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  #10  
Alt 03-11-2002, 22:09
Schleimer Schleimer ist offline
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Anstatt einen Patch dazu anzufertigen habe ich hier aufgeschrieben was man tun muss um diese Übersetzung in FinalAlert 2 - Yuri's Revenge zu haben.

1. Als erstes kopiert (STRG+C) ihr diesen Text:

[EventsRA2]
0=-Kein Ereignis-,0,0,0,0,This is a null event. There is no need to ever use this in a real trigger.,0,1,0
1=Betreten von...,0,2,0,0,Triggers when an infantry or vehicle enters the attached object. Typically this trigger is attached to a building or a cell.,0,1,1
2=$ Spied upon,0,0,0,0,Detects when a spy has entered the attached building.,0,1,2
3=Gestohlen von...,0,2,0,0,Triggers when a thief steals money from the specified house.,0,1,3
4=Entdeckt vom Spieler...,0,0,0,0,Detects when the attached object has been discovered by the player. Discovered means reavealed from under the shroud.,0,1,4
5=Haus (Partei) entdeckt,0,2,0,0,Triggers when the specified house has any of its units or buildings discovered by the player.,0,1,5
6=Angegriffen von einem Haus,0,0,0,0,Triggers when the attached unit is attacked in some manner. Incidental damage or friendly fire does not count.,0,1,6
7=Zerstört von einem Haus,0,0,0,0,Triggers when the attached object has been destroyed. Destroyed by incidental damage or friendly fire doesn't count.,0,1,7
8=$ Any Event(Irgedein Ereignis) ,0,0,0,0,When used alone%1 it will force the trigger to spring immediately.,0,1,8
9=Alle Einheiten zerstört von...,0,2,0,0,Triggers when all units of the specified house have been destroyed. Typically used for end of game conditions.,0,1,9
10=Alle Gebäude zerstört von...,0,2,0,0,Triggers when all buildings of the specified side have been destroyed. Typically used for end of game conditions.,0,1,10
11=Alles zerstört von...,0,2,0,0,Triggers when all objects owned by the specified house have been destroyed. This is the normal (destroy everyone) trigger condition for end of game.,0,1,11
12=Kredits übersteigen...,0,6,0,0,Triggers when the house (for this trigger) credit total exceeds this specified amount.,0,1,12
13=Vergangene Zeit,0,6,0,0,Triggers when the elapsed time has expired. This time is initialized when the trigger is created. Timer is reset whenever trigger is sprung when trigger is 'persistant'.,0,1,13
14=Missions-Zeit abgelaufen,0,0,0,0,Triggers when the global mission timer (as displayed on the screen) has reached zero.,0,1,14
15=Anzahl zerstörte Gebäude bei gewähltem Haus,0,6,0,0,Triggers when the number of buildings%1 owned by the trigger's specified house%1 have been destroyed.,0,1,15
16=Anzahl zerstörte Einheiten bei gewähltem Haus,0,6,0,0,Triggers when the number of units%1 owned by the trigger's specified house%1 have been destroyed.,0,1,16
17=Keine Waffenfabriken mehr,0,0,0,0,Triggers when there are no factories left for the house specified in the trigger.,0,1,17
18=Zivilisten getötet,0,0,0,0,Triggers when civilians have been evacuated (left the map).,0,1,18
19=Angegebenes Gebäude wurde gebaut,0,8,0,0,When the trigger's house builds the building type specified%1 then this event will spring.,0,1,19
20=Angegebenes Fahrzeug wurde gebaut,0,11,0,0,When the trigger's house builds the unit type specified%1 then this event will spring.,0,1,20
21=Angegebene Infantrie wurde gebaut,0,10,0,0,When the trigger's house builds the infantry type specified%1 then this event will spring.,0,1,21
22=Angegebenes Flugobjekt wurde gebaut,0,9,0,0,When the trigger's house builds the aircraft type specified%1 then this event will spring.,0,1,22
23=Team verlässt die Karte,-1,7,0,0,Triggers when the specified team leaves the map. If the team is destroyed%1 it won't trigger. If all but one member is destroyed and that last member leaves the map%1 it WILL spring.,0,1,23
24=Zone betreten von...,0,2,0,0,Triggers when a unit of the dpecified house enters the same zone that this trigger is located in. This trigger must be located in a cell and only a cell.,0,1,24
25=Horizontale Linie überquert...,0,2,0,0,Triggers when a unit of the specified house crosses the horizontal line as indicated by the location of this trigger. This trigger must be placed in a cell.,0,1,25
26=Vertikale Linie überquert...,0,2,0,0,Triggers when a unit of the specified house crosses the vertical line as indicated by the location of this trigger. This trigger must be placed in a cell.,0,1,26
27=$ Global is set...,0,35,0,0,Triggers when the specifed global (named in Globals.INI) is turned on.,0,1,27
28=$ Global is clear...,0,35,0,0,Triggers when the specified global (named in Globals.INI) is turned off.,0,1,28
29=Zerstört von etwas [not infiltrate],0,0,0,0,Triggers when attached object is destroyed%1 but not if it infiltrates a building/unit.,0,1,29
30=Zu wenig Enregie,0,2,0,0,Triggers when the specified house's power falls below 100% level.,0,1,30
31=Brücke zerstört,0,0,0,0,Triggers when the attached bridge is destroyed. A bridge is considered destroyed when an impassable gap is created in the bridge.,0,1,31
32=Gebäude existiert,0,8,0,0,Triggers when the building (owned by the house of this trigger) specified exists on the map. This works for buildings that are preexisting or constructed by deploying.,0,1,32
33=Ausgewählt vom Spieler,0,0,0,0,Triggers when the unit is selected by the player. Use in single-player only.,0,1,33
34=Einheit nähert sich Wegpunkt,0,30,0,0,Triggers when the object comes near the specified waypoint.,0,1,34
35=Gegner im Scheinwerferlicht,0,0,0,0,Triggers when an enemy unit enters the spotlight cast by the attached building.,0,1,35
36=$ Local is set...,0,3,0,0,Triggers when the specifed local is turned on.,0,1,36
37=$ Local is clear...,0,3,0,0,Triggers when the specified local is turned off.,0,1,37
38=Als erstes beschädigt (nur im Kampf),0,0,0,0,Triggers when first suffering from combat damage from combat damage only.,0,1,38
39=Halbe Gesundheit (nur im Kampf),0,0,0,0,Triggers when damaged to half health >from combat damage only.,0,1,39
40=Viertel Gesundheit (nur im Kampf),0,0,0,0,Triggers when damaged to quarter health from combat damage only.,0,1,40
41=Als erstes beschädigt (irgendeine Quelle),0,0,0,0,Triggers when first suffering from combat damage from any source.,0,1,41
42=Halbe Gesundheit (irgendeine Quelle),0,0,0,0,Triggers when damaged to half health >from any source.,0,1,42
43=Viertel Gesundheit (irgendeine Quelle),0,0,0,0,Triggers when damaged to quarter health from any source.,0,1,43
44=Angegriffen von Haus:,0,2,0,0,When attacked by some unit of specified house.,0,1,44
45=Umgebungslicht <(kleiner als)= ...,0,6,0,0,Triggers when the ambient light drops below a certain level. Use numbers between 0 and 100.,0,1,45
46=Umgebungslicht >(größer als)= ...,0,6,0,0,Triggers when the ambient light rises above a certain level. Use numbers between 0 and 100.,0,1,46
47=Vergangene Szenariozeit,0,6,0,0,When time has elapsed since start of scenario.,0,1,47
48=Zerstört von etwas,0,0,0,0,Triggers when destroyed by anything what-so-ever.,0,1,48
49=Kiste aufgesammelt,0,0,0,0,When crate is picked up object the trigger is attached to.,0,1,49
50=Kiste aufgesammelt (irgendeine Einheit),0,0,0,0,When crate is picked up by any unit.,0,1,50
51=Willkürliche Verspätung [Random delay...],0,6,0,0,Delays a random time between 50 and 150 percent of time specified.,0,1,51
52=Kredits weniger als...,0,6,0,0,Triggers when the house (for this trigger) credit total is below this specified amount.,0,1,52
53=Spion betritt Haus...,0,2,0,0,Triggers if a spy disguised as house specified enters this.,0,1,53
54=Spion betritt Haus als Infantry...,0,10,0,0,Triggers if a spy disguised as this type of infantry enters.,0,1,54
55=Alle Seeeinheiten zerstört,0,2,0,0,Triggers when all naval units of the specified house have been destroyed. Typically used for end of game conditions.,0,1,55
56=Alle Landeinheiten zerstört,0,2,0,0,Triggers when all land units of the specified house have been destroyed. Typically used for end of game conditions.,0,1,56
57=Gebäude existiert nicht,0,8,0,0,Triggers when the building (owned by the house of this trigger) specified does not exist on the map.,0,1,57

; YR
58=Volle Energie,0,2,0,0,Triggers if the specified house's power is at 100%.,0,1,58,1
59=Betreten oder Überfliegen von...,0,2,0,0,Triggers when unit%1 infantry%1 or aircraft move over this cell. <THEM = House of entering unit>,0,1,59,1

; 60 and 61 are tricky! They use code + 2 params... param type 46 includes the code 2, which is put in front of the 2 parameters
60=TechTyp existiert,48,46,0,0,True if there are at least this many of this type%1 belonging to anyone,0,1,60,1
61=TechTyp existiert nicht,48,46,0,0,True if there are none of these on the map at all. Number doesn't mean anything.,0,1,61,1

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2. Dann öffnet ihr das Hauptverzeichnis von Final Alert 2. Hier werdet ihr ein File vorfinden das "FAData.ini" heisst. Öffnet diese Datei mit irgendeinem Texteditor. Startet die Suchfunktion eures Texteditors (WordPad=STRG+F). Tippt "This is a null event" ein und klickt auf Suchen(bzw. Weitersuchen). Nun wird der eingetippte Satz in irgedeiner Zeile markiert angezeigt. Scrollt eine Zeile höher und ihr seht "[EventsRA2]". Nun sollt ihr einen Teil des Textes wie folgt markieren: von "[EventsRA2]" weiter nach unten bis "61=TechTyp...........0,1,61,1"! Wenn alles markiert ist auf "Entf" klicken damit diese Markierung gelöscht wird. Jetzt bewegt ihr euren Coursor auf die erste leere Zeile zwischen "NOTE: ID..." und "action format:"! Rechte Maustasste und einfügen klicken (Euer hier kopierte Text wird eingefügt)(Unter diesem eingefügten Text müssten 2 Zeile leer sein!!). Datei->Speichern klicken und dann beenden.
Fertig. Die Ereignisse des Triggers in Final Alert 2 Yuri sind nun auf deutsch genau so wies Alexander übersetzt hat ;-) !

Ich warte jetzt nur noch auf die übersetzten Aktionen die Alexander freundlicher Weise übersetzen will.

Geändert von Schleimer (03-11-2002 um 22:17 Uhr).
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