地编脚本条件列表
地编脚本条件列表
Scripting
True.[3]
翻译:真实 真
命令字:CONDITION_TRUE
xml代码使用:
<CONDITION_TRUE>
</CONDITION_TRUE>
Compare distance between 2 named objects.[83]
翻译:比较两个命名对象之间的距离
命令字:DISTANCE_BETWEEN_OBJ
xml代码使用:
<DISTANCE_BETWEEN_OBJ>
<UnitName_0 value="Object"/>
<UnitName_1 value="Object"/>
<Comparison_2 value="2"/>
<RealNumber_3 value="1.1"/>
</DISTANCE_BETWEEN_OBJ>
Compare distance between 2 teams.[84]
翻译:比较两队之间的距离
命令字:DISTANCE_BETWEEN_TEAM
xml代码使用:
<DISTANCE_BETWEEN_TEAM>
<TeamName_0 value="Team"/>
<TeamName_1 value="Team"/>
<Comparison_2 value="2"/>
<RealNumber_3 value="1.1"/>
</DISTANCE_BETWEEN_TEAM>
Counter compared to a value.[1]
翻译:计时器计算出一个值
命令字:COUNTER
xml代码使用:
<COUNTER>
<CounterName_0 value="Counter"/>
<Comparison_1 value="2"/>
<Integer_2 value="1"/>
</COUNTER>
Counter compared to another Counter.[81]
翻译:计数器与另一个计数器相比较
命令字:COUNTER_COUNTER
xml代码使用:
<COUNTER_COUNTER>
<CounterName_0 value="Counter"/>
<Comparison_1 value="2"/>
<CounterName_2 value="Counter"/>
</COUNTER_COUNTER>
Counter compared to time in seconds.[82]
翻译:计数器与时间的比较,以秒为单位
命令字:COUNTER_SECONDS
xml代码使用:
<COUNTER_SECONDS>
<CounterName_0 value="Counter"/>
<Comparison_1 value="2"/>
<RealNumber_2 value="1.1"/>
</COUNTER_SECONDS>
Flag compared to a value.[2]
翻译:标记为一个值
命令字:FLAG
xml代码使用:
<FLAG>
<FlagName_0 value="Flag"/>
<Boolean_1 value="1"/>
</FLAG>
Timer expired.[4]
翻译:计时器已过期
命令字:TIMER_EXPIRED
xml代码使用:
<TIMER_EXPIRED>
<CounterName_0 value="Timer"/>
</TIMER_EXPIRED>
Audio
Music
Playing Music is from Script[104]
翻译:演奏音乐来自脚本
命令字:MUSIC_IS_PLAYING_FROM_SCRIPT
xml代码使用:
<MUSIC_IS_PLAYING_FROM_SCRIPT>
</MUSIC_IS_PLAYING_FROM_SCRIPT>
Sound has completed playing.[43]
翻译:声音已经播放完毕
命令字:HAS_FINISHED_AUDIO
xml代码使用:
<HAS_FINISHED_AUDIO>
<SoundName_0 value="Sound"/>
</HAS_FINISHED_AUDIO>
Camera
Camera entered trigger area.[94]
翻译:摄像机进入触发区
命令字:CAMERA_ENTERED_AREA
xml代码使用:
<CAMERA_ENTERED_AREA>
<TriggerAreaName_0 value="Area"/>
</CAMERA_ENTERED_AREA>
Camera following spline path hits specified waypoint.[87]
翻译:跟随样条路径的摄像机到达指定的路径点
命令字:CAMERA_HIT_SPECIFIC_SPLINE_WAYPOINT
xml代码使用:
<CAMERA_HIT_SPECIFIC_SPLINE_WAYPOINT>
<WaypointName_0 value="Waypoint"/>
</CAMERA_HIT_SPECIFIC_SPLINE_WAYPOINT>
Camera movement finished.[7]
翻译:摄像机运动完成
命令字:CAMERA_MOVEMENT_FINISHED
xml代码使用:
<CAMERA_MOVEMENT_FINISHED>
</CAMERA_MOVEMENT_FINISHED>
Campaign
Test a campaign flag.[137]
翻译:测试一面竞选旗帜
命令字:TEST_CAMPAIGN_FLAG
xml代码使用:
<TEST_CAMPAIGN_FLAG>
<CampaignFlag_0 value="Use_Alternate_Campaign_Finale"/>
</TEST_CAMPAIGN_FLAG>
Game Type
Compares the number of players in game to a value.[114]
翻译:将游戏中的玩家数量与一个值进行比较
命令字:COMPARE_NUM_PLAYERS_IN_GAME
xml代码使用:
<COMPARE_NUM_PLAYERS_IN_GAME>
<Comparison_0 value="2"/>
<Integer_1 value="2"/>
</COMPARE_NUM_PLAYERS_IN_GAME>
Interface
Mission Hot-Spot
Mission hot-spot has been activated.[144]
翻译:任务热点已经激活
命令字:MISSION_HOT_SPOT_ACTIVE
xml代码使用:
<MISSION_HOT_SPOT_ACTIVE>
<MissionHotSpot_0 value="hotspot"/>
</MISSION_HOT_SPOT_ACTIVE>
Movie
Movie in the radar has completed playing.[41]
翻译:电影在雷达上已经完成播放
命令字:HAS_FINISHED_VIDEO
xml代码使用:
<HAS_FINISHED_VIDEO>
<MovieName_0 value="Movie"/>
</HAS_FINISHED_VIDEO>
Object Type
Area or Path
Named object can path to named object.[99]
翻译:命名对象可以路径到命名对象
命令字:UNIT_CAN_PATH_TO_OBJECT
xml代码使用:
<UNIT_CAN_PATH_TO_OBJECT>
<UnitName_0 value="Object"/>
<UnitName_1 value="Object"/>
</UNIT_CAN_PATH_TO_OBJECT>
Named object can path to waypoint.[98]
翻译:命名对象可以路径到路径点
命令字:UNIT_CAN_PATH_TO_WAYPOINT
xml代码使用:
<UNIT_CAN_PATH_TO_WAYPOINT>
<UnitName_0 value="Object"/>
<WaypointName_1 value="Waypoint"/>
</UNIT_CAN_PATH_TO_WAYPOINT>
Named object exits an area.[32]
翻译:命名对象退出一个区域
命令字:NAMED_EXITED_AREA
xml代码使用:
<NAMED_EXITED_AREA>
<UnitName_0 value="Object"/>
<TriggerAreaName_1 value="Area"/>
</NAMED_EXITED_AREA>
Named object has reached the end of a specific waypoint path. (Unreliable)[28]
翻译:命名对象已到达特定路径点路径的终点。 (不可靠)
命令字:NAMED_REACHED_WAYPOINTS_END
xml代码使用:
<NAMED_REACHED_WAYPOINTS_END>
<UnitName_0 value="Object"/>
<WaypointPathName_1 value="WaypointPath"/>
</NAMED_REACHED_WAYPOINTS_END>
Named object is inside an area.[9]
翻译:命名对象在一个区域内
命令字:NAMED_INSIDE_AREA
xml代码使用:
<NAMED_INSIDE_AREA>
<UnitName_0 value="Object"/>
<TriggerAreaName_1 value="Area"/>
</NAMED_INSIDE_AREA>
Named object is outside an area.[10]
翻译:命名对象在区域之外
命令字:NAMED_OUTSIDE_AREA
xml代码使用:
<NAMED_OUTSIDE_AREA>
<UnitName_0 value="Object"/>
<TriggerAreaName_1 value="Area"/>
</NAMED_OUTSIDE_AREA>
Attacked, Destroyed, or Exists
Evaluate if a named object is being attacked but cannot retaliate[110]
翻译:评估指定对象是否正在受到攻击但无法进行报复
命令字:UNIT_IS_ATTACKED_AND_CANNOT_RETALIATE
xml代码使用:
<UNIT_IS_ATTACKED_AND_CANNOT_RETALIATE>
<UnitName_0 value="Object"/>
</UNIT_IS_ATTACKED_AND_CANNOT_RETALIATE>
Named object exists and is alive.[12]
翻译:命名对象存在并且是活动的
命令字:NAMED_NOT_DESTROYED
xml代码使用:
<NAMED_NOT_DESTROYED>
<UnitName_0 value="Object"/>
</NAMED_NOT_DESTROYED>
Named object has been attacked by Player.[17]
翻译:已命名物体被玩家攻击
命令字:NAMED_ATTACKED_BY_PLAYER
xml代码使用:
<NAMED_ATTACKED_BY_PLAYER>
<UnitName_0 value="Object"/>
<PlayerName_1 value="Player"/>
</NAMED_ATTACKED_BY_PLAYER>
Named object has killed (comparison) number of object type or type list.[149]
翻译:命名对象已终止(比较)对象类型或类型列表的数量
命令字:NAMED_HAS_KILLED_COMPARISON_UNIT_TYPE
xml代码使用:
<NAMED_HAS_KILLED_COMPARISON_UNIT_TYPE>
<UnitName_0 value="Object"/>
<Comparison_1 value="2"/>
<Integer_2 value="2"/>
<ObjectType_3 value="alliedsuperweaponeffect"/>
</NAMED_HAS_KILLED_COMPARISON_UNIT_TYPE>
Named object is attacked by a specific object type.[15]
翻译:命名对象受到特定对象类型的攻击
命令字:NAMED_ATTACKED_BY_OBJECTTYPE
xml代码使用:
<NAMED_ATTACKED_BY_OBJECTTYPE>
<UnitName_0 value="Object"/>
<ObjectType_1 value="alliedsuperweaponeffect"/>
</NAMED_ATTACKED_BY_OBJECTTYPE>
Named object is destroyed by a specific object type.[92]
翻译:命名对象由特定的对象类型销毁
命令字:NAMED_DESTROYED_BY_OBJECTTYPE
xml代码使用:
<NAMED_DESTROYED_BY_OBJECTTYPE>
<UnitName_0 value="Object"/>
<ObjectType_1 value="alliedsuperweaponeffect"/>
</NAMED_DESTROYED_BY_OBJECTTYPE>
Named object is destroyed.[11]
翻译:命名对象被销毁
命令字:NAMED_DESTROYED
xml代码使用:
<NAMED_DESTROYED>
<UnitName_0 value="Object"/>
</NAMED_DESTROYED>
Named object is dying. (Cinematic)[47]
翻译:命名对象正在死亡。(电影)
命令字:NAMED_DYING
xml代码使用:
<NAMED_DYING>
<UnitName_0 value="Object"/>
</NAMED_DYING>
Named object is finished dying. (Cinematic)[48]
翻译:命名对象结束死亡。(电影)
命令字:NAMED_TOTALLY_DEAD
xml代码使用:
<NAMED_TOTALLY_DEAD>
<UnitName_0 value="Object"/>
</NAMED_TOTALLY_DEAD>
Named object's health % compared to a value.[46]
翻译:命名对象的运行状况%与某个值的比较
命令字:UNIT_HEALTH
xml代码使用:
<UNIT_HEALTH>
<UnitName_0 value="Object"/>
<Comparison_1 value="2"/>
<Integer_2 value="4"/>
</UNIT_HEALTH>
Named object's veterancy level compared to a value.[105]
翻译:命名对象的经验等级与一个值的比较
命令字:UNIT_COMPARE_RANK
xml代码使用:
<UNIT_COMPARE_RANK>
<UnitName_0 value="Object"/>
<Comparison_1 value="2"/>
<Integer_2 value="4"/>
</UNIT_COMPARE_RANK>
Experience
Named object has gained experience level.[85]
翻译:命名对象获得经验等级
命令字:UNIT_HAS_GAINED_LEVEL
xml代码使用:
<UNIT_HAS_GAINED_LEVEL>
<UnitName_0 value="Object"/>
</UNIT_HAS_GAINED_LEVEL>
Garrison
Evaluates if named object is currently holding passengers.[109]
翻译:评估指定对象当前是否携带乘客
命令字:UNIT_HAS_PASSENGER
xml代码使用:
<UNIT_HAS_PASSENGER>
<UnitName_0 value="Object"/>
</UNIT_HAS_PASSENGER>
Named building is garrisoned by object type owned by specific player.[142]
翻译:命名建筑由特定玩家拥有的对象类型驻守
命令字:BUILDING_GARRISONNED_BY_OBJECT_TYPE
xml代码使用:
<BUILDING_GARRISONNED_BY_OBJECT_TYPE>
<UnitName_0 value="Object"/>
<ObjectType_1 value="alliedsuperweaponeffect"/>
<PlayerName_2 value="Player"/>
</BUILDING_GARRISONNED_BY_OBJECT_TYPE>
Garrisoned
A specific building is empty.[58]
翻译:一个特定的建筑是空的
命令字:NAMED_BUILDING_IS_EMPTY
xml代码使用:
<NAMED_BUILDING_IS_EMPTY>
<UnitName_0 value="Object"/>
</NAMED_BUILDING_IS_EMPTY>
Object Status
Named object has object status.[59]
翻译:命名对象具有对象状态
命令字:UNIT_HAS_OBJECT_STATUS
xml代码使用:
<UNIT_HAS_OBJECT_STATUS>
<UnitName_0 value="Object"/>
<TeamAbilityName_1 value="5"/>
</UNIT_HAS_OBJECT_STATUS>
Selected
Named object is currently selected.[30]
翻译:命名对象当前被选中
命令字:NAMED_SELECTED
xml代码使用:
<NAMED_SELECTED>
<UnitName_0 value="Object"/>
</NAMED_SELECTED>
Object Type is currently selected.[135]
翻译:当前已选择对象类型
命令字:TYPE_SELECTED
xml代码使用:
<TYPE_SELECTED>
<ObjectType_0 value="alliedsuperweaponeffect"/>
</TYPE_SELECTED>
Settings
Named object has model condition.[150]
翻译:命名对象具有模型条件
命令字:UNIT_HAS_MODELCONDITION
xml代码使用:
<UNIT_HAS_MODELCONDITION>
<UnitName_0 value="Object"/>
<ModelCondition_1 value="AFLAME"/>
</UNIT_HAS_MODELCONDITION>
Test object flags.[136]
翻译:测试对象标志
命令字:UNIT_TEST_OBJECT_PANEL_FLAGS
xml代码使用:
<UNIT_TEST_OBJECT_PANEL_FLAGS>
<FactionName_0 value="Indestructible"/>
<UnitName_1 value="Object"/>
</UNIT_TEST_OBJECT_PANEL_FLAGS>
Sighted
Named object has sighted a type of object belonging to Player.[57]
翻译: 命名对象看到了一个属于玩家的对象类型
命令字:TYPE_SIGHTED
xml代码使用:
<TYPE_SIGHTED>
<UnitName_0 value="Object"/>
<ObjectType_1 value="alliedsuperweaponeffect"/>
<PlayerName_2 value="Player"/>
</TYPE_SIGHTED>
Unit has sighted a friendly, neutral, or enemy unit belonging to Player.[45]
翻译:单位发现一个属于玩家的友军、中立或敌人单位
命令字:ENEMY_SIGHTED
xml代码使用:
<ENEMY_SIGHTED>
<UnitName_0 value="Object"/>
<Relation_1 value="2"/>
<PlayerName_2 value="Player"/>
</ENEMY_SIGHTED>
Special Power
Unit's special power is ready to fire.[139]
翻译:部队的特殊力量已经准备好开火
命令字:UNIT_SPECIAL_POWER_READY
xml代码使用:
<UNIT_SPECIAL_POWER_READY>
<UnitName_0 value="Object"/>
<ScienceName_1 value="specialpower"/>
</UNIT_SPECIAL_POWER_READY>
Stance
Named object is using stance.[133]
翻译:命名对象正在使用姿态
命令字:UNIT_USING_STANCE
xml代码使用:
<UNIT_USING_STANCE>
<UnitName_0 value="Object"/>
<ObjectStance_1 value="3"/>
</UNIT_USING_STANCE>
Unowned
There are (comparison) unowned faction objects.[70]
翻译:有(比较而言)无主的派系对象
命令字:SKIRMISH_UNOWNED_FACTION_UNIT_EXISTS
xml代码使用:
<SKIRMISH_UNOWNED_FACTION_UNIT_EXISTS>
<PlayerName_0 value="Player"/>
<Comparison_1 value="2"/>
<Integer_2 value="4"/>
</SKIRMISH_UNOWNED_FACTION_UNIT_EXISTS>
Upgrades
Unit has upgrade.[138]
翻译:单位已经升级
命令字:UNIT_HAS_UPGRADE
xml代码使用:
<UNIT_HAS_UPGRADE>
<UnitName_0 value="Object"/>
<UnitAbilityName_1 value="upgrade"/>
</UNIT_HAS_UPGRADE>
Platform
Is game running on platform.[154]
翻译:游戏是否在平台上运行
命令字:CURRENT_PLATFORM
xml代码使用:
<CURRENT_PLATFORM>
<Platform_0 value="PS3"/>
</CURRENT_PLATFORM>
Player
Area
Player has (comparison) completely built unit types in an area.[128]
翻译:玩家在一个区域中拥有完整的单位类型
命令字:PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_COMPLETELY_BUILT
xml代码使用:
<PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_COMPLETELY_BUILT>
<PlayerName_0 value="Player"/>
<Comparison_1 value="2"/>
<Integer_2 value="4"/>
<ObjectType_3 value="alliedsuperweaponeffect"/>
<TriggerAreaName_4 value="Area"/>
</PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_COMPLETELY_BUILT>
Player has (comparison) object type in an area with a specified upgrade.[80]
翻译:玩家在指定的升级区域中拥有(比较)对象类型
命令字:PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_WITH_UPGRADE
xml代码使用:
<PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_WITH_UPGRADE>
<PlayerName_0 value="Player"/>
<Comparison_1 value="2"/>
<Integer_2 value="4"/>
<ObjectType_3 value="alliedsuperweaponeffect"/>
<TriggerAreaName_4 value="Area"/>
<UnitAbilityName_5 value="upgrade"/>
</PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA_WITH_UPGRADE>
Player has (comparison) object type in an area.[55]
翻译:玩家在一个区域中拥有(比较)对象类型
命令字:PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA
xml代码使用:
<PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA>
<PlayerName_0 value="Player"/>
<Comparison_1 value="2"/>
<Integer_2 value="4"/>
<ObjectType_3 value="alliedsuperweaponeffect"/>
<TriggerAreaName_4 value="Area"/>
</PLAYER_HAS_COMPARISON_UNIT_TYPE_IN_TRIGGER_AREA>
Player has (comparison) object types with kindof in an area.[56]
翻译:玩家有(比较)物体类型和区域中的种类
命令字:PLAYER_HAS_COMPARISON_UNIT_KIND_IN_TRIGGER_AREA
xml代码使用:
<PLAYER_HAS_COMPARISON_UNIT_KIND_IN_TRIGGER_AREA>
<PlayerName_0 value="Player"/>
<Comparison_1 value="2"/>
<Integer_2 value="4"/>
<UnitOrStructureKind_3 value="5"/>
<TriggerAreaName_4 value="Area"/>
</PLAYER_HAS_COMPARISON_UNIT_KIND_IN_TRIGGER_AREA>
Player has units in an area[72]
翻译:玩家在某个区域拥有单位
命令字:SKIRMISH_PLAYER_HAS_UNITS_IN_AREA
xml代码使用:
<SKIRMISH_PLAYER_HAS_UNITS_IN_AREA>
<PlayerName_0 value="Player"/>
<TriggerAreaName_1 value="Area"/>
</SKIRMISH_PLAYER_HAS_UNITS_IN_AREA>
Attacked or Destroyed
Player destroyed N or more of an opponent's buildings.[54]
翻译:玩家摧毁了N个或更多个对手的建筑
命令字:PLAYER_DESTROYED_N_BUILDINGS_PLAYER
xml代码使用:
<PLAYER_DESTROYED_N_BUILDINGS_PLAYER>
<PlayerName_0 value="Player"/>
<Integer_1 value="4"/>
<PlayerName_2 value="Player"/>
</PLAYER_DESTROYED_N_BUILDINGS_PLAYER>
Player has been attacked by Player.[73]
翻译:玩家被玩家攻击了
命令字:SKIRMISH_PLAYER_HAS_BEEN_ATTACKED_BY_PLAYER
xml代码使用:
<SKIRMISH_PLAYER_HAS_BEEN_ATTACKED_BY_PLAYER>
<PlayerName_0 value="Player"/>
<PlayerName_1 value="Player"/>
</SKIRMISH_PLAYER_HAS_BEEN_ATTACKED_BY_PLAYER>
Player has destroyed N or more objects of kindof.[90]
翻译:玩家已经摧毁了N个或更多的物体。
命令字:PLAYER_HAS_KILLED_KINDOF_UNITS
xml代码使用:
<PLAYER_HAS_KILLED_KINDOF_UNITS>
<PlayerName_0 value="Player"/>
<Integer_1 value="4"/>
<UnitOrStructureKind_2 value="5"/>
</PLAYER_HAS_KILLED_KINDOF_UNITS>
Player has destroyed N or more objects of type.[91]
翻译:玩家已摧毁N个或更多类型的物体
命令字:PLAYER_HAS_KILLED_TYPE_UNITS
xml代码使用:
<PLAYER_HAS_KILLED_TYPE_UNITS>
<PlayerName_0 value="Player"/>
<Integer_1 value="4"/>
<ObjectType_2 value="alliedsuperweaponeffect"/>
</PLAYER_HAS_KILLED_TYPE_UNITS>
Player has killed Named Unit[147]
翻译: 玩家杀死了命名单位
命令字:PLAYER_HAS_KILLED_NAMED_UNIT
xml代码使用:
<PLAYER_HAS_KILLED_NAMED_UNIT>
<PlayerName_0 value="Player"/>
<UnitName_1 value="Object"/>
</PLAYER_HAS_KILLED_NAMED_UNIT>
CommandPoints
Player has enough command points to build a team. (May be broken. -JB)[88]
翻译:玩家有足够的指挥点来组建团队。(可能损坏。-JB)
命令字:HAS_COMMAND_POINTS_TO_BUILD_TEAM
xml代码使用:
<HAS_COMMAND_POINTS_TO_BUILD_TEAM>
<PlayerName_0 value="Player"/>
<TeamName_1 value="Team"/>
</HAS_COMMAND_POINTS_TO_BUILD_TEAM>
Player has enough command points to build object type.[89]
翻译:玩家有足够的命令点来构建对象类型
命令字:HAS_COMMAND_POINTS_TO_BUILD_UNIT
xml代码使用:
<HAS_COMMAND_POINTS_TO_BUILD_UNIT>
<PlayerName_0 value="Player"/>
<ObjectType_1 value="alliedsuperweaponeffect"/>
</HAS_COMMAND_POINTS_TO_BUILD_UNIT>
Controlled By
Is player controlled by human or AI Personality.[146]
翻译:玩家是受人类人格还是AI人格控制
命令字:PLAYER_IS_HUMAN_OR_AI_PERSONALITY
xml代码使用:
<PLAYER_IS_HUMAN_OR_AI_PERSONALITY>
<PlayerName_0 value="Player"/>
<Personality_1 value="Human"/>
</PLAYER_IS_HUMAN_OR_AI_PERSONALITY>
Eva
Has EVA event played recently.[126]
翻译:最近有EVA活动吗
命令字:HAS_EVA_EVENT_PLAYED_IN_LAST_N_SECONDS
xml代码使用:
<HAS_EVA_EVENT_PLAYED_IN_LAST_N_SECONDS>
<EVA_0 value="EVA"/>
<RealNumber_1 value="1.1"/>
</HAS_EVA_EVENT_PLAYED_IN_LAST_N_SECONDS>
Experience
Player has object of veterancy level compared to a value.[106]
翻译:玩家将对象的老练程度与价值相比较
命令字:PLAYER_HAS_OBJECT_OF_VETERANCY
xml代码使用:
<PLAYER_HAS_OBJECT_OF_VETERANCY>
<PlayerName_0 value="Player"/>
<ObjectType_1 value="alliedsuperweaponeffect"/>
<Comparison_2 value="2"/>
<Integer_3 value="4"/>
</PLAYER_HAS_OBJECT_OF_VETERANCY>
Faction and Start Position
Player is faction.[66]
翻译:玩家是派系.
命令字:SKIRMISH_PLAYER_FACTION
xml代码使用:
<SKIRMISH_PLAYER_FACTION>
<PlayerName_0 value="Player"/>
<ObjectTypeListName_1 value="allies"/>
</SKIRMISH_PLAYER_FACTION>
Start Position.[79]
翻译:起始位置
命令字:START_POSITION_IS
xml代码使用:
<START_POSITION_IS>
<PlayerName_0 value="Player"/>
<Integer_1 value="4"/>
</START_POSITION_IS>
Garrisoned
Player has (comparison) garrisoned buildings.[71]
翻译:玩家拥有驻守的建筑
命令字:SKIRMISH_PLAYER_HAS_COMPARISON_GARRISONED
xml代码使用:
<SKIRMISH_PLAYER_HAS_COMPARISON_GARRISONED>
<PlayerName_0 value="Player"/>
<Comparison_1 value="2"/>
<Integer_2 value="4"/>
</SKIRMISH_PLAYER_HAS_COMPARISON_GARRISONED>
Player has garrisoned a specific building.[44]
翻译:玩家已驻守特定建筑
命令字:BUILDING_ENTERED_BY_PLAYER
xml代码使用:
<BUILDING_ENTERED_BY_PLAYER>
<PlayerName_0 value="Player"/>
<UnitName_1 value="Object"/>
</BUILDING_ENTERED_BY_PLAYER>
Owns
Does Player have objects that have Toggled Weapon sets.[123]
翻译:玩家是否拥有带有“切换武器”设置的对象
命令字:UNIT_HAS_TOGGLED_WEAPON
xml代码使用:
<UNIT_HAS_TOGGLED_WEAPON>
<PlayerName_0 value="Player"/>
<ObjectName_1 value="alliedsuperweaponeffect"/>
</UNIT_HAS_TOGGLED_WEAPON>
Num objects has specified upgrade.[121]
翻译:Num对象已指定升级
命令字:PLAYER_HAS_NUM_UNITS_WITH_UPGRADE
xml代码使用:
<PLAYER_HAS_NUM_UNITS_WITH_UPGRADE>
<PlayerName_0 value="Player"/>
<Integer_1 value="4"/>
<UnitAbilityName_2 value="upgrade"/>
</PLAYER_HAS_NUM_UNITS_WITH_UPGRADE>
Num objects leveled up during game.[120]
翻译:Num对象在游戏中升级
命令字:NUM_UNITS_LEVELED_UP
xml代码使用:
<NUM_UNITS_LEVELED_UP>
<PlayerName_0 value="Player"/>
<Integer_1 value="4"/>
</NUM_UNITS_LEVELED_UP>
Num objects of type loaded on transport.[122]
翻译:传输时加载的类型对象的数目
命令字:PLAYER_HAS_NUM_UNITS_LOADED_WITH_OBJECT
xml代码使用:
<PLAYER_HAS_NUM_UNITS_LOADED_WITH_OBJECT>
<PlayerName_0 value="Player"/>
<Integer_1 value="4"/>
<ObjectName_2 value="alliedsuperweaponeffect"/>
<ObjectName_3 value="alliedsuperweaponeffect"/>
</PLAYER_HAS_NUM_UNITS_LOADED_WITH_OBJECT>
Player has (comparison) number of credits.[22]
翻译:玩家拥有(比较)数量的积分
命令字:PLAYER_HAS_CREDITS
xml代码使用:
<PLAYER_HAS_CREDITS>
<PlayerName_0 value="Player"/>
<Comparison_1 value="2"/>
<Integer_2 value="4"/>
</PLAYER_HAS_CREDITS>
Player has (comparison) obejcts more than x distance from named object.[108]
翻译:玩家与指定对象之间的距离大于x
命令字:PLAYER_HAS_NUMBER_UNITS_DISTANCE_FROM_OBJECT
xml代码使用:
<PLAYER_HAS_NUMBER_UNITS_DISTANCE_FROM_OBJECT>
<PlayerName_0 value="Player"/>
<Comparison_1 value="2"/>
<Integer_2 value="4"/>
<RealNumber_3 value="1.1"/>
<UnitName_4 value="Object"/>
</PLAYER_HAS_NUMBER_UNITS_DISTANCE_FROM_OBJECT>
Player has (comparison) object type.[49]
翻译:玩家拥有(比较)对象类型
命令字:PLAYER_HAS_OBJECT_COMPARISON
xml代码使用:
<PLAYER_HAS_OBJECT_COMPARISON>
<PlayerName_0 value="Player"/>
<Comparison_1 value="2"/>
<Integer_2 value="1"/>
<ObjectType_3 value="alliedsuperweaponeffect"/>
</PLAYER_HAS_OBJECT_COMPARISON>
Player has (comparison) object types with kindof.[155]
翻译:玩家有(比较)对象类型和类型
命令字:PLAYER_HAS_COMPARISON_UNIT_KIND
xml代码使用:
<PLAYER_HAS_COMPARISON_UNIT_KIND>
<PlayerName_0 value="Player"/>
<Comparison_1 value="2"/>
<Integer_2 value="4"/>
<UnitOrStructureKind_3 value="5"/>
</PLAYER_HAS_COMPARISON_UNIT_KIND>
Player has (comparison) objects with a model condition.[107]
翻译:
命令字:PLAYER_HAS_NUMBER_OBJECTS_WITH_MODELCONDITION
xml代码使用:
<PLAYER_HAS_NUMBER_OBJECTS_WITH_MODELCONDITION>
<PlayerName_0 value="Player"/>
<Comparison_1 value="2"/>
<Integer_2 value="4"/>
<ModelCondition_3 value="AFLAME"/>
</PLAYER_HAS_NUMBER_OBJECTS_WITH_MODELCONDITION>
Player has (comparison) objects with object status[140]
翻译:玩家拥有带有对象状态的(比较)对象
命令字:PLAYER_HAS_NUMBER_OBJECTS_WITH_OBJECT_STATUS
xml代码使用:
<PLAYER_HAS_NUMBER_OBJECTS_WITH_OBJECT_STATUS>
<PlayerName_0 value="Player"/>
<Comparison_1 value="2"/>
<Integer_2 value="4"/>
<TeamAbilityName_3 value="1"/>
</PLAYER_HAS_NUMBER_OBJECTS_WITH_OBJECT_STATUS>
Player has built an object type.[19]
翻译:玩家创建了一个对象类型
命令字:BUILT_BY_PLAYER
xml代码使用:
<BUILT_BY_PLAYER>
<ObjectType_0 value="alliedsuperweaponeffect"/>
<PlayerName_1 value="Player"/>
</BUILT_BY_PLAYER>
Player has lost an object of type.[76]
翻译:玩家丢失了一个类型对象
命令字:PLAYER_LOST_OBJECT_TYPE
xml代码使用:
<PLAYER_LOST_OBJECT_TYPE>
<PlayerName_0 value="Player"/>
<ObjectType_1 value="alliedsuperweaponeffect"/>
</PLAYER_LOST_OBJECT_TYPE>
Player owns Team.[26]
翻译:玩家拥有团队
命令字:TEAM_OWNED_BY_PLAYER
xml代码使用:
<TEAM_OWNED_BY_PLAYER>
<PlayerName_0 value="Player"/>
<TeamName_1 value="Team"/>
</TEAM_OWNED_BY_PLAYER>
Player owns Unit.[25]
翻译:玩家拥有单位
命令字:NAMED_OWNED_BY_PLAYER
xml代码使用:
<NAMED_OWNED_BY_PLAYER>
<PlayerName_0 value="Player"/>
<UnitName_1 value="Object"/>
</NAMED_OWNED_BY_PLAYER>
Player has triggered game event[141]
翻译:玩家触发游戏事件
命令字:PLAYER_TRIGGERED_SCRIPT_EVENT
xml代码使用:
<PLAYER_TRIGGERED_SCRIPT_EVENT>
<PlayerName_0 value="Player"/>
<ScriptEvent_1 value="2"/>
</PLAYER_TRIGGERED_SCRIPT_EVENT>
Power
Player has (comparison) kilowatts excess power supply.[63]
翻译:玩家有(比较)千瓦的过剩电力供应
命令字:PLAYER_EXCESS_POWER_COMPARE_VALUE
xml代码使用:
<PLAYER_EXCESS_POWER_COMPARE_VALUE>
<PlayerName_0 value="Player"/>
<Comparison_1 value="2"/>
<Integer_2 value="4"/>
</PLAYER_EXCESS_POWER_COMPARE_VALUE>
Player has (comparison) percent power supply to consumption.[62]
翻译:玩家的能量供给与消耗的百分比
命令字:PLAYER_POWER_COMPARE_PERCENT
xml代码使用:
<PLAYER_POWER_COMPARE_PERCENT>
<PlayerName_0 value="Player"/>
<Comparison_1 value="2"/>
<Integer_2 value="4"/>
</PLAYER_POWER_COMPARE_PERCENT>
Player's base currently has no power.[40]
翻译:玩家的基础目前没有能量。
命令字:PLAYER_HAS_NO_POWER
xml代码使用:
<PLAYER_HAS_NO_POWER>
<PlayerName_0 value="Player"/>
</PLAYER_HAS_NO_POWER>
Player's base currently has power.[27]
翻译:玩家的基础现在拥有能量
命令字:PLAYER_HAS_POWER
xml代码使用:
<PLAYER_HAS_POWER>
<PlayerName_0 value="Player"/>
</PLAYER_HAS_POWER>
Red Alerts
Player activated their Red Alert.[145]
翻译:玩家启动了红色警报。
命令字:PLAYER_RED_ALERT_ACTIVATED
xml代码使用:
<PLAYER_RED_ALERT_ACTIVATED>
<PlayerName_0 value="Player"/>
</PLAYER_RED_ALERT_ACTIVATED>
Sighted
Player has sighted another player.[75]
翻译:玩家看到了另一个玩家
命令字:SKIRMISH_PLAYER_HAS_DISCOVERED_PLAYER
xml代码使用:
<SKIRMISH_PLAYER_HAS_DISCOVERED_PLAYER>
<PlayerName_0 value="Player"/>
<PlayerName_1 value="Player"/>
</SKIRMISH_PLAYER_HAS_DISCOVERED_PLAYER>
Player has sighted named object.[23]
翻译:玩家看到了命名的物体
命令字:NAMED_DISCOVERED
xml代码使用:
<NAMED_DISCOVERED>
<PlayerName_0 value="Player"/>
<UnitName_1 value="Object"/>
</NAMED_DISCOVERED>
Player has sighted Team.[24]
翻译:玩家看到了团队
命令字:TEAM_DISCOVERED
xml代码使用:
<TEAM_DISCOVERED>
<PlayerName_0 value="Player"/>
<TeamName_1 value="Team"/>
</TEAM_DISCOVERED>
Special Power
Player can perform special power on team location.[116]
翻译:玩家可以在团队位置上执行特殊异能
命令字:SKIRMISH_FIRE_SPECIAL_POWER_ON_TEAM
xml代码使用:
<SKIRMISH_FIRE_SPECIAL_POWER_ON_TEAM>
<PlayerName_0 value="Player"/>
<ScienceName_1 value="specialpower"/>
<TeamName_2 value="Team"/>
</SKIRMISH_FIRE_SPECIAL_POWER_ON_TEAM>
Player completed using a special power.[51]
翻译:玩家使用特殊能力完成
命令字:PLAYER_COMPLETED_SPECIAL_POWER
xml代码使用:
<PLAYER_COMPLETED_SPECIAL_POWER>
<PlayerName_0 value="Player"/>
<ScienceName_1 value="specialpower"/>
</PLAYER_COMPLETED_SPECIAL_POWER>
Player has <comparison><n> power points.[151]
翻译:玩家有“比较”“n”动力点
命令字:PLAYER_HAS_COMPARISON_POWER_POINTS
xml代码使用:
<PLAYER_HAS_COMPARISON_POWER_POINTS>
<PlayerName_0 value="Player"/>
<Comparison_1 value="2"/>
<Integer_2 value="4"/>
</PLAYER_HAS_COMPARISON_POWER_POINTS>
Player has player tech.[153]
翻译:玩家拥有玩家技术
命令字:PLAYER_HAS_PLAYER_TECH
xml代码使用:
<PLAYER_HAS_PLAYER_TECH>
<PlayerName_0 value="Player"/>
<PlayerTech_1 value="PlayerTech"/>
</PLAYER_HAS_PLAYER_TECH>
Player start using a special power from a named object.[52]
翻译:玩家开始使用来自命名对象的特殊能力
命令字:PLAYER_TRIGGERED_SPECIAL_POWER_FROM_NAMED
xml代码使用:
<PLAYER_TRIGGERED_SPECIAL_POWER_FROM_NAMED>
<PlayerName_0 value="Player"/>
<ScienceName_1 value="specialpower"/>
<UnitName_2 value="Object"/>
</PLAYER_TRIGGERED_SPECIAL_POWER_FROM_NAMED>
Player starts using a special power in trigger area.[143]
翻译:玩家开始在触发区域使用一种特殊能力
命令字:PLAYER_TRIGGERED_SPECIAL_POWER_IN_AREA
xml代码使用:
<PLAYER_TRIGGERED_SPECIAL_POWER_IN_AREA>
<PlayerName_0 value="Player"/>
<ScienceName_1 value="specialpower"/>
<TriggerAreaName_2 value="Area"/>
</PLAYER_TRIGGERED_SPECIAL_POWER_IN_AREA>
Player starts using a special power.[50]
翻译:玩家开始使用一种特殊能力
命令字:PLAYER_TRIGGERED_SPECIAL_POWER
xml代码使用:
<PLAYER_TRIGGERED_SPECIAL_POWER>
<PlayerName_0 value="Player"/>
<ScienceName_1 value="specialpower"/>
</PLAYER_TRIGGERED_SPECIAL_POWER>
Player's special power is ready to fire.[64]
翻译:玩家的特殊能力已准备好开火
命令字:SKIRMISH_SPECIAL_POWER_READY
xml代码使用:
<SKIRMISH_SPECIAL_POWER_READY>
<PlayerName_0 value="Player"/>
<ScienceName_1 value="specialpower"/>
</SKIRMISH_SPECIAL_POWER_READY>
Upgrades and Sciences
Player built an Upgrade.[53]
翻译:玩家建造了一种升级
命令字:PLAYER_BUILT_UPGRADE
xml代码使用:
<PLAYER_BUILT_UPGRADE>
<PlayerName_0 value="Player"/>
<UnitAbilityName_1 value="upgrade"/>
</PLAYER_BUILT_UPGRADE>
Win & Loss
Multiplayer local player defeat check.[39]
翻译:多人本地玩家击败检查
命令字:MULTIPLAYER_PLAYER_DEFEAT
xml代码使用:
<MULTIPLAYER_PLAYER_DEFEAT>
</MULTIPLAYER_PLAYER_DEFEAT>
Team
Area or Path
One unit from team enters an area.[34]
翻译:一个小队进入一个区域
命令字:TEAM_ENTERED_AREA_PARTIALLY
xml代码使用:
<TEAM_ENTERED_AREA_PARTIALLY>
<TeamName_0 value="Team"/>
<TriggerAreaName_1 value="Area"/>
<CameraShakeIntensity_2 value="3"/>
</TEAM_ENTERED_AREA_PARTIALLY>
One unit from team exits an area.[36]
翻译:一个小队离开一个区域
命令字:TEAM_EXITED_AREA_PARTIALLY
xml代码使用:
<TEAM_EXITED_AREA_PARTIALLY>
<TeamName_0 value="Team"/>
<TriggerAreaName_1 value="Area"/>
<CameraShakeIntensity_2 value="3"/>
</TEAM_EXITED_AREA_PARTIALLY>
Team can path to named object.[102]
翻译:团队可以路径到命名的对象
命令字:TEAM_CAN_PATH_TO_OBJECT
xml代码使用:
<TEAM_CAN_PATH_TO_OBJECT>
<TeamName_0 value="Team"/>
<UnitName_1 value="Object"/>
</TEAM_CAN_PATH_TO_OBJECT>
Team can path to waypoint.[101]
翻译:团队可以路径到路标
命令字:TEAM_CAN_PATH_TO_WAYPOINT
xml代码使用:
<TEAM_CAN_PATH_TO_WAYPOINT>
<TeamName_0 value="Team"/>
<WaypointName_1 value="Waypoint"/>
</TEAM_CAN_PATH_TO_WAYPOINT>
Team entirely exits an area.[35]
翻译:团队完全离开一个区域
命令字:TEAM_EXITED_AREA_ENTIRELY
xml代码使用:
<TEAM_EXITED_AREA_ENTIRELY>
<TeamName_0 value="Team"/>
<TriggerAreaName_1 value="Area"/>
<CameraShakeIntensity_2 value="3"/>
</TEAM_EXITED_AREA_ENTIRELY>
Team has reached the end of a specific waypoint path. (Unreliable)[29]
翻译:团队已经到达特定路径点路径的终点。(不可靠)
命令字:TEAM_REACHED_WAYPOINTS_END
xml代码使用:
<TEAM_REACHED_WAYPOINTS_END>
<TeamName_0 value="Team"/>
<WaypointPathName_1 value="WaypointPath"/>
</TEAM_REACHED_WAYPOINTS_END>
Team has units in an area.[5]
翻译:小队已经在一个区域部署了部队
命令字:TEAM_INSIDE_AREA_PARTIALLY
xml代码使用:
<TEAM_INSIDE_AREA_PARTIALLY>
<TeamName_0 value="Team"/>
<TriggerAreaName_1 value="Area"/>
<CameraShakeIntensity_2 value="3"/>
</TEAM_INSIDE_AREA_PARTIALLY>
Team is completely inside an area.[13]
翻译:团队完全在一个区域内
命令字:TEAM_INSIDE_AREA_ENTIRELY
xml代码使用:
<TEAM_INSIDE_AREA_ENTIRELY>
<TeamName_0 value="Team"/>
<TriggerAreaName_1 value="Area"/>
<CameraShakeIntensity_2 value="3"/>
</TEAM_INSIDE_AREA_ENTIRELY>
Team is completely outside an area.[14]
翻译:团队完全在一个区域之外
命令字:TEAM_OUTSIDE_AREA_ENTIRELY
xml代码使用:
<TEAM_OUTSIDE_AREA_ENTIRELY>
<TeamName_0 value="Team"/>
<TriggerAreaName_1 value="Area"/>
<CameraShakeIntensity_2 value="3"/>
</TEAM_OUTSIDE_AREA_ENTIRELY>
Attacked, Destroyed, or Exists
Evaluate if all members of a team being attacked cannot retaliate[112]
翻译:评估是否所有被攻击的团队成员都不能进行报复
命令字:TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ALL
xml代码使用:
<TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ALL>
<TeamName_0 value="Team"/>
</TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ALL>
Evaluate if any member of a team is being attacked but cannot retaliate[111]
翻译:评估团队中是否有成员受到攻击但无法反击
命令字:TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ANY
xml代码使用:
<TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ANY>
<TeamName_0 value="Team"/>
</TEAM_IS_ATTACKED_AND_CANNOT_RETALIATE_ANY>
Team has (comparison) number of objects.[148]
翻译:团队有(比较)数量的对象
命令字:TEAM_COMPARE_NUM_MEMBERS
xml代码使用:
<TEAM_COMPARE_NUM_MEMBERS>
<TeamName_0 value="Team"/>
<Comparison_1 value="2"/>
<Integer_2 value="4"/>
</TEAM_COMPARE_NUM_MEMBERS>
Team has been attacked by Player.[18]
翻译:球队被球员攻击
命令字:TEAM_ATTACKED_BY_PLAYER
xml代码使用:
<TEAM_ATTACKED_BY_PLAYER>
<TeamName_0 value="Team"/>
<PlayerName_1 value="Player"/>
</TEAM_ATTACKED_BY_PLAYER>
Team has been created.[21]
翻译:队伍被产生
命令字:TEAM_CREATED
xml代码使用:
<TEAM_CREATED>
<TeamName_0 value="Team"/>
</TEAM_CREATED>
Team has fewer than X units left of KindOf.[115]
翻译:团队剩下不到X个单位
命令字:TEAM_HAS_FEWER_THAN_X_UNITS_WITH_KINDOF
xml代码使用:
<TEAM_HAS_FEWER_THAN_X_UNITS_WITH_KINDOF>
<TeamName_0 value="Team"/>
<Integer_1 value="4"/>
<UnitOrStructureKind_2 value="5"/>
</TEAM_HAS_FEWER_THAN_X_UNITS_WITH_KINDOF>
Team has units.[8]
翻译:团队有单位
命令字:TEAM_HAS_UNITS
xml代码使用:
<TEAM_HAS_UNITS>
<TeamName_0 value="Team"/>
</TEAM_HAS_UNITS>
Team is attacked by a specific object type.[16]
翻译:团队受到特定对象类型的攻击
命令字:TEAM_ATTACKED_BY_OBJECTTYPE
xml代码使用:
<TEAM_ATTACKED_BY_OBJECTTYPE>
<TeamName_0 value="Team"/>
<ObjectType_1 value="alliedsuperweaponeffect"/>
</TEAM_ATTACKED_BY_OBJECTTYPE>
Team is destroyed.[6]
翻译:团队被摧毁
命令字:TEAM_DESTROYED
xml代码使用:
<TEAM_DESTROYED>
<TeamName_0 value="Team"/>
</TEAM_DESTROYED>
CommandButton
Team's CommandButton ability is ready - all.[68]
翻译:团队的命令按钮能力是现成的
命令字:SKIRMISH_COMMAND_BUTTON_READY_ALL
xml代码使用:
<SKIRMISH_COMMAND_BUTTON_READY_ALL>
<PlayerName_0 value="Player"/>
<TeamName_1 value="Team"/>
<SkirmishApproachPath_2 value="ability"/>
</SKIRMISH_COMMAND_BUTTON_READY_ALL>
Team's CommandButton ability is ready - partial[69]
翻译:团队的命令按钮能力是现成的
命令字:SKIRMISH_COMMAND_BUTTON_READY_PARTIAL
xml代码使用:
<SKIRMISH_COMMAND_BUTTON_READY_PARTIAL>
<PlayerName_0 value="Player"/>
<TeamName_1 value="Team"/>
<SkirmishApproachPath_2 value="ability"/>
</SKIRMISH_COMMAND_BUTTON_READY_PARTIAL>
Health
Team health level compared to a value.[118]
翻译:团队健康水平比较值
命令字:EVAL_TEAM_HEALTH
xml代码使用:
<EVAL_TEAM_HEALTH>
<TeamName_0 value="Team"/>
<Comparison_1 value="2"/>
<Integer_2 value="4"/>
</EVAL_TEAM_HEALTH>
Object Status
Team has object status - all.[60]
翻译:团队拥有对象状态-所有
命令字:TEAM_ALL_HAS_OBJECT_STATUS
xml代码使用:
<TEAM_ALL_HAS_OBJECT_STATUS>
<TeamName_0 value="Team"/>
<TeamAbilityName_1 value="1"/>
</TEAM_ALL_HAS_OBJECT_STATUS>
Team has object status - partial.[61]
翻译:团队有对象状态部分
命令字:TEAM_SOME_HAVE_OBJECT_STATUS
xml代码使用:
<TEAM_SOME_HAVE_OBJECT_STATUS>
<TeamName_0 value="Team"/>
<TeamAbilityName_1 value="1"/>
</TEAM_SOME_HAVE_OBJECT_STATUS>
Sighted
Team has sighted a friendly, neutral, or enemy unit belonging to Player.[95]
翻译:团队发现一个属于玩家的友好、中立或敌人单位。
命令字:ENEMY_SIGHTED_BY_TEAM
xml代码使用:
<ENEMY_SIGHTED_BY_TEAM>
<TeamName_0 value="Team"/>
<Relation_1 value="2"/>
<PlayerName_2 value="Player"/>
</ENEMY_SIGHTED_BY_TEAM>
Tutorial
Camera
Camera reset.[132]
翻译:相机重置
命令字:CAMERA_RESET
xml代码使用:
<CAMERA_RESET>
</CAMERA_RESET>
Camera rotate distance.[130]
翻译:相机旋转的距离
命令字:CAMERA_ROTATE_DISTANCE
xml代码使用:
<CAMERA_ROTATE_DISTANCE>
<RealNumber_0 value="1.1"/>
</CAMERA_ROTATE_DISTANCE>
Camera scroll distance.[129]
翻译:相机滚动距离
命令字:CAMERA_SCROLL_DISTANCE
xml代码使用:
<CAMERA_SCROLL_DISTANCE>
<RealNumber_0 value="1.1"/>
</CAMERA_SCROLL_DISTANCE>
Camera zoom distance.[131]
翻译:相机变焦距离
命令字:CAMERA_ZOOM_DISTANCE
xml代码使用:
<CAMERA_ZOOM_DISTANCE>
<RealNumber_0 value="1.1"/>
</CAMERA_ZOOM_DISTANCE>
Player
Player has issued a formation order.[134]
翻译:牌手已发出队形命令
命令字:PLAYER_ISSUED_FORMATION_ORDER
xml代码使用:
<PLAYER_ISSUED_FORMATION_ORDER>
</PLAYER_ISSUED_FORMATION_ORDER>
UI state proposition is true.[152]
翻译:UI状态命题为真
命令字:UI_STATE_PROPOSITION_STATE
xml代码使用:
<UI_STATE_PROPOSITION_STATE>
<UiState_0 value="AircraftBuildPageIsOpen"/>
</UI_STATE_PROPOSITION_STATE>
Unused or Obsolete
Check if a gate is open. (False, if not a gate, or closed)[97]
翻译:检查门是否开着。 (False,如果不是门或剂量)
命令字:GATE_IS_OPEN
xml代码使用:
<GATE_IS_OPEN>
<UnitName_0 value="Object"/>
</GATE_IS_OPEN>
Check unit Webbed Status.[119]
翻译:检查单元网络状态
命令字:IS_UNIT_WEBBED
xml代码使用:
<IS_UNIT_WEBBED>
<UnitName_0 value="Object"/>
<Boolean_1 value="1"/>
</IS_UNIT_WEBBED>
Does Player have Units that are in alternate formation.[125]
翻译:玩家是否拥有可替换的单位
命令字:UNIT_IN_ALT_FORMATION
xml代码使用:
<UNIT_IN_ALT_FORMATION>
<PlayerName_0 value="Player"/>
<ObjectName_1 value="alliedsuperweaponeffect"/>
</UNIT_IN_ALT_FORMATION>
Does Player have Units that have triggered auto pickup.[124]
翻译:玩家是否拥有能够触发自动拾取的单位
命令字:UNIT_USING_AUTOPICKUP
xml代码使用:
<UNIT_USING_AUTOPICKUP>
<PlayerName_0 value="Player"/>
<ObjectName_1 value="alliedsuperweaponeffect"/>
</UNIT_USING_AUTOPICKUP>
Experience
Named object is at experience level.[86]
翻译:命名对象处于经验级别
命令字:UNIT_IS_AT_LEVEL
xml代码使用:
<UNIT_IS_AT_LEVEL>
<UnitName_0 value="Player"/>
<Text_1 value="string"/>
</UNIT_IS_AT_LEVEL>
False.[0]
翻译:
命令字:CONDITION_FALSE
xml代码使用:
<CONDITION_FALSE>
</CONDITION_FALSE>
Is game in a skirmish or multiplayer game.[113]
翻译:游戏是小规模战斗还是多人游戏
命令字:IS_GAME_IN_SKIRMISH_OR_MULTIPLAYER
xml代码使用:
<IS_GAME_IN_SKIRMISH_OR_MULTIPLAYER>
<Boolean_0 value="1"/>
</IS_GAME_IN_SKIRMISH_OR_MULTIPLAYER>
Is number of units belonging to player near EVA event's last played location greater than, less than, or equal to a fixed value.[127]
翻译:在EVA事件的最后一次游戏地点附近,玩家的单位数量是大于,小于,还是等于一个固定值
命令字:IS_NUM_OF_UNITS_BELONGING_TO_PLAYER_NEAR_EVA_EVENT_LAST_PLAYED_LOCATION_COMPARISON_INT
xml代码使用:
<IS_NUM_OF_UNITS_BELONGING_TO_PLAYER_NEAR_EVA_EVENT_LAST_PLAYED_LOCATION_COMPARISON_INT>
<PlayerName_0 value="Player"/>
<RealNumber_1 value="1.1"/>
<EVA_2 value="EVA"/>
<Comparison_3 value="2"/>
<Integer_4 value="4"/>
</IS_NUM_OF_UNITS_BELONGING_TO_PLAYER_NEAR_EVA_EVENT_LAST_PLAYED_LOCATION_COMPARISON_INT>
Multiplayer allied defeat.[38]
翻译:多人盟军击败
命令字:MULTIPLAYER_ALLIED_DEFEAT
xml代码使用:
<MULTIPLAYER_ALLIED_DEFEAT>
</MULTIPLAYER_ALLIED_DEFEAT>
Multiplayer allied victory.[37]
翻译:多人盟军的胜利
命令字:MULTIPLAYER_ALLIED_VICTORY
xml代码使用:
<MULTIPLAYER_ALLIED_VICTORY>
</MULTIPLAYER_ALLIED_VICTORY>
Named object can path into (Player's) nearest base or is already inside it.[100]
翻译:命名对象可以进入(玩家)最近的基地,或者已经在基地内
命令字:UNIT_CAN_PATH_INTO_PLAYERS_NEAREST_BASE
xml代码使用:
<UNIT_CAN_PATH_INTO_PLAYERS_NEAREST_BASE>
<UnitName_0 value="Object"/>
<PlayerName_1 value="Player"/>
</UNIT_CAN_PATH_INTO_PLAYERS_NEAREST_BASE>
Named object is rank level or above.[117]
翻译:命名对象的级别或以上
命令字:NAMED_RANK_LEVEL
xml代码使用:
<NAMED_RANK_LEVEL>
<UnitName_0 value="Object"/>
<Integer_1 value="4"/>
</NAMED_RANK_LEVEL>
Player currently controls N or fewer bases.[93]
翻译:玩家目前控制着N个或更少的基地
命令字:PLAYER_HAS_N_OR_FEWER_BASES
xml代码使用:
<PLAYER_HAS_N_OR_FEWER_BASES>
<PlayerName_0 value="Player"/>
<Integer_1 value="4"/>
</PLAYER_HAS_N_OR_FEWER_BASES>
Player doesn't have units in an area.[74]
翻译:玩家在某个区域没有单位
命令字:SKIRMISH_PLAYER_IS_OUTSIDE_AREA
xml代码使用:
<SKIRMISH_PLAYER_IS_OUTSIDE_AREA>
<PlayerName_0 value="Player"/>
<TriggerAreaName_1 value="Area"/>
</SKIRMISH_PLAYER_IS_OUTSIDE_AREA>
Player has (comparison) threat level in area.[65]
翻译:玩家在区域内拥有(比较)威胁等
命令字:SKIRMISH_VALUE_IN_AREA
xml代码使用:
<SKIRMISH_VALUE_IN_AREA>
<PlayerName_0 value="Player"/>
<Comparison_1 value="2"/>
<RealNumber_2 value="1.1"/>
<TriggerAreaName_3 value="Area"/>
</SKIRMISH_VALUE_IN_AREA>
Speech has completed playing.[42]
翻译:演讲结束
命令字:HAS_FINISHED_SPEECH
xml代码使用:
<HAS_FINISHED_SPEECH>
<SpeechName_0 value="Music"/>
</HAS_FINISHED_SPEECH>
Supplies are within specified distance.[67]
翻译:供应在规定的距离内
命令字:SKIRMISH_SUPPLIES_VALUE_WITHIN_DISTANCE
xml代码使用:
<SKIRMISH_SUPPLIES_VALUE_WITHIN_DISTANCE>
<PlayerName_0 value="Player"/>
<RealNumber_1 value="1.1"/>
<TriggerAreaName_2 value="Area"/>
<RealNumber_3 value="1.1"/>
</SKIRMISH_SUPPLIES_VALUE_WITHIN_DISTANCE>
Supply source is attacked.[78]
翻译:供应源被攻击
命令字:SUPPLY_SOURCE_ATTACKED
xml代码使用:
<SUPPLY_SOURCE_ATTACKED>
<PlayerName_0 value="Player"/>
</SUPPLY_SOURCE_ATTACKED>
Supply source is safe.[77]
翻译:供应源安全
命令字:SUPPLY_SOURCE_SAFE
xml代码使用:
<SUPPLY_SOURCE_SAFE>
<PlayerName_0 value="Player"/>
<Integer_1 value="4"/>
</SUPPLY_SOURCE_SAFE>
Team can path into (Player's) nearest base or is already inside it.[103]
翻译:队伍可以进入(玩家)最近的基地,或者已经在基地内
命令字:TEAM_CAN_PATH_INTO_PLAYERS_NEAREST_BASE
xml代码使用:
<TEAM_CAN_PATH_INTO_PLAYERS_NEAREST_BASE>
<TeamName_0 value="Team"/>
<PlayerName_1 value="Player"/>
</TEAM_CAN_PATH_INTO_PLAYERS_NEAREST_BASE>
Team entirely enters an area.[33]
翻译:整个团队进入一个区域
命令字:TEAM_ENTERED_AREA_ENTIRELY
xml代码使用:
<TEAM_ENTERED_AREA_ENTIRELY>
<TeamName_0 value="Player"/>
<TriggerAreaName_1 value="Area"/>
<CameraShakeIntensity_2 value="3"/>
</TEAM_ENTERED_AREA_ENTIRELY>
There are (comparison) trees in an area.[96]
翻译:在一个地区有(比较)树
命令字:COMPARISON_TREES_IN_TRIGGER_AREA
xml代码使用:
<COMPARISON_TREES_IN_TRIGGER_AREA>
<Comparison_0 value="2"/>
<Integer_1 value="4"/>
<TriggerAreaName_2 value="Area"/>
</COMPARISON_TREES_IN_TRIGGER_AREA>
Unit enters an area.[31]
翻译:单位进入一个区域
命令字:NAMED_ENTERED_AREA
xml代码使用:
<NAMED_ENTERED_AREA>
<UnitName_0 value="Object"/>
<TriggerAreaName_1 value="Area"/>
</NAMED_ENTERED_AREA>
Unit has been created.[20]
翻译:单位已经创建
命令字:NAMED_CREATED
xml代码使用:
<NAMED_CREATED>
<UnitName_0 value="Object"/>
</NAMED_CREATED>