//TITLES FOR HALF-LIFE // Position command $position x y // x & y are from 0 to 1 to be screen resolution independent // -1 means center in each dimension // Effect command $effect // effect 0 is fade in/fade out // effect 1 is flickery credits // effect 2 is write out (training room) // effect -1 is print center (normal text in center of screen) // effect -2 is print notify (normal text in top left of screen) // effect -3 is print center (text piped straight into console) // effect -4 is print talk (normal text in lower middle of screen) // Text color r g b command $color // fadein time fadeout time / hold time // $fadein (message fade in time - per character in effect 2) // $fadeout (message fade out time) // $holdtime (stay on the screen for this long) // the only flags TFC uses are the effect value -4 through -1, for screen positions $effect 0 // game text ////////////////////////////////////////////////////////////////////// // Game messages Game_ceasefire { CEASE FIRE MODE } Game_christmas { MERRY CHRISTMAS!! } Game_happybday { HAPPY BIRTHDAY TEAMFORTRESS! } Game_nocolorchange { No Color changing allowed in deathmatch. } Game_cantplayclass { You cannot play that playerclass on this map. } Game_spydisabled { The spy class has been disabled on the server by the administrator. } Game_enoughofclass { Your team already has enough of that class. } Game_nochangeclass { You cannot change class. } Game_changeclass { After dying, you will return as a %s } Game_mustteam { You must join a team first. } Game_nolives { You have no lives left. } Game_random { Random Playerclass. } Game_playingas { %s is playing as a %s } Game_legalclasses { Legal Classes for your team are: } Game_noteams { Teamplay is not On, Teams are inactive. } Game_onlyteams { There can be only %s teams on this map. } Game_alreadyteam { You're already in Team %s. } Game_teamfull { That team is full. Pick another. } Game_noteamstart { You can't start a new team with your color, since another is already using that color. Change your color, then try again. } Game_others { The other members of your team are: } Game_othersdetails { %s : %s } Game_noothers { There are no other players on your team. } Game_nolives { NO lives left, returning to Observer mode.\n } Game_lastlife { LAST life. } Game_Xlives { %s lives left. } Game_tillrespawn { %s seconds till respawn. } Game_battleid { Your Battle ID is %s } Game_welcomeback { Welcome Back! } Game_locked { Closed Server. Clan Battle in progress. } Game_playerjoin { %s has joined the game } Game_startedteam { %s has started Team %s. } Game_joinedteam { %s has joined Team %s. } Game_changedteam { %s has changed to Team %s. } Game_minsleft { %s minutes left till Match begins. } Game_oneminleft { one minute left till Match begins. } Game_thirtysecleft { 30 seconds left till Match begins. } Game_secsleft { %s seconds. } Game_onesec { 1 second. } Game_matchbegin { MATCH BEGINS NOW } Game_matchlocked { GAME IS NOW LOCKED } Game_resumefire { RESUME FIRE } Random { RANDOM } Civilian { CIVILIAN } Observer { OBSERVER } ////////////////////////////////////////////////////////////////////// // Admin Admin_nopassword { Server has no Admin password set (tfc_adminpwd) } Admin_access { Admin Password accepted. Admin rights granted. } Admin_badpassword { Admin Password incorrect. } Admin_noplayers { Players In Game : %s } Admin_noteamplayers { Players In Team %s: %s } Admin_gameempty { No other players in the game. } Admin_kickban { %s (%s) KICK/BAN/NEXT? } Admin_listip { %s (%s) } Admin_endlist { End of player list } Admin_kick { %s was kicked by %s } Admin_ban { %s was banned by %s } Admin_ceasefire { CEASE FIRE } AKick_kicked { %s was kicked for killing teammates. } AKick_warn { Kill one more teammate, and you will be removed from this server. } ////////////////////////////////////////////////////////////////////// // Menus Menu_chooseteam { === Choose Your Team === } AutoTeam { Auto Team } BlueTeam { Blue Team } RedTeam { Red Team } YellowTeam { Yellow Team } GreenTeam { Green Team } Menu_onlycivs { Your team can only be Civilians. } Menu_class { === Choose Your Class === } Menu_repeathelp { Press 8 to see this help again } ////////////////////////////////////////////////////////////////////// // Class help Sbar_prematch { 0PREMATCH MODE. GAME START: 2 %i2 MINUTES 4 1 MINUTE 1 %i1 SECONDS 3 1 SECOND } Sbar_battleid { 0YOUR BATTLE ID: %i5 6 CEASE FIRE ACTIVE!! } Sbar_dead { 0YOU CAN RESPAWN IN: 2 %i2 MINUTES 4 1 MINUTE 1 %i1 SECONDS 3 1 SECOND } Scout_disarming { 0Disarming detpack... } ////////////////////////////////////////////////////////////////////// // MATCH SCORING Match_results { =------= MATCH RESULTS =------= } Match_draw { DRAW } Match_winner { %s defeated %s } Match_losers3 { and %s } Match_losers4 { , %s } Match_team { =------= TEAM%s RESULTS =------= %s players. } Match_teamdump { %s frags, %s unaccounted for. %s team score. } // ======= generic CTF ======= // ctf_yougotflag { You have the enemy flag! Take it back to your base! } ctf_cantuseitem { Your team can't use this item. } ctf_cant_use_door { This door won't open for your team. } //======================================================== // New Menus Title_civilian { Civilian } Title_SelectYourTeam { SELECT YOUR TEAM } Title_SelectYourClass { SELECT YOUR CLASS } Title_CurrentlyOnYourTeam { There are %d on your team } // TEAM MENU Team_Blue { BLUE } Team_Red { RED } Team_Green { GREEN } Team_Yellow { YELLOW } Team_AutoAssign { AUTO ASSIGN } // other menu text Menu_OK { OK } Menu_Cancel { CANCEL } Menu_Spectate { SPECTATE } Spec_Mode1 { Locked Chase-Camera } Spec_Mode2 { Free Chase-Camera } Spec_Mode3 { Free-Look } Spec_Mode4 { First Person } Spec_Mode5 { Free Map Overview } Spec_Mode6 { Chase Map Overview } Spec_NoTarget { No valid targets. Cannot switch to Chase-Camera Mode. } Spec_Help_Title { Spectator Mode } Spec_Help_Text { Use the following keys to change view styles: FIRE1 - Chase next player FIRE2 - Chase previous player JUMP - Change view modes USE - Change inset window mode DUCK - Enable spectator menu In Overview Map Mode move around with: MOVELEFT - move left MOVERIGHT - move right FORWARD - zoom in BACK - zoom out MOUSE - rotate around map/target } Spec_Slow_Motion { Slow Motion } Spec_Replay { Instant Replay } Spec_Auto { Auto } // Multiplayer Scoreboard Spec_Map { Map } Spectators { Spectators } OBS_NONE { Camera Options } OBS_CHASE_LOCKED { Locked Chase-Cam } OBS_CHASE_FREE { Free Chase-Cam } OBS_ROAMING { Roaming } OBS_IN_EYE { First Person } OBS_MAP_FREE { Free Overview } OBS_MAP_CHASE { Chase-Cam Overview } SPECT_OPTIONS { Options } CAM_OPTIONS { Camera Options } Spec_Duck { Press DUCK for Spectator Menu } Unassigned { Unassigned } // Scoreboard TEAMS { TEAMS } PLAYERS { PLAYERS } SCORE { SCORE } DEATHS { DEATHS } LATENCY { LATENCY } // AHL Menu_Pistols { Single Pistol } Menu_Weapon { Unique Weapon } Menu_Item { Special Item } Title_SelectYourWeapon { SELECT YOUR WEAPON } Title_SelectYourUnique { SELECT YOUR UNIQUE WEAPON } Title_SelectYourSpecial { SELECT YOUR SPECIAL ITEM } Bandolier { Bandolier } FlashLight { Flash Light } LaserSight { Laser Sight } NightVisionGoggles { NV Goggles } Silencer { Silencer } StealthSlippers { Stealth Slippers } ArmorVest { Armor Vest } Holster { QuickDrawHolster } Frag { Frag Grenade } Knife { Knives } Beretta { Beretta } Anaconda { Magnum } Colt { Colt 1911 } SAA { Colt SAA } Akimbo { Akimbo } DEagle50 { Desert Eagle } HandCannon { Handcannon } Shotgun { Shotgun } MP5 { Sub-Machinegun } M4 { Assault Rifle } Sniper { SemiAuto Sniper } 50cal { 50c Sniper Rifle } Menu_RandomEquipment { Random } Menu_Done { Done } Round_GameOff { GAME OFF } Round_GameOffHelp { You cannot cause or take damage } Round_Practice { GAME NOT READY } Round_PracticeHelp { Organize correct teams. Until then, frags & deaths mean nothing. } Round_Start { GET READY! } Round_StartHelp { Round is about to begin! } Round_During { FIGHT! } Round_Finished { GAME OVER } Round_NoHelp { } Muted { You have muted %s. } Unmuted { You have unmuted %s. } No_longer_hear_that_player { You will no longer hear that player speak. } //INTRO TITLES // All centered for now $position -1 -1 $effect 2 // This is the final color $color 100 100 100 // This is the highlight color $color2 240 110 0 // This is the time it takes to fade each character $fadein 0.01 // This is the amount of time the highlight lags behind the leading edge of the text $fxtime 0.25 // How long to hold the message on the screen (after it scans out) $holdtime 3.5 // How long it takes to fade out the message after holding $fadeout 1.5 CR27 { Black Mesa Research Facility Black Mesa, New Mexico } //INTRO CREDITS // Test values -- JAY // Lower left $position 0.1 0.8 $effect 1 // Final fade-in color $color 128 128 128 // This is the highlight/flash color $color2 0 0 0 $fadein 1.5 $fadeout 0.5 $holdtime 1.2 CR1 { Ted Backman } CR2 { TK Backman } CR3 { Kelly Bailey } CR4 { Yahn Bernier } CR5 { Ken Birdwell } CR6 { Steve Bond } CR7 { Dario Casali } CR8 { John Cook } CR9 { Greg Coomer } CR10 { Wes Cumberland } CR11 { John Guthrie } CR12 { Mona Lisa Guthrie } CR13 { Mike Harrington } CR14 { Monica Harrington } CR15 { Brett Johnson } CR16 { Chuck Jones } CR17 { Marc Laidlaw } CR18 { Karen Laur } CR19 { Randy Lundeen } CR20 { Yatsze Mark } CR21 { Lisa Mennet } CR22 { Gabe Newell } CR23 { Dave Riller } CR24 { Aaron Stackpole } CR25 { Jay Stelly } CR26 { Harry Teasley } CR35 { Steve Theodore } CR36 { Bill Van Buren } CR37 { Robin Walker } CR38 { Douglas R. Wood } //END CREDITS $position -1 -1 $effect 0 // Final fade-in color $color 128 128 128 // This is the highlight/flash color $color2 0 0 0 $fadein 0.5 $fadeout 0.5 $holdtime 4 VALVEIS { Valve is: } END1 { Ted Backman TK Backman Kelly Bailey Yahn Bernier Ken Birdwell Steve Bond Dario Casali John Cook Greg Coomer Wes Cumberland } END2 { John Guthrie Mona Lisa Guthrie Mike Harrington Monica Harrington Brett Johnson Chuck Jones Marc Laidlaw Karen Laur Randy Lundeen Yatsze Mark } END3 { Lisa Mennet Gabe Newell Dave Riller Aaron Stackpole Jay Stelly Harry Teasley Steve Theodore Bill Van Buren Robin Walker Douglas R. Wood } //INTRO TITLES // All centered for now $position -1 -1 $effect 2 // This is the final color $color 100 100 100 // This is the highlight color $color2 240 110 0 // This is the time it takes to fade each character $fadein 0.01 // This is the amount of time the highlight lags behind the leading edge of the text $fxtime 0.25 // How long to hold the message on the screen (after it scans out) $holdtime 3.5 // How long it takes to fade out the message after holding $fadeout 1.5 CR28 { SUBJECT: Gordon Freeman Male, age 27 } CR29 { EDUCATION: Ph.D., MIT, Theoretical Physics } CR30 { POSITION: Research Associate } CR31 { ASSIGNMENT: Anomalous Materials Laboratory } CR32 { CLEARANCE: Level 3 } CR33 { ADMINISTRATIVE SPONSOR: Classified } CR34 { DISASTER RESPONSE PRIORITY: Discretionary } $fadein 0.03 $holdtime 9 GAMEOVER { SUBJECT: FREEMAN STATUS: EVALUATION TERMINATED POSTMORTEM: Subject failed to effectively utilize human assets in achievement of goal. } $fadein 0.03 $holdtime 9 TRAITOR { SUBJECT: FREEMAN STATUS: HIRED AWAITING ASSIGNMENT } $fadein 0.03 $holdtime 9 LOSER { SUBJECT: FREEMAN STATUS: OBSERVATION TERMINATED POSTMORTEM: Subject declined offer of employment. } //CHAPTER TITLES $fadein 0.01 $position -1 0.4 $holdtime 3.5 T0A0TITLE { HAZARD COURSE } $position -1 0.65 C0A0TITLE { BLACK MESA INBOUND } OPENTITLE3 { } OPENTITLE4 { } C0A1TITLE { ANOMALOUS MATERIALS } C1A1TITLE { UNFORESEEN CONSEQUENCES } C1A2TITLE { OFFICE COMPLEX } C1A3TITLE { "WE'VE GOT HOSTILES" } C1A4TITLE { BLAST PIT } C2A1TITLE { POWER UP } C2A2TITLE { ON A RAIL } C2A3TITLE { APPREHENSION } C2A4TITLE1 { RESIDUE PROCESSING } C2A4TITLE2 { QUESTIONABLE ETHICS } C2A5TITLE { SURFACE TENSION } C3A1TITLE { "FORGET ABOUT FREEMAN!" } C3A2TITLE { LAMBDA CORE } C4A1TITLE { XEN } C4A1ATITLE { INTERLOPER } C4A1BTITLE { } C4A1CTITLE { } C4A1ETITLE { } C4A1FTITLE { } C4A2TITLE { GONARCH'S LAIR } C4A3TITLE { NIHILANTH } C5TITLE { ENDGAME } // In-Game messages $position -1 0.65 $effect 2 // This is the final color $color 100 100 100 // This is the highlight color $color2 240 110 0 // This is the time it takes to fade each character $fadein 0.01 // This is the amount of time the highlight lags behind the leading edge of the text $fxtime 0.25 // How long to hold the message on the screen (after it scans out) $holdtime 2.0 // How long it takes to fade out the message after holding $fadeout 0.5 GAMESAVED { Saved... } // Game title // This is a placeholder to hold the effects controls for the "Half-Life" title $position -1 -1 // Only effect 0 is supported for game title $effect 0 // This is the final color $color 180 180 180 // Not used color2 $color2 0 0 0 // This is the time it takes to fade in the title $fadein 1.0 // How long to hold the message on the screen (after it scans out) $holdtime 3.0 // How long it takes to fade out the message after holding $fadeout 1.5 GAMETITLE { Half-Life } //HAZARD COURSE TEXT // Test values -- JAY $position -1 0.65 // Scan-out text effect $effect 2 // This is the final color $color 100 100 100 // This is the highlight color $color2 0 200 50 // This is the time it takes to fade each character $fadein 0.005 // This is the amount of time the highlight lags behind the leading edge of the text $fxtime 0.5 // How long to hold the message on the screen (after it scans out) $holdtime 3.5 // How long it takes to fade out the message after holding $fadeout 1.5 $position -1 0.3 HZBUTTON1 { PRESS YOUR USE KEY TO PUSH A BUTTON } $position -1 0.65 HZBUTTON2 { PRESS YOUR USE KEY TO PUSH A BUTTON } HZMOVE { MOVE FORWARD BY PRESSING FORWARD KEY MOVE BACKWARD BY PRESSING BACKWARD KEY MOVE LEFT BY PRESSING MOVELEFT MOVE RIGHT BY PRESSING MOVERIGHT } HZJUMP { PRESS FORWARD KEY TO RUN FORWARD PRESS JUMP KEY TO JUMP } HZDUCK { PRESS FORWARD KEY TO RUN FORWARD PRESS DUCK KEY TO DUCK PRESS FORWARD + DUCK KEYS TOGETHER TO MOVE IN STEALTH MODE } HZCOMBO { PRESS FORWARD KEY TO RUN FORWARD PRESS JUMP KEY TO JUMP PRESS DUCK KEY TO DUCK PRESS JUMP KEY TO JUMP } HZDUCKJUMP { PRESS FORWARD + JUMP TOGETHER, THEN THE DUCK KEY } HZLADDER { PRESS FORWARD KEY TO MOVE UP LADDERS PRESS BACKWARD KEY TO MOVE DOWN LADDERS } HZLJUMP { WHILE MOVING FORWARD, HOLD DOWN DUCK KEY-- THEN PRESS JUMP } $position -1 0.3 HZLMOD { BE SURE YOU PICKED UP THE LONG-JUMP MODULE AT THE BEGINNING OF THE OBSTACLE } $position -1 0.65 HZMEDKIT { USE MED-KITS BY HOLDING DOWN THE USE KEY HOLD DOWN USE KEY UNTIL HEALTH IS AT 100 OR KIT IS DEPLETED } HZMOMENT { ACTIVATE WHEELS AND DIALS BY HOLDING DOWN THE USE KEY HOLD USE KEY UNTIL BRIDGE IS IN POSITION } HZPUSH { PRESS FORWARD KEY TO MOVE AGAINST BOX KEEP PRESSING FORWARD TO PUSH BOX } HZPULL { PRESS USE + BACKWARD KEYS TOGETHER TO PULL BOX BACKWARD } HZCROWBAR { MOVE UP TO CROWBAR PRESS ATTACK1 KEY TO BREAK OBJECTS } HZLITEON { PRESS FLASHLIGHT KEY TO TURN FLASHLIGHT ON } HZLITEOFF { PRESS FLASHLIGHT KEY AGAIN TO TURN FLASHLIGHT OFF } HZWEAPON { MOVE UP TO WEAPON TO PICK IT UP } HZFIREWEAP { PRESS ATTACK1 KEY FOR PRIMARY ATTACK PRESS ATTACK2 KEY FOR ALTERNATE ATTACK PRESS RELOAD KEY TO RELOAD AT WILL } HZARMOR { PRESS AND HOLD YOUR USE KEY HOLD DOWN UNTIL SUIT ARMOR IS CHARGED OR CHARGER IS DEPLETED } HZSWIM { PRESS YOUR FORWARD KEY AIM WITH THE MOUSE AS YOU SWIM FIND AIR IF YOU BEGIN TO LOSE HEALTH WAIT IN THE AIR UNTIL HEALTH RETURNS TO FORMER LEVEL } HZDAMAGE { CERTAIN TYPES OF DAMAGE WILL REGISTER ON YOUR HEADS-UP DISPLAY. DIRECTION OF DAMAGE IS INDICATED BY RED FLASHES IN THE CENTER OF YOUR SCREEN } HZHAZARD { RADIATION HAZARDS ACTIVATE A GEIGER COUNTER } HZSCIENTIST { APPROACH SCIENTIST PRESS USE KEY TO RECEIVE HEALTH FROM SCIENTIST } HZBARNEY { APPROACH SECURITY GUARD PRESS YOUR USE KEY TO GET HIS HELP WALK TOWARD DOOR AND GUARD WILL ACTIVATE BUTTONS } HZTRAIN { PRESS USE KEY TO ENGAGE TRAIN PRESS FORWARD KEY TO ACCELERATE PRESS BACKWARD KEY TO DECELERATE PRESS USE KEY AGAIN TO DISENGAGE } HZDONE { CONGRATULATIONS! YOU HAVE COMPLETED THE BLACK MESA HAZARD COURSE. COME BACK ANY TIME. } // other menu text Menu_OK { OK } Menu_Cancel { CANCEL } // Spectator text Spec_Mode_Inset0 { Inset Window Off } Spec_Mode_Inset1 { Inset Window On } Spec_Mode_Inset2 { Inset Window Wide Screen } Spec_Mode_Inset3 { Inset Window Map } Spec_Mode_Inset4 { Inset Window Map Chase } Spec_Mode1 { Locked Chase-Camera Mode } Spec_Mode2 { Free Chase-Camera Mode } Spec_Mode3 { Free Roaming Mode } Spec_Mode4 { Directed Mode } Spec_Mode5 { Free Map Mode } Spec_Mode6 { Chase Map Mode } Spec_NoTarget { No valid targets. Cannot switch to Chase-Camera Mode. } Spec_Help { ENTER to Play FIRE for Next Target ALT-FIRE for Prev Target JUMP to Change Modes } Spec_Only_Help { DUCK to Change Inset Mode FIRE for Next Target ALT-FIRE for Prev Target JUMP to Change Modes } Spec_Map_Free_Help { DUCK to Change Inset Mode FIRE to Zoom In ALT-FIRE to Zoom Out JUMP to Change Modes } Spec_Help2 { Your text messages can only be seen by other Spectators } Spectators { Spectators }