" "TF_TeamsSwitched" "Teams have been switched." "TF_ClassMenu_Reset" "RESET" "TF_ClassMenu_Go" "GO!" "TF_ClassMenu_Cancel" "CANCEL (&0)" "TF_ClassMenu_Cancel_NoKey" "CANCEL" "TF_WatchIntro_360" "Watch Movie" "Button_SkipIntro_360" "Skip Movie" "TF_Continue_360" "Continue" "TF_Offense" "OFFENSE" "TF_Defense" "DEFENSE" "TF_Support" "SUPPORT" "TF_Special" "SPECIAL" "TF_Next" "Next" "TF_Prev" "Previous" "TF_NextPrev" "Next / Previous" "TF_timeleft" "Time left: %s1:%s2" "TF_timeleft_nolimit" "* No Time Limit *" "TF_nextmap" "Next map : %s1" "TF_PlayingTo" "Playing to: %rounds%" "TF_Cloak" "CLOAK" "TF_CloakDagger" "MOTION" "TF_Feign" "FEIGN" "TF_Metal" "METAL" "TF_Phase" "DODGE" "TF_Ball" "BALL" "TF_Jar" "JAR" "TF_Rage" "RAGE" "TF_PyroRage" "MMMPH" "TF_Berzerk" "HEADS" "TF_Charge" "CHARGE" "TF_EnergyDrink" "DRINK" "TF_Revenge" "REVENGE" "TF_Sandwich" "FOOD" "TF_Hype" "HYPE" "TF_Boost" "BOOST" "TF_Bison" "BISON" "TF_Mangler" "MANGLER" "TF_Crits" "CRITS" "TF_Pomson_HUD" "POMSON" "TF_Knife" "KNIFE" "TF_SniperRage" "FOCUS" "TF_Cleaver" "CLEAVER" "TF_Rescue" "ENERGY" "TF_Throwable" "THROW" "TF_KillStreak" "STREAK" "TF_Sapper" "SAPPER" "TF_KillCombo" "COMBO" "TF_Kills" "KILLS" "TF_Bonus" "BONUS" "TF_Kart" "KART" "TF_Bolt" "BOLT" "TF_SmgCharge" "CRIKEY" "TF_TeleportBar" "WARP" "TF_Lunge" "LUNGE" "TF_Pounce" "POUNCE" // 2.0.0 "TF_MIRV" "DYNAMITE" // 2.1.0 "TF_StoredCrits" "CRITS" "TF_StoredCrit" "HEAT" "TF_OUT_OF_AMMO" "OUT OF AMMO" "Game_connected" "%s1 connected" "game_spawn_as" "*You will spawn as %s1" "game_respawn_as" "*You will respawn as %s1" "game_spawn_asrandom" "*You will spawn as a random class" "game_respawn_asrandom" "*You will respawn as a random class" "round_restart_in_sec" "The round will restart in %s1 second" "round_restart_in_secs" "The round will restart in %s1 seconds" "game_restart_in_sec" "The game will restart in %s1 second" "game_restart_in_secs" "The game will restart in %s1 seconds" "game_switch_in_sec" "Switching teams!\nThe game will restart in %s1 second" "game_switch_in_secs" "Switching teams!\nThe game will restart in %s1 seconds" "game_scramble_in_sec" "Scrambling the teams!\nThe game will restart in %s1 second" "game_scramble_in_secs" "Scrambling the teams!\nThe game will restart in %s1 seconds" "game_scramble_onrestart" "Scrambling the teams!" "game_respawntime_now" "Prepare to respawn" "game_respawntime_in_sec" "Respawn in: 1 second" "game_respawntime_in_secs" "Respawn in: %s1 seconds" "game_respawntime_stalemate" "No respawning in Sudden Death" "game_respawntime_next_round" "Respawn in: Wait for next round" "game_auto_team_balance_in" "Teams will be auto-balanced in %s1 seconds." "game_player_was_team_balanced" "%s1 was moved to the other team for game balance" "game_idle_kick" "%s1 has been idle for too long and has been kicked" "TF_Vote_kicked" "You have been voted off" "TF_Idle_kicked" "Kicked due to inactivity" "TF_MOTD_Title" "MESSAGE OF THE DAY" "TF_playerid_sameteam" "%s1%s2" "TF_playerid_diffteam" "%s1Enemy: %s2" "TF_playerid_noteam" "%s1" "TF_playerid_object" "%s1 built by %s2" "TF_playerid_object_mini" "Mini-%s1 built by %s2" "TF_playerid_object_mode" "%s1 %s3 built by %s2" "TF_playerid_object_level" "( Level %s1 )" "TF_playerid_object_upgrading" "Upgrade Progress: %s1" "TF_playerid_object_upgrading_level" "( Level %s1 ) Upgrade Progress: %s2" "TF_playerid_object_diffteam" "Enemy %s1 built by %s2" "TF_playerid_object_recharging" "Recharging: %s1%" "TF_playerid_healer" "Healer: " "TF_playerid_healtarget" "Healing: " "TF_playerid_friendlyspy_disguise" "Disguised as %s1 %s2" "TF_playerid_mediccharge" "ÜberCharge: %s1%" "TF_playerid_mediccharge_wpn" "ÜberCharge: %s1% (%s2)" "TF_playerid_teleporter_entrance_nomatch" "No matching teleporter!" "TF_playerid_noheal" "%s1 blocks healing!" "TF_playerid_civiliancharge" "Boost: %s1%" "TF_playerid_ammo" " %s1" "TF_playerid_noheal_unknown" "Healing is blocked!" "TF_friendly" "friendly" "TF_enemy" "enemy" // Keyboard options "TF_Title" "TEAM FORTRESS" "TF_ClassSpecific_Keys" "CLASS SPECIFIC SKILL" "TF_ClassSkill_Medic" "MEDIC: Deploy ÜberCharge" "TF_ClassSkill_Heavy" "HEAVY: Spin Minigun Barrel" "TF_ClassSkill_Sniper" "SNIPER: Zoom Sniper Rifle" "TF_ClassSkill_Spy" "SPY: Cloak / Uncloak" "TF_ClassSkill_Spy_LastDisguise" "SPY: Last Disguise" "TF_ClassSkill_Spy_DisguiseTeam" "SPY: Toggle Disguise Team" "TF_ClassSkill_Spy_Spywalk" "SPY: Spywalk" "TF_ClassSkill_Demoman" "DEMOMAN: Detonate Stickybombs" "TF_Call_For_Medic" "Call for a Medic" "TF_DropFlag" "Drop the briefcase" "TF_Switch_Classes_Immediately" "Switch classes immediately" "TF_Toggle_RoundInfo_Map" "Toggle Round Info Map" "TF_MapInfo" "Show Map Information" "TF_Inspect" "Inspect Target" "TF_call_vote" "Call Vote" "TF_Player_ReadyToggle" "Toggle Player Ready" "TF_Special_Attack" "Special Attack" "TF_voice_menu_A" "Voice Menu 1" "TF_voice_menu_B" "Voice Menu 2" "TF_voice_menu_C" "Voice Menu 3" //Snapshot "TF_freezecam_snapshot" "[%s1] Save this moment!" // Radio and chat strings can have control characters embedded to set colors. For the control characters to be used, one must be at the start of the string. // The control characters can be copied and pasted in notepad. //  = 0x02 (STX) - Use team color up to the end of the player name. This only works at the start of the string, and precludes using the other control characters. //  = 0x03 (ETX) - Use team color from this point forward //  = 0x04 (EOT) - Use location color from this point forward //  = 0x01 (SOH) - Use normal color from this point forward //  = 0x06 (ACK) - Use custom color from this point forward (must be set through the code prior to printing the line) "TF_Chat_Team_Loc" "(TEAM) %s1 @ %s3 : %s2" "TF_Chat_Team" "(TEAM) %s1 : %s2" "TF_Chat_Team_Dead" "*DEAD*(TEAM) %s1 : %s2" "TF_Chat_Spec" "(Spectator) %s1 : %s2" "TF_Chat_All" "%s1 : %s2" "TF_Chat_AllDead" "*DEAD* %s1 : %s2" "TF_Chat_AllSpec" "*SPEC* %s1 : %s2" "TF_Name_Change" "* %s1 changed name to %s2" // TF2C custom team chat strings "TF_Chat_Dev" "[DEV] %s1 : %s2" "TF_Chat_DevDead" "[DEV] *DEAD* %s1 : %s2" "TF_Chat_DevSpec" "[DEV] *SPEC* %s1 : %s2" "TF_Joined_Team" "Player %s1 joined team %s2" "TF_Joined_AutoTeam" "Player %s1 was automatically assigned to team %s2" "TF_AutoBalanced" "Player %s1 was moved to team %s2 for game balance" "TF_AutoBalance_Warning" "Team imbalance detected" // Chat strings from resource\ui\chat_language "chat_filterbutton" "Filters" "filter_joinleave" "Joins/Leaves" "filter_namechange" "Name Changes" "filter_publicchat" "Public Chat" "filter_servermsg" "Server Messages" "filter_teamchange" "Team Changes" "filter_achievement" "Achievement Announce" "filter_voicecommand" "Voice Commands" "chat_say" "Say :" "chat_say_team" "Say (TEAM) :" // Weapon strings "TF_Weapon_Bat" "Bat" "TF_Weapon_Bat_Desc" "\"This thing creates the best concaves when it comes to it — real useful!\"" "TF_Weapon_Bottle" "Bottle" "TF_Weapon_Bottle_Desc" "\"Aye, me bottle o' scrumpy!\"" "TF_Weapon_FireAxe" "Fire Axe" "TF_Weapon_FireAxe_Desc" "\"Teach the valuable lesson of fire safety.\"" "TF_Weapon_Club" "Kukri" "TF_Weapon_Club_Desc" "\"A little of the ol' 'chop-chop'!\"" "TF_Weapon_Knife" "Knife" "TF_Weapon_Knife_Desc" "Attack an enemy from behind to backstab them for a one-hit kill\n\n\"For the man who loves to watch things unfold.\"" "TF_Weapon_Fists" "Fists" "TF_Weapon_Fists_Desc" "\"I am not done with you yet!\"" "TF_Weapon_Shovel" "Shovel" "TF_Weapon_Shovel_Desc" "\"We almost died on that hill! But dammit, we took it, didn't we?\"" "TF_Weapon_Wrench" "Wrench" "TF_Weapon_Wrench_Desc" "Upgrades, repairs, and speeds up construction of friendly buildings on hit\n\n\"I do a little bit of everything.\"" "TF_Weapon_Bonesaw" "Bonesaw" "TF_Weapon_Bonesaw_Desc" "\"Come over here. I promise I will heal you!\"" "TF_Weapon_Shotgun" "Shotgun" "TF_Weapon_Shotgun_Primary_Desc" "\"Sometimes, you just have to do things yourself.\"" "TF_Weapon_Shotgun_Soldier_Desc" "\"My shotgun disagrees with your will to live, maggot!\"" "TF_Weapon_Shotgun_HWG_Desc" "\"Heavy will make do with this.\"" "TF_Weapon_Shotgun_Pyro_Desc" "\"Let this do the talking.\"" "TF_Weapon_Scattergun" "Scattergun" "TF_Weapon_Scattergun_Desc" "\"I'll zoom right in and you'll drop dead in a flash!\"" "TF_Weapon_SniperRifle" "Sniper Rifle" "TF_Weapon_SniperRifle_Desc" "\"Gets the job done.\"" "TF_Weapon_Minigun" "Minigun" "TF_Weapon_Minigun_Desc" "\"Sasha's voice cries out when there are men to kill.\"" "TF_Weapon_SMG" "SMG" "TF_Weapon_SMG_Desc" "\"It's a good thing to have at hand when things start getting personal, mate.\"" "TF_Weapon_SyringeGun" "Syringe Gun" "TF_Weapon_SyringeGun_Desc" "\"I'll make sure you won't leave unharmed!\"" "TF_Weapon_RocketLauncher" "Rocket Launcher" "TF_Weapon_RocketLauncher_Desc" "\"The perfect weapon for the perfect Soldier!\"" "TF_Weapon_GrenadeLauncher" "Grenade Launcher" "TF_Weapon_GrenadeLauncher_Desc" "\"Leave it to me, lad.\"" "TF_Weapon_PipebombLauncher" "Stickybomb Launcher" "TF_Weapon_PipebombLauncher_Desc" "Alt-Fire: Detonate all Stickybombs\n\n\"KA-BOOOM!\"" "TF_Weapon_FlameThrower" "Flame Thrower" "TF_Weapon_FlameThrower_Desc" "Alt-Fire: Release a blast of compressed air\nAirblast pushes enemies, deflects projectiles, and extinguishes burning allies\n\n\"Things are heating up...\"" "TF_Weapon_Pistol" "Pistol" "TF_Weapon_Pistol_Desc" "\"Start dancin', boy.\"" "TF_Weapon_Pistol_Scout_Desc" "\"All them bullets are gonna go straight to ya skull.\"" "TF_Weapon_Revolver" "Revolver" "TF_Weapon_Revolver_Desc" "\"For when stealth is no longer an option.\"" "TF_Weapon_PDA_Engineer_Builder" "Construction PDA" "TF_Weapon_PDA_Engineer_Builder_Desc" "\"Everything an Engineer like myself needs, all in this little device here.\"" "TF_Weapon_PDA_Engineer_Destroyer" "Destruction PDA" "TF_Weapon_PDA_Engineer" "PDA" // Item type; shared by builder/destroyer "TF_Weapon_Disguise_Kit" "Disguise Kit" "TF_Weapon_Disguise_Kit_Type" "...Cigarette Case?" "TF_Weapon_Medigun" "Medi Gun" "TF_Weapon_Medigun_Desc" "\"The Gods will feel the pain of what they've allowed to be created in this world.\"" "TF_Weapon_Spy_Sapper" "Sapper" "TF_Weapon_Spy_Sapper_Desc" "Disables enemy buildings and drains their health, without removing your disguise\n\n\"Who left that there?\"" "TF_Weapon_Watch" "Invis Watch" "TF_Weapon_Watch_Desc" "Alt-Fire: Turn invisible\nCannot attack while invisible, and bumping into enemies or taking damage will make you slightly visible\n\n\"Stylish. A shame they'll never see it.\"" // Legacy unused weapon strings "TF_Weapon_Crowbar" "Crowbar" "TF_Weapon_Medikit" "Medikit" "TF_Weapon_SuperSMG" "Super SMG" "TF_Weapon_StickybombLauncher" "Stickybomb Launcher" "TF_Weapon_ObjectSelection" "Build" "TF_Weapon_Flag" "Flag" "TF_NonUnique_Prepend_Proper" "A" [$ENGLISH] "TF_NonUnique_Append_Proper" "(%s1)" [$!ENGLISH] // Propername "The" prefix "TF_Unique_Prepend_Proper" "The " [$ENGLISH] // The space at the end is important "TF_Unique_Prepend_Proper_Quality" "The" [$ENGLISH] // No space; English-only // TF2C weapon strings // 2.0.0 "TF_Weapon_Umbrella" "Umbrella" "TF_Weapon_Umbrella_Desc" "Alt-Fire: Give mini-crit boost to a teammate\n\n\"Keep yourself dry from both rain and bloodshed during your evening commute.\"" "TF_Unique_Achievement_Medigun1" "Kritzkrieg" "TF_Unique_Achievement_Medigun1_Desc" "\n\"Supercharges your patient's weapon to a critical level!\"" "TF_Unique_Achievement_Bonesaw1" "Überspritze" "TF_Unique_Achievement_Bonesaw1_Desc" "\n\"This doctor has a backup plan!\"" "TF_Weapon_Syringe" "Syringe" "TF_Unique_Achievement_FlareGun" "Flare Gun" "TF_Unique_Achievement_Flaregun_Desc" "This weapon will reload when not active\n\n\"Send out a distress signal on behalf of that guy you just set on fire.\"" "TF_Unique_Achievement_LunchBox" "Sandvich" "TF_Sandvich_Desc" "Eat to regain up to 120 health\n\nAlt-Fire: Share Sandvich with a friend (Medium health kit)\n\n\"Come closer! I will give you taste.\"" "TF_Weapon_LunchBox" "Lunch Box" "TF_Unique_Achievement_CompoundBow" "Huntsman" "TF_Weapon_CompoundBow_Desc" "\"Whatever happened to chivalry?\"" "TF_Weapon_CompoundBow" "Bow" "TF_Unique_Blast_Boots" "Gunboats" "TF_Weapon_Gunboats_Desc" "\n\"Lead shoe inserts! Perfect for anyone trying to cheat on the army physical.\"" "TF_Weapon_Gunboats_Desc_Demoman" "\n\"Boots so good, you won't even worry about the screws drilled into your feet.\"" "TF_Wearable_Boots" "Boots" "TF_Weapon_Nailgun" "Nail Gun" "TF_Weapon_Nailgun_Desc" "\"Construction isn't on this man's agenda!\"" "TF_Weapon_RocketLauncherBeta" "R.P.G." "TF_Weapon_RocketLauncherBeta_Desc" "\n\"It's a wonderful sight to behold when they're all soaring through the skies... and not towards your general direction.\"" "TF_Weapon_HunterRifle" "Hunting Revolver" "TF_Weapon_HunterRifle_Desc" "\n\"Made for a more offensive approach.\"" "TF_Weapon_Fishwhacker" "Fishwhacker" "TF_Weapon_Fishwhacker_Desc" "\n\"Hold 'er steady, mate. She tends to throw splinters.\"" "TF_Weapon_Fishwhacker_Type" "Club" "TF_Weapon_Tranq" "Tranquilizer Gun" "TF_Weapon_Tranq_Desc" "This weapon will reload when not active\n\n\"In your dreams, chéri.\"" "TF_Weapon_MIRV" "Dynamite Pack" "TF_Weapon_MIRV_Desc" "Splits into 4 small bomblets upon exploding\nCan be defused by the Wrench\n\n\"Ye'll be in bits tomorrow.\"" "TF_Weapon_Grenade" "Grenade" "TF_Weapon_Coilgun" "Coilgun" "TF_Weapon_Coilgun_Desc" "Alt-Fire: Charge up for more damage\nFully charged shots ricochet off walls, and explode in your hand when overcharged\n\n\"No steak, but a whole heap o' sizzle.\"" "TF_Weapon_MineLayer" "Mine Layer" "TF_Weapon_MineLayer_Desc" "\n\"Aye, keep an eye out! Heh...\"" "TF_Weapon_ProximityMineLauncher" "Proximity Mine Launcher" "TF_Weapon_ShockTherapy" "Shock Therapy" "TF_Weapon_ShockTherapy_Desc" "Damage is affected by current charge\n\n\"CLEAR!\"" "TF_Weapon_Taser" "Taser" // 2.1.0 "TF_Weapon_SpeedWatch" "L'escampette" "TF_Weapon_SpeedWatch_Desc" "\n\"Make it quick.\"" "TF_Weapon_Chekhov" "Chekhov's Punch" "TF_Weapon_Chekhov_Desc" "\n\"If one is to equip these chains, then they should be punched with.\"" "TF_Weapon_Chains" "Chains" "TF_Weapon_TwinBarrel" "Twin Barrel" "TF_Weapon_TwinBarrel_Desc" "This weapon will reload when not active\n\n\"(After-market modification voids the warranty.)\"" "TF_Weapon_DoubleBarrelShotgun" "Double Barrel Shotgun" "TF_Weapon_AAGun" "Anti-Aircraft Cannon" "TF_Weapon_AAGun_Desc" "\n\"Which piece of you should Heavy send home to momma?\"" "TF_Weapon_PDA_Engineer_Teleporter" "PDA: Teleporter" "TF_Weapon_PDA_Engineer_Jump" "PDA: Jump Pad" "TF_Weapon_PDA_Engineer_Jump_Desc" "Jump Pads cannot be upgraded\n\n\"Trust me, feller. This one'll blow you away.\"" "TF_Weapon_Harvester" "Harvester" "TF_Weapon_Harvester_Type" "Scythe" "TF_Weapon_Harvester_Desc" "\n\"Ask not for whom the bell tolls.\"" "TF_Weapon_Brick" "Brick" "TF_Weapon_Brick_Desc" "\"Hit the bricks pal, you're done.\"" "TF_Weapon_Throwable" "Throwable" // TF2C unused weapon strings "TF_Weapon_PDQ" "PDQ" "TF_Weapon_Cyclops" "Cyclops" "TF_Weapon_NoWatch" "Watchless Wrist" "TF_Weapon_NoWatch_Desc" "Alt-Fire: Does nothing" "TF_Weapon_BalefulBeacon" "Baleful Beacon" "TF_Weapon_DoubleBarrel" "Close Encounter" "TF_Weapon_DoubleBarrel_Desc" "Start prayin' boy!" // Obituary Feed Strings "DeathMsg_Suicide" "bid farewell, cruel world!" "DeathMsg_AssistedSuicide" "finished off" "DeathMsg_AssistedSuicide_Multiple" "finished off" "DeathMsg_Fall" "fell to a clumsy, painful death" "Msg_Captured" "captured" "Msg_Captured_Multiple" "captured" "Msg_Defended" "defended" "Msg_Dominating" "is DOMINATING" "Msg_Revenge" "got REVENGE on" "Msg_PickedUpFlag" "picked up %s1's intelligence!" "Msg_CapturedFlag" "captured %s1's intelligence!" "Msg_DefendedFlag" "defended %s1's intelligence!" "Msg_ReturnedFlag" "returned %s1's intelligence!" "Msg_DroppedFlag" "dropped %s1's intelligence!" "Msg_KilledVIP" "killed the VIP!" "Msg_PickedUpNeutralFlag" "picked up the intelligence!" "Msg_CapturedNeutralFlag" "captured the intelligence!" "Msg_DefendedNeutralFlag" "defended the intelligence!" "Msg_ReturnedNeutralFlag" "returned the intelligence!" "Msg_DroppedNeutralFlag" "dropped the intelligence!" "TF_OK" "OK" "TF_Object_Sentry" "Sentry Gun" "TF_Object_Dispenser" "Dispenser" "TF_Object_Tele" "Teleporter" "TF_Object_Tele_Exit" "Teleporter Exit" "TF_Object_Sapper" "Sapper" "TF_Teleporter_Mode_Entrance" "Entrance" "TF_Teleporter_Mode_Exit" "Exit" "TF_Object_Sentry_360" "Sentry" "TF_Object_Tele_Entrance_360" "Entrance" "TF_Object_Tele_Exit_360" "Exit" "TF_ObjStatus_SentryGun_Building" "Sentry Gun Building... %s1" "TF_ObjStatus_SentryGun_Level1" "Sentry Gun ( Level %s1 ) Health %s2 Shells %s3" "TF_ObjStatus_SentryGun_Level3" "Sentry Gun ( Level 3 ) Health %s1 Shells %s2 Rockets %s3" "TF_ObjStatus_Dispenser_Building" "Dispenser Building... %s1" "TF_ObjStatus_Dispenser" "Dispenser ( Level %s1 ) Health %s1" "TF_ObjStatus_Teleporter_Building" "Teleporter Building... %s1" "TF_ObjStatus_Teleporter" "Teleporter (Level %s1 ) Health %s1 Status - %s2" "TF_ObjStatus_Sapper_Building" "Sapper Building... %s1" "TF_ObjStatus_Sapper" "Sapper Health %s1 Target Health %s2" "TF_Obj_Teleporter_State_Idle" "Looking for Matching Teleporter" "TF_Obj_Teleporter_State_Ready" "Ready" "TF_Obj_Teleporter_State_Charging" "Charging" "Teleporter_idle" "This teleporter does not have a match." // TF2C Jump Pad "TF_Object_Jump" "Jump Pad" "TF_Jumppad_Mode_A" "A" "TF_Jumppad_Mode_B" "B" "TF_playerid_jumppad_idle" "" // "Inactive" but buildings in TF2 don't usually show it "TF_playerid_jumppad_underwater" "Flooded" "TF_Obj_JumpPad_State_Idle" "Inactive" "TF_Obj_JumpPad_State_Ready" "Ready" "TF_Obj_JumpPad_State_Underwater" "Underwater" "TF_ObjStatus_JumpPad_Building" "Jump Pad Building... %s1" "TF_ObjStatus_JumpPad" "Jump Pad Health %s1 Status - %s2" "Building_hud_jumppad_not_built" "Jump Pad\nNot Built" // Level strings // Generic CP level strings "CP5_red_setup_goal" "Capture all five of the Control Points to win the game!" "CP5_blue_setup_goal" "Capture all five of the Control Points to win the game!" "CP_setup_30sec" "Game begins in 30 seconds!" "CP_setup_10sec" "Game begins in 10 seconds!" "CP_cap_cp3" "the Central Control Point" "CP_cap_red_cp1" "the RED Base" "CP_cap_blue_cp1" "the BLU Base" // Dustbowl level strings "Dustbowl_red_setup_goal" "Defend the Control points against team BLU!" "Dustbowl_blue_setup_goal" "Capture both Control Points to win the round and advance!" "Dustbowl_red_final_goal" "Defend the final two Control Points or the enemy will win the game!" "Dustbowl_blue_final_goal" "Capture the final two Control Points to win the game!" "Dustbowl_team1" "Attackers" "Dustbowl_team2" "Defenders" "Dustbowl_you_secure_one" "You secured\nCommand Point ONE !!" "Dustbowl_you_secure_two" "You secured\nCommand Point TWO !!" "Dustbowl_protect_HQ" "Protect your HQ from\nthe attacking team !!" "Dustbowl_bring_flag" "Bring your flag\nto the HQ !!" "Dustbowl_take_flag_one" "Take the flag to\nCommand Point ONE." "Dustbowl_take_flag_two" "Take the flag to\nCommand Point TWO." "Dustbowl_take_flag_HQ" "Take the flag to the HQ !!" "Dustbowl_blue_secures_one" "Team BLU Secures\nCommand Point ONE !!" "Dustbowl_blue_secures_two" "Team BLU Secures\nCommand Point TWO !!" "Dustbowl_flag_returned" "Flag has returned to base." "Dustbowl_90_secs" "90 seconds till gates open." "Dustbowl_60_secs" "60 seconds till gates open." "Dustbowl_30_secs" "30 seconds till gates open." "Dustbowl_10_secs" "10 seconds till gates open." "Dustbowl_gates_open" "Gates are open !!" "Dustbowl_five_minutes_left" "Time remaining:\nFive minutes" "Dustbowl_four_minutes_left" "Time remaining:\nFour minutes" "Dustbowl_three_minutes_left" "Time remaining:\nThree minutes" "Dustbowl_two_minutes_left" "Time remaining:\nTwo minutes" "Dustbowl_sixty_seconds_left" "Time remaining:\nSixty seconds" "Dustbowl_thirty_seconds_left" "Time remaining:\nThirty seconds" "Dustbowl_attackers_win" "The Headquarters has\nbeen captured !!" "Dustbowl_defenders_win" "The Headquarters has\nbeen successfully defended !!" "Dustbowl_cap_1_A" "First Cap, Stage One" "Dustbowl_cap_1_B" "Second Cap, Stage One" "Dustbowl_cap_2_A" "First Cap, Stage Two" "Dustbowl_cap_2_B" "Second Cap, Stage Two" "Dustbowl_cap_3_A" "First Cap, Stage Three" "Dustbowl_cap_3_B" "the Rocket, Final Cap" // Goldrush level strings "Goldrush_red_setup_goal" "Prevent the enemy team from moving the cart to your base!" "Goldrush_blue_setup_goal" "Move the cart to the Control Points to win the round and advance!" "Goldrush_red_final_goal" "Prevent the cart from moving to your base or the enemy will win the game!" "Goldrush_blue_final_goal" "Move the cart to the enemy base to destroy it and win the game!" "Goldrush_team1" "Attackers" "Goldrush_team2" "Defenders" "Goldrush_cap_1_A" "First Cap, Stage One" "Goldrush_cap_1_B" "Second Cap, Stage One" "Goldrush_cap_2_A" "First Cap, Stage Two" "Goldrush_cap_2_B" "Second Cap, Stage Two" "Goldrush_cap_3_A" "First Cap, Stage Three" "Goldrush_cap_3_B" "Second Cap, Stage Three" "Goldrush_cap_3_C" "Atomic pit, Final Cap" // Badwater level strings "Badwater_cap_1" "First Capture point" "Badwater_cap_2" "Second Capture point" "Badwater_cap_3" "Third Capture point" "Badwater_cap_4" "Final Capture point" // Thunder Mountain level strings "Thunderm_cap_1_A" "Ramp deck, Stage One" "Thunderm_cap_1_B" "Main Platform, Stage One" "Thunderm_cap_2_A" "Lumber Mill, Stage Two" "Thunderm_cap_2_B" "The Pit, Stage Two" "Thunderm_cap_3_A" "Building A, Stage Three" "Thunderm_cap_3_B" "Building B, Stage Three" "Thunderm_cap_3_C" "Tower, Final Cap" // 2fort level strings "2fort_red_setup_goal" "Grab the Intelligence Briefcase from the enemy basement. Return to your basement to win!" "2fort_blue_setup_goal" "Grab the Intelligence Briefcase from the enemy basement. Return to your basement to win!" // Granary level strings "Granary_red_setup_goal" "Capture all five Control Points to win the game!" "Granary_blue_setup_goal" "Capture all five Control Points to win the game!" "Granary_cap_cp3" "the Central Control Point" "Granary_cap_red_cp2" "the RED Warehouse" "Granary_cap_red_cp1" "the RED Base" "Granary_cap_blue_cp2" "the BLU Warehouse" "Granary_cap_blue_cp1" "the BLU Base" // Gravelpit level strings "Gravelpit_red_setup_goal" "Defend all three Control Points against team BLU to win the game!" "Gravelpit_blue_setup_goal" "Capture all three Controls Points to win! First capture A and B, then move on to C." "Gravelpit_cap_A" "cap A, the Radio Tower" "Gravelpit_cap_B" "cap B, the Radar" "Gravelpit_cap_C" "cap C, the Laser Gun" // Hydro level strings "Hydro_red_setup_goal" "Capture BLU's single Control Point to win the round. Prevent them from doing the same!" "Hydro_blue_setup_goal" "Capture RED's single Control Point to win the round. Prevent them from doing the same!" "Hydro_red_base_attack" "Capture team BLU's final Control Point to win the game!" "Hydro_red_base_defend" "Defend your final Control Point against BLU or they will win!" "Hydro_blue_base_attack" "Capture team RED's final Control Point to win the game!" "Hydro_blue_base_defend" "Defend your final Control Point against RED or they will win!" "Hydro_cap_red_base" "the RED Base" "Hydro_cap_blue_base" "the BLU Base" "Hydro_cap_radar_dish" "the Radar Dish" "Hydro_cap_dam" "the Dam" "Hydro_cap_power_plant" "the Power Plant" "Hydro_cap_warehouse" "the Warehouse" // Well level strings "Well_red_setup_goal" "Capture all five of the Control Points to win the game!" "Well_blue_setup_goal" "Capture all five of the Control Points to win the game!" "Well_setup_30sec" "Game begins in 30 seconds!" "Well_setup_10sec" "Game begins in 10 seconds!" "Well_cap_center" "Central Control Point" "Well_cap_red_two" "the RED Warehouse" "Well_cap_red_rocket" "the RED Base" "Well_cap_blue_two" "the BLU Warehouse" "Well_cap_blue_rocket" "the BLU Base" // Pipeline level strings "Pipeline_setup_goal" "Move your cart to the capture point first to win this heat!" "Pipeline_final_goal" "Move your cart to destroy the enemy base before they destroy yours!" "Pipeline_cap_1_red" "RED's first Capture point" "Pipeline_cap_1_blue" "BLU's first Capture point" "Pipeline_cap_2_red" "RED's second Capture point" "Pipeline_cap_2_blue" "BLU's second Capture point" "Pipeline_cap_3_red" "RED's final capture point" "Pipeline_cap_3_blue" "BLU's final capture point" // Standin level strings "standin_red_setup_goal" "Capture all three of the Control Points to win the game!" "standin_blue_setup_goal" "Capture all three of the Control Points to win the game!" "standin_cap_A" "cap A, the Creek" "standin_cap_B" "cap B, the Bridge" "standin_cap_C" "cap C, the Control Room" // Hightower level strings "hightower_setup_goal" "Move your cart to the top of your HighTower to win!" "hightower_cap_red" "RED's HighTower" "hightower_cap_blue" "BLU's HighTower" "helltower_setup_goal_red" "Help Blutarch or Redmond Mann's ghost win the Gravel Wars once and for all!" "helltower_setup_goal_blue" "Help Blutarch or Redmond Mann's ghost win the Gravel Wars once and for all!" "helltower_cap_red" "Blutarch's Corpse" "helltower_cap_blue" "Redmond's Corpse" // Foundry level strings "Foundry_red_setup_goal" "Capture all five Control Points to win the game!" "Foundry_blue_setup_goal" "Capture all five Control Points to win the game!" "Foundry_cap_cp3" "the Central Depot" "Foundry_cap_red_cp2" "the RED Stockyard" "Foundry_cap_red_cp1" "the RED Base" "Foundry_cap_blue_cp2" "the BLU Stockyard" "Foundry_cap_blue_cp1" "the BLU Base" // Badlands level strings "Badlands_cap_cp3" "the Central Control Point" "Badlands_cap_red_cp2" "the RED Spire" "Badlands_cap_red_cp1" "the RED Base" "Badlands_cap_blue_cp2" "the BLU Spire" "Badlands_cap_blue_cp1" "the BLU Base" // KOTH Viaduct strings "koth_setup_goal" "Capture and hold the Control Point to win the game!" "koth_viaduct_cap" "the Control Point" // Medieval "medieval_setup_goal_red" "Capture and hold the final Control Point to win the game!" "medieval_setup_goal_blue" "Open the gate and capture the final Control Point to win the game!" "medieval_cap_a" "the Town" "medieval_cap_b" "the Cliffside" "medieval_cap_c" "RED's Keep" // Steel "steel_setup_goal_red" "Defend the main point while also defending the outer point in play!" "steel_setup_goal_blue" "Take RED's main point to win the game. Capturing the outer points will increase your chance of success!" // Frontier "frontier_setup_goal_red" "Prevent BLU from escorting the payload to the laser array!" "frontier_setup_goal_blue" "Guide Lil' Chew-Chew to the delivery site!" // sd_doomsday gameplay strings "doomsday_setup_goal" "Deliver the Australium to the rocket warhead to win the game!" "doomsday_event_setup_goal" "Get the tickets to the top of the Strongmann!" // Powerhouse level strings "Powerhouse_cap_red_final" "the RED Base" "Powerhouse_cap_blu_final" "the BLU Base" "Powerhouse_cap_middle" "the RIVER" // Amaranth level strings "Amaranth_cap_A" "the Warehouses" "Amaranth_cap_B" "RED's Shipping Facility" // DOM Hydro level strings "Hydro_dom_cap_warehouse" "A, the Warehouse" "Hydro_dom_cap_radar_dish" "B, the Radar Dish" "Hydro_dom_cap_power_plant" "C, the Power Plant" "Hydro_dom_cap_dam" "D, the Dam" // Domination level strings "domination_setup_goal" "Capture control points to gain points over time. Capturing more than one point will increase your chance of success!" // Generic VIP level strings "vip_setup_goal_offense" "Escort the VIP to the Escape Zone. Capture checkpoints for optional bonuses." "vip_setup_goal_defense" "Kill the enemy team's VIP to prevent him from reaching the Escape Zone. Defend checkpoints if necessary." // Generic VIP level with lives strings "vipl_setup_goal_offense" "Escort the VIP to the Escape Zone. Prevent him from being eliminated." "vipl_setup_goal_defense" "Kill the enemy team's VIP or prevent him from reaching the Escape Zone to win." // Mineside level strings "Mineside_setup_goal_red" "Kill the VIP to stop him from reaching the Escape Zone. Prevent him from grabbing the Device." "Mineside_setup_goal_blu" "Escort the VIP to the Escape Zone. Deliver the Device to the Control Room to open the gate." "Mineside_escape_zone" "the Escape Tunnel" // Warehouse level strings "Warehouse_setup_goal_red" "Defend the Escape Lift from the VIP while also defending the outer points in play!" "Warehouse_setup_goal_blu" "Escort the VIP to the Escape Lift. Capturing the outer points will increase your chance of success!" "Warehouse_cap_a" "the Shack" "Warehouse_cap_b" "the Shipping Dock" "Warehouse_cap_c" "under the Bridge" "Warehouse_cap_d" "the Escape Lift" // Oilcanyon level strings "Oilcanyon_cap_A" "cap A, the Canyon" "Oilcanyon_cap_B" "cap B, the Laser Gun" "Oilcanyon_cap_C" "cap C, the Refinery" // Trainyard level strings "Trainyard_escape_zone" "the Escape Vehicle" // Harbor level strings "Harbor_cap_1" "the first control point" "Harbor_cap_2" "the second control point" "Harbor_cap_3" "the last control point" // Krepost level strings "Krepost_cap_red" "RED's castle" "Krepost_cap_blu" "BLU's castle" "Krepost_cap_grn" "GRN's castle" "Krepost_cap_ylw" "YLW's castle" "Krepost_attack_red" "RED's gate is open!" "Krepost_attack_blu" "BLU's gate is open!" "Krepost_attack_grn" "GRN's gate is open!" "Krepost_attack_ylw" "YLW's gate is open!" // Caper level strings "Caper_cap_A" "cap A, the Laser Tower" "Caper_cap_B" "cap B, the Silos" "Caper_cap_C" "cap C, the Sewer" "Arena_cap" "the Control Point" //VIPR level strings "vipr_setup_goal" "Safely escort your VIP to the Escape Zone. Prevent the enemy team from doing the same." "vipr_setup_goal_4team" "Safely escort your VIP to the Escape Zone. Prevent the enemy teams from doing the same." "vipr_expulsion" "Both VIPs are expelled from spawn rooms for Sudden Death!" "vipr_expulsion_4team" "All VIPs are expelled from spawn rooms for Sudden Death!" "vipr_own_civ_death" "Your VIP has been eliminated! Protect him!" "vipr_their_civ_death" "Good job! Their VIP has been eliminated!" //Specific teams "vipr_red_civ_death" "RED's VIP has been eliminated!" "vipr_blu_civ_death" "BLU's VIP has been eliminated!" "vipr_ylw_civ_death" "YLW's VIP has been eliminated!" "vipr_grn_civ_death" "GRN's VIP has been eliminated!" // Win panel strings "Winpanel_Team1" "TEAM" "Winpanel_Team2" "Team" "Winpanel_BlueWins" "BLU TEAM WINS!" "Winpanel_BlueAdvances" "BLU TEAM SEIZES AREA" "Winpanel_BlueDefends" "BLU TEAM DEFENDS!" "Winpanel_RedWins" "RED TEAM WINS!" "Winpanel_RedAdvances" "RED TEAM SEIZES AREA" "Winpanel_RedDefends" "RED TEAM DEFENDS!" // TF2C Win panel strings "Winpanel_Teams1" "TEAMS" "Winpanel_Teams2" "Teams" "Winpanel_TeamWins" "%s1 %s2 WINS!" "Winpanel_TeamLost" "%s1 %s2 LOST!" "Winpanel_TeamAdvances" "%s1 %s2 SEIZES AREA" "Winpanel_TeamDefends" "%s1 %s2 DEFENDS!" "Winpanel_BlueMVPs" "BLU Team MVPs:" "Winpanel_RedMVPs" "RED Team MVPs:" "Winpanel_TopPlayers" "Top Players:" "Winpanel_PointsThisRound" "Points this round:" "Winpanel_CapturePointsRemaining" "%s1 more areas to win" "Winpanel_CapturePointRemaining" "%s1 more area to win" "Winpanel_WinningCapture" "Winning capture: %s1" "Winpanel_KillStreakLeader" "Highest Killstreak:" "Winpanel_KillStreakMaxCount" "Count:" "Winpanel_GreenWins" "GRN TEAM WINS!" "Winpanel_GreenAdvances" "GRN TEAM SEIZES AREA" "Winpanel_GreenDefends" "GRN TEAM DEFENDS!" "Winpanel_YellowWins" "YLW TEAM WINS!" "Winpanel_YellowAdvances" "YLW TEAM SEIZES AREA" "Winpanel_YellowDefends" "YLW TEAM DEFENDS!" "Winpanel_GreenMVPs" "GRN Team MVPs:" "Winpanel_YellowMVPs" "YLW Team MVPs:" "Winreason_AllPointsCaptured" "%s1 captured all control points" "Winreason_FlagCaptureLimit" "%s1 captured the enemy intelligence %s2 times" "Winreason_FlagCaptureLimit_One" "%s1 captured the enemy intelligence %s2 time" "Winreason_OpponentsDead" "%s1 killed all opponents during sudden death" "Winreason_DefendedUntilTimeLimit" "%s1 successfully defended until time ran out" "Winreason_TimeLimit" "%s1 had more points when the time limit was reached" "Winreason_WinLimit" "%s1 had more points when the win limit was reached" "Winreason_WinDiffLimit" "%s1 was ahead by the required difference to win" "Winreason_Stalemate" "You're all losers" "Winreason_Arena" "%s1 killed all opponents" "Winreason_PayloadRace" "%s1 won the payload race" "Winreason_ReactorCaptured" "%s1 won by capturing the enemy reactor core" "Winreason_CoresCollected" "%s1 won by destroying robots and collecting power cores" "Winreason_ReactorReturned" "%s1 won by defending their reactor core until it returned" "Winreason_PlayerDestructionPoints" "%s1 won by collecting enough points" "Winreason_ScoreLimit" "%s1 won by scoring %s2 times" "Winreason_ScoreLimit_One" "%s1 won by scoring" // TF2C custom "Winreason_KOTHPointHeld" "%s1 held the control point until time ran out" "Winreason_PayloadPushed" "%s1 pushed the payload to the final terminus" "Winreason_ArenaPointCaptured" "%s1 captured the control point" "Winreason_VIPDead" "%s1 has eliminated the VIP" "Winreason_VIPEscaped" "The VIP has escaped" "Winreason_RoundScoreLimit" "%s1 reached %s2 points" "Winreason_VIPKilled" "The VIP was eliminated" // Attack/Defend strings "TF_AD_TakeFlagToPoint" "Take the flag to the Command Point." "TF_AD_YouSecuredPoint" "You secured\nCommand Point %s1 !!" "TF_AD_AttackersSecuredPoint" "Attackers Secured\nCommand Point %s1 !!" "TF_AD_FlagReturned" "Flag has returned to base." // VIP Device strings "TF_VIP_TakeDeviceToPoint" "Take the Device to the Control Room!" "TF_VIP_TeamDeviceReturned" "The Device has returned! Go get it!" "TF_VIP_EnemyDeviceReturned" "The Device has returned! Defend the drop site!" // CTF strings "TF_CTF_PlayerPickup" "You PICKED UP %teamname%'S INTELLIGENCE!\n\nReturn to YOUR BASE!" "TF_CTF_PlayerTeamPickup" "Your team PICKED UP %teamname%'S INTELLIGENCE!" "TF_CTF_OtherTeamPickup" "Your INTELLIGENCE has been PICKED UP by %teamname%!" "TF_CTF_PlayerCapture" "You CAPTURED %teamname%'S INTELLIGENCE!" "TF_CTF_PlayerTeamCapture" "Your team CAPTURED %teamname%'S INTELLIGENCE!" "TF_CTF_OtherTeamCapture" "Your INTELLIGENCE was CAPTURED by %teamname%!" "TF_CTF_PlayerDrop" "You dropped the %teamname%'S INTELLIGENCE!" "TF_CTF_PlayerTeamDrop" "%teamname%'S INTELLIGENCE was dropped!" "TF_CTF_OtherTeamDrop" "Your INTELLIGENCE has been dropped!" "TF_CTF_OtherTeamReset" "%teamname%'S INTELLIGENCE was returned!" "TF_CTF_PlayerTeamReset" "Your INTELLIGENCE has been returned!" "TF_CTF_Wrong_Goal" "Take %teamname%'S INTELLIGENCE back to YOUR BASE." "TF_CTF_No_Invuln" "You cannot be INVULNERABLE while carrying an ENEMY'S INTELLIGENCE!" "TF_CTF_No_Tele" "You cannot TELEPORT while carrying an ENEMY'S INTELLIGENCE!" "TF_CTF_TeamCannotCapture" "Your team cannot capture this flag!" "Team_Capture_Linear" "Preceding point\nnot owned!" "Team_Capture_Blocked" "Capture blocked\nby enemy" "Team_Blocking_Capture" "Blocking enemy\ncapture!" "Team_Reverting_Capture" "Reverting\ncapture!" "Team_Waiting_for_teammate" "Waiting for\nteammate" "Team_Cannot_Capture" "Your team can't\ncapture this!" "Team_Capture_OwnPoint" "Defend\nthis point." "Team_Capture_NotNow" "No capturing\nat this time." "Team_Capture_Owned" "Capture Point\nalready owned." "Cant_cap_stealthed" "Cannot capture point\n while stealthed." "Cant_cap_disguised" "Cannot capture point\n while disguised." "Cant_cap_invuln" "Cannot capture point\n while invulnerable." // VIP Only "Cant_cap_civilian_only_frozen" "Capture Frozen\n Only the VIP can\n capture this point." "Cant_cap_civilian_only" "Only the VIP can\n capture this point." // Invade strings "TF_Invade_FlagReturned" "The FLAG has returned!" "TF_Invade_PlayerPickup" "You PICKED UP the FLAG! Take it to the ENEMY BASE!" "TF_Invade_PlayerTeamPickup" "Your team PICKED UP the FLAG!" "TF_Invade_OtherTeamPickup" "The ENEMY has PICKED UP the FLAG!" "TF_Invade_PlayerCapture" "You CAPTURED the FLAG!" "TF_Invade_PlayerTeamCapture" "Your team CAPTURED the FLAG!" "TF_Invade_OtherTeamCapture" "The ENEMY CAPTURED the FLAG!" "TF_Invade_PlayerFlagDrop" "You dropped the FLAG!" "TF_Invade_FlagDrop" "The FLAG was dropped!" "TF_Invade_Wrong_Goal" "Take the flag to the ENEMY BASE." "TF_Invade_FlagNeutral" "The FLAG has become NEUTRAL! Go get it!" "TF_Flag_AltFireToDrop" "Press ALT-FIRE to drop the flag." "FreezePanel_NoKiller" "You were killed" "FreezePanel_Killer" "You were killed by" "FreezePanel_Killer_Dead" "You were killed by the late" "FreezePanel_Nemesis" "You were killed again by" "FreezePanel_Nemesis_Dead" "You were killed again by the late" "FreezePanel_KillerObject" "You were killed by the %objectkiller% of" "FreezePanel_KillerObject_Dead" "You were killed by the %objectkiller% of the late" "FreezePanel_KillerHealth" "Health left: %s1" "FreezePanel_Callout" "A bit of you!" "FreezePanel_Callout2" "Another bit!" "FreezePanel_Callout3" "More bits!" "FreezePanel_Item" "%killername% is carrying:" "Callout_Ragdoll" "You!" "Callout_Head" "Your head!" "Callout_Foot" "Your foot!" "Callout_Hand" "Your hand!" "Callout_Torso" "Your torso!" "Callout_Organ1" "Your spleen!" "Callout_Organ2" "Your lungs!" "Callout_Organ3" "Your liver!" "Callout_Organ4" "Your pancreas!" "Callout_Organ5" "Your kidney!" "Callout_Organ6" "Your appendix!" "WaitingForPlayersPanel_WaitOnPlayers" "Waiting for other players" "WaitingForPlayersPanel_WaitEnding" "Starting Game" "ControlPointIconCappers" "x%numcappers%" "game_WaitingForPlayers" "Waiting For Players" "game_Overtime" "Overtime" "game_Setup" "Setup" "EnterStalemate" "Sudden Death Mode!\nNo more respawning!" "game_SuddenDeath" "Sudden Death" "game_stalemate_cant_change_class" "%s1 seconds have passed.\nYou can't change class in Sudden Death Mode now!" "TF_CantChangeClassNow" "You can't change class at this time." "TF_CantChangeTeamNow" "You can't change team at this time." //---------------------------------------------------------------------------------------- // Intro "Gametype_CTF" "Capture the Flag" "Gametype_CP" "Control Points" "Gametype_AttackDefense" "Attack / Defense" "Gametype_TC" "Territorial Control" "Gametype_Escort" "Payload" "Gametype_Arena" "Arena" "Gametype_EscortRace" "Payload Race" "Gametype_Koth" "King of the Hill" "Gametype_MedAttackDefense" "Attack / Defense (Medieval)" "Gametype_Training" "Training Mode" "Gametype_SD" "Special Delivery" // TF2C gamemodes "Gametype_VIP" "VIP" "Gametype_VIPRace" "VIP Race" "Gametype_Espionage" "Espionage" "Gametype_Domination" "Domination" "Gametype_CP_Domination" "Control Points (Domination)" "Gametype_MedDomination" "Domination (Medieval)" "Gametype_TD" "Territorial Domination" "Gametype_KOTF" "King of the Flag" "Gametype_VIP_FourTeam" "VIP (Four-Team)" "Gametype_VIPRace_FourTeam" "VIP Race (Four-Team)" "Gametype_Domination_FourTeam" "Domination (Four-Team)" "Gametype_CP_Domination_FourTeam" "Control Points (Four-Team Domination)" "Gametype_MedDomination_FourTeam" "Domination (Four-Team Medieval)" "Gametype_TD_FourTeam" "Territorial Domination (Four-Team)" "Gametype_KOTF_FourTeam" "King of the Flag (Four-Team)" "Gametype_CTF_FourTeam" "Capture the Flag (Four-Team)" "Gametype_CP_FourTeam" "Control Points (Four-Team)" "Gametype_AttackDefense_FourTeam" "Attack / Defense (Four-Team)" "Gametype_Escort_FourTeam" "Payload (Four-Team)" "Gametype_Arena_FourTeam" "Arena (Four-Team)" "Gametype_EscortRace_FourTeam" "Payload Race (Four-Team)" "Gametype_Koth_FourTeam" "King of the Hill (Four-Team)" "Gametype_Training_FourTeam" "Training Mode (Four-Team)" "Gametype_SD_FourTeam" "Special Delivery (Four-Team)" "Intro_Title" "Game Mode Introduction: %gamemode%" "Intro_CaptureIntro" "Welcome to the Capture Point game mode introduction." "Intro_capturepoints" "Your team must own 5 Capture Points to win.\nThe HUD shows which team owns each capture point." "Intro_fakecapture" "Stand near the Capture Point to capture it.\nThe HUD shows your capture progress." "Intro_multcapture" "Multiple team members capture points faster!\nHelp your team out!" "Intro_yourpoint" "Don't let the enemy capture your last point!\nDefend it or you lose!" // Capture the Files Intro "Intro_ctf_intro" "Game Mode Introduction: Each team must capture the enemy's secret files, while defending their own." "Intro_ctf_red_assault_base" "Assault the enemy base to steal their secret files." "Intro_ctf_red_steal_files" "Steal the briefcase from the basement of the enemy base." "Intro_ctf_red_return_and_cap" "Return the briefcase to the desk in your team's basement to capture it and score." "Intro_ctf_red_defend" "Don't forget to help defend your team's briefcase from the enemy!" "Intro_ctf_blue_assault_base" "Assault the enemy base to steal their secret files." "Intro_ctf_blue_steal_files" "Steal the briefcase from the basement of the enemy base." "Intro_ctf_blue_return_and_cap" "Return the briefcase to the desk in your team's basement to capture it and score." "Intro_ctf_blue_defend" "Don't forget to help defend your team's briefcase from the enemy!" // Gravelpit intro "Intro_attack_defense_intro" "This is an attack defense map, \nBLU tries to capture areas while RED tries to stop them." "Intro_attack_defense_capping" "BLU must stand near the Capture Point to capture it.\nThe HUD shows your capture progress." "Intro_attack_defense_cap_a" "BLU must capture both Capture point A ..." "Intro_attack_defense_cap_b" "and also Capture point B. \nBLU can capture the points in any order." "Intro_attack_defense_cap_final" "After BLU owns capture point A and capture point B the final Capture point unlocks" "Intro_attack_defense_cap_timer" "BLU earns 3 minutes on the timer for each succesful captured point. RED cannot capture points back once BLU own them." //---------------------------------------------------------------------------------------- // Hints "Hint_spotted_a_friend" "You have spotted a teammate!" "Hint_spotted_an_enemy" "You have spotted an enemy!" "Hint_killing_enemies_is_good" "You killed an enemy!" "Hint_out_of_ammo" "Your weapon is out of ammo!" "Hint_turn_off_hints" "You can turn off hints in the options menu,\n under Options -> Multiplayer -> Advanced -> 'Auto Help'" "Hint_pickup_ammo" "Pick up ammo from fallen weapons!" "Hint_Cannot_Teleport_With_Flag" "You cannot teleport when you have the briefcase." "Hint_Cannot_Cloak_With_Flag" "You cannot cloak when you have the briefcase." "Hint_Cannot_Disguise_With_Flag" "You cannot disguise when you have the briefcase." "Hint_Cannot_Attack_While_Cloaked" "You cannot attack while cloaked." "Hint_Cannot_Invuln_With_Flag" "You cannot go invulnerable when you have the briefcase." "Hint_ClassMenu" "Press '%changeclass%' to change your player class." // Altfires "Hint_altfire_sniperrifle" "You can hit '%attack2%' to zoom with your sniper rifle." "Hint_altfire_grenadelauncher" "You can hit '%attack2%' to detonate stickybombs even while using your grenade launcher." "Hint_altfire_pipebomblauncher" "You can hit '%attack2%' to detonate stickybombs launched with your stickybomb launcher." "Hint_altfire_rotate_building" "You can hit '%attack2%' to rotate buildings before you place them." // Soldier specific "Hint_Soldier_rpg_reload" "Hit '%reload%' to reload your rocket launcher.\nReload it whenever you're out of combat!" // Engineer specific "Hint_Engineer_use_wrench_onown" "Hit constructing objects with your wrench\nto make them build faster!" "Hint_Engineer_use_wrench_onother" "Hit your teammate's constructing objects with your wrench\nto help them build faster!" "Hint_Engineer_build_sentrygun" "Build sentry guns to defend your team's base.\nThe fourth slot in your weapon selection holds buildables." "Hint_Engineer_build_dispenser" "Build Dispensers to help your teammates to resupply.\nThe fourth slot in your weapon selection holds buildables." "Hint_Engineer_build_teleporters" "Build Teleporters to help your team defend forward areas.\nThe fourth slot in your weapon selection holds buildables." "Hint_Engineer_pickup_metal" "Pick up metal from fallen weapons\nto use in building objects!" "Hint_Engineer_repair_object" "Hit damaged objects with your wrench to repair them!" "Hint_Engineer_metal_to_upgrade" "You need more metal to upgrade your sentry gun!" "Hint_Engineer_upgrade_sentrygun" "Upgrade sentry guns by hitting them with your wrench.\nThey can be upgraded all the way to level 3!" "Hint_object_has_sapper" "This building is being destroyed by a sapper!\n Shoot the sapper to destroy it!" "Hint_object_your_object_sapped" "One of your buildings is being destroyed!" "Hint_enemy_using_dispenser" "An enemy is using your dispenser!" "Hint_enemy_using_tp_entrance" "An enemy is near your teleporter entrance!" "Hint_enemy_using_tp_exit" "An enemy is near your teleporter exit!" "WinPanel_Red_Team_Wins" "RED Team Wins" "WinPanel_Blue_Team_Wins" "BLU Team Wins" "WinPanel_Stalemate" "STALEMATE!" "WinPanel_Green_Team_Wins" "GRN Team Wins" "WinPanel_Yellow_Team_Wins" "YLW Team Wins" "StatPanel_Title_Dead" "On the bright side..." "StatPanel_Title_Alive" "Well, that was impressive! Last round:" "StatPanel_Format_Close" "That round: %s1 Your best: %s2" "StatPanel_Kills_Best" "You had more kills as %s1 that round than your previous best." "StatPanel_Captures_Best" "You had more captures as %s1 that round than your previous best." "StatPanel_Defenses_Best" "You defended more points as %s1 that round than your previous best." "StatPanel_DamageDealt_Best" "You've caused more damage as %s1 than your previous best." "StatPanel_PlayTime_Best" "You stayed alive as %s1 longer that round than your previous best." "StatPanel_Healing_Best" "You healed more as %s1 that round than your previous best." "StatPanel_Invulnerable_Best" "You had more Übercharges that round than your previous best." "StatPanel_KillAssists_Best" "You had more kill assists that round as %s1 than your previous best." "StatPanel_Backstabs_Best" "You had more backstabs that round than your previous best." "StatPanel_HealthLeached_Best" "You stole more health from enemy medics and dispensers that round than your previous best." "StatPanel_BuildingsBuilt_Best" "You built more buildings that round than your previous best." "StatPanel_BuildingsDestroyed_Best" "You destroyed more buildings that round as %s1 than your previous best." "StatPanel_Headshots_Best" "You had more headshots that round than your previous best." "StatPanel_SentryKills_Best" "Your sentry gun had more kills that round than your previous best." "StatPanel_Teleports_Best" "Your teleporter was used more that round than your previous best." "StatPanel_Dominations_Best" "You dominated more new opponents that round as %s1 than your previous best." "StatPanel_Revenge_Best" "You got revenge on more opponents that round as %s1 than your previous best." "StatPanel_PointsScored_Best" "You scored more points that round as %s1 than your previous best." "StatPanel_Jumppad_Jumps_Best" "Your jump pads were used more that round than your previous best." "StatPanel_Kills_Tie" "You tied your record for kills as %s1 that round." "StatPanel_Captures_Tie" "You tied your record for captures as %s1 that round." "StatPanel_Defenses_Tie" "You tied your record for defenses as %s1 that round." "StatPanel_DamageDealt_Tie" "You tied your record for damage dealt as %s1 that round." "StatPanel_PlayTime_Tie" "You tied your record for time alive as %s1 that round." "StatPanel_Healing_Tie" "You tied your record for healing as %s1 that round." "StatPanel_Invulnerable_Tie" "You tied your record for Übers that round." "StatPanel_KillAssists_Tie" "You tied your record for kill assists as %s1 that round." "StatPanel_Backstabs_Tie" "You tied your record for backstabs that round." "StatPanel_HealthLeached_Tie" "You tied your record for health stolen from the enemy that round." "StatPanel_BuildingsBuilt_Tie" "You tied your record for buildings built that round." "StatPanel_BuildingsDestroyed_Tie" "You tied your record for buildings destroyed as %s1 that round." "StatPanel_Headshots_Tie" "You tied your record for headshots that round." "StatPanel_SentryKills_Tie" "You tied your record for kills by your sentry gun that round." "StatPanel_Teleports_Tie" "You tied your record for teleports that round." "StatPanel_Dominations_Tie" "You tied your record for opponents dominated as %s1 that round." "StatPanel_Revenge_Tie" "You tied your record for revenge as %s1 that round." "StatPanel_PointsScored_Tie" "You tied your record for points scored as %s1 that round." "StatPanel_Jumppad_Jumps_Tie" "You tied your record for jump pad usages that round." "StatPanel_Kills_Close" "You came close to your record for kills as %s1 that round." "StatPanel_Captures_Close" "You came close to your record for captures as %s1 that round." "StatPanel_Defenses_Close" "You came close to your record for defenses as %s1 that round." "StatPanel_DamageDealt_Close" "You came close to your record for damage dealt as %s1 that round." "StatPanel_PlayTime_Close" "You came close to your record for time alive as %s1 that round." "StatPanel_Healing_Close" "You came close to your record for healing as %s1 that round." "StatPanel_Invulnerable_Close" "You came close to your record for Übers that round." "StatPanel_KillAssists_Close" "You came close to your record for kill assists as %s1 that round." "StatPanel_Backstabs_Close" "You came close to your record for backstabs that round." "StatPanel_HealthLeached_Close" "You came close to your record for health stolen from the enemy that round." "StatPanel_BuildingsBuilt_Close" "You came close to your record for buildings built that round." "StatPanel_BuildingsDestroyed_Close" "You came close to your record for buildings destroyed as %s1 that round." "StatPanel_Headshots_Close" "You came close to your record for headshots that round." "StatPanel_SentryKills_Close" "You came close to your record for kills by your sentry gun that round." "StatPanel_Teleports_Close" "You came close to your record for teleports that round." "StatPanel_Dominations_Close" "You came close to your record for opponents dominated as %s1 that round." "StatPanel_Revenge_Close" "You came close to your record for revenge as %s1 that round." "StatPanel_PointsScored_Close" "You came close to your record for points scored as %s1 that round." "StatPanel_Jumppad_Jumps_Close" "You came close to your record for jump pad usages that round." "StatPanel_Label_Kills" "# Kills: " "StatPanel_Label_DamageDealt" "Damage dealt: " "StatPanel_Label_PlayTime" "Play time: " "StatPanel_Label_Healing" "Health points healed: " "StatPanel_Label_Invulnerable" "Übercharges activated: " "StatPanel_Label_Backstabs" "# Backstabs: " "StatPanel_Label_HealthLeached" "Health leached: " "StatPanel_Label_Buildings_Built" "# Buildings built: " "StatPanel_Label_SentryKills" "# Kills by sentry: " "StatPanel_Label_Teleports" "# uses of teleport: " "StatPanel_Label_Jumppad_Jumps" "# uses of jump pads: " "StatSummary_Label_PerformanceReport" "YOUR PERFORMANCE REPORT" "StatSummary_Label_BestMoments" "YOUR BEST MOMENTS" "StatSummary_Label_AsAnyClass" "As any class:" "StatSummary_Label_TIP" "TIP" "StatSummary_ScoreAsClassFmt" "%s1 (as %s2)" "StatSummary_Records" "RECORDS:" "StatSummary_StatTitle_MostPoints" "Most points" "StatSummary_StatTitle_AvgPoints" "Avg. points" "StatSummary_StatTitle_MostKills" "Most kills" "StatSummary_StatTitle_AvgKills" "Avg. kills" "StatSummary_StatTitle_MostCaptures" "Most captures" "StatSummary_StatTitle_AvgCaptures" "Avg. captures" "StatSummary_StatTitle_MostAssists" "Most assists" "StatSummary_StatTitle_AvgAssists" "Avg. assists" "StatSummary_StatTitle_MostDamage" "Most damage" "StatSummary_StatTitle_AvgDamage" "Avg. damage" "StatSummary_StatTitle_TotalPlaytime" "Total playtime" "StatSummary_StatTitle_LongestLife" "Longest life" "Tip_Fmt" "Tip: %s1" "Tip_1_Count" "8" "Tip_1_1" "As a Scout, you can double jump in mid-air to quickly change direction and avoid enemy fire." "Tip_1_2" "As a Scout, you capture control points twice as fast as other classes." "Tip_1_3" "As a Scout, you're most effective when you stay moving and use your speed to your advantage." "Tip_1_4" "As a Scout, you're an excellent distraction. Catch the attention of dangerous classes like Heavies and Snipers to allow your team to move forward." "Tip_1_5" "As a Scout, your scattergun is lethal at point blank range." "Tip_1_6" "As a Scout, your pistol is great for picking off enemies at a distance." "Tip_1_7" "As a Scout, your bat does less damage than normal melee weapons, but swings much faster." "Tip_1_8" "As a Scout, your nail gun is great for holding off enemies that are chasing after you." "Tip_2_Count" "10" "Tip_2_1" "As a Sniper, the longer you spend zoomed in the scope, the more damage the shot will do." "Tip_2_2" "As a Sniper, aim for the head to do critical damage." "Tip_2_3" "As a Sniper, a fully charged sniper rifle head shot can kill most classes instantly." "Tip_2_4" "As a Sniper, zoom with the sniper rifle by hitting %attack2%." "Tip_2_5" "As a Sniper, use your submachine gun to deal with nearby enemies." "Tip_2_6" "As a Sniper, the Huntsman can be used for more reliable close-range combat, at the cost of accuracy." "Tip_2_7" "As a Sniper, your shot will usually miss if the Huntsman is pulled back longer than five seconds. Reset it by hitting %attack2%." "Tip_2_8" "As a Sniper, movement speed while scoped in with the hunting revolver is higher than with the sniper rifle. Move around while aiming to be a harder target to hit." "Tip_2_9" "As a Sniper, the hunting revolver is a great mid-range option. Use it to deal damage while quickly moving in and out of the frontline." "Tip_2_10" "As a Sniper, the Fishwhacker will cause bleeding damage to the enemy being hit. Use it to fight cloaked Spies!" "Tip_3_Count" "9" "Tip_3_1" "Hit %voicemenu 0 0% to call for a Medic if you get hurt. Nearby Medics will be notified of your need." "Tip_3_2" "As a Soldier, you can rocket jump to great heights by firing a rocket at your feet while jumping." "Tip_3_3" "As a Soldier, aim rockets at enemies' feet to ensure they can't avoid the explosion damage." "Tip_3_4" "As a Soldier, make sure you keep your rocket launcher loaded. Hit %reload% to reload it at any time." "Tip_3_5" "As a Soldier, your rockets have strong knockback. Use this to jostle enemies or knock them airborne." "Tip_3_6" "As a Soldier, use your shotgun to conserve rockets and avoid waiting for your rocket launcher to reload in the middle of combat." "Tip_3_7" "As a Soldier, use your shovel to deal consistent close-range damage without having to worry about reloading." "Tip_3_8" "As a Soldier, the Gunboats greatly reduce health loss from rocket jumps. Use them when positioning and mobility are especially important." "Tip_3_9" "As a Soldier, your RPG's rockets can shoot over cover. Be sure to aim your rockets carefully." "Tip_4_Count" "12" "Tip_4_1" "As a Demoman, use your grenade launcher for direct combat. Grenades detonate upon impact with an enemy unless they touch the ground first." "Tip_4_2" "As a Demoman, hit %attack% to fire Stickybombs and then use %attack2% to detonate them later." "Tip_4_3" "As a Demoman, the longer you hold down the fire button with the sticky launcher, the farther the shot will go." "Tip_4_4" "As a Demoman, set off Stickybombs beneath your feet to Stickybomb jump up to great heights." "Tip_4_5" "As a Demoman, shoot Stickybombs onto walls and ceilings where they're hard to spot." "Tip_4_6" "As a Demoman, crouch when preparing for a Stickybomb jump in order to achieve maximum height." "Tip_4_7" "As a Demoman, your bottle can be used for close combat without having to worry about aiming or detonation times." "Tip_4_8" "As a Demoman, your bottle does the same amount of damage whether it is smashed open or not." "Tip_4_9" "As a Demoman, throw your Dynamite Pack onto Control Points in order to clear off enemies." "Tip_4_10" "As a Demoman, the Gunboats greatly reduce health loss from Stickybomb jumps. Use them when positioning and mobility are especially important." "Tip_4_11" "As a Demoman, the Mine Layer shoots proximity mines that detonate if an enemy is standing close to them. Use it when the grenade launcher is your main weapon of choice." "Tip_4_12" "As a Demoman, the Mine Layer's mines can be deactivated all at once by pressing %attack2%." "Tip_5_Count" "13" "Tip_5_1" "As a Medic, you fill your ÜberCharge faster by healing teammates who are more hurt." "Tip_5_2" "As a Medic, your ÜberCharge will build much faster during setup time." "Tip_5_3" "As a Medic, fill your ÜberCharge meter by healing teammates, then hit %attack2% to ÜberCharge." "Tip_5_4" "As a Medic, keep alert for teammates calling for your help. Use the cross speech bubbles onscreen to find them." "Tip_5_5" "As a Medic, remember that syringes travel in arcs and have a travel time. Lead your targets and aim higher in order to land successful hits." "Tip_5_6" "As a Medic, your Medi Gun's ÜberCharge makes both you and your target invulnerable for a short time." "Tip_5_7" "As a Medic, use your Medi Gun to heal teammates, and buff them up to 150%% of their normal health." "Tip_5_8" "As a Medic, you cannot capture a Control Point or pick up the Intelligence briefcase while invulnerable." "Tip_5_9" "As a Medic, your bonesaw can be used in defensive situations when you are separated from your target." "Tip_5_10" "As a Medic, your Kritzkrieg gives your target guaranteed crits. Use it in areas where there are a lot of enemies." "Tip_5_11" "As a Medic, when using the Überspritze, be sure to watch your health. You have 10 less maximum health when equipped with it." "Tip_5_12" "As a Medic, the Shock Therapy will deal more damage the more it's charged. Its charge will be fully depleted on any hit you land on enemies." "Tip_5_13" "As a Medic, the Shock Therapy can be used to fully heal a teammate at full charge, but lowers your main heal rate." "Tip_6_Count" "14" "Tip_6_1" "Hit %voicemenu 0 0% to call for a Medic if you get hurt. Nearby Medics will be notified of your need." "Tip_6_2" "As a Heavy, you're a great Medic buddy. Keep a clear line of sight to your Medic to keep the medigun on you." "Tip_6_3" "As a Heavy, you're a prime target for Spies. Use your arsenal to keep them at bay, and look behind yourself often." "Tip_6_4" "As a Heavy, hold %attack2% to keep your minigun spinning, ready for approaching enemies." "Tip_6_5" "As a Heavy, your minigun chews up a lot of ammo. Pick up fallen weapons to refill your supply." "Tip_6_6" "As a Heavy, you don't lose momentum while spinning up your minigun in the air. Use this to surprise enemies around corners!" "Tip_6_7" "As a Heavy, your shotgun can deal high burst damage, and allows you to move faster while attacking compared to spinning your minigun." "Tip_6_8" "As a Heavy, your high health allows you to win most melee fights. Don't be afraid to use your fists!" "Tip_6_9" "As a Heavy, with the Sandvich equipped, be sure to press %attack2% in order to heal your teammates." "Tip_6_10" "As a Heavy, be sure to find a safe place to eat your Sandvich, otherwise you may be rudely interrupted." "Tip_6_11" "As a Heavy, your anti-aircraft cannon deals high burst damage, and is ideal for handling crowds." "Tip_6_12" "As a Heavy, your anti-aircraft cannon deals mini-crits to airborne enemies. Use it to knock down Soldiers or enemies using jump pads." "Tip_6_13" "As a Heavy, the Chekhov's Punch will store critical hits on successful hit. Use it with your minigun for guaranteed critical hits!" "Tip_6_14" "As a Heavy, the Chekhov's Punch will cause you to take guaranteed critical damage from enemy melee attacks. Be cautious during close combat." "Tip_7_Count" "14" "Tip_7_1" "As a Pyro, you cannot be ignited by fire-based weapons. Use your shotgun or melee weapons against enemy Pyros in order to counter this." "Tip_7_2" "As a Pyro, you can often set enemies on fire and retreat, leaving them to die from the burning." "Tip_7_3" "As a Pyro, your flamethrower does more damage the closer you are to the enemy." "Tip_7_4" "As a Pyro, your flamethrower chews up a lot of ammo. Pick up fallen weapons to refill your supply." "Tip_7_5" "As a Pyro, ambush enemies to catch them in the short range of your flamethrower. Use corners to your advantage." "Tip_7_6" "As a Pyro, the flamethrower's compression blast (%attack2%) is a very useful tool. Use it to push enemies, even invulnerable Medics and their buddies, away or into environmental hazards." "Tip_7_7" "As a Pyro, your flamethrower can extinguish burning teammates with %attack2%." "Tip_7_8" "As a Pyro, switch to your shotgun if enemies retreat beyond the short range of your flamethrower." "Tip_7_9" "As a Pyro, your fire axe is a great choice for dealing with enemy Pyros." "Tip_7_10" "As a Pyro, your flare gun can catch enemies on fire at long range. This works well against enemy Snipers." "Tip_7_11" "As a Pyro, the Twin Barrel can be used to close the gap between you and your target. Propel yourself upward or towards your enemies!" "Tip_7_12" "As a Pyro, the Twin Barrel does not deal damage as reliably as your shotgun. If you're losing in an encounter, use it to propel yourself away in retreat!" "Tip_7_13" "As a Pyro, the Harvester can generate a guaranteed critical hit, and allows you to heal from your enemies." "Tip_7_14" "As a Pyro, dying with the Harvester equipped will extinguish any enemies you've set on fire." "Tip_8_Count" "14" "Tip_8_1" "As a Spy, disguise yourself as an enemy with your disguise kit. Beware, attacking will remove your disguise." "Tip_8_2" "As a Spy, call for enemy Medics by hitting %voicemenu 0 0% while disguised." "Tip_8_3" "As a Spy, try to act like an enemy while disguised. Observe where enemy team members are, and disguise as one of them." "Tip_8_4" "As a Spy, press %speed% to run at normal speed while disguised as slower classes." "Tip_8_5" "As a Spy, your revolver is a very useful tool for when a stealth operation doesn't go your way." "Tip_8_6" "As a Spy, place your electro sappers on enemy buildings to disable and destroy them. Disguises aren't lost when placing sappers." "Tip_8_7" "As a Spy, your electro sappers disable sentry guns before destroying them. Sap a sentrygun before attacking the engineer." "Tip_8_8" "As a Spy, use your knife to backstab enemies from behind, killing them instantly." "Tip_8_9" "As a Spy, hit %attack2% to cloak and become fully invisible for a short period of time." "Tip_8_10" "As a Spy, use your cloak to get behind enemy lines, and your disguise to move around amongst them." "Tip_8_11" "As a Spy, your tranquilizer gun slows down your target and decreases their ranged gun damage. This helps create an opening for an escape." "Tip_8_12" "As a Spy, the darts from your tranquilizer gun cause your target to take guaranteed critical hits from melee damage. Let your teammates gang up on them." "Tip_8_13" "As a Spy, the L'escampette allows you to move quickly to or from the enemy base. Make quick escapes, or quick infiltrations!" "Tip_8_14" "As a Spy, you lose cloak taking damage with the L'escampette equipped. Stay out of the line of fire." "Tip_9_Count" "17" "Tip_9_1" "As an Engineer, you need metal to build, repair, and upgrade your buildings. Collect fallen weapons to get more metal." "Tip_9_2" "As an Engineer, you can do more than just maintain your buildings. Use your shotgun and your pistol to assist in fights and to defend your buildings." "Tip_9_3" "As an Engineer, your pistol has a lot of reserve ammo. Use it to lead enemies towards you and your sentry gun, or go for a more offensive approach." "Tip_9_4" "As an Engineer, keep an eye out for enemy Spies attaching sappers to your buildings. Use your wrench to remove sappers." "Tip_9_5" "As an Engineer, you are able to defuse the Dynamite Pack by hitting it with a wrench." "Tip_9_6" "As an Engineer, use the construction PDA to place sentry guns and other supportive buildings." "Tip_9_7" "As an Engineer, hit your sentrygun with your wrench to upgrade it with metal. Each level adds more health and firepower." "Tip_9_8" "As an Engineer, sentryguns aren't restricted to just defensive measures. Deploy them quickly in hidden locations in order to aid in an offensive push." "Tip_9_9" "As an Engineer, build dispensers to provide your teammates with health and ammo. They also generate metal for you to use." "Tip_9_10" "As an Engineer, build teleporters to help your team reach the front line faster." "Tip_9_11" "As an Engineer, remember to upgrade your buildings. Level 3 teleporters recharge much faster, allowing your team to keep the pressure on." "Tip_9_12" "As an Engineer, hit either the entrance or the exit of your teleporter with your wrench in order to repair and upgrade both sides." "Tip_9_13" "As an Engineer, hit %attack2% to rotate building blueprints before you hit %attack% to build. Use this in order to orient teleporters away from walls." "Tip_9_14" "As an Engineer, fully charged shots from your Coilgun can ricochet off walls and deal more damage." "Tip_9_15" "As an Engineer, the Coilgun will cause an explosion if you overcharge it. Use it to reach previously inaccessible areas." "Tip_9_16" "As an Engineer, you can swap out your teleporter in favor of jump pads. Jump pads allow you and your team to reach high places." "Tip_9_17" "As an Engineer, your jump pads allow your teammates to jump forward with a lot of momentum. Deploy them in places that allow for quick rollouts." "Tip_10_Count" "11" "Tip_10_1" "As a Civilian, keep up with your teammates to have a better chance of survival." "Tip_10_2" "As a Civilian, you're rather slow. Try your best to keep up with your teammates!" "Tip_10_3" "As a Civilian, you are the shortest class in the game. This can be useful when hiding behind teammates." "Tip_10_4" "As a Civilian, you are the only class capable of capturing control points in VIP mode." "Tip_10_5" "As a Civilian, be sure to watch out for enemy Spies, as they're capable of killing you instantly." "Tip_10_6" "As a Civilian, nearby teammates will be protected from damage within your morale boost's radius. You yourself however, remain excluded." "Tip_10_7" "As a Civilian, your morale boost passes through walls and heals teammates too. Try to keep out of enemy sight lines." "Tip_10_8" "As a Civilian, hit %attack2% on a teammate to boost them, giving them a great advantage in battle." "Tip_10_9" "As a Civilian, your umbrella isn't very effective as a weapon. Let your teammates fight for you." "Tip_10_10" "As a Civilian, your umbrella grants mini-crits to a teammate of your choosing. Boost classes that are capable of dealing high amounts of damage." "Tip_10_11" "As a Civilian, your mini-crit boost also gives Medics 35% faster healing and Über gain." "Tip_HLTV" "You are watching SourceTV." "Tip_arena_Count" "9" "Tip_arena_1" "Keep an eye on the player count at the top of the screen in order to tell if your team has an advantage." "Tip_arena_2" "There are very few sources of replenishing your health in Arena, so be sure to protect your Medics and Engineers!" "Tip_arena_3" "The capture point in the middle of the map will become active after 60 seconds have elapsed once the round begins." "Tip_arena_4" "You don't respawn in Arena, so don't die!" "Tip_arena_5" "No single class is the most important in Arena. Focus on countering the other team's entire composition." "Tip_arena_6" "You can only change your class at the start of an Arena match before the gates open." "Tip_arena_7" "As an Engineer, make sure you're building dispensers in order to heal your teammates." "Tip_arena_8" "As a Medic, your ÜberCharge will not carry over between lives." "Tip_arena_9" "As a Pyro, Spy check teammates vigorously in order to prevent Spies from giving the other team a strategic advantage." "Tip_Abuse_Report" "To report abusive imagery or behavior, press %abuse_report_queue% to take a screenshot and gather game information to send it directly to Customer Support via the Abuse Reporter." "TF_ClassRecord_MostPoints" "Most points:" "TF_ClassRecord_MostKills" "Most kills:" "TF_ClassRecord_MostAssists" "Most assists:" "TF_ClassRecord_MostCaptures" "Most captures:" "TF_ClassRecord_MostDefenses" "Most defenses:" "TF_ClassRecord_MostDamage" "Most damage:" "TF_ClassRecord_MostDestruction" "Most destruction:" "TF_ClassRecord_MostDominations" "Most dominations:" "TF_ClassRecord_LongestLife" "Longest life:" "TF_ClassRecord_MostHealing" "Most healing:" "TF_ClassRecord_MostInvulns" "Most Übers:" "TF_ClassRecord_MostSentryKills" "Most kills by sentry:" "TF_ClassRecord_MostTeleports" "Most teleports:" "TF_ClassRecord_MostHeadshots" "Most headshots:" "TF_ClassRecord_MostBackstabs" "Most backstabs:" "TF_ClassRecord_MostJumppadJumps" "Most pad jumps:" "TF_Name_change_limit_exceeded" "Name change denied (rate exceeded)." "Building_hud_building" "Building..." "Building_hud_sentry_shells" "Shells:" "Building_hud_sentry_rockets" "Rockets:" "Building_hud_sentry_upgrade" "Upgrade:" "Building_hud_sentry_numkills" "Kills:\n%numkills%" "Building_hud_sentry_numassists" "Assists: %numassists%" "Building_hud_sentry_kills_assists" "%numkills% (%numassists%)" "Building_hud_dispenser_ammo" "Metal:" "Building_hud_tele_charging" "Charging..." "Building_hud_tele_times_used" "Times Used:\n%timesused%" "Building_hud_tele_times_used_360" "Used:\n%timesused%" "Building_hud_sentry_not_built" "Sentry\nNot Built" "Building_hud_disp_sentry_not_built" "Disposable Sentry\nNot Built" "Building_hud_dispenser_not_built" "Dispenser\nNot Built" "Building_hud_tele_enter_not_built" "Entrance\nNot Built" "Building_hud_tele_exit_not_built" "Exit\nNot Built" "Building_hud_tele_not_built" "Teleporter Entrance\nNot Built" "Building_hud_sentry_not_built_360" "Sentry\nNot Built" "Building_hud_tele_enter_not_built_360" "Entrance\nNot Built" "Building_hud_tele_exit_not_built_360" "Exit\nNot Built" "Hud_Menu_Build_Title" "Build" "Hud_Menu_Demolish_Title" "Demolish" "Hud_Menu_Build_Demolish_Title" "Engineering" "Hud_Menu_Disguise_Title" "Disguise" "Hud_Menu_Build_Cant_Afford" "Not Enough\nMetal" "Hud_Menu_Build_Already_Built" "Already Built" "Hud_Menu_Build_Cancel" "Hit '%lastinv%' to Cancel" "Hud_Menu_Spy_Minus_Toggle" "Hit '%disguiseteam%' or '%reload%' to Toggle Team" "Hud_Menu_Taunt_Title" "Taunt" "Hud_Menu_Taunt_Cancel" "Hit '%lastinv%' to Cancel" "Hud_Menu_Taunt_Weapon" "Hit '%taunt%' to Weapon Taunt or join a partner taunt" "Hud_Menu_Taunt_NoItem" "No Item" "Hud_Menu_Taunt_Weapon_NoKey" "Weapon Taunt" // hud menu actions "Hud_Menu_Spy_Toggle" "Toggle Teams" "Hud_Menu_Spy_Select_Disguise" "Select Disguise" "Hud_Menu_Build_Action_Demolish" "Demolish" "Hud_Menu_Build_Action_Build" "Build" // prefix for subtitle "Voice" "Voice" "Cancel" "Cancel" "LoadingMap" "You're on your way to:" "TF_Ubercharge" "ÜBERCHARGE: %charge%%%" "TF_UberchargeRateBonus" "+%buildratebonus%%%" "TF_UberchargeRateBonusStacks" "STACKS: %buildratebonusstacks%%%" "TF_UberchargeMinHUD" "%charge%%%" "TF_IndividualUbercharges" "ÜBERCHARGES: %charge_count%" "TF_IndividualUberchargesMinHUD" "%charge_count%" "TF_NotBuilt" "Not Built" // Voice Menu "Voice_Menu_Medic" "MEDIC!" "Voice_Menu_Go" "Go! Go! Go!" "Voice_Menu_Help" "Help!" "Voice_Menu_Yes" "Yes" "Voice_Menu_No" "No" "Voice_Menu_MoveUp" "Move Up!" "Voice_Menu_Left" "Go Left" "Voice_Menu_Right" "Go Right" "Voice_Menu_Incoming" "Incoming" "Voice_Menu_CloakedSpy" "Spy!" "Voice_Menu_SentryAhead" "Sentry Ahead!" "Voice_Menu_TeleporterHere" "Teleporter Here" "Voice_Menu_DispenserHere" "Dispenser Here" "Voice_Menu_SentryHere" "Sentry Here" "Voice_Menu_ActivateCharge" "Activate Charge!" "Voice_Menu_ChargeReady" "MEDIC: ÜberCharge Status" "Voice_Menu_ChargeReadySubtitle" "ÜberCharge Ready! (100%)" "Voice_Menu_ChargeAlmostReadySubtitle" "ÜberCharge Almost Ready (%s1%)" "Voice_Menu_ChargeNotReadySubtitle" "ÜberCharge Isn't Ready! (%s1%)" "Voice_Menu_Cheers" "Cheers" "Voice_Menu_Jeers" "Jeers" "Voice_Menu_Positive" "Positive" "Voice_Menu_Negative" "Negative" "Voice_Menu_NiceShot" "Nice Shot" "Voice_Menu_GoodJob" "Good Job" "Voice_Menu_BattleCry" "Battle Cry" "Voice_Menu_Thanks" "Thanks!" "TF_CurrentPlayers" "Current Players" //Spectator Panel "TF_Spectator_ChangeClass" "Press [ %changeclass% ] to Change Class" "TF_Spectator_ChangeTeam" "Press [ %changeteam% ] to Change Team" "TF_Spectator_ChangeClass_NoKey" "Change Class" "TF_Spectator_ChangeTeam_NoKey" "Change Team" "TF_Spectator_AutoDirector" "Press [ %strafe% ] for Auto Director" "TF_Spectator_SwitchCamModeKey" "[%jump%]" "TF_Spectator_SwitchCamMode" "Switch Camera Mode" "TF_Spectator_CycleTargetFwdKey" "[%attack%]" "TF_Spectator_CycleTargetFwd" "Cycle Targets (fwd)" "TF_Spectator_CycleTargetRevKey" "[%attack2%]" "TF_Spectator_CycleTargetRev" "Cycle Targets (rev)" "TF_Spectator_Spectating" "Spectating:" "TF_teambalanced" "The teams have been auto-balanced" "TF_teamswitch" "The teams have been switched" "TF_teamswitch_attackers" "You are now Attacking!" "TF_teamswitch_defenders" "You are now Defending!" "TF_teamswitch_red" "You are now on RED!" "TF_teamswitch_blue" "You are now on BLU!" "TF_teamswitch_green" "You are now on GRN!" "TF_teamswitch_yellow" "You are now on YLW!" "TF_suddendeath" "SUDDEN DEATH!" "TF_suddendeath_mode" "SUDDEN DEATH MODE!" "TF_suddendeath_join" "Sit back and relax while you wait for this petty conflict to end." "TF_suddendeath_timer" "You've run out of time. Watch your back and finish 'em off. No more spawning." "TF_suddendeath_limit" "Map time limit reached. No more spawning, so make this count." // Intro Movies "TF_IM_WellCTF_Intro" "Well (CTF) is a Capture the Flag map" "TF_IM_WellCTF_ToWin" "To win a point, steal the enemies intelligence briefcase and return it to your capture point" "TF_IM_WellCTF_IntelDrop" "Dropped briefcases will return to their base in 60 seconds" "TF_IM_2Fort_Intro" "2Fort is a Capture the Flag map" "TF_IM_2Fort_ToWin" "To win a point, steal the enemies intelligence briefcase and return it to your basement" "TF_IM_2Fort_IntelStatus" "The status and location of both intelligence briefcases can be found at the base of your screen" "TF_IM_2Fort_IntelDrop" "Dropped briefcases will return to their basement in 60 seconds" "TF_IM_Gravelpit_Intro" "Gravel Pit is an Attack/Defend Control Point map" "TF_IM_Gravelpit_RedWin" "Team RED wins by defending their Control Points" "TF_IM_Gravelpit_BlueWin" "Team BLU wins by capturing all control points before the time runs out" "TF_IM_Dustbowl_Intro" "Dustbowl is an Attack/Defend Control Point map" "TF_IM_Dustbowl_ToWin" "Team BLU must advance through three stages to win" "TF_IM_Dustbowl_Stages" "Each stage contains two Control Points" "TF_IM_Hydro_Intro" "Hydro is a Territorial Control Point map" "TF_IM_Hydro_ToWin" "A team must control all six territories to win" "TF_IM_Hydro_ToWin2" "Each team starts with three territories" "TF_IM_Hydro_Stages" "Stages will be played with two Control points at a time" "TF_IM_Hydro_CP" "Capture the enemy Control Point in a stage to win the territory" "TF_IM_Well_Intro" "Well (CP) is a Control Point map" "TF_IM_Granary_Intro" "Granary is a Control Point map" "TF_IM_Badlands_Intro" "Badlands is a Control Point map" "TF_IM_CP_ToWin" "To win, each team must own all Control Points" "TF_IM_CP_Capture" "To capture a Control Point, stand within the Capture Zone boundaries until you own the Control Point" "TF_IM_CP_TimeAdd" "Time is added to the clock when a Control Point is captured" "TF_IM_CP_Locked" "Control Points cannot be captured while they are locked" "TF_IM_Goldrush_Intro" "Gold Rush is a Payload map with three stages" "TF_IM_Goldrush_BlueWin" "BLU team wins by escorting the cart to RED team's final point before the time runs out" "TF_IM_Goldrush_RedWin" "RED team wins by preventing the cart from reaching their final point" "TF_IM_Goldrush_MoveCart" "The cart moves along the track when BLU players are near it" "TF_IM_Goldrush_CartHeals" "The cart dispenses health and ammo to the BLU team" "TF_IM_Goldrush_RollsBack" "If the cart doesn't move for 30 seconds it will start to roll backwards" "TF_IM_Goldrush_TimeAdd" "Time is added to the clock when the cart reaches each check point" "TF_IM_Basin_Intro" "Badwater Basin is a Payload map with just one stage" "TF_IM_Basin_BlueWin" "BLU team wins by escorting the cart to RED team's final point before the time runs out" "TF_IM_Basin_RedWin" "RED team wins by preventing the cart from reaching their final point" "TF_IM_Basin_MoveCart" "The cart moves along the track when BLU players are near it" "TF_IM_Basin_CartHeals" "The cart dispenses health and ammo to the BLU team" "TF_IM_Basin_RollsBack" "If the cart doesn't move for 30 seconds it will start to roll backwards" "TF_IM_Basin_TimeAdd" "Time is added to the clock when the cart reaches each check point" "TF_IM_Arena_Intro" "Welcome to Team Fortress Arena" "TF_IM_Arena_RandomTeam" "In Arena mode you will be randomly assigned to a team" "TF_IM_Arena_ToWin" "To win, your team must either eliminate all players on the opposing team..." "TF_IM_Arena_OrCapture" "...or capture the control point that will be activated during the round" "TF_IM_Arena_NoDie" "There is no respawning in Arena mode, so don't die!" "TF_IM_Arena_Losing" "Players on the losing team may have to sit out the next round if other players are waiting to play" "TF_IM_Arena_Scramble" "The teams will be scrambled after one team reaches the win limit" "TF_IM_Coldfront_Intro" "Coldfront is a Control Point map" "TF_IM_Steel_Intro" "Steel is an attack and defend map." "TF_IM_Steel_BlueWin" "BLU has to capture point E in order to win the round." "TF_IM_Steel_PlotTwist" "However..." "TF_IM_Steel_FinalCap" "Point E is always in play. BLU can capture it at any time." "TF_IM_Steel_Points" "Capturing points A, B, C, and D will make E easier to take!" "TF_IM_Steel_CapA" "Capturing A opens additional paths to B and E." "TF_IM_Steel_CapB" "Capturing B moves RED's spawnroom and also opens an additional route to C. " "TF_IM_Steel_CapC" "Capturing C extends bridges to E." "TF_IM_Steel_CapD" "Capturing D blocks RED from easily reaching E." "TF_IM_Steel_Bridge" "Without the bridges, E cannot be reached by everyone." "TF_IM_Steel_Pit" "Watch out for the pit!" // TF2C Achievements // Team Fortress 2 Classic Pack // 2.0.0 "TF2C_KILL_WITH_DISTANTRPG_NAME" "A Calculated Accident" "TF2C_KILL_WITH_DISTANTRPG_DESC" "Kill an enemy player from a great distance with an arcing rocket." "TF2C_KILL_BUILDINGS_WITH_MIRV_NAME" "KA-BLOOIE!" "TF2C_KILL_BUILDINGS_WITH_MIRV_DESC" "Take out 5 Engineer buildings with the Dynamite Pack." "TF2C_DEFUSE_MIRV_NAME" "Fuse Refusal" "TF2C_DEFUSE_MIRV_DESC" "Defuse an enemy Demoman's Dynamite Pack with the Wrench." "TF2C_PLAY_GAME_CLASSICMAPS_1_NAME" "An Experienced World Traveler" "TF2C_PLAY_GAME_CLASSICMAPS_1_DESC" "Play a complete game on these classic maps." "TF2C_DOMINATE_DEVELOPER_NAME" "Destructive Criticism" "TF2C_DOMINATE_DEVELOPER_DESC" "Dominate a player with a contributor medal." "TF2C_KILL_WITH_BLINDCOILRICOCHET_NAME" "Texan Predictability" "TF2C_KILL_WITH_BLINDCOILRICOCHET_DESC" "Kill an enemy you can't see with a ricocheted Coilgun shot." "TF2C_ACHIEVEMENT_TRANQ_MELEE_KILL_NAME" "Deep Sleep" "TF2C_ACHIEVEMENT_TRANQ_MELEE_KILL_DESC" "As a Spy, kill 10 tranquilized players with your melee weapon." "TF2C_ACHIEVEMENT_EXTINGUISH_BOMBLETS_NAME" "Birthday Blowout" "TF2C_ACHIEVEMENT_EXTINGUISH_BOMBLETS_DESC" "Extinguish 20 Dynamite Pack sticks by airblasting them." // Gamemodes and Maps Pack // 2.0.0 "TF2C_WIN_CIVILIAN_NODEATHS_NAME" "The Entrepreneur" "TF2C_WIN_CIVILIAN_NODEATHS_DESC" "Win a round of VIP as the Civilian without dying once." "TF2C_HEAL_CIVILIAN_NAME" "Loyal Servant" "TF2C_HEAL_CIVILIAN_DESC" "Accumulate 5000 points from healing the Civilian." "TF2C_DOMINATE_CIVILIAN_NAME" "Restraining Order Violation" "TF2C_DOMINATE_CIVILIAN_DESC" "Dominate the Civilian within a round of VIP." "TF2C_PLAY_GAME_VIPMAPS_1_NAME" "On The Run!" "TF2C_PLAY_GAME_VIPMAPS_1_DESC" "Play a complete game on these VIP maps." "TF2C_KILL_CIVILIAN_DISGUISEBOOST_NAME" "Fraudulent Transaction" "TF2C_KILL_CIVILIAN_DISGUISEBOOST_DESC" "As a Spy, kill the Civilian using the boost given by him." "TF2C_HOLD_ALLPOINTS_DOMINATION_NAME" "Total Domination" "TF2C_HOLD_ALLPOINTS_DOMINATION_DESC" "Have your team own every control point during a round of Domination." "TF2C_PLAY_GAME_DOMMAPS_1_NAME" "Oil and Water" "TF2C_PLAY_GAME_DOMMAPS_1_DESC" "Play a complete game on these Domination maps." // 2.1.0 "TF2C_ACHIEVEMENT_VIP_PROTECT_UNSEEN_NAME" "Undercover Boss" "TF2C_ACHIEVEMENT_VIP_PROTECT_UNSEEN_DESC" "As the Civilian, help your teammates resist 2000 damage from enemies while you're behind cover." "TF2C_ACHIEVEMENT_KILLSTREAK_WHILE_VIP_BOOSTED_NAME" "Employee of the Month" "TF2C_ACHIEVEMENT_KILLSTREAK_WHILE_VIP_BOOSTED_DESC" "Kill 3 enemies while under the effect of your VIP's buff." "TF2C_ACHIEVEMENT_VIP_TEAMMATE_KILLSTREAK_DAMAGE_BOOST_NAME" "World's Best Boss" "TF2C_ACHIEVEMENT_VIP_TEAMMATE_KILLSTREAK_DAMAGE_BOOST_DESC" "Have a teammate buffed by your Umbrella kill 3 enemies." "TF2C_ACHIEVEMENT_VIP_KILL_CRIT_KILLSTREAK_NAME" "Hostile Takeover" "TF2C_ACHIEVEMENT_VIP_KILL_CRIT_KILLSTREAK_DESC" "Kill 2 enemies with the crit boost provided by killing the enemy team's VIP." "TF2C_ACHIEVEMENT_KILL_VIP_DAMAGERS_NAME" "Look Out for the Little Guy" "TF2C_ACHIEVEMENT_KILL_VIP_DAMAGERS_DESC" "Kill 20 enemies that recently damaged your VIP while he is still alive." "TF2C_ACHIEVEMENT_PROTECT_VIP_AS_MEDIC_NAME" "Urgent Care" "TF2C_ACHIEVEMENT_PROTECT_VIP_AS_MEDIC_DESC" "As a Medic, kill an enemy who is attacking your VIP." "TF2C_ACHIEVEMENT_4TEAM_BACKSTAB_NAME" "Triple Agent" "TF2C_ACHIEVEMENT_4TEAM_BACKSTAB_DESC" "Backstab players from all three enemy teams in a single Four-Team round." "TF2C_ACHIEVEMENT_ARCHAEOLOGY_NAME" "Archaeology" "TF2C_ACHIEVEMENT_ARCHAEOLOGY_DESC" "Discover the buried treasure in Jinn." // Stock Pack // 2.1.0 "TF2C_ACHIEVEMENT_REVOLVER_KILLS_SINGLE_LIFE_NAME" "Je Suis James" "TF2C_ACHIEVEMENT_REVOLVER_KILLS_SINGLE_LIFE_DESC" "Get 3 kills with the Revolver in a single life." "TF2C_ACHIEVEMENT_STICKY_PRIMED_KILLS_NAME" "Aged Like Wine" "TF2C_ACHIEVEMENT_STICKY_PRIMED_KILLS_DESC" "Get 30 kills using Stickybombs you placed more than 5 seconds ago." "TF2C_ACHIEVEMENT_FISTS_MELEE_DUEL_NAME" "If He Dies..." "TF2C_ACHIEVEMENT_FISTS_MELEE_DUEL_DESC" "Win a melee duel using your Fists outside of Medieval mode." "TF2C_ACHIEVEMENT_FIRE_AXE_DEATH_AFTERBURN_NAME" "A Burning Memory" "TF2C_ACHIEVEMENT_FIRE_AXE_DEATH_AFTERBURN_DESC" "As a Pyro, deal 1000 afterburn damage while you're dead." "TF2C_ACHIEVEMENT_INVIS_RECHARGE_CLOAKED_NAME" "Full Transparency" "TF2C_ACHIEVEMENT_INVIS_RECHARGE_CLOAKED_DESC" "Fully recharge your Invisibility Watch at an enemy Dispenser while cloaked." "TF2C_ACHIEVEMENT_TELEPORTER_PROGRESSION_NAME" "Tele Tourism" "TF2C_ACHIEVEMENT_TELEPORTER_PROGRESSION_DESC" "Teleport other players over 10 kilometers." "TF2C_ACHIEVEMENT_TELEPORTER_ENEMY_SPY_KILL_NAME" "Phony Express" "TF2C_ACHIEVEMENT_TELEPORTER_ENEMY_SPY_KILL_DESC" "Kill an Engineer shortly after taking an enemy Teleporter." "TF2C_ACHIEVEMENT_PYRO_SHOTGUN_CORESHOT_STREAK_NAME" "Shotgun Messenger" "TF2C_ACHIEVEMENT_PYRO_SHOTGUN_CORESHOT_STREAK_DESC" "As a Pyro, land 3 Shotgun meat-shots in 5 seconds, 6 times." "TF2C_ACHIEVEMENT_FLARE_CRIT_TEAMWORK_NAME" "Molten Steal" "TF2C_ACHIEVEMENT_FLARE_CRIT_TEAMWORK_DESC" "Land a Flare Gun crit on an enemy that somebody else set on fire." "TF2C_ACHIEVEMENT_MINIGUN_DUEL_NAME" "Mine's Bigger Than Yours" "TF2C_ACHIEVEMENT_MINIGUN_DUEL_DESC" "Kill 10 revved-up enemy Heavies with your Minigun." // Death and Taxes Pack // 2.1.0 "TF2C_ACHIEVEMENT_TRANQ_KILL_NAME" "I'm Just Needling You" "TF2C_ACHIEVEMENT_TRANQ_KILL_DESC" "Get a long-distance kill with the Tranquilizer Gun." "TF2C_ACHIEVEMENT_TRANQ_SUPPORT_PROGRESSION_NAME" "Enter Sandman" "TF2C_ACHIEVEMENT_TRANQ_SUPPORT_PROGRESSION_DESC" "Earn 2000 support points with the Tranquilizer Gun." "TF2C_ACHIEVEMENT_TRANQ_MELEE_KILL_AS_TEAMMATE_NAME" "Rude Awakening" "TF2C_ACHIEVEMENT_TRANQ_MELEE_KILL_AS_TEAMMATE_DESC" "Using your melee weapon, help a friendly Spy finish off a tranquilized enemy." "TF2C_ACHIEVEMENT_TRANQ_HIT_BLASTJUMP_NAME" "Air Sickness" "TF2C_ACHIEVEMENT_TRANQ_HIT_BLASTJUMP_DESC" "Knock an airborne enemy out of the sky with your Tranquilizer Gun." "TF2C_ACHIEVEMENT_TRANQ_COUNTER_KILL_NAME" "Sleepwalker" "TF2C_ACHIEVEMENT_TRANQ_COUNTER_KILL_DESC" "Kill 5 enemy Spies who tranquilized you." "TF2C_ACHIEVEMENT_MINES_UNSEEN_DAMAGE_NAME" "Turn a Blind Eye" "TF2C_ACHIEVEMENT_MINES_UNSEEN_DAMAGE_DESC" "Deal a total of 5000 damage with Mines you couldn't see." "TF2C_ACHIEVEMENT_MINES_STREAK_SINGLE_LIFE_NAME" "Prime of Your Life" "TF2C_ACHIEVEMENT_MINES_STREAK_SINGLE_LIFE_DESC" "Damage enemies with 16 Mines that are at least 5 seconds old in a single life." "TF2C_ACHIEVEMENT_MINES_TRIGGER_WITHOUT_HURT_NAME" "Like A Little Bunny" "TF2C_ACHIEVEMENT_MINES_TRIGGER_WITHOUT_HURT_DESC" "Trigger 8 enemy Mines that are at least 5 seconds old by walking near them without getting hurt." "TF2C_ACHIEVEMENT_SANDVICH_MINES_NAME" "Disarmament" "TF2C_ACHIEVEMENT_SANDVICH_MINES_DESC" "As a Heavy, safely trigger an enemy Mine that is at least 5 seconds old without walking near it." "TF2C_ACHIEVEMENT_SURF_ENEMY_MINE_NAME" "Bourbon Flight" "TF2C_ACHIEVEMENT_SURF_ENEMY_MINE_DESC" "Blast jump a long distance off an enemy Demoman's Mine." "TF2C_ACHIEVEMENT_TAUNT_KILL_MIRV_NAME" "1, 1, 1, Uhh..." "TF2C_ACHIEVEMENT_TAUNT_KILL_MIRV_DESC" "Kill an enemy with an explosives configuration gone wrong." // Fight or Flight Pack // 2.1.0 "TF2C_ACHIEVEMENT_AIR_COMBAT_NAME" "Fight or Flight" "TF2C_ACHIEVEMENT_AIR_COMBAT_DESC" "Kill an enemy while both of you are airborne." "TF2C_ACHIEVEMENT_HEADSHOT_KILL_MIDFLIGHT_NAME" "Dead Air" "TF2C_ACHIEVEMENT_HEADSHOT_KILL_MIDFLIGHT_DESC" "Kill an enemy with a headshot while they are airborne." "TF2C_ACHIEVEMENT_HARVESTER_COLLECT_DECAP_NAME" "Summary Execution" "TF2C_ACHIEVEMENT_HARVESTER_COLLECT_DECAP_DESC" "Decapitate all 9 classes with the Harvester." "TF2C_ACHIEVEMENT_HARVESTER_DECAP_SINGLE_LIFE_NAME" "Head Rush" "TF2C_ACHIEVEMENT_HARVESTER_DECAP_SINGLE_LIFE_DESC" "Decapitate 3 enemies with the Harvester in a single life." "TF2C_ACHIEVEMENT_HARVESTER_COUNTER_LOW_HEALTH_NAME" "Don't Fear the Reaper" "TF2C_ACHIEVEMENT_HARVESTER_COUNTER_LOW_HEALTH_DESC" "Save 5 teammates from burning to death by killing enemy Pyros wielding the Harvester." "TF2C_ACHIEVEMENT_HARVESTER_COUNTER_SPY_NAME" "No, Time to Die" "TF2C_ACHIEVEMENT_HARVESTER_COUNTER_SPY_DESC" "As a Spy, extinguish yourself by killing a Pyro wielding the Harvester." "TF2C_ACHIEVEMENT_CHEKHOV_CRIT_KILL_NAME" "Setup and Payoff" "TF2C_ACHIEVEMENT_CHEKHOV_CRIT_KILL_DESC" "Get a crit kill with Chekhov's Punch at maximum crit storage." "TF2C_ACHIEVEMENT_HEAVY_SHOTGUN_CRITS_NAME" "Chekhov's What?" "TF2C_ACHIEVEMENT_HEAVY_SHOTGUN_CRITS_DESC" "As a Heavy, get 20 critical kills with the Shotgun." "TF2C_ACHIEVEMENT_CHEKHOV_SHOCK_NAME" "It's Dead!" "TF2C_ACHIEVEMENT_CHEKHOV_SHOCK_DESC" "Give an enemy Heavy who has the Chekhov's Punch equipped a heart attack!" "TF2C_ACHIEVEMENT_JUMPPAD_STOMP_NAME" "Terminal Velocity" "TF2C_ACHIEVEMENT_JUMPPAD_STOMP_DESC" "Kill someone by landing on them after using a Jump Pad." "TF2C_ACHIEVEMENT_JUMPPAD_ENEMY_SPY_BACKSTAB_NAME" "Skyfall" "TF2C_ACHIEVEMENT_JUMPPAD_ENEMY_SPY_BACKSTAB_DESC" "Get a backstab kill shortly after using an enemy Jump Pad." "TF2C_ACHIEVEMENT_JUMPPAD_EXTINGUISH_NAME" "Fan the Flames" "TF2C_ACHIEVEMENT_JUMPPAD_EXTINGUISH_DESC" "Extinguish yourself with a Jump Pad." "TF2C_ACHIEVEMENT_JUMPPAD_PROGRESSION_NAME" "Fan Service" "TF2C_ACHIEVEMENT_JUMPPAD_PROGRESSION_DESC" "Have other players use your Jump Pads 1,000 times." "TF2C_ACHIEVEMENT_JUMPPAD_PROGRESSION_ASSIST_NAME" "Jumpstarter" "TF2C_ACHIEVEMENT_JUMPPAD_PROGRESSION_ASSIST_DESC" "Have teammates get 20 kills shortly after using your Jump Pads." "TF2C_ACHIEVEMENT_JUMPPAD_PROGRESSION_DESTROYED_NAME" "Out of Circulation" "TF2C_ACHIEVEMENT_JUMPPAD_PROGRESSION_DESTROYED_DESC" "Destroy 40 Jump Pads." "TF2C_ACHIEVEMENT_SPEEDWATCH_SPEED_KILL_NAME" "Back in a Flash" "TF2C_ACHIEVEMENT_SPEEDWATCH_SPEED_KILL_DESC" "Using L'escampette, backstab an enemy within 15 seconds of spawning." "TF2C_ACHIEVEMENT_SPEEDWATCH_RECOVERY_NAME" "Speedy Recovery" "TF2C_ACHIEVEMENT_SPEEDWATCH_RECOVERY_DESC" "Using L'escampette, recover your lost cloak without decloaking after taking damage from an enemy." "TF2C_ACHIEVEMENT_SPEEDWATCH_COUNTER_NAME" "Hunt Down the Frenchman" "TF2C_ACHIEVEMENT_SPEEDWATCH_COUNTER_DESC" "Expose an invisible L'escampette Spy by damaging him." "TF2C_ACHIEVEMENT_AA_VS_AIRBORNE_NAME" "Duck Season" "TF2C_ACHIEVEMENT_AA_VS_AIRBORNE_DESC" "Kill 9 airborne enemies with the A.A. Cannon's mini-crits." "TF2C_ACHIEVEMENT_AA_GUN_SPLASH_NAME" "Collective Punishment" "TF2C_ACHIEVEMENT_AA_GUN_SPLASH_DESC" "Using the A.A. Cannon, deal 2000 splash damage to enemies by landing direct hits on their teammates." "TF2C_ACHIEVEMENT_AA_GUN_CHALLENGE_NAME" "Policy of Containment" "TF2C_ACHIEVEMENT_AA_GUN_CHALLENGE_DESC" "Using the A.A. Cannon, deal 2000 damage in a single life without hitting yourself." "TF2C_ACHIEVEMENT_AA_GUN_BLAST_SUICIDE_NAME" "Red Scare" "TF2C_ACHIEVEMENT_AA_GUN_BLAST_SUICIDE_DESC" "Make an enemy Heavy blow himself up with his A.A. Cannon." "TF2C_ACHIEVEMENT_SSG_SCOUT_HIT_PELLETS_NAME" "Rabbit Season" "TF2C_ACHIEVEMENT_SSG_SCOUT_HIT_PELLETS_DESC" "Hit a Scout with every pellet from a Twin Barrel shot." "TF2C_ACHIEVEMENT_SSG_MEATSHOTS_NAME" "Rip and Tear!" "TF2C_ACHIEVEMENT_SSG_MEATSHOTS_DESC" "Get 10 meat-shot kills with the Twin Barrel." "TF2C_ACHIEVEMENT_SSG_POUNCE_NAME" "Bringing the Heat" "TF2C_ACHIEVEMENT_SSG_POUNCE_DESC" "Kill 5 enemies after closing the distance with a Twin Barrel jump." //"Achievement_Group_All" "All (%s1 of %s2)" "Achievement_Group_2" "Team Fortress 2 Classic Pack (%s1 of %s2)" "Achievement_Group_12" "Gamemodes and Maps Pack (%s1 of %s2)" "Achievement_Group_162" "Stock Pack (%s1 of %s2)" "Achievement_Group_262" "Death and Taxes Pack (%s1 of %s2)" "Achievement_Group_362" "Fight or Flight Pack (%s1 of %s2)" "TF_Achievement_Unlocked" "Achievement Unlocked" "round_info_header" "Territorial Control Map" "Hydro_BLU_captured_Dam" "BLU has captured the Dam" "Hydro_BLU_captured_RadarDish" "BLU has captured the Radar Dish" "Hydro_BLU_captured_PowerPlant" "BLU has captured the Power Plant" "Hydro_BLU_captured_Warehouse" "BLU has captured the Warehouse" "Hydro_RED_captured_Dam" "RED has captured the Dam" "Hydro_RED_captured_RadarDish" "RED has captured the Radar Dish" "Hydro_RED_captured_PowerPlant" "RED has captured the Power Plant" "Hydro_RED_captured_Warehouse" "RED has captured the Warehouse" "Hydro_attack_Dam" "Prepare to attack the Dam!" "Hydro_attack_RadarDish" "Prepare to attack the Radar Dish!" "Hydro_attack_PowerPlant" "Prepare to attack the Power Plant!" "Hydro_attack_Warehouse" "Prepare to attack the Warehouse!" "Hydro_attack_BLU_base" "Prepare to attack the BLU Base!" "Hydro_attack_RED_base" "Prepare to attack the RED Base!" "Hydro_defend_BLU_base" "Prepare to defend the BLU Base!" "Hydro_defend_RED_base" "Prepare to defend the RED Base!" // Chapter titles used for commentary loading "GAMEUI_Commentary_Console_Explanation" "'Commentary nodes' contain commentary by the Valve development team. To start or stop a node, aim at any balloon icon and press your PRIMARY FIRE button." "tf_Chapter1_Title" "Hydro" "tf_Chapter2_Title" "Gravel Pit" "tf_Chapter3_Title" "Well" "tf_Chapter4_Title" "Granary" "tf_Chapter5_Title" "2Fort" "tf_Chapter6_Title" "Dustbowl" // Strings used in materials "TF_Battlements" "Battlements" "TF_ControlPoint" "Control Point" "TF_CapturePoint" "Capture Point" "TF_CaptureZone" "Capture Zone" "TF_Resupply" "Resupply" "TF_Intelligence" "Intelligence" "TF_Exit" "Exit" "Leaderboard_BestMoments" "BEST MOMENTS" "TF_Timelimit" "Time per map (minutes)" "TF_WinLimit" "Win limit (rounds)" "TF_MaxRounds" "Round limit (rounds)" "TF_BotQuota" "Amount of bots" "TF_BotDifficulty" "Bot difficulty" "TF_BotDifficulty_Easy" "Easy" "TF_BotDifficulty_Normal" "Normal" "TF_BotDifficulty_Hard" "Hard" "TF_BotDifficulty_Expert" "Expert" "TF_BotLoadouts" "Bots equip random items?" "TF_BotJoinAfterPlayer" "Bots wait until player joins?" "TF_TeamCount" "Other players on your team" "Cannot_Be_Spectator" "This server does not allow spectating" //---------------------------------------------------------------------------------------- // Items "TF_Open_Charinfo" "Open Character Loadout" "TF_Open_Charinfo_Backpack" "Open Backpack" "EditLoadout" "EDIT LOADOUT" //---------------------------------------------------------------------------------------- // Attribute descriptions "Attrib_ClipSize_Positive" "+%s1% clip size" "Attrib_ClipSize_Negative" "%s1% clip size" "Attrib_UberchargeRate_Positive" "+%s1% ÜberCharge rate" "Attrib_UberchargeRate_Negative" "%s1% ÜberCharge rate" "Attrib_OverhealUberchargeRate_Negative" "%s1% ÜberCharge rate on Overhealed patients" "Attrib_DamageDone_Positive" "+%s1% damage bonus" "Attrib_DamageDone_Negative" "%s1% damage penalty" "Attrib_HealRate_Positive" "+%s1% heal rate" "Attrib_HealRate_Negative" "%s1% heal rate" "Attrib_FireRate_Positive" "+%s1% faster firing speed" "Attrib_FireRate_Negative" "%s1% slower firing speed" "Attrib_OverhealAmount_Positive" "+%s1% max Medigun overheal" "Attrib_OverhealDecay_Disabled" "Overheal bonus doesn't decay" "Attrib_OverhealDecay_Positive" "+%s1% longer overheal time" "Attrib_OverhealDecay_Negative" "%s1% shorter overheal time" "Attrib_HealOnHit_Positive" "On Hit: Gain up to +%s1 health" "Attrib_HealOnHit_Negative" "On Hit: %s1 health" "Attrib_HealthOnRadiusDamage" "On Hit: Gain up to +%s1 health per attack" "Attrib_CritChance_Positive" "+%s1 critical hit chance" "Attrib_CritChance_Negative" "%s1 critical hit chance" "Attrib_CritChance_Disabled" "No random critical hits" "Attrib_AddUber_OnHit_Positive" "On Hit: %s1% ÜberCharge added" "Attrib_Medigun_CritBoost" "ÜberCharge grants 100% critical chance" "Attrib_DamageDoneBonus_Positive" "On Hit: +%s1% damage bonus" "Attrib_CritVsBurning" "100% critical hit vs burning players" "Attrib_AxtinguisherProperties" "100% critical hits burning players from behind.\nMini-crits burning players from the front." "Attrib_DmgPenaltyVsNonBurning" "%s1% damage vs non-burning players" "Attrib_NoCritVsNonBurning" "No critical hits vs non-burning players" "Attrib_ModFlamethrowerPush" "No compression blast" "Attrib_ModFlamethrower_BackCrits" "100% critical hits from behind" "Attrib_MaxHealth_Positive" "+%s1 max health on wearer" "Attrib_MaxHealth_Negative" "%s1 max health on wearer" "Attrib_FistsHaveRadialBuff" "On Kill: +50 health on nearby teammates\nOn Kill: +10% Crit Chance on nearby teammates" "Attrib_CritBoost_OnKill" "On Kill: %s1 seconds of 100% critical chance" "Attrib_Slow_Enemy_OnHit" "On Hit: %s1% chance to slow target" "Attrib_CloakMeterConsumeRate" "+%s1% cloak drain rate" "Attrib_CloakMeterRegenRate" "+%s1% cloak regen rate" "Attrib_Spread_Negative" "%s1% less accurate" "Attrib_Spread_Positive" "%s1% more accurate" "Attrib_BatLaunchesBalls" "Alt-Fire: Launches a ball that stuns opponents" "Attrib_DmgPenaltyVsNonStunned" "%s1% damage vs non-stunned players" "Attrib_ZoomSpeedMod_Disabled" "No move speed penalty from zoom" "Attrib_SniperCharge_Per_Sec" "+%s1% charge rate" "Attrib_SniperNoHeadshots" "No headshots" "Attrib_Scattergun_HasKnockback" "Knockback on the target and shooter" "Attrib_BulletsPerShot_Bonus" "+%s1% bullets per shot" "Attrib_BulletsPerShot_Penalty" "%s1% bullets per shot" "Attrib_SniperZoom_Penalty" "%s1% zoom reduction" "Attrib_SniperNoCharge" "No zoom or damage charge" "Attrib_CloakIsFeignDeath" "Cloak Type: Feign Death.\nLeave a fake corpse on taking damage\nand temporarily gain invisibility, speed and damage resistance." "Attrib_CloakIsMovementBased" "Cloak Type: Motion Sensitive.\nCloak drain rate based on movement speed." "Attrib_NoDoubleJump" "Disables double jump" "Attrib_AbsorbDmgWhileCloaked" "Absorbs %s1% damage while cloaked" "Attrib_RevolverUseHitLocations" "Crits on headshot" "Attrib_FireRetardant" "Wearer cannot ignite" "Attrib_BackstabShield" "Blocks a single backstab attempt" "Attrib_MoveSpeed_Penalty" "%s1% slower move speed on wearer" "Attrib_Jarate_Description" "Coated enemies take mini-crits\nAlso handy for putting out a fire" "Attrib_HealthRegen" "+%s1 health regenerated per second on wearer" "Attrib_HealthDrain" "%s1 health drained per second on wearer" "Attrib_SelfDmgPush_Increased" "+%s1% self damage force" "Attrib_SelfDmgPush_Decreased" "%s1% self damage force" "Attrib_DmgTaken_From_Fire_Reduced" "+%s1% fire damage resistance on wearer" "Attrib_DmgTaken_From_Fire_Increased" "%s1% fire damage vulnerability on wearer" "Attrib_DmgTaken_From_Crit_Reduced" "+%s1% critical hit damage resistance on wearer" "Attrib_DmgTaken_From_Crit_Increased" "%s1% critical hit damage vulnerability on wearer" "Attrib_DmgTaken_From_Blast_Reduced" "+%s1% explosive damage resistance on wearer" "Attrib_DmgTaken_From_Blast_Increased" "%s1% explosive damage vulnerability on wearer" "Attrib_DmgTaken_From_Bullets_Reduced" "+%s1% bullet damage resistance on wearer" "Attrib_DmgTaken_From_Bullets_Increased" "%s1% bullet damage vulnerability on wearer" "Attrib_DmgTaken_Increased" "%s1% damage vulnerability on wearer" "Attrib_CaptureValue_Increased" "+%s1 capture rate on wearer" "Attrib_HealthFromHealers_Reduced" "%s1% health from healers on wearer" "Attrib_HealthFromHealers_Increased" "+%s1% health from healers on wearer" "Attrib_WpnBurnDmg_Increased" "+%s1% afterburn damage bonus" "Attrib_WpnBurnDmg_Reduced" "%s1% afterburn damage penalty" "Attrib_WpnBurnTime_Increased" "+%s1% afterburn duration" "Attrib_WpnBurnTime_Reduced" "%s1% afterburn duration" "Attrib_GestureSpeed_Increase" "+%s1% faster taunt speed on wearer" "Attrib_AimingMoveSpeed_Increased" "+%s1% faster move speed while deployed" "Attrib_AimingMoveSpeed_Decreased" "%s1% slower move speed while deployed" "Attrib_MaxammoPrimary_Increased" "+%s1% max primary ammo on wearer" "Attrib_MaxammoPrimary_Reduced" "%s1% max primary ammo on wearer" "Attrib_MaxammoSecondary_Increased" "+%s1% max secondary ammo on wearer" "Attrib_MaxammoSecondary_Reduced" "%s1% max secondary ammo on wearer" "Attrib_MaxammoMetal_Increased" "+%s1% max metal on wearer" "Attrib_MaxammoMetal_Reduced" "%s1% max metal on wearer" "Attrib_CloakConsumeRate_Increased" "+%s1% faster cloak consumption" "Attrib_CloakConsumeRate_Decreased" "-%s1% slower cloak consumption" "Attrib_CloakRegenRate_Increased" "+%s1% cloak regeneration rate" "Attrib_CloakRegenRate_Decreased" "%s1% cloak regeneration rate" "Attrib_MinigunSpinup_Increased" "%s1% slower spin up time" "Attrib_MinigunSpinup_Decreased" "%s1% faster spin up time" "Attrib_MaxPipebombs_Increased" "+%s1 max pipebombs out" "Attrib_MaxPipebombs_Decreased" "%s1 max pipebombs out" "Attrib_SRifleChargeRate_Increased" "%s1% faster power charge" "Attrib_SRifleChargeRate_Decreased" "%s1% slower power charge" "Attrib_ConstructionRate_Increased" "Construction hit speed boost increased by %s1%" "Attrib_ConstructionRate_Decreased" "Construction hit speed boost decreased by %s1%" "Attrib_RepairRate_Increased" "%s1% faster repair rate" "Attrib_RepairRate_Decreased" "%s1% slower repair rate" "Attrib_UpgradeRate_Decreased" "%s1% slower upgrade rate" "Attrib_metal_pickup_decreased" "%s1% less metal from pickups and dispensers" "Attrib_ReloadTime_Increased" "%s1% slower reload time" "Attrib_ReloadTime_Decreased" "%s1% faster reload time" "Attrib_BlastRadius_Increased" "+%s1% explosion radius" "Attrib_BlastRadius_Decreased" "%s1% explosion radius" "Attrib_ProjectileRange_Increased" "+%s1% projectile range" "Attrib_ProjectileRange_Decreased" "%s1% projectile range" "Attrib_ProjectileSpeed_Increased" "+%s1% projectile speed" "Attrib_ProjectileSpeed_Decreased" "%s1% projectile speed" "Attrib_OverhealAmount_Negative" "-%s1% max Medigun overheal" "Attrib_MoveSpeed_Bonus" "+%s1% faster move speed on wearer" "Attrib_HealthFromPacks_Increased" "+%s1% health from packs on wearer" "Attrib_HealthFromPacks_Decreased" "%s1% health from packs on wearer" "Attrib_AmmoRegen" "+%s1% ammo regenerated every 5 seconds on wearer" "Attrib_MetalRegen" "+%s1 metal regenerated every 5 seconds on wearer" "Attrib_RocketLauncherSeeker" "Fires laser guided rockets" "Attrib_ShovelDamageBoost" "Damage increases as the user becomes injured" "Attrib_ShovelSpeedBoost" "Move speed increases as the user becomes injured" "Attrib_WeaponBlocksHealing" "Blocks healing while in use" "Attrib_Dmg_Falloff_Decreased" "%s1% splash damage fall off" "Attrib_Dmg_Falloff_Increase" "+%s1% splash damage fall off" "Attrib_StickyDetonateMode" "Detonates stickybombs near the crosshair and directly under your feet" "Attrib_StickyAirBurstMode" "Launched bombs shatter on surfaces" "Attrib_StickyArmTimePenalty" "%s1 sec slower bomb arm time" "Attrib_StickyArmTimeBonus" "%s1 sec faster bomb arm time" "Attrib_MiniCritAirborneEnemies" "Mini-crits airborne enemies" "Attrib_MiniCritAirborneEnemiesDeploy" "Mini-crits airborne targets for %s1 seconds after being deployed" "Attrib_CritWhileAirborne" "Deals crits while the wielder is rocket jumping" "Attrib_StickiesDetonateStickies" "Able to destroy enemy stickybombs" "Attrib_SpeedBoostWhenActive" "%s1% speed boost while active weapon" "Attrib_WrenchBuildsMiniSentry" "Replaces the Sentry with a Mini-Sentry" "Attrib_GunslingerPunchCombo" "Third successful punch in a row always crits." "Attrib_ProvideOnActive" "When weapon is active:" "Attrib_MedicRegenBonus" "+%s1% natural regen rate" "Attrib_MedicRegenPenalty" "-%s1% natural regen rate" "Attrib_RocketJumpDmgReduction" "%s1% blast damage from explosive jumps" "Attrib_SetItemTintRGB" "Item tint color code: %s1" "Attrib_SentryKilledRevenge" "Gain 2 revenge crits for each sentry kill and\n1 for each sentry assist when your sentry is destroyed.\nRevenge crits are lost on death" "Attrib_ExtinguishRevenge" "Alt-Fire: Extinguish teammates to gain guaranteed critical hits" "Attrib_BurnDamageEarnsRage" "All fire damage charges 'Mmmph', activate to refill health and crit for several seconds" "Attrib_DmgVsBuilding_Increased" "+%s1% damage vs buildings" "Attrib_DmgVsPlayer_Decreased" "%s1% damage vs players" "Attrib_LunchboxAddsMaxHealth" "Adds +50 max health for 30 seconds" "Attrib_LunchboxAddsMinicrits" "Sets weapon mode #%s1" "Attrib_EmployeeNumber" "Hire Date: %s1" "Attrib_WrenchNumber" "Wrench no. %s1" "Attrib_DmgAppliesToSappers" "Damage removes Sappers" "Attrib_BuildingCostReduction" "%s1 metal reduction in building cost" "Attrib_BleedingDuration" "On Hit: Bleed for %s1 seconds" "Attrib_TurnToGold" "Imbued with an ancient power" "Attrib_DisguiseOnBackstab" "Upon a successful backstab against a human target, you rapidly disguise as your victim" "Attrib_CannotDisguise" "Wearer cannot disguise" "Attrib_SilentKiller" "Silent Killer: No attack noise from backstabs" "Attrib_DisguiseSpeedPenalty" "%s1 sec slower disguise speed" "Attrib_DisguiseNoBurn" "Immune to fire damage while disguised" "Attrib_AddCloakOnKill" "+%s1% cloak on kill" "Attrib_AddCloakOnHit" "+%s1% cloak on hit" "Attrib_CloakBlinkTimePenalty" "%s1 sec longer cloak blink time" "Attrib_QuietUnstealth" "Reduced decloak sound volume" "Attrib_FlameSize_Negative" "%s1% less flame spread area" "Attrib_FlameSize_Positive" "+%s1% more flame spread area" "Attrib_FlameLife_Negative" "%s1% less flame distance" "Attrib_FlameLife_Positive" "+%s1% more flame distance" "Attrib_ChargedAirblast" "Airblast can now be charged, which will push enemies further" "Attrib_AirblastDisabled" "No airblast" "Attrib_DmgFromSentryReduced" "+%s1% sentry damage resistance on wearer" "Attrib_AirblastCost_Increased" "+%s1% airblast cost" "Attrib_AirblastCost_Decreased" "%s1% airblast cost" "Attrib_InUse" "Currently In Use" "Attrib_FlameAmmoPerSec_Increased" "+%s1% flamethrower ammo consumed per second" "Attrib_FlameAmmoPerSec_Decreased" "%s1% flamethrower ammo consumed per second" "Attrib_JarateDuration" "On Scoped Hit: Jarate target for 2 to %s1 seconds based on amount charged" "Attrib_NoDeathFromHeadshots" "The wearer cannot be killed by headshots" "Attrib_DeployTime_Increased" "%s1% longer weapon switch" "Attrib_DeployTime_Decreased" "%s1% faster weapon switch" "Attrib_SingleWepDeployBonus" "This weapon deploys %s1% faster" "Attrib_DeployTime_DecreasedSingle" "Deploys %s1% faster" "Attrib_MinicritsBecomeCrits" "Crits whenever it would normally mini-crit" "Attrib_HealOnKill" "+%s1 health restored on kill" "Attrib_NoSelfBlastDmg" "No self inflicted blast damage taken" "Attrib_Slow_Enemy_OnHit_Major" "On Hit: Slow target movement by 40% for %s1s" "Attrib_PreserveUbercharge" "On death up to %s1% of your stored\nÜberCharge is retained" "Attrib_FiresHealingBolts" "Fires special bolts that heal teammates and deal damage based on distance traveled" "Attrib_EnablesAOEHeal" "On Taunt: Applies a healing effect to all nearby teammates" "Attrib_ChargeTime_Increase" "%s1 sec increase in charge duration" "Attrib_DropHealthPackOnKill" "On Kill: A small health pack is dropped" "Attrib_HitSelfOnMiss" "On Miss: Hit yourself. Idiot." "Attrib_DmgFromRanged_Reduced" "%s1% damage from ranged sources while active" "Attrib_DmgFromMelee_Increased" "+%s1% damage from melee sources while active" "Attrib_BlastDamageToSelf_Increased" "+%s1% damage to self" "Attrib_SetDamageType_Ignite" "On Hit: target is engulfed in flames" "Attrib_Minicrit_Vs_Burning_Player" "100% mini-crits vs burning players" "Attrib_Sanguisuge" "On Backstab: Absorbs the health from your victim." "Attrib_Honorbound" "Honorbound: Once drawn cannot be sheathed until it kills." "Attrib_MarkForDeath" "On Hit: One target at a time is marked for death, causing all damage taken to be mini-crits" "Attrib_RestoreHealthOnKill" "On Kill: Restores you to %s1% health" "Attrib_MultSniperChargeAfterBodyshot" "On Scoped Bodyshot: Rifle charge rate increased by %s1%" "Attrib_MultSniperChargeAfterMiss" "On Scoped Miss: Rifle charge rate decreased by %s1%" "Attrib_MultSniperChargeAfterHeadshot" "On Scoped Headshot: Rifle charge rate increased by %s1%" "Attrib_MultSniperChargePenalty" "Base charge rate decreased by %s1%" "Attrib_MultDmgBonusWhileHalfDead" "%s1% increase in damage when health <50% of max" "Attrib_MultDmgPenaltyWhileHalfAlive" "%s1% decrease in damage when health >50% of max" "Attrib_Medigun_MegaHeal" "ÜberCharge increases healing by 300% and grants immunity to movement-impairing effects" "Attrib_Medigun_Resists" "Press your reload key to cycle through resist types.\nWhile healing, provides you and your target with a constant 10% resistance to the selected damage type.\nYou are healed for 10% of the matched incoming damage on your patient." "Attrib_MedicKilledRevenge" "When the medic healing you is killed you\ngain 2 revenge crits" "Attrib_MedicKilledMiniCritBoost" "When the medic healing you is killed\nyou gain mini-crit boost for %s1 seconds" "Attrib_MedicHealedDamageBonus" "While a medic is healing you,\nthis weapon's damage is increased by %s1%" "Attrib_MedicHealedDeployTimePenalty" "While not being healed by a medic,\nyour weapon switch time is %s1% longer" "Attrib_MinigunNoSpinSounds" "Silent Killer: No barrel spin sound" "Attrib_UberchargeRate_ForHealer" "+%s1% ÜberCharge rate for the medic healing you\nThis effect does not work in the respawn room" "Attrib_ReloadTime_Decreased_While_Healed" "%s1% faster reload time while being healed" "Attrib_MedicKilledMarkedForDeath" "When the medic healing you is killed\nthe killer becomes marked for death" "Attrib_RageOnHitPenalty" "%s1% rage lost on hit" "Attrib_RageOnHitBonus" "%s1% rage gained on hit" "Attrib_RageDamageBoost" "Gains a damage bonus as rage increases, up to %s1%" "Attrib_RageOnDamage" "Generate Rage by dealing damage. When fully charged, press the Special-Attack key to activate knockback." "Attrib_ChargeTurnControl" "+%s1% increase in turning control while charging" "Attrib_ChargeTurnControlFull" "Full turning control while charging" "Attrib_NoChargeImpactRange" "Can deal charge impact damage at any range" "Attrib_ChargeImpactDamageIncreased" "+%s1% increase in charge impact damage" "Attrib_ChargeRechargeRateIncreased" "+%s1% increase in charge recharge rate" "Attrib_AirDashCountIncreased" "Grants Triple Jump: The third jump deals 10 damage when used" "Attrib_SpeedBuffAlly" "On Hit Ally: Boosts both players' speed for several seconds" "Attrib_DamageForceReduction" "%s1% reduction in push force taken from damage" "Attrib_DamageForceIncrease" "%s1% increase in push force taken from damage" "Attrib_DamageForceIncreaseString" "Increase in push force taken from damage and airblast" "Attrib_CloakRate" "%s1 sec increase in time to cloak" "Attrib_NoCloakWhenCloaked" "No cloak meter from ammo boxes when invisible" "Attrib_ReducedCloakFromAmmo" "%s1% cloak meter from ammo boxes" "Attrib_AmmoBecomesHealth" "Ammo collected from ammo boxes becomes health" "Attrib_BootsFallingStomp" "Deals 3x falling damage to the player you land on" "Attrib_SeeEnemyHealth" "Allows you to see enemy health" "Attrib_HideEnemyHealth" "Unable to see enemy health" "Attrib_PowerupCharges" "Currently holds %s1 charges" "Attrib_PowerupMaxCharges" "Holds a maximum of %s1 charges" "Attrib_PowerupDuration" "Each charge lasts %s1 seconds" "Attrib_CritBoost" "Consumable: Become Crit Boosted for 5 seconds\n(and double your sentry's firing speed)" "Attrib_Ubercharge" "Consumable: Become Übercharged for 5 seconds\n(and shield your sentry from damage)" "Attrib_CancelFallingDamage" "Wearer never takes falling damage" "Attrib_EffectBarRechargeRateIncreased" "+%s1% increase in recharge rate" "Attrib_MaxammoGrenades1_Increased" "+%s1% max misc ammo on wearer" "Attrib_EnergyWeaponNoAmmo" "Does not require ammo" "Attrib_EnergyWeaponNoHurtBuilding" "Deals only 20% damage to buildings" "Attrib_EnergyWeaponChargedShot" "Alt-Fire: A charged shot that\nmini-crits players, sets them on fire\nand disables buildings for 4 sec" "Attrib_EnergyWeaponPenetration" "Projectile penetrates enemy targets" "Attrib_EnergyWeaponNoDeflect" "Projectile cannot be deflected" "Attrib_EngyBuildingHealthBonus" "+%s1% max building health" "Attrib_EngyBuildingHealthPenalty" "%s1% max building health" "Attrib_EngySentryDamageBonus" "+%s1% Sentry Gun damage bonus" "Attrib_EngySentryDamagePenalty" "%s1% Sentry Gun damage penalty" "Attrib_NoCritBoost" "Cannot be crit boosted" "Attrib_SniperOnlyFireZoomed" "Cannot fire unless zoomed" "Attrib_Penetration" "Projectiles penetrate enemy players" "Attrib_AmmoPerShot" "Per Shot: -%s1 ammo" "Attrib_OnHit_AddAmmo" "On Hit: damage dealt is returned as ammo" "Attrib_UseMetalAmmoType" "Uses metal for ammo" "Attrib_Sniper_FullChargeBonus" "On Full Charge: +%s1% damage per shot" "Attrib_Sniper_NoHeadShot" "No headshots when not fully charged" "Attrib_NoReload" "No reload necessary" "Attrib_SniperFullChargePenetration" "On Full Charge: Projectiles penetrate players" "Attrib_DrawBeamWhenScoped" "Uses laser sight" "Attrib_Recall" "Consumable: Instantly teleport to spawn" "Attrib_SapperKillsCollectCrits" "Gives one guaranteed critical hit for each\nbuilding destroyed with your sapper attached\nor backstab kill" "Attrib_Sniper_FiresTracer" "Fires tracer rounds" "Attrib_ElectricalAirblast" "Alt-Fire: -15 ammo, destroy projectiles" "Attrib_Unlimited" "Unlimited use" "Attrib_UberDurationBonus" "Über duration increased %s1 seconds" "Attrib_RefillAmmo" "Consumable: Instantly refill all weapon clips and ammo" "Attrib_FastReload" "+%s1% faster reload time" "Attrib_BuffTime_Increased" "+%s1% buff duration" "Attrib_BuildRateBonus" "+%s1% faster build speed" "Attrib_AttackProjectiles" "Bullets destroy rockets and grenades in-flight. Increased accuracy and frequency per-level." "Attrib_AccurScalesDmg" "Accuracy scales damage" "Attrib_CurrencyBonus" "+%s1% bonus currency from packs" "Attrib_RoboSapper" "Increased robot Sapper radius and duration" "Attrib_JumpHeightBonus" "+%s1% greater jump height when active" "Attrib_AppliesSnareEffect" "%s1% movement speed on targets" "Attrib_BuildingInstaUpgrade" "Consumable: Instantly upgrade all buildings to max level" "Attrib_BiDirectionalTP" "Teleporters can be used in both directions" "Attrib_AirBlastPushScale" "+%s1% airblast push force" "Attrib_AirBlastVulnerabilityMultipier" "+%s1% increased airblast vulnerability" "Attrib_BombinomiconEffectOnDeath" "Explode spectacularly on death" "Attrib_CritKillWillGib" "Killing an enemy with a critical hit will dismember your victim. Painfully." "Attrib_SubtractVictimCloakOnHit" "On Hit: Victim loses up to %s1% cloak" "Attrib_SubtractVictimMedigunChargeOnHit" "On Hit: Victim loses up to %s1% Medigun charge" "Attrib_RevealCloakedVictimOnHit" "On Hit Spy: Reveal cloaked Spy" "Attrib_RevealDisguisedVictimOnHit" "On Hit Spy: Reveal disguised Spy" "Attrib_JarateBackstabber" "When backstabbed: Jarate attacker" "Attrib_SentryFireRate_Increased" "+%s1% sentry firing speed" "Attrib_SentryRadius_Increased" "+%s1% sentry range" "Attrib_DispenserRadius_Increased" "+%s1% dispenser range" "Attrib_BatLaunchesOrnaments" "Alt-Fire: Launches a festive ornament that shatters causing bleed" "Attrib_FreezeBackstabVictim" "Backstab turns victim to ice" "Attrib_VictimsBecomeAsh" "Victims turn to ash!" "Attrib_EngyDisposableSentries" "Build +%s1 additional disposable-sentry" "Attrib_AltFireTeleportToSpawn" "Press your reload key to choose to teleport to spawn or your exit teleporter" "Attrib_CannotPickUpBuildings" "Cannot carry buildings" "Attrib_StunEnemiesWieldingSameWeapon" "Stuns enemies who are also wielding this weapon" "Attrib_TickleEnemiesWieldingSameWeapon" "On Hit: Force enemies to laugh who are also wearing this item" "Attrib_CritForcesLaugh" "Critical hit forces victim to laugh" "Attrib_MeltsInFire" "Melts in fire, regenerates in %s1 seconds and by picking up ammo" "Attrib_BecomeFireproofOnHitByFire" "On Hit by Fire: Fireproof for 1 second and Afterburn immunity for %s1 seconds" "Attrib_CritFromBehind" "Always critical hit from behind" "Attrib_CritDoesNoDamage" "Critical hits do no damage" "Attrib_AddJingleToFootsteps" "Jingle all the way" "Attrib_StunWaistHighAirborne" "On Hit: If enemy's belt is at or above eye level,\nstun them for %s1 seconds" "Attrib_DamageAllConnected" "All players connected via Medigun beams are hit" "Attrib_AimingNoFlinch" "No flinching when aiming" "Attrib_AimingKnockbackResistance" "Knockback reduced by %s1% when aiming" "Attrib_SniperAimingMoveSpeed_Decreased" "%s1% slower move speed when aiming" "Attrib_RageGainOnKill" "Gain Focus on kills and assists" // Text is made for sniper only, fix this //"Attrib_RageGainOnAssists" "" "Attrib_ShotPenetration" "Shots go through multiple enemies" "Attrib_HeadshotDamageIncrease" "Headshots deal an extra +%s1% damage" "Attrib_MysterySolvingTimeDecrease" "Reduces mystery solving time by up to %s1%" "Attrib_DamageDone_Bodyshot_Negative" "%s1% damage on body shot" "Attrib_SniperRageDisplayOnly" "Press 'Reload' to activate focus\nIn Focus: +25% faster charge and no unscoping." "Attrib_ExplosiveSniperShot" "Increased headshot explosion radius and damage to nearby enemies" "Attrib_MeleeRate_Positive" "+%s1% faster melee attack speed" "Attrib_MeleeRate_Negative" "%s1% slower melee attack speed" "Attrib_Penetration_Heavy" "Bullets penetrate +%s1 enemies" "Attrib_ArmorPiercing" "Increase backstab damage against Giant Robots by %s1%" "Attrib_CannotPickUpIntelligence" "Wearer cannot carry the intelligence briefcase" "Attrib_ChanceOfHungerDecrease" "Reduces chance of hunger by up to %s1%" "Attrib_CannotBeBackstabbed" "Cannot be backstabbed" "Attrib_ShareConsumable" "Using your Power Up Canteen will apply the same bonus effect to your heal target" "Attrib_CritVsDisguised" "100% critical hit vs disguised players" "Attrib_CritVsNonBurning" "100% critical hit vs non-burning players" "Attrib_KillForcesAttackerLaugh" "On Kill: Burst into joyous laughter" "Attrib_DmgBonus_Disguised" "+%s1% damage bonus while disguised" "Attrib_Projectile_Spread_Angle_Negative" "+%s1 degrees random projectile deviation" "Attrib_AutoFiresFullClip" "Hold Fire to load up to three rockets\nRelease Fire to unleash the barrage" "Attrib_SelfMarkForDeath" "You are marked for death while active, and for short period after switching weapons" "Attrib_FlaregunPelletsWithKnockback" "Flare knocks back target on hit\nand explodes when it hits the ground.\nIncreased knock back on burning players" "Attrib_CanOverload" "Overloading the chamber will cause a misfire" "Attrib_HypeOnDamage" "On Hit: Builds Boost\nRun speed increased with Boost" "Attrib_HypeResetsOnJump" "Boost reduced on air jumps" "Attrib_losehypeontakedamage" "Boost reduced when hit" "Attrib_NoPrimaryAmmoFromDispensers" "No ammo from dispensers when active" "Attrib_Sapper_Damage_Bonus" "+%s1% sapper damage bonus" "Attrib_Sapper_Damage_Penalty" "%s1% sapper damage penalty" "Attrib_Sapper_Leaches_Health" "+%s1 health regenerated per second for each active sapper" "Attrib_Sapper_Health_Bonus" "%s1% sapper health bonus" "Attrib_Sapper_Health_Penalty" "%s1% sapper health penalty" "Attrib_Ring_Of_Fire_While_Aiming" "Creates a ring of flames while spun up" "Attrib_Uses_Ammo_While_Aiming" "Consumes an additional %s1 ammo per second while spun up" "Attrib_Sapper_Degenerates_Buildings" "Reverses enemy building construction" "Attrib_Cleaver_Description" "Throw at your enemies to make them bleed!\nLong distance hits cause mini-crits" "Attrib_CritVsStunned" "100% critical hit vs stunned players" "Attrib_CritVsWet" "100% critical hit vs wet players" "Attrib_ClipSize_Atomic" "+%s1 clip size" "Attrib_SoldierBackpackRange" "Effect Radius +%s1%" "Attrib_LifeleechOnDamage" "Lifeleech %s1%" "Attrib_SentryAmmo" "Sentry Ammo +%s1" "Attrib_CritChance" "Crit Chance +%s1%" "Attrib_AOEHealChance_Small" "Small Chance to heal teammates around you when you deal damage." "Attrib_AOEHealChance_Large" "Large Chance to heal teammates around you when you deal damage." "Attrib_StunChance_Small" "Small Chance to stun enemies you damage." "Attrib_StunChance_Large" "Large Chance to stun enemies you damage." "Attrib_AOEDamageChance_Small" "Small Chance to shock enemies near targets you damage." "Attrib_AOEDamageChance_Large" "Large Chance to shock enemies near targets you damage." "Attrib_CritStreakChance_Small" "Small Chance to become Crit Boosted when you deal damage." "Attrib_CritStreakChance_Large" "Large Chance to become Crit Boosted when you deal damage." "Attrib_UberOnHitChance" "+%s1% Chance to become Übered when enemies damage you." "Attrib_DamageSameClass" "+%s1% Damage to Enemies of the Same Class" "Attrib_TeleportInsteadOfDie" "+%s1% Chance to Teleport to base when taking damage that would otherwise kill you." "Attrib_MeleeCleaveAttack" "Cleave Attack" "Attrib_Sentry_Build_Rate" "Increases sentry build speed by %s1%" "Attrib_Dispenser_Build_Rate" "Increases dispenser build speed by %s1%" "Attrib_Teleporter_Build_Rate" "Increases teleporter build speed by %s1%" "Attrib_Grenade_Launcher_Mortar_Mode" "Cannonballs have a fuse time of 1 second; fuses can be primed to explode earlier by holding down the fire key." "Attrib_Grenade_Not_Explode_On_Impact" "Cannonballs do not explode on impact" "Attrib_Grenade_Damage_Reduction_On_World_Contact" "%s1% damage on contact with surfaces" "Attrib_Building_Telporting_PickUp" "Alt-Fire: Use %s1 metal to pick up your targeted building from long range" "Attrib_EngineerBuildingRescueRage" "Generate building rescue energy on damage" "Attrib_MarkedForDeathOnBuildingPickup" "Self mark for death when hauling buildings" "Attrib_ArrowHealsBuildings" "Fires a special bolt that can repair friendly buildings" "Attrib_Cannonball_Push_Back" "Cannonballs push players back on impact" "Attrib_Overheal_Fill_Rate_Reduced" "%s1% Overheal build rate." "Attrib_Healing_Provided_Resistance" "When healing, provides you and your target with a constant 10% resistance to the selected damage type." "Attrib_Canteen_Specialist" "Share Canteens with your heal target.\n+1 duration, -10 price per point (minimum cost: 5)" "Attrib_Overheal_Expert" "+25% more overheal, +50% longer duration per point." "Attrib_Medic_MadMilkSyringes" "Syringes deliver a highly concentrated dose of Mad Milk. Duration increases per hit to a max of 4 seconds." "Attrib_Rocket_Specialist" "+15% rocket speed per point. On direct hits: rocket does maximum damage, stuns target, and blast radius increased +15% per point." "Attrib_Healing_Mastery" "+25% heal rate for patient, +25% faster revive rate, and +25% self heal rate, per point." "Attrib_RageOnHeal" "Build energy by healing teammates. When fully charged, press the Special-Attack key to deploy a frontal projectile shield." "Attrib_HealingReceivedBonus" "+%s1% health from healers on wearer" // new copy of live string "Attrib_HealingReceivedPenalty" "%s1% health from healers on wearer" // new copy of live string "Attrib_HealingFromMedics_Negative" "%s1% less healing from Medic sources" "Attrib_AfterburnImmunity" "Immune to the effects of afterburn." "Attrib_TauntParticles" "Extra effects when taunting." "Attrib_CallingCardOnKill" "Leave a Calling Card on your victims." "Attrib_AmmoPerShotMissed" "Per Shot Missed: -%s1 ammo" "Attrib_MiniCritBoost_OnKill" "On Kill: Gain mini-crits for %s1 seconds." "Attrib_NoMetalFromDispensersWhileActive" "No metal from dispensers when active." "Attrib_SniperCritNoScope" "Charge and fire shots independent of zoom" "Attrib_SniperIndependentZoom" "Zoom does not affect charge" "Attrib_KillsRefillMeter" "Melee kills refill %s1% of your charge meter." "Attrib_AirControl" "%s1% increased air control." "Attrib_HypeDecays" "Hype Decays Over Time." "Attrib_RocketJumpAttackRateBonus" "Increased attack speed while blast jumping" "Attrib_AirBombardment" "Fires 3 barrages while explosive jumping" "Attrib_IncreaesBlastJumpForce" "Increased blast jump force" "Attrib_ExtraRocketsOnKill" "Clip size increased on kill" "Attrib_Summer2014Tag" "Rewarded for participating in the 2014 Summer Adventure." "Attrib_CrateGenerationCode" "Crate generation code: '%s1'" "Attrib_AiXenoSetBonusPos" "Increased Melee damage against Isolated Merc Set" "Attrib_AiXenoSetBonusNeg" "Increased Nostromo Napalmer damage taken from Isolated Merc Set" "Attrib_AiMercSetBonusPos" "Increased Nostromo Napalmer damage against Isolationist Pack Set" "Attrib_AiMercSetBonusNeg" "Increased Melee damage taken from Isolationist Pack Set" "Attrib_stickybomb_fizzle_time" "Stickybombs fizzle %s1 seconds after landing" "Attrib_stickybomb_charge_rate" "Max charge time decreased by %s1%" "Attrib_stickybomb_charge_damage_increase" "Up to +%s1% damage based on charge" "Attrib_grenade_no_bounce" "Grenades have very little bounce and roll" "Attrib_GrenadeDetonationDamagePenalty" "%s1% damage on grenades that explode on timer" "Attrib_LoseDemoChargeOnDamageWhenCharging" "Taking damage while shield charging reduces remaining charging time" "Attrib_PanicAttack" "Hold fire to load up to 4 shells" "Attrib_FireRateBonusWithReducedHealth" "Fire rate increases as health decreases" "Attrib_PanicAttackNegative" "Weapon spread increases as health decreases" "Attrib_SentryTargetOverride" "Your sentry prioritizes tagets shot with this gun." "Attrib_AutoFiresFullClipNegative" "" "Attrib_AutoFiresWhenFull" "" "Attrib_SpeedBoostOnKill" "Gain a speed boost on kill" "Attrib_SpeedBoostOnHit" "Gain a speed boost on hit" "Attrib_spup_damage_resistance" "%s1% damage resistance when spun up" "Attrib_MeleeRangeMultiplier" "%s1% increased melee attack range" // TF2C Attributes // 2.0.0 "Attrib_HeadshotDamageDecrease" "%s1% headshot damage" "Attrib_NoScope" "No scope" "Attrib_RocketGravity" "Rockets travel in an arc" "Attrib_SniperNoDmdCharge" "No damage charge" "Attrib_ViewPunchOnHit" "On Hit: Shake victim's view" "Attrib_TranqOnHit" "On Hit: Color blind victim, slow their movement, and decrease ranged gun damage for %s1s" "Attrib_TranqOnHitPart2" "Tranquilized enemies take guaranteed crits from melee attacks" // New line, breaking them apart "Attrib_SoftZoom" "Reduced zoom" "Attrib_SniperSlowerScopeSpeed" "Slower firing speed when scoped" "Attrib_KeepDisguise" "Attacking does not undisguise" "Attrib_ProximityMine" "Proximity mines explode near enemies" "Attrib_NoDetonation" "Stickies can't be detonated" "Attrib_StickyFizzles" "Stickies fizzle on a detonation attempt" "Attrib_SentryProjectile" "Sentry shoots projectiles" "Attrib_HealOnBurn_Positive" "Afterburn damage is returned as health" "Attrib_CritVsBleed" "100% critical hit vs bleeding players" "Attrib_TeleporterJumpPad" "Replaces Teleporter Entrance and Exit with Jump Pads" "Attrib_Explosive_Bullets" "Fires explosive shells" "Attrib_AirblastRefireTime" "%s1% shorter airblast cooldown" "Attrib_AirblastNoPushPlayer" "Airblast cannot push players" "Attrib_MoveSpeed_Bonus_Cloaked" "+%s1% faster move speed while cloaked" "Attrib_RemoteDeploy" "Buildings don't auto-construct until either given the signal or hit by a Wrench." "Attrib_LoseCloakOnDamage" "-%s1% cloak when damaged under cloak" "Attrib_HealOnHitVsBurn" "On Hit vs burning players: +%s1 health" "Attrib_CloakIsSpeed" "Cloak Type: Speedy" // 2.1.0 "Attrib_SelfMarkForDeath_OnMiss" "On Miss: Mark yourself for death for %s1s" "Attrib_SelfMarkForDeath_OnDetonatorActivation" "On Activation: Mark yourself for hyper death. Take ranged mini-crits and melee crits!" "Attrib_SelfDamagePenetratesUber" "Self damage penetrates uber" "Attrib_ExplodeOnSmack" "Explode violently on use!" "Attrib_MeleeRangeMultiplierIncreased" "+%s1% melee range" // The next 4 strings are actually just new description for already defined attributes "Attrib_MeleeBoundMultiplierIncreased" "+%s1% melee width" "Attrib_CritsBecomeMinicrits" "Mini-crits whenever it would normally crit" "Attrib_DmgVsBuilding_Decreased" "%s1% damage vs buildings" "Attrib_Mod_Horizontal_Spread" "Has horizontal spread" "Attrib_ApplySelfKnockback" "Applies reverse self-knockback on a shot" "Attrib_ApplySelfKnockbackSwing" "Applies reverse self-knockback on a swing" "Attrib_LimitedRange" "Weapon has limited range" "Attrib_CritAirborneEnemies" "Crits airborne enemies" "Attrib_UberchargeRate_Positive_Wearer" "+%s1% ÜberCharge rate on wearer" "Attrib_UberDurationDecreased_Wearer" "%s1% ÜberCharge duration on wearer" "Attrib_UberDurationDecreased" "%s1% ÜberCharge duration" "Attrib_CannotUseStoredCrits" "This weapon cannot use stored crits" "Attrib_GainStoredCritsOnHit" "On Hit: Store %s1 critical hit" "Attrib_GainStoredCritsOnKill" "On Kill: Store %s1 critical hit" "Attrib_LoseStoredCritsOnMiss" "On Miss: Lose %s1 stored critical hit" "Attrib_CanReloadInCloak" "Can reload while cloaked" "Attrib_SilentKillerNoKillfeed" "Silent Killer: Show no killfeed for enemy team" "Attrib_SilentKillerNoScream" "Silent Killer: Killed target doesn't scream" "Attrib_UpgradeCost" "Buildings require %s1 metal to upgrade" "Attrib_BuildingsMaxLevel" "Buildings have %s1 max level" "Attrib_AddUber_OnHit_ChargeRateModifier" "Uber gain is affected by ubercharge rate modifiers" "Attrib_AlwaysCritsFullStoredCrits" "This weapon cannot use stored crits unless at full capacity" "Attrib_RussianRouletteExplain" "Melee will crit only at full capacity" "Attrib_RussianRouletteExplain_Positive" "On Hit: Store up to 3 critical hits" "Attrib_RussianRouletteExplain_Positive2" "Stored crits are consumed by all weapons" "Attrib_MeleeTakenBecomesMiniCritWearer" "Melee damage taken will mini-crit on wearer" "Attrib_MeleeTakenBecomesCritWearer" "Melee damage taken will crit on wearer" "Attrib_MeleeTakenBecomesMiniCritActive" "Melee damage taken will mini-crit on active" "Attrib_MeleeTakenBecomesCritActive" "Melee damage taken will crit on active" "Attrib_CloakBlinkTimePercentagePenalty" "+%s1% longer cloak blink time" "Attrib_DamageDone_Flat_Positive" "+%s1 damage bonus" "Attrib_DamageDone_Flat_Negative" "%s1 damage penalty" "Attrib_MinicritWhileDisguised" "Attack deals mini-crits while you are disguised" "Attrib_TakeMinicritsWhileDisguised" "Suffer mini-crit damage while disguised" "Attrib_MinicritOnDisguiseRemoved" "Attack deals mini-crit damage if it removes your disguise" "Attrib_OnDeathRemoveTargetsAfterburn" "On Death: Enemies are extinguished" "Attrib_FlatHealOnAfterburn_Active" "+%s1 health gain per afterburn tick on active" "Attrib_FlatHealOnAfterburn_Wearer" "+%s1 health gain per afterburn tick on wearer" "Attrib_BurnDmg_Reduced_Wearer" "%s1% afterburn damage on wearer" "Attrib_BurnDmg_Increased_Wearer" "+%s1% afterburn damage on wearer" "Attrib_BurnDmg_Reduced_Active" "%s1% afterburn damage on active" "Attrib_BurnDmg_Increased_Active" "+%s1% afterburn damage on active" "Attrib_RememberTargetsRemainingAfterburn" "Tracks remaining afterburn off dead targets" "Attrib_HealthFromPacks_Active_Increased" "+%s1% health from packs on active" "Attrib_HealthFromPacks_Active_Decreased" "%s1% health from packs on active" "Attrib_HealthKitsCanOverhealOnActive" "Packs can overheal on active" "Attrib_HealthKitsCanOverhealOnWearer" "Packs can overheal on wearer" "Attrib_PatientOverheal_Penalty" "%s1% maximum overheal on wearer" "Attrib_PatientOverheal_Active_Penalty" "%s1% maximum overheal on active" "Attrib_PatientOverheal_Bonus" "+%s1% maximum overheal on wearer" "Attrib_PatientOverheal_Active_Bonus" "+%s1% maximum overheal on active" "Attrib_HealingReceivedActiveBonus" "+%s1% health from healers on active" "Attrib_HealingReceivedActivePenalty" "%s1% health from healers on active" "Attrib_DisguiseSpeed_Positive" "%s1% disguise time bonus" "Attrib_DisguiseSpeed_Negative" "%s1% disguise time penalty" "Attrib_HealingMedigunReceivedBonus" "+%s1% health from medigun on wearer" "Attrib_HealingMedigunReceivedPenalty" "%s1% health from medigun on wearer" "Attrib_HealingMedigunReceivedActiveBonus" "+%s1% health from medigun on active" "Attrib_HealingMedigunReceivedActivePenalty" "%s1% health from medigun on active" "Attrib_HealingDispenserReceivedBonus" "+%s1% health from dispensers on wearer" "Attrib_HealingDispenserReceivedPenalty" "%s1% health from dispensers on wearer" "Attrib_HealingDispenserReceivedActiveBonus" "+%s1% health from dispensers on active" "Attrib_HealingDispenserReceivedActivePenalty" "%s1% health from dispensers on active" "Attrib_DispensersCanOverhealOnActive" "Dispensers can overheal on active" "Attrib_DispensersCanOverhealOnWearer" "Dispensers can overheal on wearer" "Attrib_EverythingCanOverhealOnActive" "Can be overhealed by anything on active" "Attrib_EverythingCanOverhealOnWearer" "Can be overhealed by anything on wearer" "Attrib_InstantReloadOnDirectHit" "On Direct Hit: Reload up to %s1 ammo instantly" "Attrib_InstantReloadOnHit" "On Hit: Reload up to %s1 ammo instantly" "Attrib_InstantReloadOnDirectHitKill" "On Direct Hit Kill: Reload up to %s1 ammo instantly" "Attrib_InstantReloadOnKill" "On Kill: Reload up to %s1 ammo instantly" "Attrib_AddAmmoOnDirectHit" "On Direct Hit: Gain %s1 ammo" "Attrib_AddAmmoOnHit" "On Hit: Gain %s1 ammo" "Attrib_AddAmmoOnDirectHitKill" "On Direct Hit Kill: Gain %s1 ammo" "Attrib_AddAmmoOnKill" "On Kill: Gain %s1 ammo" "Attrib_DmgTaken_From_Blast_Direct_Reduced" "+%s1% direct explosive damage resistance on wearer" "Attrib_DmgTaken_From_Blast_Direct_Increased" "%s1% direct explosive damage vulnerability on wearer" "Attrib_DmgTaken_From_Blast_Splash_Reduced" "+%s1% explosive splash damage resistance on wearer" "Attrib_DmgTaken_From_Blast_Splash_Increased" "%s1% explosive splash damage vulnerability on wearer" "Attrib_CannotPickupDroppedWeaponsWhileCloaked" "Cannot pick up dropped weapons while cloaked" "Attrib_CannotPickupAmmoPacksWhileCloaked" "Cannot pick up ammo packs while cloaked" "Attrib_HealthKitsCannotOverhealUnlessInjuredModifier" "Health packs don't overheal when below full health" "Attrib_AmmoFromAmmoPacks_Bonus" "+%s1% ammo from ammo packs" "Attrib_AmmoFromAmmoPacks_Penalty" "%s1% ammo from ammo packs" "Attrib_AmmoFromDroppedWeapons_Bonus" "+%s1% ammo from dropped weapons" "Attrib_AmmoFromDroppedWeapons_Penalty" "%s1% ammo from dropped weapons" "Attrib_InstantReloadAllWeaponsOnDirectHit" "On Direct Hit: Reload all weapons instantly" "Attrib_InstantReloadAllWeaponsOnHit" "On Hit: Reload all weapons instantly" "Attrib_InstantReloadAllWeaponsOnDirectHitKill" "On Direct Hit Kill: Reload all weapons instantly" "Attrib_InstantReloadAllWeaponsOnKill" "On Kill: Reload all weapons instantly" "Attrib_ApplyWeaponDamageBoostOnKill" "On Kill: Gain %s1 seconds of weapon damage boost" "Attrib_DmgTakenFromBurningTarget_Reduced_Active" "+%s1% damage resistance from burning targets on active" "Attrib_SelfKnockbackAffectedByDamageBoostModifier" "Self-Knockback is affected by damage boost" "Attrib_LoseCloakOnDecloak" "Lose %s1% of cloak on decloak" "Attrib_SmokeBombOnFullCloak" "On cloak with 100% cloak: Release smoke bomb: Cloak instantly and invulnerable for %s1 seconds" "Attrib_GrenadesBounce" "Grenades bounce up to %s1 times before becoming rollers" "Attrib_ResidualHealDuration" "Applies a residual healing effect for %s1 seconds" "Attrib_HealOnExplosion" "On Hit: Heal target for up to %s1 health" "Attrib_AntiGravityBoots" "Double Jump to reverse your vertical velocity" "Attrib_ModMinCloakToActivate" "Requires at least %s1% cloak to activate" "Attrib_ExplodeOnImpact" "Grenades explode on contact with world" "Attrib_MedigunChargeIsPushBuff" "ÜberCharge grants mini-crits and damage resistance" "Attrib_BlastSplashDamage_Increased" "+%s1% explosion splash damage" "Attrib_BlastSplashDamage_Decreased" "%s1% explosion splash damage" "Attrib_MetalOnSentryKill" "On Sentry Kill: +%s1 metal" "Attrib_BonusSentryRangeTargetOverriden" "+%s1% Sentry range when target is overriden" "Attrib_BonusUberBuildRateOnHit" "On Hit: Medigun builds ÜberCharge +%s1% faster for 6 seconds. Stacks up to 8 times" "Attrib_UsesAmmoMeter" "This weapon reloads automatically over time, even when inactive" "Attrib_BackpackPassiveHeal" "Medigun backpack will heal up to %s1 marked targets nearby on active" "Attrib_WeaponRangePositive" "+%s1% range" "Attrib_WeaponRangeNegative" "%s1% range" "Attrib_UberchargeRateMultihealNegative" "%s1% backpack ÜberCharge build rate" "Attrib_HealRateMultihealNegative" "%s1% backpack heal rate" "Attrib_MedigunRangeBackpackNegative" "%s1% backpack healing range" "Attrib_MedigunRangeBackpackPositive" "+%s1% backpack healing range" "Attrib_UberchargeRate_Negative_Wearer" "%s1% ÜberCharge build rate" "Attrib_NoCritHeals" "No Crit-Heals: Heal rate does not increase when healing an out-of-combat target" "Attrib_NoBackpackOverheal" "Medigun backpack cannot overheal" "Attrib_ModCritAirborneDirectHitOnly" "Crits airborne enemies on direct hit only" "Attrib_ModMiniCritAirborneDirectHitOnly" "Mini-crits airborne enemies on direct hit only" "Attrib_NoUbercharge" "No ÜberCharge" "Attrib_BackpackAutoHealDuration" "Marked targets are automatically healed for %s1 seconds" "Attrib_TakeMiniCritsProjectileBlastJump" "Take mini-crits from projectile direct hits during blast jump" "Attrib_TakeCritsProjectileBlastJump" "Take crits from projectile direct hits during blast jump" "Attrib_DeflectOnSmack" "On Swing: Deflects airborne projectiles" "Attrib_ScopedFireRatePenalty" "%s1% fire rate while scoped" "Attrib_MarkedTargetsBonusHeal" "Marked allies receive 50% more healing for %s1 seconds" "Attrib_SentriesNoAggro" "Sentries don't target you unless you've performed a disguise-breaking action in the last 3 seconds" "Attrib_BurningTargetsChargeCrit" "Burning targets charge up crit while active" "Attrib_StreakAddsDamageBonus" "On Direct Hit: Gives +5 extra damage" "Attrib_HealOnSmack" "Hit teammates at maximum charge to fully heal them" "Attrib_WeaponEnemyKnockback_Bonus" "+%s1% knockback on enemy" "Attrib_WeaponEnemyKnockback_Penalty" "%s1% knockback on enemy" "Attrib_MoveSpeed_Active_Penalty" "%s1% slower move speed on active" "Attrib_ObjectivesGiveMiniCrits" "Deals mini-crits to enemies capturing or defending objectives, or while you or the enemy are carrying the Flag" "Attrib_ObjectivesGiveCrits" "Deals crits to enemies capturing or defending objectives, or while you or the enemy are carrying the Flag" "Attrib_NoHeadshot" "No headshots" "Attrib_CanHeadshot" "Can headshot" "Attrib_HeadshotIsMinicrit" "Headshots are minicrits" "Attrib_DmgTaken_From_Fall_Reduced" "+%s1% fall damage resistance on wearer" "Attrib_DmgTaken_From_Fall_Increased" "%s1% fall damage vulnerability on wearer" "Attrib_Earthquake_Wearer" "Taking fall damage creates an earthquake on wearer" "Attrib_Earthquake_Active" "Taking fall damage creates an earthquake while active" "Attrib_Gravity_Active_Increased" "+%s1% gravity while active" "Attrib_Gravity_Active_Reduced" "%s1% gravity while active" "Attrib_Gravity_Wearer_Increased" "+%s1% gravity on wearer" "Attrib_Gravity_Wearer_Reduced" "%s1% gravity on wearer" "Attrib_CritAirborneEnemiesBlast" "Crits targets launched airborne by explosions or jump pads" "Attrib_MiniCritAirborneEnemiesBlast" "Mini-crits targets launched airborne by explosions or jump pads" "Attrib_MiniCritAirborneEnemiesBlastDirectHit" "Mini-crits airborne enemies on direct hit" "Attrib_DamageDelaysRegeneration" "Taking damage delays HP regen by %s1s" "Attrib_Fuse_Bonus" "%s1% fuse time" "Attrib_DeployedCrouchwalk" "Can walk while crouching and deployed" "Attrib_AirblastSelfKnockback" "Airblast deals knockback on user" "Attrib_DeployedJumpMinigun" "Can jump while deployed" "Attrib_ZoomingCanJump" "Jumping does not unzoom" "Attrib_BurningTargetsChargeCritAlways" "Burning targets charge up crit" "Attrib_HealOnKillCritBeacon" "+%s1 health restored on decapitation" "Attrib_HealOnKillCrit" "+%s1 health restored on crit kill" "Attrib_Lifesteal" "On Hit: Absorbs the health from your victim" "Attrib_LifestealCrit" "On Crit: Absorbs the health from your victim" "Attrib_BurstFire" "Fires a %s1 round burst" "TF_ItemName_Item" "Item" // Formatted strings "ItemNameNormalOrUniqueQualityFormat" "%s1%s2%s3%s4%s5" // szQuality, szIsFestive, szKillStreak, szAustraliumSkin, szDuckBadge "ItemNameQualityFormat" "%s1%s2%s3%s4%s5" // szQuality, szIsFestive, szKillStreak, szAustraliumSkin, szDuckBadge "ItemNameFormat" "%s1%s6%s5%s2%s4%s3" // will turn into "The Battalion's Backup #1"; foreign languages that have gender/declension can change this to be "Shotgun #1" or whatever "TF_ClassLimitUnder" "%s1 (Max %s2)" "TF_ClassLimitHit" "%s1 (Full)" "TF_ClassLimitHit_None" "(Full)" //---------------------------------------------------------------------------------------- // TF Advanced options "TF_AdvancedOptions" "TF2C Advanced Options" // TF2C options // General purpose "TFOption_Never" "Never" "TFOption_SpecialEvents" "On special events only (e.g. crits)" "TFOption_Always" "Always" "TFOption_Default" "Default" "TFOption_Electro" "Electro" "TFOption_Notes" "Notes" "TFOption_Percussion" "Percussion" "TFOption_Retro" "Retro" "TFOption_Space" "Space" "TFOption_Beepo" "Beepo" "TFOption_Vortex" "Vortex" "TFOption_Squasher" "Squasher" "TFOption_Classic" "Classic" "TFOption_Basic" "Basic" "TFOption_Fancy" "Fancy" "TFOption_HL2Health" "Half-Life 2 Health Charger" "TFOption_HL2Energy" "Half-Life 2 Energy Charger" "TFOption_Beam" "Beam" "TFOption_Ticker" "Ticker" "TFOption_Disabled" "Disabled" "TFOption_Enabled" "Enabled" "TFOption_RightClickEnable" "Right-click to enable" "TFOption_BottomLeft" "Bottom left" "TFOption_BottomCenter" "Bottom center" "TFOption_BottomRight" "Bottom right" "TFOption_Everyone" "Everyone" "TFOption_FriendsOnly" "Friends only" "TFOption_DisableAndAsk" "Disable and ask on next startup" "TFOption_TopLeft" "Top left" "TFOption_TopRight" "Top right" "TFOption_GamemodeSpecific" "Gamemode specific" "TFOption_ShowGameStatus" "Show game status only" "TFOption_ShowEverything" "Show everything" // category0 "TFOption_Category_Advanced" "Advanced Options" "TFOption_DeveloperConsole" "Enable developer console" "TFOption_DeveloperConsole_Tip" "If set, enables accessing the developer console" "TFOption_ThirdPerson" "Enable third person camera when allowed" "TFOption_ThirdPerson_Tip" "If set, enables third person camera by default in servers that allow it" "TFOption_ColorBlindPattern" "Enable colorblind patterns" "TFOption_ColorBlindPattern_Tip" "If set, enables colorblind patterns on players; currently incompitable with anti-aliasing" // category1 "TFOption_Category_Combat" "Combat Options" "TFOption_FastSwitchCheck" "Fast weapon switch" "TFOption_FastSwitchCheck_Tip" "If set, you can change weapons without using the weapon selection menu" "TFOption_AutoReload" "Automatically reload weapons when not firing" "TFOption_AutoReload_Tip" "If set, you'll automatically reload your weapon when you're not firing, as long as the weapon has ammo" "TFOption_RememberActiveWeapon" "Remember active weapon between lives" "TFOption_RememberActiveWeapon_Tip" "If set, you'll respawn holding the same weapon you were holding when you died" "TFOption_RememberLastWeapon" "Remember previous weapon between lives" "TFOption_RememberLastWeapon_Tip" "If set, your previously held weapon will be remembered when you respawn" "TFOption_FixedSpreadPreference" "Prefer fixed bullet spread" "TFOption_FixedSpreadPreference_Tip" "If set, uses your preference on servers that have tf_use_fixed_weaponspreads set to 2; requires player to be disconnected or spectating to apply" "TFOption_BurningDeathAnim" "Enable burning death animations" "TFOption_BurningDeathAnim_Tip" "If set, ragdolls will have a chance to play a special death animation when dying from fire" // category2 "TFOption_Category_CombatSounds" "Combat Sound Options" "TFOption_Hitbeeps" "Play a hit sound when hitting an enemy" "TFOption_Hitbeeps_Tip" "If set, you'll hear a 'hit sound' that's played whenever you damage an enemy." "TFOption_HitbeepsEffect" "Hit sound" "TFOption_HitbeepsVolume" "Hit sound volume" "TFOption_HitbeepsVolume_Tip" "The volume for hit sounds" "TFOption_HitbeepsPitchLowDmg" "Hit sound low damage pitch" "TFOption_HitbeepsPitchLowDmg_Tip" "Hit sound pitch for attacks that deal 10 damage or less; pitch scales between high and low values" "TFOption_HitbeepsPitchHighDmg" "Hit sound high damage pitch" "TFOption_HitbeepsPitchHighDmg_Tip" "Hit sound pitch for attacks that deal 150 damage or more; pitch scales between high and low values" "TFOption_LastHitbeeps" "Play a last hit sound when killing an enemy" "TFOption_LastHitbeeps_Tip" "If set, you'll hear a 'kill sound' that's played whenever you kill an enemy." "TFOption_LastHitbeepsEffect" "Last hit sound" "TFOption_LastHitbeepsHitVolume" "Last hit sound volume" "TFOption_LastHitbeepsHitVolume_Tip" "The volume for last hit sounds" "TFOption_LastHitbeepsPitchLowDmg" "Last hit sound low damage pitch" "TFOption_LastHitbeepsPitchLowDmg_Tip" "Last hit sound pitch for attacks that deal 10 damage or less; pitch scales between high and low values" "TFOption_LastHitbeepsPitchHighDmg" "Last hit sound high damage pitch" "TFOption_LastHitbeepsPitchHighDmg_Tip" "Last hit sound pitch for attacks that deal 150 damage or more; pitch scales between high and low values" "TFOption_LowHealth" "Enable low health warning sound" "TFOption_LowHealth_Tip" "If set, a warning sound will play when at low health" "TFOption_LowHealthThreshold" "Low health warning sound threshold" "TFOption_LowHealthThreshold_Tip" "Threshold for playing the low health warning sound" // category3 "TFOption_Category_CombatText" "Combat Text Options" "TFOption_CombatText" "Display damage done as text over your target" "TFOption_CombatText_Tip" "If set, you'll see damage numbers appear over the heads of enemies whenever you damage them" "TFOption_CombatTextBatching" "Accumulate combat text into a single number" "TFOption_CombatTextBatching_Tip" "If set, consecutive damage done to the same target will be added together into a single combat text number" "TFOption_CombatTextBatchingTime" "Combat text accumulation time" "TFOption_CombatTextBatchingTime_Tip" "Combat text batching will be accumulated over this many seconds" "TFOption_CombatTextRed" "Combat text color red channel" "TFOption_CombatTextColor_Tip" "Change the color of text that appears over your target's head" "TFOption_CombatTextGreen" "Combat text color green channel" "TFOption_CombatTextBlue" "Combat text color blue channel" "TFOption_ShowDamageBlocked" "Display resisted damage on teammates as blue combat text" "TFOption_ShowDamageBlocked_Tip" "If set, damage resisted on teammates will be shown as blue combat text" "TFOption_CombatTextDoesntBlock" "Allow overhead effects with combat text" "TFOption_CombatTextDoesntBlock_Tip" "If set, combat text won't prevent overhead effect text from appearing above players' heads, such as critical hits" // category4 "TFOption_Category_ClassSpecific" "Class-Specific Options" "TFOption_SapperAwareness" "ENGINEER: Sapper awareness" "TFOption_SapperAwareness_Tip" "If set, most audio will be greatly lowered when your buildings are being sapped" "TFOption_MedigunAutoheal" "MEDIC: Medi Gun locks onto healing target" "TFOption_MedigunAutoheal_Tip" "If set, your Medi Gun will stay locked onto your target until you press the fire button again" "TFOption_HealTargetMarker" "MEDIC: Display a marker over the player you're healing" "TFOption_HealTargetMarker_Tip" "If set, an arrow marker will be displayed above the target that you're currently healing with your Medi Gun" "TFOption_AutoMedicCallers" "MEDIC: Injured teammates automatically call out" "TFOption_AutoMedicCallers_Tip" "If set, you'll receive an automatic request for assistance from any nearby teammates when their health falls below a set threshold" "TFOption_AutoMedicCallThreshold" "MEDIC: Auto-call health percentage" "TFOption_AutoMedicCallThreshold_Tip" "When your teammates fall below this percentage of health, they will automatically request assistance" "TFOption_HealingProgress" "MEDIC: Enable Medi Gun heal progress sound" "TFOption_HealingProgress_Tip" "If set, enables a healing sound that changes pitch based on your target's health" "TFOption_HealingProgressEffect" "MEDIC: Medi Gun heal progress sound" "TFOption_Autozoom" "SNIPER: Sniper rifles will re-scope after firing a scoped shot" "TFOption_Autozoom_Tip" "If set, sniper rifles will automatically scope back in if you were scoped in when you shot" "TFOption_ZoomHoldSniper" "SNIPER: Hold to scope" "TFOption_ZoomHoldSniper_Tip" "If set, sniper rifles will only scope in when the scope button is held" "TFOption_NoCrosshairOnScopeZoom" "SNIPER: Hide crosshair when scoped" "TFOption_NoCrosshairOnScopeZoom_Tip" "If set, crosshairs will automatically disappear when scoped in with a sniper rifle" "TFOption_Sniperbell" "SNIPER: Play a sound when sniper rifle is fully charged" "TFOption_Sniperbell_Tip" "If set, sniper rifles will automatically play a sound when fully charged" "TFOption_SimpleDisguiseMenu" "SPY: Enable concise disguise menu" "TFOption_SimpleDisguiseMenu_Tip" "If set, enables a concise disguise menu that requires less controls" "TFOption_SpywalkInverted" "SPY: Use Spywalk by default" "TFOption_SpywalkInverted_Tip" "If set, uses Spywalk speed by default, and normal movement speed with the Spywalk bind" "TFOption_AvoidBecomingVIP" "Avoid becoming the VIP" "TFOption_AvoidBecomingVIP_Tip" "If set, you won't be usually considered when the game chooses a VIP; you can be still picked if everyone has this option set or if you are voted" // category5 "TFOption_Category_Viewmodel" "Viewmodel Options" "TFOption_DrawViewmodel" "Show viewmodels" "TFOption_DrawViewmodel_Tip" "If set, the first person view of your active weapon will be shown" "TFOption_ViewmodelFOV" "Viewmodel field of view" "TFOption_ViewmodelFOV_Tip" "The field of view to use on the first person view of your active weapon; larger values will make the viewmodel appear smaller onscreen" "TFOption_FlipViewmodels" "Flip viewmodels" "TFOption_FlipViewmodels_Tip" "If set, the first person view of your active weapon will be shown on the opposite side of the screen; requires player to be disconnected or spectating to apply" "TFOption_UseMinViewmodels" "Use minimized viewmodels" "TFOption_UseMinViewmodels_Tip" "If set, the first person view of your active weapon will be drawn using minimal screen space" "TFOption_InvisibleArms" "Enable invisible viewmodel arms" "TFOption_InvisibleArms_Tip" "If set, makes your arms... invisible?!" "TFOption_ViewmodelOffsetX" "Viewmodel offset X" "TFOption_ViewmodelOffset_Tip" "Change the offset of your viewmodel" "TFOption_ViewmodelOffsetY" "Viewmodel offset Y" "TFOption_ViewmodelOffsetZ" "Viewmodel offset Z" // category6 "TFOption_Category_HUD" "HUD Options" "TFOption_MinimalHUD" "Enable minimal HUD" "TFOption_MinimalHUD_Tip" "The minimal HUD is a smaller, denser HUD that allows you to see more gameplay; some explanatory information is removed" "TFOption_HighlightObjectives" "Display glow outlines on objectives" "TFOption_HighlightObjectives_Tip" "If set, objectives will have glow outlines to highlight their locations" "TFOption_HighlightAmmo" "Display glow outlines on dropped weapons" "TFOption_HighlightAmmo_Tip" "If set, dropped weapons will have glow outlines to highlight their locations" "TFOption_HudUsePlayerModel" "Use player model in player class HUD" "TFOption_HudUsePlayerModel_Tip" "If set, the player class HUD will use the player's actual model" "TFOption_MessageAlert" "Enable chat message sound" "TFOption_MessageAlert_Tip" "If set, a sound will play when a chat message is received" "TFOption_MessageVolume" "Chat message sound volume" "TFOption_MessageVolume_Tip" "Sets the volume of chat message sounds" "TFOption_StatusIcons" "Show status icons" "TFOption_StatusIcons_Tip" "If set, shows icons that appear near the health HUD element while you're under certain conditions" "TFOption_ScoreBoardMouseModeList" "Mouse input in the scoreboard" "TFOption_ScoreboardScreenshots" "Auto-save a scoreboard screenshot at the end of a map" "TFOption_ScoreboardScreenshots_Tip" "If set, you'll automatically have a screenshot taken of the final scoreboard at the end of every map you play" "TFOption_NemesisRelationships" "Show dominations" "TFOption_NemesisRelationships_Tip" "If set, shows nemesis relationships such as dominations and revenge" "TFOption_FreezeCamHide" "Hide HUD during freezecam screenshots" "TFOption_FreezeCamHide_Tip" "If set, the HUD will be hidden during freezecam screenshots" "TFOption_FreezecamModel" "Enable beta freezecam screenshot animation" "TFOption_FreezecamModel_Tip" "If set, enables the beta freezecam screenshot animation" "TFOption_SpectatorTargetIDLocation" "Spectator target ID location" "TFOption_TargetIDAlpha" "Spectator target ID alpha" "TFOption_TargetIDAlpha_Tip" "Set the transparency of the target ID element" "TFOption_TargetIDAvatar" "Show spectator target ID avatars" // category7 "TFOption_Category_Privacy" "Privacy Options" "TFOption_SendErrorReports" "Send error reports to the TF2C team" "TFOption_StreamerMode" "Enable streamer mode" "TFOption_StreamerMode_Tip" "If set, disables the chat (except for voice chat) and anonymizes everyone in the match" "TFOption_ShowPublicIP" "Show public IP when creating server" "TFOption_ShowPublicIP_Tip" "Shows your public IP for giving out to whoever you want to join you" // category8 "TFOption_Category_Misc" "Miscellaneous Options" "TFOption_DisableWeatherParticles" "Disable weather effects" "TFOption_DisableWeatherParticles_Tip" "If set, you won't see particle effects marked as weather by the level designer who created the map you're on, such as rain or snow" "TFOption_DisableHTMLMOTD" "Disable HTML MOTDs" "TFOption_DisableHTMLMOTD_Tip" "If set, you won't be shown HTML versions of servers' Message Of The Day welcome screens" "TFOption_DisableSprays" "Disable sprays" "TFOption_DisableSprays_Tip" "If set, you won't see other player's spraypaint images" "TFOption_MultiplayerDecalLimit" "Multiplayer decal limit" "TFOption_MultiplayerDecalLimit_Tip" "The maximum amount of decals that can exist at once, such as bullet impacts or sprays" "TFOption_FlushSprays" "Flush sprays on disconnect" "TFOption_FlushSprays_Tip" "If set, deletes all cached sprays when disconnecting from a server" "TFOption_FlushDownloads" "Flush downloads on disconnect" "TFOption_FlushDownloads_Tip" "If set, deletes all cached downloaded files when disconnecting from a server" "TFOption_ClassAutoKill" "Suicide after choosing a player class" "TFOption_ClassAutoKill_Tip" "If set, you'll immediately suicide whenever you change class while not in a spawn room" "TFOption_LoadoutRespawn" "Automatically respawn after loadout changes in respawn zones" "TFOption_LoadoutRespawn_Tip" "If set, you'll respawn immediately whenever you change your loadout while in a spawn room" "TFOption_SteamScreenshots" "Save screenshots to Steam" "TFOption_SteamScreenshots_Tip" "If set, screenshots will automatically be saved to Steam" "TFOption_SteamNotificationPosition" "Steam notification position" "TFOption_ProximityVoice" "Enable proximity voice for yourself" "TFOption_ProximityVoice_Tip" "If set, your voice output will be proximity based for other players" "TFOption_MusicCues" "Enable in-game music cues" "TFOption_MusicCues_Tip" "If set, enables in-game music cues such as during round setup" "TFOption_ClassMenu_Music" "Class selection menu music" "TFOption_ClassMenu_Jingle" "Class selection menu jingle" "TFOption_ClassMenu_Focus" "Class selection menu focus" "TFOption_ClassMenu_Focus_Tip" "If set, background audio is greatly reduced while in the class selection menu" "TFOption_ModelMuzzleFlash" "Enable beta model muzzleflash" "TFOption_ModelMuzzleFlash_Tip" "If set, muzzleflashes will use models instead of particles" // category9 "TFOption_Category_Discord" "Discord Rich Presence Options" "TFOption_Discord_ShowMapInfo" "Show map info" "TFOption_Discord_ShowMapInfo_Tip" "If set, allows other Discord users to see your current map info" "TFOption_Discord_ShowLocation" "Show location" "TFOption_Discord_ShowPlayerInfo" "Show class info" "TFOption_Discord_ShowPlayerInfo_Tip" "If set, allows other Discord users to see your current class and team" "TFOption_Discord_SwapInfo" "Swap icons" "TFOption_Discord_SwapInfo_Tip" "If set, swaps the rich presence game status and class info icons" "GameUI_TitleSettings" "Settings" "GameUI_TitleAdvanced" "Advanced" "GameUI_TitleKeyboard" "Keyboard" "GameUI_TitleMouse" "Mouse" "GameUI_TitleJoystick" "Joystick" "GameUI_TitleAudio" "Audio" "GameUI_TitleVolume" "Volume" "GameUI_TitleVoice" "Voice" "GameUI_TitleVideo" "Video" //---------------------------------------------------------------------------------------- // Arena "TF_Arena_Team_Layout" "Your Team" "TF_Arena_F4_ChangeClass" "Press 'F4' to re-roll your class!" "TF_Arena_ClientDisconnect" "%s1 is joining team %s2 to replace %s3" "TF_Arena_ProTip" "Tip: Winning teams never have to sit out" "TF_Arena_Careful" "Careful! If you lose this round you might have to sit out the next!" "TF_Arena_SitOut" "Your team lost. You're sitting out this round because other people were waiting to play." "TF_Arena_Welcome" "Team Fortress 2 Arena" "TF_Arena_NoPlayers" "Waiting for 1 more player before the round starts." "TF_Arena_TeamSizeIncreased" "Team size is increasing to %s1 to accommodate the current player count." "TF_Arena_TeamSizeDecreased" "Team size is decreasing to %s1 to accommodate the current player count." "TF_Arena_SuddenDeathPanel" "Arena Mode!" "TF_Arena_SuddenDeathPanelReason" "Sit back and relax. You will get your chance as soon as this round ends." "TF_Arena_NoRespawning" "No respawning in Arena Mode" "TF_Arena_PlayingTo" "Playing to %s1 wins in a row" "TF_Arena_MaxStreak" "Team %s1 reached %s2 wins! Teams are now being scrambled." "TF_Arena_FlawlessVictory" "Flawless Victory!" "TF_Arena_Winpanel_DamageThisRound" "Damage:" "TF_Arena_Winpanel_HealingThisRound" "Healing:" "TF_Arena_Winpanel_TimeAliveThisRound" "Lifetime:" "TF_Arena_Winpanel_KillingBlows" "Kills:" "TF_Arena_Menu_Fight" "Fight!" "TF_Arena_NoClassChange" "You can't change classes after the round has started." "TF_Arena_ScoreBoard_Spectator" "%s1 player waiting to play: %s2" "TF_Arena_ScoreBoard_Spectators" "%s1 players waiting to play: %s2" //---------------------------------------------------------------------------------------- // Map descriptions // CP "default_cp_description" "Objective: To win, each team must own all Control Points. Other Notes: Control Points cannot be captured while they are locked." "cp_coldfront_description" "A community map created by \"Icarus\" Objective: To win, each team must own all Control Points. Other Notes: Control Points cannot be captured while they are locked." "cp_fastlane_description" "A community map created by \"skdr\" Objective: To win, each team must own all Control Points. Other Notes: Control Points cannot be captured while they are locked." "cp_process_final_description" "A community map created by Ian 'Scorpio Uprising' Cuslidge Objective: To win, each team must own all Control Points. Other Notes: Control Points cannot be captured while they are locked." "cp_standin_final_description" "A community map created by Ian 'Scorpio Uprising' Cuslidge Objective: To win, each team must own all Control Points." "cp_snakewater_final1_description" "A community map created by Toivo 'chojje' Sawen Objective: To win, each team must own all Control Points. Other Notes: Control Points cannot be captured while they are locked." "cp_gullywash_final1_description" "A community map created by Jan 'Arnold' Laroy Objective: To win, each team must own all Control Points. Other Notes: Control Points cannot be captured while they are locked." // CP (Attack/Defend) "cp_dustbowl_description" "Objective: BLU team wins by capturing both Control Points on each of three stages before the time runs out. RED team wins by preventing all the points from being captured. Other Notes: Control Points cannot be captured while they are locked." "cp_degrootkeep_description" "Objective: RED team wins by defending the final Control Point. BLU team wins by capturing the final Control Point before time runs out. To get inside the keep, capture Control Point A and B. Capture Control Point C before the gate closes again! Other Notes: Honorable hand to sword combat only!" "cp_gorge_description" "Objective: RED team wins by defending their Control Points. BLU team wins by capturing all Control Points before the time runs out. Other Notes: Control Points cannot be captured while they are locked. RED team cannot regain control of a point once BLU has captured it." "cp_gravelpit_description" "Objective: RED team wins by defending their Control Points. BLU team wins by capturing all Control Points before the time runs out. Other Notes: Control Points cannot be captured while they are locked. RED team cannot regain control of a point once BLU has captured it." "cp_manor_event_description" "A community map created by \"YM\" and \"Rexy\" Objective: RED team wins by defending their Control Points. BLU team wins by capturing all Control Points before the time runs out. Other Notes: Control Points cannot be captured while they are locked. RED team cannot regain control of a point once BLU has captured it." "cp_mountainlab_description" "A community map created by \"3Dnj\" Objective: RED team wins by defending their Control Points. BLU team wins by capturing all Control Points before the time runs out. Other Notes: Control Points cannot be captured while they are locked. RED team cannot regain control of a point once BLU has captured it." "cp_steel_description" "Attack and Defend variant! RED team has 60 seconds to set up the defense before BLU team is allowed to attack. Defend the middle point E - under the rocket - until the time runs out! Objective: BLU must capture RED's middle point E at any time to win the game. Capturing the surrounding points will make taking the middle point easier. The five points do these things: A) - Opens easier routes to points E and D B) - Moves RED spawn point further away from BLU C) - Extends 3 bridges to the middle point D) - Blocks RED's spawn exit to point E and extends rails to E E) - BLU can capture this point at any time to win the game Other Notes: Control Points cannot be captured while they are locked." // CTF "default_ctf_description" "Objective: To win a point, steal the enemy's intelligence briefcase and return it to your base. Other Notes: Players drop the intelligence when they die. Dropped intelligence returns to its Base after 60 seconds." "ctf_2fort_description" "Objective: To win a point, steal the enemy's intelligence briefcase and return it to your basement. Other Notes: Players drop the intelligence when they die. Dropped intelligence returns to its Base after 60 seconds." "ctf_turbine_description" "A community map created by \"Flobster\" Objective: To win a point, steal the enemy's intelligence briefcase and return it to your base. Other Notes: Players drop the intelligence when they die. Dropped intelligence returns to its Base after 60 seconds." // TC "tc_hydro_description" "Objective: To win the round, a team must control all six territories. Win new territories by capturing the enemy's Control Point in each stage. Other Notes: New stages will be selected until one team owns all territories." // PL "default_payload_description" "Objective: Escort the payload to the enemy base. Stand near the payload to make it move. Other Notes: Enemies can block the payload by getting close to it." // PLR "default_payload_race_description" "Objective: Escort your payload cart to the finish line before the opposing team can deliver theirs. Stand near the cart to make it move. Other Notes: Enemies can block the cart by getting close to it." "plr_pipeline_description" "Objective: Escort your payload cart to the finish line before the opposing team can deliver theirs. Stand near the cart to make it move. Other Notes: Win either of the first two rounds to have your cart's starting position advance in the following round. Enemies can block the cart by getting close to it." "plr_hightower_event_description" "Objective: Help Blutarch or Redmond Mann's ghost win the Gravel Wars once and for all! Push an old dead man in a wheelchair to hell before the opposing team can do the same. Gather up and cast deadly spells. Stand near the cart to make it move. Other Notes: Enemies can block the cart by getting close to it." // Arena "default_arena_description" "Objective: Your team must either eliminate all players on the opposing team or capture the Control Point that will be activated during the round. Other Notes: There is no respawning in Arena mode." // KOTH "default_koth_description" "Objective: Capture the Control Point and defend it until your team's timer runs out. Other Notes: The Control Point cannot be captured while locked. If the enemy team captures the Control Point, your team's timer will pause until you recapture the point." "koth_viaduct_event_description" "Objective: Capture the Control Point and defend it until your team's timer runs out. Beware MONOCULUS! Other Notes: The Control Point cannot be captured while locked. If the enemy team captures the Control Point, your team's timer will pause until you recapture the point. MONOCULUS! will reset ownership of the Control Point while he is lurking about." "koth_lakeside_event_description" "Objective: Capture the Control Point and defend it until your team's timer runs out. Beware MERASMUS! Other Notes: The Control Point cannot be captured while locked. If the enemy team captures the Control Point, your team's timer will pause until you recapture the point. MERASMUS! will reset ownership of the Control Point while he is lurking about." // SD "sd_doomsday_description" "Objective: Deliver the Australium to the rocket warhead to win the round. Other Notes: Players drop the Australium when they die. Dropped Australium returns to its home after 15 seconds." "sd_doomsday_event_description" "Objective: Get the tickets and deliver them to the top of the Strongmann! Get ready to test your strength! Other Notes: Players drop the tickets when they die. Dropped tickets return to their home after 15 seconds." // VIP "default_vip_description" "Objective: BLU team wins by escorting the VIP to the escape zone before the time runs out. RED team wins by preventing him from reaching the escape zone. Other Notes: BLU team can freeze the capture progress of a Control Point if the VIP isn't present." "vip_mineside_description" "Objective: RED team wins by preventing the VIP from reaching the Escape Zone. BLU team wins by escorting the VIP to the Escape Zone. Other Notes: The Escape Zone can't open until you deliver the Suitcase Device to the Control Room next to the Escape Zones gate. If BLU delivers the Suitcase Device, the gates timer will count down from 60 seconds before closing again." // VIPR "default_vipr_description" "Objective: The team who escorts the VIP to the escape zone while stopping the enemy team from doing the same before the time runs out wins. Other Notes: Either team can freeze the capture progress of a Control Point if their VIP isn't present. If Sudden Death occurs, the enemy VIP can be killed to win the round!" // DOM "default_dom_description" "Objective: To win, each team must capture and hold Control Points to gain points. The more Control Points you own, the faster you gain points. Other Notes: Contesting a Control Point stops the enemy from gaining points using that Control Point." "dom_krepost_description" "Objective: To win, each team must capture and hold the currently active Control Point to gain points. The active Control Point switches to a random team's base every 60 seconds. Other Notes: Contesting the Control Point stops the enemy from gaining points. The active Control Point will lock when a new Control Point is chosen. Honorable hand to sword combat only!" // TD "default_td_description" "Objective: To win, each team must own all Control Points. Other Notes: You spawn at the Control Points you own. Team ownership of Control Points is randomized at the start of each round." //---------------------------------------------------------------------------------------- // Voting - mod-specific issue strings (see gameui_english.txt for base strings) //---------------------------------------------------------------------------------------- "TF_Vote_Title" "Vote Setup" "TF_Vote_Column_Issue" "Vote Issue" "TF_Vote_Column_Name" "Vote Target" "TF_Vote_Column_Properties" "" "TF_vote_yes_binding" "Yes: %s1" "TF_vote_no_binding" "No: %s1" "TF_vote_kick_player_other" "Kick player: %s1?\n(no reason given)" "TF_vote_kick_player_cheating" "Kick player: %s1?\n(accused of cheating)" "TF_vote_kick_player_idle" "Kick player: %s1?\n(accused of being idle)" "TF_vote_kick_player_scamming" "Kick player: %s1?\n(accused of scamming)" "TF_vote_kick_player" "Kick player: %s1?" "TF_vote_passed_kick_player" "Kicking player: %s1..." "TF_vote_passed_ban_player" "Player %s1 has been banned." "TF_vote_restart_game" "Restart the map?" "TF_vote_passed_restart_game" "Restarting the map..." "TF_vote_autobalance_enable" "Enable team auto-balancing?" "TF_vote_passed_autobalance_enable" "Auto-balance enabled..." "TF_vote_autobalance_disable" "Disable team auto-balancing?" "TF_vote_passed_autobalance_disable" "Auto-balance disabled..." "TF_vote_classlimits_enable" "Enable class limit of %s1?" "TF_vote_passed_classlimits_enable" "Class limits enabled..." "TF_vote_classlimits_disable" "Disable class limits?" "TF_vote_passed_classlimits_disable" "Class limits disabled..." "TF_vote_no_maps" "No maps available" "TF_vote_changelevel" "Change current level to %s1?" "TF_vote_nextlevel" "Set the next level to %s1?" "TF_vote_passed_changelevel" "Changing level to %s1..." "TF_vote_passed_nextlevel" "Next level set to %s1..." "TF_vote_passed_nextlevel_extend" "Extending the current level" "TF_vote_nextlevel_choices" "Vote for the next map!" "TF_vote_scramble_teams" "Scramble teams and restart round?" "TF_vote_passed_scramble_teams" "Teams will be scrambled." "TF_vote_scramble_next_round" "Teams are already set to be scrambled." "TF_vote_should_scramble_round" "Scramble teams next round?" "TF_VoteKickReason" "Kick Reason:" "TF_VoteKickReason_Other" "No Reason Given" "TF_VoteKickReason_Cheating" "Player is Cheating" "TF_VoteKickReason_Idle" "Player is Idle" "TF_VoteKickReason_Scamming" "Player is Scamming" "TF_vote_td_start_round" "Start the current round?" "TF_vote_passed_td_start_round" "Starting the round..." "TF_vote_extendlevel" "Extend the current level?" // TF2C "TF_vote_change_civilian" "Choose player %s1 to be the VIP?" "TF_vote_change_civilian_caller" "Player %s1 wants to be the VIP." "TF_vote_passed_change_civilian" "The VIP will be player: %s1..." "Vote_notification_title" "Vote Called" "Vote_notification_text" "%initiator% wants to call a vote" "Vote_notification_view" "View" "Vote_RestartGame" "Restart Game" "Vote_Kick" "Kick" "Vote_ChangeLevel" "Change Level" "Vote_NextLevel" "Next Level" "Vote_ExtendLevel" "Extend Current Map" "Vote_ScrambleTeams" "Scramble and Restart" "Vote_ChangeMission" "Change Mission" "Vote_Eternaween" "Eternaween" "Vote_TeamAutoBalance_Enable" "Enable Team AutoBalance" "Vote_TeamAutoBalance_Disable" "Disable Team AutoBalance" "Vote_ClassLimit_Enable" "Enable Class Limits" "Vote_ClassLimit_Disable" "Disable Class Limits" // TF2C "Vote_ChangeCivilian" "Change VIP" "TF_ServerNoSteamConn_Title" "WARNING!" "TF_ServerNoSteamConn_Explanation" "The server you are playing on has lost connection to the item server. As a result, your loadout will not be available on this server." "TF_Highlander_Mode" "Highlander\nMode" "TF_Teams_Full" "Teams\nAre Full" "TF_PartnerTaunt_TooHigh" "You are too high up for any potential taunt partner." "TF_PartnerTaunt_Blocked" "There is something in the way." "TF_HighFive_Hint" "Press '%taunt%' in front of this player to join the taunt." //---------------------------------------------------------------------------------------- // TF2C Main Menu "TF_Menu_Welcome" "Welcome back," "TF_Menu_Achievements" "Show Achievements" "TF_Menu_CreateServer" "Create Server" "TF_Menu_Mute" "Mute Players" "TF_Menu_Vote" "Call a Vote" "TF_Menu_Loadout" "LOADOUT" "TF_Menu_LegacyOptions" "Legacy Options Menu" "TF_Menu_Stats" "Player Stats" "TF_Menu_MusicToggle" "Toggle Music" "TF_Menu_RandomMusic" "Random Music" "TF_Menu_BlogPanel" "Toggle Blog" "TF_Menu_ServerListPanel" "Toggle Server List" "TF_Menu_FriendsListPanel" "Toggle Friends List" "TF_Menu_ShowNotification" "Show Notifications" "TF_Menu_Version" "Version: %version%" "MMenu_Notifications_Show" "ALERTS (%s1)" "MMenu_Notifications_Hide" "X" "MMenu_Notifications_Empty" "You have no pending alerts." "MMenu_GC_TotalUsers" "Total Users Online: %gcusercount%" "Notification_System_Message" "System Message: %message%" // Notifications "Notification_CanTrigger_Help" "Press [ %cl_trigger_first_notification% ] to VIEW.\nPress [ %cl_decline_first_notification% ] to CLOSE." "Notification_Remove_Help" "Press [ %cl_decline_first_notification% ] to CLOSE." "Notification_AcceptOrDecline_Help" "Press [ %cl_trigger_first_notification% ] to ACCEPT.\nPress [ %cl_decline_first_notification% ] to DECLINE." "Notification_Accept_Help" "Press [ %cl_trigger_first_notification% ] to ACCEPT." "Notifications_View" "View" "Notifications_Accept" "Accept" "Notifications_Decline" "Decline" "Notifications_Present" "You have pending alerts! Go to the Main Menu to view them." "TF_Notification_Trigger" "View/Accept the topmost alert." "TF_Notification_Decline" "Remove/Decline the topmost alert." "TF_Notification_Close" "Close" "TF_Notification_Prev" "Previous" "TF_Notification_Next" "Next" "TF_Notification_Remove" "Remove" "TF_Notification_Counter" "(%current%/%count%)" "TF_Loadout_Modifier_StockItemsOnly" "Stock Items Only!" "TF_Loadout_Modifier_MedievalItemsOnly" "\"Medieval\" Items Only!" "TF_Loadout_Modifier_RandomizerClasses" "Randomized Classes!" "TF_Loadout_Modifier_RandomizerItems" "Randomized Items!" "TF_Loadout_Modifier_RandomizerAttributes" "Randomized Attributes!" "TF_Loadout_Modifier_RandomizerMayhem" "Randomizer Mayhem!" // Item Selector Slot Names "TF_Loadout_Slot_Invalid" "Invalid" "TF_Loadout_Slot_Primary" "Primary" "TF_Loadout_Slot_Secondary" "Secondary" "TF_Loadout_Slot_Melee" "Melee" "TF_Loadout_Slot_Utility" "Utility" "TF_Loadout_Slot_Building" "Building" "TF_Loadout_Slot_PDA1" "PDA" "TF_Loadout_Slot_PDA2" "PDA2" "TF_Loadout_Slot_Hat" "Hat" "TF_Loadout_Slot_Misc" "Misc" "TF_Loadout_Slot_Action" "Action" "TF_Loadout_Slot_Taunt" "Taunt" // Item Selector Slot Aliases "TF_Loadout_Slot_Secondary_Medic" "Medi Gun" "TF_Loadout_Slot_Building_Spy" "Sapper" "TF_Loadout_Slot_PDA2_Spy" "Watch" "TF_Loadout_Close" "Close" "TF_Loadout_Back" "Back" "TF_Loadout_ResetInventory" "Reset Inventory" "TF_Stats_Reset" "Reset stats" // R "TF_Stats_Close" "Close" // Q "TF_DevBlog_Title" "Development Blog" "TF_Blog_Title" "Blog" "TF_ServerList_Title" "Official Servers" "TF_ServerList_Title_Beta" "Beta Servers" "TF_ServerList_Ping" "Ping" "TF_ServerList_Servers" "Servers" "TF_ServerList_Players" "Players" "TF_ServerList_Map" "Map" "TF_ServerList_Connect" "Connect" "TF_ConfirmShowIP_Title" "Public IP" "TF_ConfirmShowIP_Message" "Do you want your computer's public IP to display in Create Server?\nNext time you want to change this setting, look into the Options menu.\n\nNOTE: It will always be hidden when in Streamer Mode." "TF_ConfirmShowIP_Yes" "Okay" "TF_ConfirmShowIP_No" "Nope!" "TF_CreateServer_Type" "Server type" "TF_CreateServer_Type_NET" "Internet" "TF_CreateServer_Type_LAN" "LAN" "TF_CreateServer_Internal" "Private IP: %iipaddress%" "TF_CreateServer_External" "Public IP: %pipaddress%" "TF_CreateServer_Failed" "N\A" "TF_Friends_Title" "Friends (%friend_count%)" "TF_Friends_Status_InTF2C" "Playing TF2 Classic" "TF_Friends_Status_Idle_InTF2C" "Idle in TF2 Classic" "TF_Friends_Status_InMod" "Playing other mod" "TF_Friends_Status_Idle_InMod" "Idle in other mod" "TF_Friends_Status_InGame" "Playing other game" "TF_Friends_Status_Idle" "Idle in other game" "TF_Friends_Status_Online" "Online" "TF_Friends_Status_Away" "Away" "TF_Friends_Status_Offline" "Offline" "TF_UnsupportedDXLevel_Title" "Unsupported DirectX Level" "TF_UnsupportedDXLevel_Message" "You're running this game with an unsupported DirectX level. Would you like to attempt to use a higher DirectX level?\nYou may run into graphical issues by declining, and this prompt won't show again while using this unsupported DirectX level." "TF_SentryReport_Title" "Send Error Reports?" "TF_SentryReport_Message" "Would you like to allow sending anonymous error reports to the Team Fortress 2 Classic team?" "TF_ScoreBoard_Kills" "Kills" "TF_ScoreBoard_Deaths" "Deaths" "TF_ScoreBoard_Mute" "Mute" "TF_ScoreBoard_Unmute" "Unmute" "TF_ScoreBoard_Kick" "Vote kick" "TF_ScoreBoard_Spectate" "Spectate" "TF_ScoreBoard_ShowProfile" "Show Steam profile" "TF_Achievement_ShowDetails" "Show Details" "TF_Achievement_HideDetails" "Hide Details" "TF_Achievement_Reduce" "Reduce" "TF_Achievement_Expand" "Expand" // TF2C Miscellaneous "TF_GameOutdatedTitle" "Update!" "TF_GameOutdated" "Your game is out of date. The newest version of TF2C is %s1, released on %s2. For more information, please visit https://tf2classic.com/download" // VIP "TF_VIP_Assigned" "%s1 is now the VIP!" "TF_VIP_Tutorial_Annotation_1" "This is the VIP." // Now unused, the above is used instead. "TF_VIP_Tutorial_Annotation_2" "He provides a defensive boost to those around him and\ncan also temporarily buff a member of his team with Mini-Crits!" "TF_VIP_Tutorial_Annotation_3" "But remember, his life is more important than yours, so don't let him die!" "TR_DistanceToObject" "Distance to %s1: %s2" "TR_DistanceTo" "Distance: %s1" "TF_Achievements_Title" "My Achievements" // CS:GO "SFUI_SteamToast_Location" "Community Notification Location" "SFUI_SteamToast_Location_TL" "Top Left" "SFUI_SteamToast_Location_BL" "Bottom Left" "SFUI_SteamToast_Location_BR" "Bottom Right" "SFUI_SteamToast_Location_TR" "Top Right" // Discord Rich Presence "Discord_InOfficialMap" "Official Map: %s1" "Discord_InCommunityMap" "Community Map: %s1" "Discord_InMap_Hidden" "Map: HIDDEN" "Discord_InMenu" "In menus" "Discord_InMenu_ToolTip" "Main Menu" "Discord_IsLoading" "Is currently loading..." "Discord_IsLoading_ToolTip" "Loading..." "Discord_InServer" "In a server" "Discord_InServer_Info" "On server: %s1" "Discord_InServer_NoSteam" "In a non-Steam server" "Discord_InServer_NoSteam_ToolTip" "" "Discord_Player_Dead" "*DEAD*" } }