/ / position command $position x and y are from 0 to 1 to be screen resolution independent. The only flags TFC uses are the effect value -4 through -1, for screen positi ons $effect 0.
/ / position command $position x and y are from 0 to 1 to be screen resolution independent. The only flags TFC uses are the effect value -4 through -1, for screen positi ons $effect 0.
/ / position command $position x and y are from 0 to 1 to be screen resolution independent. The only flags TFC uses are the effect value -4 through -1, for screen positi ons $effect 0.
// x & y are from 0 to 1 to be screen resolution independent // -1 means center in each dimension // Effect command $effect <effect number> // 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 positi ons $effect 0 // game text // other menu text Menu_OK { OK } Menu_Cancel { CANCEL } Menu_Spectate { SPECTATE } // Spectator Menu Spec_Mode1 { Locked Chase-Camera Mode } Spec_Mode2 { Free Chase-Camera Mode } Spec_Mode3 { Free Roaming Mode } Spec_Mode4 { } Spec_NoTarget { No Valid Targets. Cannot Switch to Chase-Camera Mode. } Spectators { Spectators } Unassigned { Unassigned } // Scoreboard TEAMS { TEAMS } PLAYERS { PLAYERS } CLASS { CLASS } SCORE { SCORE } DEATHS { DEATHS } LATENCY { LATENCY } // Discwar Versus { VS } Queue { Queue } PLACE { QUEUE } WINS { WINS } POINTS { POINTS } Triple { Triple Shot } Fast { Fast Shot } Hard { Power Shot } Freeze { Freeze Shot } Spec_Help { SPACE for Next Target CTRL for Prev Target ENTER to Change Modes } Spec_Help2 { You will automatically be placed in the game when it's your turn to play } // Rewards Hit_Direct { Direct Hit Kill! 1 Point! } Hit_One { Single Rebound Kill! 2 Points! } Hit_Two { Double Rebound Kill! 3 Points! } Hit_Three { Triple Rebound Kill! 4 Points! } Hit_Decap { Decapitation! 1 Point! } Hit_Multiple { Multiple Kill Disc! 5 Points! } Hit_Tele { Teleport Bonus! 1 Point! } Time_Warning { 10 Seconds till round ends! } Time_Over { Time limit reached. } Opponent { Opponent: %s Wins: %d Points: %d } Game_connected { %s connected } Game_disconnected { %s has left the game } Game_unknown_command { Unknown command: %s } Player { player } Player_plural { players } VOICE { VOICE } Muted { You have muted %s. } Unmuted { You have unmuted %s. } No_longer_hear_that_player { You will no longer hear that player speak. } Round_Start_n_Seconds { Round %d, Starting in %d seconds... } Round_Start_1_Second { Round %d, Starting in %d second... } Round_Won { Round %d, Won By: } // spaces before and after the 'and' are on purpose! And { and } Round_Tied { Tied at %d } Round_Leads { %s leads %d to %d } Round_Lead { %s lead %d to %d } Round_Won_Scores { %s won %d to %d }