ADVAPI32.dll
KERNEL32.dll
MSVCP80.dll
MSVCR80.dll
OLEAUT32.dll
SHELL32.dll
USER32.dll
VERSION.dll
engine_x86.dll
filesystem_x86.dll
ole32.dll
InitializeGameScriptDLL ShutdownGameScriptDLL
Error in call Error in const def Error in error handling Error in typedef Error loading module '%s' from file '%s': F:EDIT c:ACTION d:Condition to start the action chain F:EDIT c:AMMO d:Start ammo n:nCount F:EDIT c:BEHAVIOR d:Condition to start the behavior F:EDIT c:MICRO BEHAVIOR d:Condition to start the micro behavior F:EDIT d:Bubble boundary type (start or end) F:EDIT d:Enable / disable Cover System F:EDIT d:Enable / disable cannon for player's use F:EDIT d:Enable / disable changing weapons F:EDIT d:Enable / disable chatter F:EDIT d:Enable / disable damage when player can't move F:EDIT d:Enable / disable forcing player to duck F:EDIT d:Enable / disable player movement F:EDIT d:Enable / disable player squint F:EDIT d:Enable / disable removing all inventory on WeaponThrow action F:EDIT d:Enable / disable shooting F:EDIT d:Enable / disable unlimited clip capacity mode F:EDIT d:Time between cliking of button and start fade out action F:EDIT d:Time between end of fade out and start fade in action F:EDIT d:Time of fade out, from start till black screen F:EDIT d:Time to start duel F:EDIT d:Whether to restart the timer once the condition becomes true F:EDIT d:enable / disable deadly distance mode F:EDIT d:enable / disable next group spawn (only works with GROUP_SPAWN chase type) F:EDIT e:ADVANCED d:Enable / disable Concentration Mode F:EDIT e:ADVANCED d:Enable / disable player climbing F:EDIT e:ADVANCED d:Enable / disable player get in / out (for cannon, wagon, etc.) F:EDIT e:ADVANCED d:Enable / disable player kicking F:EDIT e:ADVANCED d:Enable / disable player punching F:EDIT e:ADVANCED d:Enable / disable player shooting F:EDIT e:ADVANCED d:Enable / disable rendering player F:EDIT e:ADVANCED d:Enable player move on prepare F:EDIT e:BROWSE_OBJECT|CONTEXT c:WolfWaypoint d:Start WolfWaypoint F:EDIT e:CHECKBOX c:AutoTriggeredFXEmitter d:If fx should start only when it is visible F:EDIT e:CHECKBOX c:AutoTriggeredFXEmitter d:If the fx start should depend on players proximity F:EDIT e:CHECKBOX c:Cow d:If the cow should start disappeared F:EDIT e:CHECKBOX c:FIGHT d:Can AI automatically start fight when enemy spotted F:EDIT e:CHECKBOX c:FallingStones d:If fx should start only when it is visible F:EDIT e:CHECKBOX c:FallingStones d:If the fx start should depend on players proximity F:EDIT e:CHECKBOX c:FallingStones d:If the stones can start automatically at all F:EDIT e:CHECKBOX d:Can targets start burning again after extinguish F:EDIT e:EDIT c:AutoTriggeredFXEmitter d:If m_UsePlayerDistCond then what is the max player dist to start the fx F:EDIT e:EDIT c:AutoTriggeredFXEmitter d:If m_UsePlayerDistCond then what is the min player dist to start the fx F:EDIT e:EDIT c:FXProximityEmitter d:Max delay to restart emitter F:EDIT e:EDIT c:FXProximityEmitter d:Min delay to restart emitter F:EDIT e:EDIT c:FallingStones d:How long from the effect start till the stones are tried to be deleted/hidden - effect stopped F:EDIT e:EDIT c:FallingStones d:How often the fx tries to start and hide stones when ended F:EDIT e:EDIT c:FallingStones d:If m_UsePlayerDistCond then what is the max player dist to start the fx F:EDIT e:EDIT c:FallingStones d:If m_UsePlayerDistCond then what is the min player dist to start the fx F:EDIT e:EDIT c:SOUND_EMITTER d:Distance where sound will start fading out F:EDIT e:EDIT d:Sound to play on enable objective F:EDIT e:EDIT d:Start ammo count, -1 -> default value c:AMMO F:EDIT e:EDIT d:Vibration fade in start level < 0,1> F:EDIT e:EDIT d:time from start round to force team balance, -1 -> team balance disabled c:GAMEMODE_TEAM F:EDIT e:EDIT|ADVANCED c:ACTOR d:Time to start wallow anim when burning (-1 means disabled) F:EDIT e:EDIT|ADVANCED c:NEWAIANIMAL d:Maximum distance to start growl F:EDIT e:EDIT|ADVANCED c:NEWAIANIMAL d:Minimum distance to start growl (-1 - no growl) F:EDIT e:EXPANDABLE c:START d:Group of actions needed to start one of level stages Fatal error - scanner input buffer overflow Loop or previous error loading module '%s' PANIC: unprotected error in call to Lua API (%s) RTTI FATAL ERROR %s.%s: %s RTTI SET_COMPRESSOR FATAL ERROR %s.%s can't cast to CRTTIFieldCompressed< %s> RTTI SET_COMPRESSOR FATAL ERROR %s.%s can't cast to CRTTIFieldTyped< %s> Unable to dump given function Unable to generate a unique filename Variable callback not specified: unable to read '%s' variable!