diff --git a/projects/assets/1UNKNOWN/1.20/warsteel/lang/en_us.json b/projects/assets/1UNKNOWN/1.20/warsteel/lang/en_us.json new file mode 100644 index 000000000000..f219388cb17f --- /dev/null +++ b/projects/assets/1UNKNOWN/1.20/warsteel/lang/en_us.json @@ -0,0 +1,42 @@ +{ + "entity.warsteel.kv-1": "KV-1", + "entity.warsteel.kv-2": "KV-2", + "entity.warsteel.m4a3-sherman": "M4A3 (75) Sherman", + "entity.warsteel.t-26-1931": "T-26 Model 1931", + "entity.warsteel.tiger-h1": "Tiger H1", + "item.warsteel.kv1_barrel": "KV-1 Barrel", + "item.warsteel.kv1_hull": "KV-1 Hull", + "item.warsteel.kv1_track": "KV-1 Track", + "item.warsteel.kv1_turret": "KV-1 Turret", + "item.warsteel.kv2_barrel": "KV-2 Barrel", + "item.warsteel.kv2_hull": "KV-2 Hull", + "item.warsteel.kv2_track": "KV-2 Track", + "item.warsteel.kv2_turret": "KV-2 Turret", + "item.warsteel.sherman_barrel": "M4A3 (75) Sherman Barrel", + "item.warsteel.sherman_hull": "M4A3 (75) Sherman Hull", + "item.warsteel.sherman_track": "M4A3 (75) Sherman Track", + "item.warsteel.sherman_turret": "M4A3 (75) Sherman Turret", + "item.warsteel.t26_barrel": "T-26 Model 1931 Barrel", + "item.warsteel.t26_hull": "T-26 Model 1931 Hull", + "item.warsteel.t26_track": "T-26 Model 1931 Track", + "item.warsteel.t26_turret": "T-26 Model 1931 Turret", + "item.warsteel.tiger_barrel": "Tiger H1 Barrel", + "item.warsteel.tiger_hull": "Tiger H1 Hull", + "item.warsteel.tiger_track": "Tiger H1 Track", + "item.warsteel.tiger_turret": "Tiger H1 Turret", + "item_group.warsteel.ash-tank": "WarSteel Vehicle Tab (Tank)", + "shell.warsteel.ap_45": "45mm BR-240 AP", + "shell.warsteel.ap_75": "75mm M61 APCBC", + "skin.warsteel.m4a3-sherman.od": "Olive drab", + "skin.warsteel.t-26-1931.desert": "Desert", + "skin.warsteel.t-26-1931.olive": "Olive", + "skin.warsteel.tiger-h1.grey": "Grey", + "subtitles.warsteel.armor_ricochet": "Shell ricochets", + "subtitles.warsteel.ricochet": "Shell ricochets", + "subtitles.warsteel.shell_nonpen": "Shell shatters on armour", + "weapon.warsteel.cannon_45": "45mm 20-K AP", + "weapon.warsteel.cannon_45_he": "45mm 20-K HE", + "weapon.warsteel.cannon_75": "75mm M3 APCBC", + "weapon.warsteel.cannon_75_he": "75mm M3 HE", + "weapon.warsteel.commander_periscope": "Commander's Periscope" +} diff --git a/projects/assets/1UNKNOWN/1.20/warsteel/lang/zh_cn.json b/projects/assets/1UNKNOWN/1.20/warsteel/lang/zh_cn.json new file mode 100644 index 000000000000..083125272577 --- /dev/null +++ b/projects/assets/1UNKNOWN/1.20/warsteel/lang/zh_cn.json @@ -0,0 +1,42 @@ +{ + "entity.warsteel.kv-1": "KV-1 重型坦克", + "entity.warsteel.kv-2": "KV-2 重型坦克", + "entity.warsteel.m4a3-sherman": "M4A3(75)谢尔曼", + "entity.warsteel.t-26-1931": "T-26 模型 1931", + "entity.warsteel.tiger-h1": "虎式 H1", + "item.warsteel.kv1_barrel": "KV-1 炮管", + "item.warsteel.kv1_hull": "KV-1 车体", + "item.warsteel.kv1_track": "KV-1 履带", + "item.warsteel.kv1_turret": "KV-1 炮塔", + "item.warsteel.kv2_barrel": "KV-2 炮管", + "item.warsteel.kv2_hull": "KV-2 车体", + "item.warsteel.kv2_track": "KV-2 履带", + "item.warsteel.kv2_turret": "KV-2 炮塔", + "item.warsteel.sherman_barrel": "M4A3(75)谢尔曼炮管", + "item.warsteel.sherman_hull": "M4A3(75)谢尔曼车体", + "item.warsteel.sherman_track": "M4A3(75)谢尔曼履带", + "item.warsteel.sherman_turret": "M4A3(75)谢尔曼炮塔", + "item.warsteel.t26_barrel": "T-26 模型 1931 Barrel", + "item.warsteel.t26_hull": "T-26 模型 1931 Hull", + "item.warsteel.t26_track": "T-26 模型 1931 Track", + "item.warsteel.t26_turret": "T-26 模型 1931 Turret", + "item.warsteel.tiger_barrel": "虎式 H1 炮管", + "item.warsteel.tiger_hull": "虎式 H1 车体", + "item.warsteel.tiger_track": "虎式 H1 履带", + "item.warsteel.tiger_turret": "虎式 H1 炮塔", + "item_group.warsteel.ash-tank": "WarSteel 载具标签页(坦克)", + "shell.warsteel.ap_45": "45mm BR-240 穿甲弹", + "shell.warsteel.ap_75": "75mm M61 被帽穿甲弹", + "skin.warsteel.m4a3-sherman.od": "橄榄绿", + "skin.warsteel.t-26-1931.desert": "沙漠涂装", + "skin.warsteel.t-26-1931.olive": "橄榄绿", + "skin.warsteel.tiger-h1.grey": "灰色", + "subtitles.warsteel.armor_ricochet": "炮弹跳弹", + "subtitles.warsteel.ricochet": "炮弹跳弹", + "subtitles.warsteel.shell_nonpen": "炮弹在装甲上碎裂", + "weapon.warsteel.cannon_45": "45mm 20-K 穿甲弹", + "weapon.warsteel.cannon_45_he": "45mm 20-K 榴弹", + "weapon.warsteel.cannon_75": "75mm M3 被帽穿甲弹", + "weapon.warsteel.cannon_75_he": "75mm M3 榴弹", + "weapon.warsteel.commander_periscope": "车长潜望镜" +} diff --git a/projects/assets/framework/1.20/framework/lang/en_us.json b/projects/assets/framework/1.20/framework/lang/en_us.json new file mode 100644 index 000000000000..cb6762186ede --- /dev/null +++ b/projects/assets/framework/1.20/framework/lang/en_us.json @@ -0,0 +1,3 @@ +{ + "framework.gui.process_config_fail": "Failed to process config from server: %s" +} diff --git a/projects/assets/framework/1.20/framework/lang/zh_cn.json b/projects/assets/framework/1.20/framework/lang/zh_cn.json new file mode 100644 index 000000000000..2b57e52be384 --- /dev/null +++ b/projects/assets/framework/1.20/framework/lang/zh_cn.json @@ -0,0 +1,3 @@ +{ + "framework.gui.process_config_fail": "失败 to process config from server: %s" +} diff --git a/projects/assets/geckolib/1.20/geckolib/lang/en_us.json b/projects/assets/geckolib/1.20/geckolib/lang/en_us.json new file mode 100644 index 000000000000..de430115af17 --- /dev/null +++ b/projects/assets/geckolib/1.20/geckolib/lang/en_us.json @@ -0,0 +1,33 @@ +{ + "block.geckolib.fertilizer": "Fertilizer", + "block.geckolib.fertilizer.tooltip": "Turn on rain to see the fertilizer model!", + "block.geckolib.gecko_habitat": "Gecko Habitat", + "entity.geckolib.bat": "Bat", + "entity.geckolib.bike": "Bike", + "entity.geckolib.cool_kid": "Cool Kid", + "entity.geckolib.fake_glass": "Fake Glass", + "entity.geckolib.gremlin": "Gremlin", + "entity.geckolib.mutant_zombie": "Mutant Zombie", + "entity.geckolib.mutant_zombie.equip": "Gave %1$s to the entity", + "entity.geckolib.parasite": "Parasite", + "entity.geckolib.race_car": "Race Car", + "item.geckolib.bat_spawn_egg": "Bat Spawn Egg", + "item.geckolib.bike_spawn_egg": "Bike Spawn Egg", + "item.geckolib.cool_kid_spawn_egg": "Cool Kid Spawn Egg", + "item.geckolib.fake_glass_spawn_egg": "Fake Glass Spawn Egg", + "item.geckolib.gecko_armor_boots": "Gecko Armor Boots", + "item.geckolib.gecko_armor_chestplate": "Gecko Armor Chestplate", + "item.geckolib.gecko_armor_helmet": "Gecko Armor Helmet", + "item.geckolib.gecko_armor_leggings": "Gecko Armor Leggings", + "item.geckolib.gremlin_spawn_egg": "Gremlin Spawn Egg", + "item.geckolib.jack_in_the_box": "Jack-in-the-Box", + "item.geckolib.jack_in_the_box.opening": "Opening the Jack-in-the-Box!", + "item.geckolib.mutant_zombie_spawn_egg": "Mutant Zombie Spawn Egg", + "item.geckolib.parasite_spawn_egg": "Parasite Spawn Egg", + "item.geckolib.race_car_spawn_egg": "Race Car Spawn Egg", + "item.geckolib.wolf_armor_boots": "Wolf Armor Boots", + "item.geckolib.wolf_armor_chestplate": "Wolf Armor Chestplate", + "item.geckolib.wolf_armor_helmet": "Wolf Armor Helmet", + "item.geckolib.wolf_armor_leggings": "Wolf Armor Leggings", + "itemGroup.geckolib.geckolib_examples": "Geckolib Examples" +} diff --git a/projects/assets/geckolib/1.20/geckolib/lang/zh_cn.json b/projects/assets/geckolib/1.20/geckolib/lang/zh_cn.json new file mode 100644 index 000000000000..527732c05d6e --- /dev/null +++ b/projects/assets/geckolib/1.20/geckolib/lang/zh_cn.json @@ -0,0 +1,33 @@ +{ + "block.geckolib.fertilizer": "肥料", + "block.geckolib.fertilizer.tooltip": "打开下雨才能看到肥料模型!", + "block.geckolib.gecko_habitat": "壁虎栖息地", + "entity.geckolib.bat": "蝙蝠", + "entity.geckolib.bike": "自行车", + "entity.geckolib.cool_kid": "酷小孩", + "entity.geckolib.fake_glass": "假玻璃", + "entity.geckolib.gremlin": "小妖精", + "entity.geckolib.mutant_zombie": "Mutant 僵尸", + "entity.geckolib.mutant_zombie.equip": "已给予实体 %1$s", + "entity.geckolib.parasite": "寄生体", + "entity.geckolib.race_car": "赛车", + "item.geckolib.bat_spawn_egg": "Bat 生成蛋", + "item.geckolib.bike_spawn_egg": "Bike 生成蛋", + "item.geckolib.cool_kid_spawn_egg": "Cool Kid 生成蛋", + "item.geckolib.fake_glass_spawn_egg": "Fake Glass 生成蛋", + "item.geckolib.gecko_armor_boots": "壁虎靴子", + "item.geckolib.gecko_armor_chestplate": "壁虎胸甲", + "item.geckolib.gecko_armor_helmet": "壁虎头盔", + "item.geckolib.gecko_armor_leggings": "壁虎护腿", + "item.geckolib.gremlin_spawn_egg": "Gremlin 生成蛋", + "item.geckolib.jack_in_the_box": "惊吓盒", + "item.geckolib.jack_in_the_box.opening": "正在打开惊吓盒!", + "item.geckolib.mutant_zombie_spawn_egg": "Mutant 僵尸 生成蛋", + "item.geckolib.parasite_spawn_egg": "Parasite 生成蛋", + "item.geckolib.race_car_spawn_egg": "Race Car 生成蛋", + "item.geckolib.wolf_armor_boots": "狼铠甲靴子", + "item.geckolib.wolf_armor_chestplate": "狼铠甲胸甲", + "item.geckolib.wolf_armor_helmet": "狼铠甲头盔", + "item.geckolib.wolf_armor_leggings": "狼铠甲护腿", + "itemGroup.geckolib.geckolib_examples": "GeckoLib 示例" +} diff --git a/projects/assets/mezzconfig/1.20/mezz_config/lang/en_us.json b/projects/assets/mezzconfig/1.20/mezz_config/lang/en_us.json new file mode 100644 index 000000000000..3397146c9103 --- /dev/null +++ b/projects/assets/mezzconfig/1.20/mezz_config/lang/en_us.json @@ -0,0 +1,20 @@ +{ + "mezz_config.config.defaultValue": "Default Value: %s", + "mezz_config.config.description": "Description: %s", + "mezz_config.config.fileWatcher": "File Watching", + "mezz_config.config.fileWatcher.changeSettlingDelayMilliseconds": "Change Settling Delay", + "mezz_config.config.fileWatcher.changeSettlingDelayMilliseconds.description": "Milliseconds to wait after the last filesystem event before reloading changed config files.", + "mezz_config.config.fileWatcher.description": "Controls automatic config file watching and reload timing.", + "mezz_config.config.fileWatcher.enabled": "Automatic File Watching", + "mezz_config.config.fileWatcher.enabled.description": "Automatically watch config files and reload them when they are changed outside the game.", + "mezz_config.config.fileWatcher.missingDirectoryRetryIntervalMilliseconds": "Missing Directory Retry Interval", + "mezz_config.config.fileWatcher.missingDirectoryRetryIntervalMilliseconds.description": "Milliseconds between attempts to start watching config directories that do not exist yet.", + "mezz_config.config.logging": "Logging", + "mezz_config.config.logging.description": "Controls optional MezzConfig diagnostic logging.", + "mezz_config.config.logging.logUntranslatedKeys": "Log Untranslated Keys", + "mezz_config.config.logging.logUntranslatedKeys.description": "Log category and value localization keys that are missing from the active language. Enabled by default in development environments.", + "mezz_config.config.name": "Name: %s", + "mezz_config.config.requiresGameRestart": "Requires a game restart to take effect.", + "mezz_config.config.requiresWorldRestart": "Requires a world restart to take effect.", + "mezz_config.config.valueValues": "Valid Values: %s" +} diff --git a/projects/assets/mezzconfig/1.20/mezz_config/lang/zh_cn.json b/projects/assets/mezzconfig/1.20/mezz_config/lang/zh_cn.json new file mode 100644 index 000000000000..ad00580f1977 --- /dev/null +++ b/projects/assets/mezzconfig/1.20/mezz_config/lang/zh_cn.json @@ -0,0 +1,20 @@ +{ + "mezz_config.config.defaultValue": "默认值:%s", + "mezz_config.config.description": "说明:%s", + "mezz_config.config.fileWatcher": "文件监视", + "mezz_config.config.fileWatcher.changeSettlingDelayMilliseconds": "变更稳定延迟", + "mezz_config.config.fileWatcher.changeSettlingDelayMilliseconds.description": "最后一次文件系统事件之后等待多少毫秒才重新加载已变更的配置文件。", + "mezz_config.config.fileWatcher.description": "控制自动监视配置文件以及重新加载的时机。", + "mezz_config.config.fileWatcher.enabled": "自动文件监视", + "mezz_config.config.fileWatcher.enabled.description": "自动监视配置文件,当它们在游戏外被修改时重新加载。", + "mezz_config.config.fileWatcher.missingDirectoryRetryIntervalMilliseconds": "目录缺失重试间隔", + "mezz_config.config.fileWatcher.missingDirectoryRetryIntervalMilliseconds.description": "对于尚不存在的配置目录,两次尝试开始监视之间的毫秒数。", + "mezz_config.config.logging": "日志", + "mezz_config.config.logging.description": "控制可选的 MezzConfig 诊断日志。", + "mezz_config.config.logging.logUntranslatedKeys": "记录未翻译的键", + "mezz_config.config.logging.logUntranslatedKeys.description": "记录当前语言中缺失的分类与取值的本地化键。开发环境中默认开启。", + "mezz_config.config.name": "名称: %s", + "mezz_config.config.requiresGameRestart": "需要重启游戏才能生效。", + "mezz_config.config.requiresWorldRestart": "需要重启世界才能生效。", + "mezz_config.config.valueValues": "有效 Values: %s" +} diff --git a/projects/assets/sbw-ultima-ratio/1.20/ultimaratio/lang/en_us.json b/projects/assets/sbw-ultima-ratio/1.20/ultimaratio/lang/en_us.json new file mode 100644 index 000000000000..ed1d4040c31d --- /dev/null +++ b/projects/assets/sbw-ultima-ratio/1.20/ultimaratio/lang/en_us.json @@ -0,0 +1,27 @@ +{ + "des.superbwarfare.container.sponsor": "Credit: %1$s", + "entity.ultimaratio.aster_30_missile": "ASTER-30", + "entity.ultimaratio.caesar": "CAESAR Mk1", + "entity.ultimaratio.leclerc_azur": "Leclerc AZUR", + "entity.ultimaratio.leclerc_xlr": "Leclerc XLR", + "entity.ultimaratio.mamba": "SAMP/T MAMBA", + "entity.ultimaratio.mamba_radar": "SAMP/T ARABEL", + "entity.ultimaratio.renault_kerax": "Renault Kerax", + "entity.ultimaratio.samp_t_ng": "SAMP/T NG", + "entity.ultimaratio.vbmr": "VBMR Griffon", + "entity.ultimaratio.vbmr_mepac": "VBMR Griffon MEPAC", + "info.ultimaratio.caesar": "The CAESAR Mk1 is a French highly mobile self-propelled artillery system featuring a 155mm/52-caliber howitzer mounted on a 6x6 truck chassis. Known for its \"shoot-and-scoot\" capability, it can fire up to six rounds per minute at targets over 10k blocks away before quickly repositioning to avoid counter-battery fire.", + "info.ultimaratio.leclerc_azur": "The Leclerc AZUR is an urban-combat kit for the Leclerc: extra slat armor at the rear and a remote 7.62 mm weapon station. The 120 mm CN120-26 and coaxial 7.62 mm stay. Three crew: gunner, commander and driver.", + "info.ultimaratio.leclerc_xlr": "The Leclerc XLR is the latest French main battle tank, with a 120 mm CN120-26 cannon, a coaxial machine gun and a remote 12.7 mm weapon station. Three crew: gunner, commander and driver.", + "info.ultimaratio.mamba": "The SAMP/T MAMBA is a Franco-Italian long-range air defense system designed to protect strategic sites and troops against airborne threats. Mounted on heavy truck chassis like the Renault Kerax, it fires Aster 30 missiles capable of intercepting aircraft, drones, cruise missiles, and ballistic missiles.", + "info.ultimaratio.mamba_radar": "The SAMP/T ARABEL radar is the acquisition and tracking unit of the SAMP/T battery. Mounted on a Renault Kerax truck, it has no weapons of its own: operators in hidden seats 3 and 4 run the mast. With SRS the deploy clip is left to that mod; without it the radar unfolds when an operator sits and folds when both operator seats are empty.", + "info.ultimaratio.renault_kerax": "The Renault Kerax is a French 8x8 heavy truck. This unarmed civilian chassis is the same cab used by the SAMP/T battery.", + "info.ultimaratio.samp_t_ng": "The SAMP/T NG is the Ground Fire 300 radar of the next-generation SAMP/T battery, mounted on a Renault Kerax 8x8. Like ARABEL it has no weapons: operators in hidden seats 3 and 4 run the mast. With SRS, deploy and power are manual; without SRS the radar unfolds when an operator sits.", + "info.ultimaratio.vbmr": "The VBMR Griffon is a French 6x6 armored personnel carrier designed to transport an infantry squad under protection. A remotely operated 12.7 mm machine gun on the roof covers the vehicle without exposing the gunner.", + "info.ultimaratio.vbmr_mepac": "The VBMR Griffon MEPAC is a mortar carrier on the Griffon chassis. A 2R2M 81 mm mortar fires from the rear compartment once the roof hatches are open, while the remote 12.7 mm gun still covers the vehicle.", + "item_group.ultimaratio.main": "[SBW] Ultima Ratio", + "weapon.ultimaratio.aster_30": "ASTER-30", + "weapon.ultimaratio.mg_12_7": "12.7 mm", + "weapon.ultimaratio.mg_7_62": "7.62 mm", + "weapon.ultimaratio.mortar_81": "81 mm mortar" +} diff --git a/projects/assets/sbw-ultima-ratio/1.20/ultimaratio/lang/zh_cn.json b/projects/assets/sbw-ultima-ratio/1.20/ultimaratio/lang/zh_cn.json new file mode 100644 index 000000000000..0f47b5045e78 --- /dev/null +++ b/projects/assets/sbw-ultima-ratio/1.20/ultimaratio/lang/zh_cn.json @@ -0,0 +1,27 @@ +{ + "des.superbwarfare.container.sponsor": "鸣谢:%1$s", + "entity.ultimaratio.aster_30_missile": "ASTER-30 导弹", + "entity.ultimaratio.caesar": "CAESAR Mk1 自行火炮", + "entity.ultimaratio.leclerc_azur": "勒克莱尔 AZUR", + "entity.ultimaratio.leclerc_xlr": "勒克莱尔 XLR", + "entity.ultimaratio.mamba": "SAMP/T 曼巴防空系统", + "entity.ultimaratio.mamba_radar": "SAMP/T ARABEL 雷达", + "entity.ultimaratio.renault_kerax": "雷诺 Kerax 卡车", + "entity.ultimaratio.samp_t_ng": "SAMP/T NG 防空系统", + "entity.ultimaratio.vbmr": "VBMR 狮鹫装甲车", + "entity.ultimaratio.vbmr_mepac": "VBMR 狮鹫 MEPAC 迫击炮车", + "info.ultimaratio.caesar": "CAESAR Mk1 是法国高机动自行火炮系统,在 6x6 卡车底盘上搭载 155mm/52 倍径榴弹炮。以「打了就跑」著称 —— 每分钟可发射六发,打击 10000 格外目标后迅速转移,规避反炮兵火力。", + "info.ultimaratio.leclerc_azur": "勒克莱尔 AZUR 是勒克莱尔的巷战套件:车尾加装格栅装甲,并配一座遥控 7.62mm 武器站。主炮仍为 120mm CN120-26,同轴 7.62mm 机枪保留。三名乘员:炮手、车长、驾驶员。", + "info.ultimaratio.leclerc_xlr": "勒克莱尔 XLR 是法国最新型主战坦克,配备 120mm CN120-26 火炮、同轴机枪和遥控 12.7mm 武器站。三名乘员:炮手、车长、驾驶员。", + "info.ultimaratio.mamba": "SAMP/T 曼巴是法意联合研制的远程防空系统,用于保护战略要地与部队免受空中威胁。搭载于雷诺 Kerax 等重型卡车底盘,发射紫菀 30 导弹,可拦截飞机、无人机、巡航导弹与弹道导弹。", + "info.ultimaratio.mamba_radar": "SAMP/T ARABEL 雷达是 SAMP/T 连的搜索与跟踪单元。搭载于雷诺 Kerax 卡车,本身没有武器:操作员坐在隐藏的 3、4 号座位操作桅杆。装有 SRS 时展开动作交给该模组;未安装时,有操作员就座即展开,两个操作员座位都空时收起。", + "info.ultimaratio.renault_kerax": "雷诺 Kerax 是法国 8x8 重型卡车。这款无武装民用底盘与 SAMP/T 连使用的是同一款驾驶室。", + "info.ultimaratio.samp_t_ng": "The SAMP/T NG is the Ground 火焰 300 radar of the next-generation SAMP/T battery, mounted on a Renault Kerax 8x8. Like ARABEL it has no weapons: operators in hidden seats 3 and 4 run the mast. With SRS, deploy and power are manual; without SRS the radar unfolds when an operator sits.", + "info.ultimaratio.vbmr": "VBMR 狮鹫是法国 6x6 装甲运兵车,用于在防护下运送一个步兵班。车顶遥控 12.7mm 机枪可在不暴露射手的情况下覆盖车辆周边。", + "info.ultimaratio.vbmr_mepac": "VBMR 狮鹫 MEPAC 是狮鹫底盘上的迫击炮车。车顶舱盖打开后,后舱的 2R2M 81mm 迫击炮即可开火,同时遥控 12.7mm 机枪仍可掩护车辆。", + "item_group.ultimaratio.main": "【SBW】终极比率", + "weapon.ultimaratio.aster_30": "ASTER-30", + "weapon.ultimaratio.mg_12_7": "12.7mm 机枪", + "weapon.ultimaratio.mg_7_62": "7.62mm 机枪", + "weapon.ultimaratio.mortar_81": "81mm 迫击炮" +} diff --git a/projects/assets/tacz-combined-arms/1.20/tacz_sewv/lang/en_us.json b/projects/assets/tacz-combined-arms/1.20/tacz_sewv/lang/en_us.json new file mode 100644 index 000000000000..8f07b5bcb9b4 --- /dev/null +++ b/projects/assets/tacz-combined-arms/1.20/tacz_sewv/lang/en_us.json @@ -0,0 +1,1529 @@ +{ + "block.tacz_sewv.capture_point": "Capture Point", + "block.tacz_sewv.emplacement_block": "Emplacement Pad", + "block.tacz_sewv.foxhole": "Foxhole", + "block.tacz_sewv.helipad": "Helipad", + "block.tacz_sewv.parking_field": "Parking Field", + "block.tacz_sewv.quarters_bench": "Quarters Bench", + "block.tacz_sewv.runway_block": "Runway Marker", + "block.tacz_sewv.sandbag": "Sandbag", + "block.tacz_sewv.spawn_probe": "Spawn Probe", + "block.tacz_sewv.stockpile_ammo": "Ammo Stockpile", + "block.tacz_sewv.team_base": "Team Base", + "block.tacz_sewv.trench": "Trench", + "block.tacz_sewv.trench_x_cross": "Trench Cross", + "command.tacz_sewv.debug.IndividualTactics.off": "Individual tactics debug OFF.", + "command.tacz_sewv.debug.IndividualTactics.on": "Individual tactics debug ON. Grep logs for [sewv-diag][posture] / [sewv-diag][cover].", + "command.tacz_sewv.debug.InvasionForceEnd.ok": "Forced invasion teardown: cleared SPAWN-tagged hulls/crew, tickets, session flag.", + "command.tacz_sewv.debug.InvasionResetAllPoints.ok": "Reset %s capture point(s) to unowned.", + "command.tacz_sewv.debug.InvasionResetTeamBlockCounter.ok": "Team base counter rebuilt: %s bases tracked in this dimension.", + "command.tacz_sewv.debug.ShowSpawnProbes.off": "Spawn probes hidden.", + "command.tacz_sewv.debug.ShowSpawnProbes.on": "Spawn probes visible (Client → Debug → Show Spawn Probes).", + "command.tacz_sewv.debug.digFoxhole.fail": "Foxhole place failed for %s #%s (missing structure?).", + "command.tacz_sewv.debug.digFoxhole.none": "No Combat Engineer within 64 blocks.", + "command.tacz_sewv.debug.digFoxhole.ok": "Foxhole placed by %s #%s.", + "command.tacz_sewv.debug.idle.clear_ok": "Cleared idle state on %s hull(s).", + "command.tacz_sewv.debug.idle.cluster_fail": "Could not spawn any crewed ground hulls (check vehicle pools).", + "command.tacz_sewv.debug.idle.cluster_ok": "Spawned %s %s hull(s) and forced IDLE_HOLD.", + "command.tacz_sewv.debug.idle.cluster_range": "Cluster count must be 1–12.", + "command.tacz_sewv.debug.idle.expire_ok": "Hold timer expired on %s hull(s) — travel can win on next refresh.", + "command.tacz_sewv.debug.idle.hold_ok": "Forced IDLE_HOLD on %s hull(s) — debug drive on.", + "command.tacz_sewv.debug.idle.none": "No idle ground vehicle driver within range (look at one or stand near a cluster).", + "command.tacz_sewv.debug.idle.travel_ok": "Forced IDLE_TRAVEL on %s hull(s) — debug drive on.", + "command.tacz_sewv.debug.notificationTest.ok": "Queued HUD notification.", + "command.tacz_sewv.debug.notificationTest.player_only": "Only a player can test HUD notifications.", + "command.tacz_sewv.debug.rappel.none": "No helicopter in look range (64 blocks).", + "command.tacz_sewv.debug.rappel.off": "Rappel OFF for %s #%s resuming flight.", + "command.tacz_sewv.debug.rappel.on": "Rappel ON for %s #%s hover-lock at terrain +10.", + "command.tacz_sewv.debug.rappel.player_only": "Only a player can toggle rappel debug.", + "command.tacz_sewv.debug.reload_skins": "Reloading vehicle, armor, unit and logo skins (unit_skins/, armor_skins/, vehicle_skins/, logo_pools/) on client(s).", + "command.tacz_sewv.debug.reset_skins": "Resetting unit_skins/, armor_skins/, vehicle_skins/, logo_pools/ and legacy skin_pools/ to bundled defaults on client(s). Hand-added skins are deleted.", + "command.tacz_sewv.debug.seatSandbag.fail": "Sandbag seat assign failed for %s #%s.", + "command.tacz_sewv.debug.seatSandbag.none_bag": "No free sandbag within 64 blocks.", + "command.tacz_sewv.debug.seatSandbag.none_unit": "No idle RU/US unit within 64 blocks.", + "command.tacz_sewv.debug.seatSandbag.ok": "Seated %s #%s on sandbag at %s, %s, %s.", + "command.tacz_sewv.debug.structureTag.already": "%s is already tagged as a structure.", + "command.tacz_sewv.debug.structureTag.no_target": "Look at a block within reach.", + "command.tacz_sewv.debug.structureTag.not_eligible": "%s cannot take the structure tag.", + "command.tacz_sewv.debug.structureTag.ok": "%s tagged as a structure.", + "command.tacz_sewv.diplomacy.added": "Diplomacy: %s with %s.", + "command.tacz_sewv.diplomacy.bad_relation": "Relation must be ally or enemy.", + "command.tacz_sewv.diplomacy.empty": "No diplomacy pairs set.", + "command.tacz_sewv.diplomacy.failed": "Could not set diplomacy (same faction?).", + "command.tacz_sewv.diplomacy.no_openpac": "Open Parties and Claims is not installed.", + "command.tacz_sewv.diplomacy.no_party": "You are not in an OpenPAC party.", + "command.tacz_sewv.diplomacy.not_found": "No diplomacy entry for %s.", + "command.tacz_sewv.diplomacy.player_only": "Only a player in an OpenPAC party can set diplomacy.", + "command.tacz_sewv.diplomacy.removed": "Cleared diplomacy with %s (now neutral).", + "command.tacz_sewv.diplomacy.unknown_faction": "Unknown OpenPAC faction: %s", + "command.tacz_sewv.invasion.already_active": "Invasion is already active in this dimension.", + "command.tacz_sewv.invasion.fail.ai_count_zero": "AI team '%s' needs aiVehicleCount ≥ 1.", + "command.tacz_sewv.invasion.fail.already_active": "Invasion is already active in this dimension.", + "command.tacz_sewv.invasion.fail.duplicate_point_id": "Duplicate capture_point ID %s.", + "command.tacz_sewv.invasion.fail.duplicate_team": "Two team_bases share team '%s'.", + "command.tacz_sewv.invasion.fail.empty_pool_ai": "AI team '%s' has an empty vehicle pool.", + "command.tacz_sewv.invasion.fail.empty_pool_player": "Player team '%s' has an empty vehicle pool.", + "command.tacz_sewv.invasion.fail.empty_team": "team_base at %s has no assigned team.", + "command.tacz_sewv.invasion.fail.missing_capture_point": "Registered capture_point missing at %s (removed block?).", + "command.tacz_sewv.invasion.fail.missing_team_base": "Registered team_base missing at %s (removed block?).", + "command.tacz_sewv.invasion.fail.need_bases": "Need at least 2 team_base blocks in this dimension.", + "command.tacz_sewv.invasion.fail.need_exactly_two_bases": "Need exactly 2 team_base blocks in this dimension.", + "command.tacz_sewv.invasion.fail.need_player_base": "Need at least 1 player-owned team_base.", + "command.tacz_sewv.invasion.fail.need_points": "Need at least 1 capture_point in this dimension.", + "command.tacz_sewv.invasion.fail.no_enemies": "Team '%s' has no enemy teams marked — toggle at least one on the team_base.", + "command.tacz_sewv.invasion.fail.self_enemy": "Team '%s' marks its own assigned team as an enemy — fix Enemy teams on that base.", + "command.tacz_sewv.invasion.fail.unassigned_point": "capture_point at %s has no ID yet, re-place or save it.", + "command.tacz_sewv.invasion.fail.unknown_team": "Assigned team '%s' is not on the scoreboard /team add first.", + "command.tacz_sewv.invasion.fail.unresolvable_pool": "Team '%s' vehicle pool has no resolvable entity types.", + "command.tacz_sewv.invasion.not_active": "No active invasion in this dimension.", + "command.tacz_sewv.invasion.started": "Invasion started, %s base(s), %s AI vehicle(s), %s player vehicle(s).", + "command.tacz_sewv.invasion.started_delayed": "Invasion started: fielding in %s s (%s base(s)). Players wait at world spawn.", + "command.tacz_sewv.invasion.status.active": "Invasion: ACTIVE (capture ticking).", + "command.tacz_sewv.invasion.status.idle": "Invasion: idle.", + "command.tacz_sewv.invasion.status.none_nearby": "No capture_point/team_base within ~64 blocks.", + "command.tacz_sewv.invasion.status.you": "You: gameMode=%s scoreboardTeam=%s", + "command.tacz_sewv.invasion.stopped": "Invasion stopped, spawns cleared, respawns unpinned.", + "command.tacz_sewv.invasion.warn.empty_pool_offline": "Warning: team '%s' has empty pool but no online players.", + "command.tacz_sewv.invasion.warn.no_online": "Warning: team '%s' has no online players.", + "command.tacz_sewv.pool.player_only": "Only a player can open the pool editor.", + "command.tacz_sewv.spawn.emplacement_fail": "Couldn't spawn the emplacement: no space here, or SuperbWarfare isn't loaded.", + "command.tacz_sewv.spawn.fail": "Couldn't spawn the vehicle: no space here or no valid vehicle id in the config pool", + "command.tacz_sewv.spawn.not_in_pool": "\"%s\" is not in the %s pool. Add it to the config or pick one of the pool's ids.", + "command.tacz_sewv.spawn.success": "Spawned %s at %s", + "command.tacz_sewv.spawn.support_fail": "Couldn't spawn the unit: no space here, or SuperbWarfare isn't loaded.", + "command.tacz_sewv.status.cruise": "cruising a plotted route", + "command.tacz_sewv.status.escorting": "escorting", + "command.tacz_sewv.status.fire_mission": "on a fire mission at %s", + "command.tacz_sewv.status.formation": "holding formation", + "command.tacz_sewv.status.idle": "no standing order", + "command.tacz_sewv.status.line": "%s: %s", + "command.tacz_sewv.status.mortar": "manning a mortar", + "command.tacz_sewv.status.none_owned": "You have no owned units nearby.", + "command.tacz_sewv.status.patrol": "patrolling a %s-block area", + "command.tacz_sewv.status.player_only": "Only a player can check their own units' status.", + "command.tacz_sewv.status.search": "sweeping a %s-block area", + "config.tacz_sewv.aiAimAccuracy": "AI Aim Accuracy", + "config.tacz_sewv.aiAimAccuracy.option.accurate": "Accurate", + "config.tacz_sewv.aiAimAccuracy.option.accurate.tooltip": "Rare misses; crews shoot nearly as well as players.", + "config.tacz_sewv.aiAimAccuracy.option.realistic": "Realistic", + "config.tacz_sewv.aiAimAccuracy.option.realistic.tooltip": "Frequent misses and visible aim wobble.", + "config.tacz_sewv.aiAimAccuracy.option.scaled": "Scaled", + "config.tacz_sewv.aiAimAccuracy.option.scaled.tooltip": "Moderate misses, a middle ground between realism and accuracy.", + "config.tacz_sewv.aiAimAccuracy.tooltip": "AI Aim Accuracy.", + "config.tacz_sewv.aiAimSpreadDegrees": "AI Aim Spread Degrees", + "config.tacz_sewv.aiAimSpreadDegrees.tooltip": "AI aim style: realistic (misses), scaled, or accurate (rare misses). aiAimAccuracy realistic realistic scaled accurate Extra aim wobble in degrees for realistic/scaled modes.", + "config.tacz_sewv.aiFireAssistConeDeg": "AI Fire Assist Cone Deg", + "config.tacz_sewv.aiFireAssistConeDeg.tooltip": "How many degrees off-target an AI crew may still pull the trigger. Wider = more missed shots but less sitting silent. Existing configs keep their old value until you edit them.", + "config.tacz_sewv.aiFireCooldownTicks": "AI Fire Cooldown Ticks", + "config.tacz_sewv.aiFireCooldownTicks.tooltip": "Minimum wait between AI vehicle shots, in game ticks (20 = 1 second).", + "config.tacz_sewv.airportAlignmentDistance": "Airport Alignment Distance", + "config.tacz_sewv.airportAlignmentDistance.tooltip": "Length (blocks) of the alignment line an aircraft is placed on before an airport landing: the straight-in leg whose far end is this far back from the touchdown.", + "config.tacz_sewv.airportAlignmentSnapRadius": "Airport Alignment Snap Radius", + "config.tacz_sewv.airportAlignmentSnapRadius.tooltip": "How close (blocks) an aircraft must get to the start of that alignment line before it is placed onto it, pointed at the strip, and committed to the approach.", + "config.tacz_sewv.airportExtraTakeoffFactor": "Airport Extra Takeoff Factor", + "config.tacz_sewv.airportExtraTakeoffFactor.tooltip": "Default extra takeoff room beyond the automatic baseline, as a fraction of runway length. The baseline is interpolated from the runway's size and always applies; this can only ADD to it, at the cost of parking slots.", + "config.tacz_sewv.airportLandingSearchRadius": "Airport Landing Search Radius", + "config.tacz_sewv.airportLandingSearchRadius.tooltip": "How far (blocks) from the AIRCRAFT to look for a cleared PMC airport when it is ordered to land. The ordered point is only a fallback, so raise this rather than clicking near the strip. 0 disables airport landings and keeps approach inference.", + "config.tacz_sewv.airportMaxAreaBlocks": "Airport Max Area Blocks", + "config.tacz_sewv.airportMaxAreaBlocks.tooltip": "Hard ceiling on runway footprint area (blocks). Rejects typo'd coordinates before they scan millions of columns on the server thread.", + "config.tacz_sewv.airportMinAspectRatio": "Airport Min Aspect Ratio", + "config.tacz_sewv.airportMinAspectRatio.tooltip": "Minimum long:short ratio for a player-defined PMC runway. Below this the strip is rejected as not runway-shaped.", + "config.tacz_sewv.airportMinLengthBlocks": "Airport Min Length Blocks", + "config.tacz_sewv.airportMinLengthBlocks.tooltip": "Minimum long-side length (blocks) for a PMC runway. Matches the clear distance DrivePlaneGoal already demands for takeoff.", + "config.tacz_sewv.airportSlotBufferFactor": "Airport Slot Buffer Factor", + "config.tacz_sewv.airportSlotBufferFactor.tooltip": "Default separation between adjacent parking slots, again as a fraction of runway length (floor 2 blocks). The last slot needs no buffer behind it.", + "config.tacz_sewv.airportSlotSizeFactor": "Airport Slot Size Factor", + "config.tacz_sewv.airportSlotSizeFactor.tooltip": "Default parking slot length as a FRACTION of the runway's long side. Proportional rather than a block count so one setting suits a 64-block strip and a 400-block airbase; a floor of 8 blocks applies either way. Higher means fewer slots.", + "config.tacz_sewv.airportTaxiSpeed": "Airport Taxi Speed", + "config.tacz_sewv.airportTaxiSpeed.tooltip": "Blocks per tick an aircraft backs up the runway toward its parking slot after touchdown.", + "config.tacz_sewv.artilleryChunkLoading": "Artillery Chunk Loading", + "config.tacz_sewv.artilleryChunkLoading.tooltip": "Keep crewed artillery vehicles loaded during long-range fire missions.", + "config.tacz_sewv.atBackupAmmo": "AT Backup Ammo", + "config.tacz_sewv.atBackupAmmo.tooltip": "Extra rockets or missiles each anti-tank gunner is given.", + "config.tacz_sewv.atEngageRange": "AT Engage Range", + "config.tacz_sewv.atEngageRange.tooltip": "Max distance (blocks) at which anti-tank gunners will fire.", + "config.tacz_sewv.atSecondGunnerChance": "AT Second Gunner Chance", + "config.tacz_sewv.atSecondGunnerChance.tooltip": "Chance a dismounted squad gets a second anti-tank gunner.", + "config.tacz_sewv.atWeaponRu": "AT Weapon RU", + "config.tacz_sewv.atWeaponRu.tooltip": "Rocket/missile launcher given to RU soldiers who leave the vehicle to fight tanks.", + "config.tacz_sewv.atWeaponUs": "AT Weapon US", + "config.tacz_sewv.atWeaponUs.tooltip": "Rocket/missile launcher given to US soldiers who leave the vehicle to fight tanks.", + "config.tacz_sewv.autoBoardEnabled": "Auto Board Enabled", + "config.tacz_sewv.autoBoardEnabled.tooltip": "Idle RU/US soldiers may climb into empty abandoned vehicles.", + "config.tacz_sewv.autoBoardMinHealthFraction": "Auto Board Min Health Fraction", + "config.tacz_sewv.autoBoardMinHealthFraction.tooltip": "Ignore wrecks below this health (0.25 = 25%). Derelicts should stay below this.", + "config.tacz_sewv.autoBoardScanRadius": "Auto Board Scan Radius", + "config.tacz_sewv.autoBoardScanRadius.tooltip": "How far (blocks) they look for empty vehicles.", + "config.tacz_sewv.autoBoardStealsPlayerVehicles": "Auto Board Steals Player Vehicles", + "config.tacz_sewv.autoBoardStealsPlayerVehicles.tooltip": "If on, RU/US may take vehicles you have driven before. Off by default.", + "config.tacz_sewv.autoEntrenchEnabled": "Auto Entrench Enabled", + "config.tacz_sewv.autoEntrenchEnabled.tooltip": "Idle RU/US soldiers may claim nearby trench networks, emplacements, or free sandbags.", + "config.tacz_sewv.autoEntrenchScanRadius": "Auto Entrench Scan Radius", + "config.tacz_sewv.autoEntrenchScanRadius.tooltip": "How far (blocks) they look for trench cells, emplacements, or sandbags.", + "config.tacz_sewv.autoManMortarEnabled": "Auto Man Mortar Enabled", + "config.tacz_sewv.autoManMortarEnabled.tooltip": "Idle RU/US soldiers may crew an empty, unclaimed mortar (same feature as autoBoardEnabled, for mortars).", + "config.tacz_sewv.autoManMortarScanRadius": "Auto Man Mortar Scan Radius", + "config.tacz_sewv.autoManMortarScanRadius.tooltip": "How far (blocks) they look for empty mortars.", + "config.tacz_sewv.awarenessCuesEnabled": "Awareness Cues Enabled", + "config.tacz_sewv.awarenessCuesEnabled.tooltip": "Let idle crews investigate sounds (vehicle engines, cannon fire, crew radio). Independent of outerRingEnabled, entity band polling can be off while hearing stays on.", + "config.tacz_sewv.ballisticTranslationDebug": "Ballistic translation debug", + "config.tacz_sewv.ballisticTranslationDebug.tooltip": "Print TaCZ→SBW ballistic translation for every translated hit.", + "config.tacz_sewv.boardScanRadius": "Board Scan Radius", + "config.tacz_sewv.boardScanRadius.tooltip": "How far (blocks) nearby units can be selected for boarding and similar orders.", + "config.tacz_sewv.colorPmc": "Color PMC", + "config.tacz_sewv.colorPmc.tooltip": "PMC colour as six hex digits (RRGGBB), e.g. 55FF55.", + "config.tacz_sewv.colorRu": "Color RU", + "config.tacz_sewv.colorRu.tooltip": "RU colour as six hex digits (RRGGBB), e.g. FF5555.", + "config.tacz_sewv.colorUs": "Color US", + "config.tacz_sewv.colorUs.tooltip": "US colour as six hex digits (RRGGBB), e.g. 5555FF.", + "config.tacz_sewv.commandEngagementRadius": "Command Engagement Radius", + "config.tacz_sewv.commandEngagementRadius.tooltip": "Enemy forces must be this close (blocks) before battle groups form.", + "config.tacz_sewv.commandGroupJoinRadius": "Command Group Join Radius", + "config.tacz_sewv.commandGroupJoinRadius.tooltip": "How close (blocks) a vehicle must be to a battle group's centre to join it.", + "config.tacz_sewv.commandGroupLeaveRadius": "Command Group Leave Radius", + "config.tacz_sewv.commandGroupLeaveRadius.tooltip": "How far (blocks) before a member leaves the group. Must be larger than join radius.", + "config.tacz_sewv.commandGroupMaxDiameter": "Command Group Max Diameter", + "config.tacz_sewv.commandGroupMaxDiameter.tooltip": "Largest allowed size of a battle group (blocks across). Should be at least twice the leave radius.", + "config.tacz_sewv.commandGroupMinSize": "Command Group Min Size", + "config.tacz_sewv.commandGroupMinSize.tooltip": "Minimum crewed vehicles to form a battle group. Loners keep fighting on their own.", + "config.tacz_sewv.commandMargin": "Command Margin", + "config.tacz_sewv.commandMargin.tooltip": "How much better a new commander must score to replace the current one.", + "config.tacz_sewv.commandMaxUnits": "Command Max Units", + "config.tacz_sewv.commandMaxUnits.tooltip": "Max drivers the commander AI looks at in one pass (performance limit).", + "config.tacz_sewv.commanderSidearmPool": "Commander Sidearm Pool", + "config.tacz_sewv.commanderSidearmPool.tooltip": "Pistols PMC Commanders may carry (TACZ gun ids).", + "config.tacz_sewv.convoyBaseChance": "Convoy Base Chance", + "config.tacz_sewv.convoyBaseChance.tooltip": "Starting chance each time Simple Enemy Mod checks for a convoy.", + "config.tacz_sewv.convoyEventsEnabled": "Convoy Events Enabled", + "config.tacz_sewv.convoyEventsEnabled.tooltip": "Allow convoy events (vehicles on the move).", + "config.tacz_sewv.convoyFailureMultiplier": "Convoy Failure Multiplier", + "config.tacz_sewv.convoyFailureMultiplier.tooltip": "How much the convoy chance grows after each miss (until it fires).", + "config.tacz_sewv.coverCacheBakeCellsPerTick": "Cover Cache Bake Cells Per Tick", + "config.tacz_sewv.coverCacheBakeCellsPerTick.tooltip": "Max 2x2 cover cells rebaked per server tick across all dimensions (budget). 64 cells = one chunk.", + "config.tacz_sewv.coverCacheEnabled": "Cover Cache Enabled", + "config.tacz_sewv.coverCacheEnabled.tooltip": "Shared Killzone-style cover visibility table (2x2 columns, 8 compass dirs at turret height). Used by individual tactics for exposure / keyhole / scoot without per-tick raycasts.", + "config.tacz_sewv.creativeAmmoFallback": "Creative Ammo Fallback", + "config.tacz_sewv.creativeAmmoFallback.tooltip": "If a vehicle's normal ammo type cannot be figured out, fall back to a creative ammo box.", + "config.tacz_sewv.darkAccuracyFraction": "Dark Accuracy Fraction", + "config.tacz_sewv.darkAccuracyFraction.tooltip": "How accurate AI vehicle guns are in the dark with no night vision on board (0.55 ≈ 45% worse). Also limited by darkSpreadScaleMax so spread cannot get worse than that cap.", + "config.tacz_sewv.darkBlockLightMax": "Dark Block Light Max", + "config.tacz_sewv.darkBlockLightMax.tooltip": "During the day, places this dark or darker count as dark for accuracy (0-15 light scale). Night always counts as dark. Open daylight is bright from the sky, so outdoors stays accurate.", + "config.tacz_sewv.darkSpreadScaleMax": "Dark Spread Scale Max", + "config.tacz_sewv.darkSpreadScaleMax.tooltip": "Worst allowed shot spread in darkness vs daytime. 2.0 means at most twice as wide.", + "config.tacz_sewv.defaultNameCategory": "Default Name Category", + "config.tacz_sewv.defaultNameCategory.tooltip": "Server-wide fallback name pool category (see the names datapack for the category list), used whenever no per-player preference applies - an ownerless spawn, an offline owner, or a player who never set one via the TDT's Identity/\\ control. \\ draws the name and surname independently from every category's pooled union.", + "config.tacz_sewv.derelictAmmoCount": "Derelict Ammo Count", + "config.tacz_sewv.derelictAmmoCount.tooltip": "How much ammo is left inside a derelict hull.", + "config.tacz_sewv.derelictBaseChance": "Derelict Base Chance", + "config.tacz_sewv.derelictBaseChance.tooltip": "Starting chance each time Simple Enemy Mod checks for a derelict.", + "config.tacz_sewv.derelictEventsEnabled": "Derelict Events Enabled", + "config.tacz_sewv.derelictEventsEnabled.tooltip": "Allow wrecked vehicles with a few survivors nearby.", + "config.tacz_sewv.derelictFailureMultiplier": "Derelict Failure Multiplier", + "config.tacz_sewv.derelictFailureMultiplier.tooltip": "How much the derelict chance grows after each miss.", + "config.tacz_sewv.derelictGuards": "Derelict Guards", + "config.tacz_sewv.derelictGuards.tooltip": "Max survivors standing near a derelict hull.", + "config.tacz_sewv.derelictHealthFraction": "Derelict Health Fraction", + "config.tacz_sewv.derelictHealthFraction.tooltip": "How healthy a derelict hull is (0.15 = 15%). Keep this below autoBoardMinHealthFraction so nearby enemy infantry do not climb in and drive it away.", + "config.tacz_sewv.droneBroadcastRadius": "Drone Broadcast Radius", + "config.tacz_sewv.droneBroadcastRadius.tooltip": "How far (blocks) drone-related map/crew lookups reach.", + "config.tacz_sewv.droneDeployChance": "Drone Deploy Chance", + "config.tacz_sewv.droneDeployChance.tooltip": "Chance each check actually launches a drone.", + "config.tacz_sewv.droneDeployCheckIntervalTicks": "Drone Deploy Check Interval Ticks", + "config.tacz_sewv.droneDeployCheckIntervalTicks.tooltip": "How often (game ticks) an engineer considers launching another drone.", + "config.tacz_sewv.droneLeashRadius": "Drone Leash Radius", + "config.tacz_sewv.droneLeashRadius.tooltip": "Max distance (blocks) a wandering drone may stray from its engineer.", + "config.tacz_sewv.droneMaxPerEngineer": "Drone Max Per Engineer", + "config.tacz_sewv.droneMaxPerEngineer.tooltip": "Max attack drones each RU/US engineer may have out at once.", + "config.tacz_sewv.droneScanAltitude": "Drone Scan Altitude", + "config.tacz_sewv.droneScanAltitude.tooltip": "How high (blocks) drones cruise above the ground while searching.", + "config.tacz_sewv.droneScanIntervalTicks": "Drone Scan Interval Ticks", + "config.tacz_sewv.droneScanIntervalTicks.tooltip": "How often (game ticks) a diving drone looks for a new target.", + "config.tacz_sewv.dubinsAlignToleranceDeg": "Dubins Align Tolerance Deg", + "config.tacz_sewv.dubinsAlignToleranceDeg.tooltip": "Heading error (degrees) off the alignment line's own axis within which an aircraft is treated as already lined up and just flies straight in. Past this it flies a turn (a Dubins arc, sized off the hull's own measured turn radius) onto the line instead of arriving on the wrong heading and being placed straight.", + "config.tacz_sewv.dubinsDeviationThreshold": "Dubins Deviation Threshold", + "config.tacz_sewv.dubinsDeviationThreshold.tooltip": "How far (blocks) an aircraft may drift off its computed turn-in arc, from a nearby explosion, for instance, before the arc is recomputed from where it actually is.", + "config.tacz_sewv.dubinsFallbackMultiplier": "Dubins Fallback Multiplier", + "config.tacz_sewv.dubinsFallbackMultiplier.tooltip": "If the computed turn-in arc would be longer than this many times the straight-line distance to the alignment line, the geometry is treated as degenerate (radius too wide for how close the aircraft already is) and the turn is skipped in favour of the ordinary straight run-in.", + "config.tacz_sewv.engineerRepairCooldown": "Engineer Repair Cooldown", + "config.tacz_sewv.engineerRepairCooldown.tooltip": "Wait between repair actions, in AI ticks (about every other game tick).", + "config.tacz_sewv.engineerRepairPerTreat": "Engineer Repair Per Treat", + "config.tacz_sewv.engineerRepairPerTreat.tooltip": "Vehicle health restored each time an engineer repairs.", + "config.tacz_sewv.engineerRepairSpeedBoost": "Engineer Repair Speed Boost", + "config.tacz_sewv.engineerRepairSpeedBoost.tooltip": "Movement speed multiplier for an engineer while tasked with reaching a repair target (1.0 = no boost). Without it a foot unit can be permanently outrun by the tank it was sent to fix.", + "config.tacz_sewv.engineerSearchRadius": "Engineer Search Radius", + "config.tacz_sewv.engineerSearchRadius.tooltip": "How far (blocks) engineers look for damaged vehicles to repair.", + "config.tacz_sewv.engineerSidearmPool": "Engineer Sidearm Pool", + "config.tacz_sewv.engineerSidearmPool.tooltip": "Pistols engineers may carry (TACZ gun ids).", + "config.tacz_sewv.engineerSpawnChance": "Engineer Spawn Chance", + "config.tacz_sewv.engineerSpawnChance.tooltip": "Chance an RU/US group includes an engineer.", + "config.tacz_sewv.factionColorsEnabled": "Faction Colors Enabled", + "config.tacz_sewv.factionColorsEnabled.tooltip": "Tint Superb Warfare's vehicle hover text by who is crewing it (RU / US / PMC).", + "config.tacz_sewv.factionInfiniteAmmo": "Faction Infinite Ammo", + "config.tacz_sewv.factionInfiniteAmmo.tooltip": "Vehicles crewed by RU or US never run out of ammo.", + "config.tacz_sewv.factionInfiniteEnergy": "Faction Infinite Energy", + "config.tacz_sewv.factionInfiniteEnergy.tooltip": "Vehicles crewed by RU or US never run out of energy/fuel.", + "config.tacz_sewv.factionOrganicComms": "Faction Organic Comms", + "config.tacz_sewv.factionOrganicComms.tooltip": "RU/US crews can call mortars/TOWs/air support without holding a radio item.", + "config.tacz_sewv.farEventSpawns": "Far event spawns", + "config.tacz_sewv.farEventSpawns.tooltip": "Multiply SEM event spawn distance by 2.5 for wider, more spread-out fights.", + "config.tacz_sewv.fobBufferFactor": "FOB Buffer Factor", + "config.tacz_sewv.fobBufferFactor.tooltip": "Threat-detection span as a multiple of FOB master size. Wider than the base itself so the garrison watches the approaches.", + "config.tacz_sewv.fobDebug": "FOB debug", + "config.tacz_sewv.fobDebug.tooltip": "FOB route, assign, resupply, and stale-state logging.", + "config.tacz_sewv.fobMasterSize": "FOB Master Size", + "config.tacz_sewv.fobMasterSize.tooltip": "Horizontal span of the FOB master area (blocks, centered on quarters_bench).", + "config.tacz_sewv.fobParkingSize": "FOB Parking Size", + "config.tacz_sewv.fobParkingSize.tooltip": "Horizontal span of the parking sub-area (blocks, centered on block).", + "config.tacz_sewv.fobPeriodicRefillTicks": "FOB Periodic Refill Ticks", + "config.tacz_sewv.fobPeriodicRefillTicks.tooltip": "Default Periodic Refill interval for a new FOB (ticks, 20 = 1 second; 0 = off). Editable per FOB at the quarters bench.", + "config.tacz_sewv.fobStockpileSize": "FOB Stockpile Size", + "config.tacz_sewv.fobStockpileSize.tooltip": "Horizontal span of the stockpile sub-area (blocks, centered on block).", + "config.tacz_sewv.fobThreatEvalIntervalTicks": "FOB Threat Eval Interval Ticks", + "config.tacz_sewv.fobThreatEvalIntervalTicks.tooltip": "Ticks between threat scans per FOB.", + "config.tacz_sewv.fobThreatThreshold": "FOB Threat Threshold", + "config.tacz_sewv.fobThreatThreshold.tooltip": "Threat score at or above this triggers scramble.", + "config.tacz_sewv.friendlyFireMortarRadius": "Friendly Fire Mortar Radius", + "config.tacz_sewv.friendlyFireMortarRadius.tooltip": "Mortars hold fire when the aimpoint is this close (blocks) to the owning player or a friendly PMC. Should be at least mortarDispersionRadius. 0 disables.", + "config.tacz_sewv.friendlyFireVehicleRadius": "Friendly Fire Vehicle Radius", + "config.tacz_sewv.friendlyFireVehicleRadius.tooltip": "AI vehicle weapons (including TOWs) hold fire when the target is this close (blocks) to the owning player or a friendly PMC. 0 disables.", + "config.tacz_sewv.garrisonVehicleChance": "Garrison Vehicle Chance", + "config.tacz_sewv.garrisonVehicleChance.tooltip": "Chance a village garrison gets that tank.", + "config.tacz_sewv.garrisonVehiclesEnabled": "Garrison Vehicles Enabled", + "config.tacz_sewv.garrisonVehiclesEnabled.tooltip": "Let village garrisons sometimes get one crewed tank.", + "config.tacz_sewv.grenadeMaxHand": "Max Hand Grenades Per Unit", + "config.tacz_sewv.grenadeMaxHand.tooltip": "Lifetime NBT cap of M67 hand grenades one unit may throw. 0 disables that type.", + "config.tacz_sewv.grenadeMaxRgo": "Max RGO Grenades Per Unit", + "config.tacz_sewv.grenadeMaxRgo.tooltip": "Lifetime NBT cap of RGO grenades one unit may throw. 0 disables that type.", + "config.tacz_sewv.grenadeMaxSmoke": "Max Smoke Grenades Per Unit", + "config.tacz_sewv.grenadeMaxSmoke.tooltip": "Lifetime NBT cap of M18 smoke grenades one unit may throw. 0 disables that type.", + "config.tacz_sewv.grenadeThrowCadence": "Grenade Throw Cadence", + "config.tacz_sewv.grenadeThrowCadence.option.aggressive": "Aggressive", + "config.tacz_sewv.grenadeThrowCadence.option.aggressive.tooltip": "HE within 30 blocks; smoke up to 48. About every 2.5 seconds.", + "config.tacz_sewv.grenadeThrowCadence.option.default": "Default", + "config.tacz_sewv.grenadeThrowCadence.option.default.tooltip": "HE 8–24 blocks; smoke up to 40. About every 5 seconds.", + "config.tacz_sewv.grenadeThrowCadence.option.rare": "Rare", + "config.tacz_sewv.grenadeThrowCadence.option.rare.tooltip": "HE within 16 blocks; smoke up to 32. About every 12 seconds.", + "config.tacz_sewv.grenadeThrowCadence.tooltip": "How often on-foot units throw hand grenades.", + "config.tacz_sewv.groundPathingDebug": "Ground pathing debug", + "config.tacz_sewv.groundPathingDebug.tooltip": "Log ground vehicle pathing and shoreline probes.", + "config.tacz_sewv.healthMobilityEnabled": "Health Mobility Enabled", + "config.tacz_sewv.healthMobilityEnabled.tooltip": "Damaged AI vehicles move more slowly.", + "config.tacz_sewv.healthMobilityFloor": "Health Mobility Floor", + "config.tacz_sewv.healthMobilityFloor.tooltip": "Slowest a wrecked hull still moves (0.4 = 40% of normal speed).", + "config.tacz_sewv.heatRaySpeed": "Heat Ray Speed", + "config.tacz_sewv.heatRaySpeed.tooltip": "Speed of Extermination heat-ray shots. The original mod uses 3.5; default 10.5 is triple that.", + "config.tacz_sewv.heliChunkLoading": "Heli Chunk Loading", + "config.tacz_sewv.heliChunkLoading.tooltip": "Keep AI helicopters active even when no player is nearby (uses chunk tickets). Default true (matches mortarChunkLoading). Existing installs keep whatever value is already in tacz_sewv-common.toml until that file is deleted.", + "config.tacz_sewv.heliCombatDebug": "Heli combat debug", + "config.tacz_sewv.heliCombatDebug.tooltip": "Helicopter combat and run-phase diagnosis (logs and overlay).", + "config.tacz_sewv.heliEngageRadius": "Heli Engage Radius", + "config.tacz_sewv.heliEngageRadius.tooltip": "Preferred horizontal distance (blocks) for helicopter cannon/rocket attacks. Missile attacks use heliMinStandoff and heliMaxDepressionDeg instead.", + "config.tacz_sewv.heliFarLodBlocks": "Heli Far LOD Blocks", + "config.tacz_sewv.heliFarLodBlocks.tooltip": "Same FAR band for AI helicopters (cheaper ground-cache TTL when far from players).", + "config.tacz_sewv.heliFlightDebug": "Heli flight debug", + "config.tacz_sewv.heliFlightDebug.tooltip": "Helicopter flyToward / hover investigation logs.", + "config.tacz_sewv.heliMaxDepressionDeg": "Heli Max Depression Deg", + "config.tacz_sewv.heliMaxDepressionDeg.tooltip": "Steepest nose-down angle (degrees) for missile attacks. Higher = can sit closer above the target.", + "config.tacz_sewv.heliMinStandoff": "Heli Min Standoff", + "config.tacz_sewv.heliMinStandoff.tooltip": "Closest horizontal range (blocks) for helicopter missile attacks, even when the target is on a tall peak.", + "config.tacz_sewv.heliShowRunPhase": "Heli Show Run Phase", + "config.tacz_sewv.heliShowRunPhase.tooltip": "On AI helicopters, append the current attack phase to the hover name (approach, attack, break away, and so on).", + "config.tacz_sewv.helmetGrayscale": "Helmet Grayscale", + "config.tacz_sewv.helmetGrayscale.tooltip": "Desaturate only the PMC MICH DogTag (not the whole helmet) to low-contrast grey; transparent logo pixels stay transparent.", + "config.tacz_sewv.highChanceMortarShell": "High Chance Mortar Shell", + "config.tacz_sewv.highChanceMortarShell.tooltip": "Usual mortar shell type for spawned crews (item id).", + "config.tacz_sewv.highChanceType63Rocket": "High Chance Type63Rocket", + "config.tacz_sewv.highChanceType63Rocket.tooltip": "Usual rocket for MLRS emplacements in the mortar pool (e.g. Type-63; item id).", + "config.tacz_sewv.hudNeutralColor": "HUD Neutral Color", + "config.tacz_sewv.hudNeutralColor.tooltip": "Invasion HUD colour for unowned capture points. Six hex digits, e.g. AAAAAA.", + "config.tacz_sewv.hudTeamAColor": "HUD Team AColor", + "config.tacz_sewv.hudTeamAColor.tooltip": "Invasion HUD colour for team A (left base). Six hex digits, e.g. 5555FF.", + "config.tacz_sewv.hudTeamBColor": "HUD Team BColor", + "config.tacz_sewv.hudTeamBColor.tooltip": "Invasion HUD colour for team B (right base). Six hex digits, e.g. FF5555.", + "config.tacz_sewv.idleFormationBaseRadius": "Idle Formation Base Radius", + "config.tacz_sewv.idleFormationBaseRadius.tooltip": "Base polygon radius (blocks) for IDLE_HOLD; scales with group size.", + "config.tacz_sewv.idleFormationRadiusMax": "Idle Formation Radius Max", + "config.tacz_sewv.idleFormationRadiusMax.tooltip": "Maximum IDLE_HOLD formation radius (blocks).", + "config.tacz_sewv.idleFormationRadiusMin": "Idle Formation Radius Min", + "config.tacz_sewv.idleFormationRadiusMin.tooltip": "Minimum IDLE_HOLD formation radius (blocks).", + "config.tacz_sewv.idleGroupRadius": "Idle Group Radius", + "config.tacz_sewv.idleGroupRadius.tooltip": "Friendly idle ground vehicles within this range form an idle group.", + "config.tacz_sewv.idleHoldMaxTicks": "Idle Hold Max Ticks", + "config.tacz_sewv.idleHoldMaxTicks.tooltip": "Maximum IDLE_HOLD duration (game ticks) before travel begins (200 = 10 s).", + "config.tacz_sewv.idleHoldMinTicks": "Idle Hold Min Ticks", + "config.tacz_sewv.idleHoldMinTicks.tooltip": "Minimum IDLE_HOLD duration (game ticks) before travel may begin (100 = 5 s).", + "config.tacz_sewv.idleHybridEnabled": "Idle Hybrid Enabled", + "config.tacz_sewv.idleHybridEnabled.tooltip": "Ground crews use polygon formation hold + constant-bearing travel when idle instead of random wander. Ships still use idleWanderEnabled.", + "config.tacz_sewv.idleScrambleRadius": "Idle Scramble Radius", + "config.tacz_sewv.idleScrambleRadius.tooltip": "Persistent random XZ offset (±blocks) per formation slot.", + "config.tacz_sewv.idleTravelDetectRadius": "Idle Travel Detect Radius", + "config.tacz_sewv.idleTravelDetectRadius.tooltip": "Cancel IDLE_TRAVEL when a non-group VehicleEntity or Player is within this range.", + "config.tacz_sewv.idleTravelLeadDistance": "Idle Travel Lead Distance", + "config.tacz_sewv.idleTravelLeadDistance.tooltip": "How far ahead (blocks) the travel leader pathfinds along its bearing.", + "config.tacz_sewv.idleTravelSpacingMax": "Idle Travel Spacing Max", + "config.tacz_sewv.idleTravelSpacingMax.tooltip": "Maximum column spacing (blocks) between travel followers.", + "config.tacz_sewv.idleTravelSpacingMin": "Idle Travel Spacing Min", + "config.tacz_sewv.idleTravelSpacingMin.tooltip": "Minimum column spacing (blocks) between travel followers.", + "config.tacz_sewv.idleTravelStuckTicks": "Idle Travel Stuck Ticks", + "config.tacz_sewv.idleTravelStuckTicks.tooltip": "Give up IDLE_TRAVEL and re-enter hold if no progress for this many game ticks.", + "config.tacz_sewv.idleVoicelineDelayTicks": "Idle Voiceline Delay Ticks", + "config.tacz_sewv.idleVoicelineDelayTicks.tooltip": "Quiet time (game ticks) before idle crew chatter starts.", + "config.tacz_sewv.idleVoicelineHealthFraction": "Idle Voiceline Health Fraction", + "config.tacz_sewv.idleVoicelineHealthFraction.tooltip": "No idle chatter when the vehicle is below this health (0.3 = 30%).", + "config.tacz_sewv.idleWanderEnabled": "Idle Wander Enabled", + "config.tacz_sewv.idleWanderEnabled.tooltip": "Ship crews with nothing to do may wander nearby on water. Ground hulls use hybrid idle (IDLE_HOLD / IDLE_TRAVEL) when idleHybridEnabled.", + "config.tacz_sewv.idleWanderRadius": "Idle Wander Radius", + "config.tacz_sewv.idleWanderRadius.tooltip": "Max wander distance (blocks) from where they started waiting.", + "config.tacz_sewv.ifvDismountsEnabled": "IFV Dismounts Enabled", + "config.tacz_sewv.ifvDismountsEnabled.tooltip": "IFVs (troop carriers) drop their squad when fighting enemy armor.", + "config.tacz_sewv.individualTacticsDebug": "Individual tactics debug", + "config.tacz_sewv.individualTacticsDebug.tooltip": "Log cover-cache bake and per-crew posture.", + "config.tacz_sewv.individualTacticsEnabled": "Individual Tactics Enabled", + "config.tacz_sewv.individualTacticsEnabled.tooltip": "Per-crew tactical posture (shoot-and-scoot, covering advance, keyhole, ambush, infantry cover). Soft biases only under player/command orders, never freezes a push.", + "config.tacz_sewv.influenceCellSize": "Influence Cell Size", + "config.tacz_sewv.influenceCellSize.tooltip": "Grid cell size (blocks) for the rough who-controls-this-area map. Bigger cells = cheaper, coarser.", + "config.tacz_sewv.influenceMaxCells": "Influence Max Cells", + "config.tacz_sewv.influenceMaxCells.tooltip": "Max cells that map may use. Huge battles automatically use bigger cells instead of more of them.", + "config.tacz_sewv.invasionBaseChance": "Invasion Base Chance", + "config.tacz_sewv.invasionBaseChance.tooltip": "Starting chance each time Simple Enemy Mod checks for an invasion.", + "config.tacz_sewv.invasionDefenderInfantry": "Invasion Defender Infantry", + "config.tacz_sewv.invasionDefenderInfantry.tooltip": "How many defending foot soldiers spawn in an invasion.", + "config.tacz_sewv.invasionDefenderMortars": "Invasion Defender Mortars", + "config.tacz_sewv.invasionDefenderMortars.tooltip": "How many defending mortars spawn.", + "config.tacz_sewv.invasionDefenderTows": "Invasion Defender Tows", + "config.tacz_sewv.invasionDefenderTows.tooltip": "How many defending anti-tank launchers (TOWs) spawn.", + "config.tacz_sewv.invasionEventsEnabled": "Invasion Events Enabled", + "config.tacz_sewv.invasionEventsEnabled.tooltip": "Allow invasion events (attackers vs a defended position).", + "config.tacz_sewv.invasionFailureMultiplier": "Invasion Failure Multiplier", + "config.tacz_sewv.invasionFailureMultiplier.tooltip": "How much the invasion chance grows after each miss.", + "config.tacz_sewv.invasionPodAvoidRadius": "Invasion Pod Avoid Radius", + "config.tacz_sewv.invasionPodAvoidRadius.tooltip": "With gamerule sewvInvasionOverrides on: AI vehicles stay this many blocks away from Extermination combat pods.", + "config.tacz_sewv.komodoRenderFixEnabled": "Komodo Render Fix Enabled", + "config.tacz_sewv.komodoRenderFixEnabled.tooltip": "Skip unsafe off-thread Komodo lightmap uploads that can crash the client. Leave on unless isolating a Komodo bug.", + "config.tacz_sewv.largeCombatBaseChance": "Large Combat Base Chance", + "config.tacz_sewv.largeCombatBaseChance.tooltip": "Starting chance each time Simple Enemy Mod checks for a large battle.", + "config.tacz_sewv.largeCombatEmplacementChance": "Large Combat Emplacement Chance", + "config.tacz_sewv.largeCombatEmplacementChance.tooltip": "Per side: chance to also spawn a mortar or TOW launcher.", + "config.tacz_sewv.largeCombatEventsEnabled": "Large Combat Events Enabled", + "config.tacz_sewv.largeCombatEventsEnabled.tooltip": "Allow large multi-vehicle battles.", + "config.tacz_sewv.largeCombatFailureMultiplier": "Large Combat Failure Multiplier", + "config.tacz_sewv.largeCombatFailureMultiplier.tooltip": "How much the large-battle chance grows after each miss.", + "config.tacz_sewv.largeCombatPlaneChance": "Large Combat Plane Chance", + "config.tacz_sewv.largeCombatPlaneChance.tooltip": "Per side: chance to also spawn a plane.", + "config.tacz_sewv.largeCombatVehicles": "Large Combat Vehicles", + "config.tacz_sewv.largeCombatVehicles.tooltip": "How many vehicles each side gets in a large battle.", + "config.tacz_sewv.lowChanceMortarShell": "Low Chance Mortar Shell", + "config.tacz_sewv.lowChanceMortarShell.tooltip": "Less common mortar shell type for spawned crews (item id).", + "config.tacz_sewv.lowChanceType63Rocket": "Low Chance Type63Rocket", + "config.tacz_sewv.lowChanceType63Rocket.tooltip": "Less common rocket for MLRS emplacements in the mortar pool (item id).", + "config.tacz_sewv.mapInfantryEnabled": "Map Infantry Enabled", + "config.tacz_sewv.mapInfantryEnabled.tooltip": "Also show soldiers on foot on the world map (not only vehicles).", + "config.tacz_sewv.mapLive": "Map Live", + "config.tacz_sewv.mapLive.tooltip": "In singleplayer, keep the world running while Xaero's map screen is open (otherwise the game pauses and markers go stale).", + "config.tacz_sewv.mapMarkersEnabled": "Map Markers Enabled", + "config.tacz_sewv.mapMarkersEnabled.tooltip": "Show unit and vehicle markers on Xaero's World Map, and allow ordering from the map. You can also toggle this in-game with the map markers keybind.", + "config.tacz_sewv.mapShowCommandDebug": "Map command debug", + "config.tacz_sewv.mapShowCommandDebug.tooltip": "Developer overlay: battle-group commander marks, play names, and per-tank role tags.", + "config.tacz_sewv.mapShowEnergyBar": "Map Show Energy Bar", + "config.tacz_sewv.mapShowEnergyBar.tooltip": "Draw an energy/fuel bar under your own PMC vehicle markers.", + "config.tacz_sewv.mapShowHealthBar": "Map Show Health Bar", + "config.tacz_sewv.mapShowHealthBar.tooltip": "Draw a health bar under your own PMC vehicle markers.", + "config.tacz_sewv.mapShowIcons": "Map Show Icons", + "config.tacz_sewv.mapShowIcons.tooltip": "Draw vehicle-type icons on map markers.", + "config.tacz_sewv.mapSpotRadius": "Map Spot Radius", + "config.tacz_sewv.mapSpotRadius.tooltip": "How far (blocks) your side can spot enemy markers (via you or your crews).", + "config.tacz_sewv.mapSyncIntervalTicks": "Map Sync Interval Ticks", + "config.tacz_sewv.mapSyncIntervalTicks.tooltip": "How often (game ticks) the server refreshes map markers.", + "config.tacz_sewv.mapTrenchMarkersEnabled": "Map Trench Markers Enabled", + "config.tacz_sewv.mapTrenchMarkersEnabled.tooltip": "Show trench-network and emplacement markers on Xaero's World Map.", + "config.tacz_sewv.maxChunkArea": "Max Chunk Area", + "config.tacz_sewv.maxChunkArea.tooltip": "Largest map selection (width × height in chunks) allowed for Sweep & Advance.", + "config.tacz_sewv.medicCaptureDurationTicks": "Medic Capture Duration Ticks", + "config.tacz_sewv.medicCaptureDurationTicks.tooltip": "Ticks a captured medic has before escaping. 2400 = 2 minutes.", + "config.tacz_sewv.medicCaptureEnabled": "Medic Capture Enabled", + "config.tacz_sewv.medicCaptureEnabled.tooltip": "RU/US medics may be captured (defeated) and converted to PMC units for a cost.", + "config.tacz_sewv.medicCapturedHealth": "Medic Captured Health", + "config.tacz_sewv.medicCapturedHealth.tooltip": "Health an RU/US medic is left with the moment it is captured.", + "config.tacz_sewv.medicEnabled": "Medic Enabled", + "config.tacz_sewv.medicEnabled.tooltip": "PMC soldiers carrying a medical kit can heal allies when not in a fight.", + "config.tacz_sewv.medicFleeDetectionRadius": "Medic Flee Detection Radius", + "config.tacz_sewv.medicFleeDetectionRadius.tooltip": "How far (blocks) medics look for a nearby hostile before fleeing.", + "config.tacz_sewv.medicFleeMaxDistance": "Medic Flee Max Distance", + "config.tacz_sewv.medicFleeMaxDistance.tooltip": "Maximum distance (blocks) sampled for a fleeing medic's escape point.", + "config.tacz_sewv.medicFleeMinDistance": "Medic Flee Min Distance", + "config.tacz_sewv.medicFleeMinDistance.tooltip": "Minimum distance (blocks) a fleeing medic tries to reach from the threat.", + "config.tacz_sewv.medicHealPerTreat": "Medic Heal Per Treat", + "config.tacz_sewv.medicHealPerTreat.tooltip": "Health restored each time a medic treats someone.", + "config.tacz_sewv.medicSearchRadius": "Medic Search Radius", + "config.tacz_sewv.medicSearchRadius.tooltip": "How far (blocks) medics look for wounded allies.", + "config.tacz_sewv.medicSpawnChance": "Medic Spawn Chance", + "config.tacz_sewv.medicSpawnChance.tooltip": "Chance an RU/US group includes a medic.", + "config.tacz_sewv.minPlayTicks": "Min Play Ticks", + "config.tacz_sewv.minPlayTicks.tooltip": "Minimum time (game ticks) a battle plan runs before another plan can replace it. Broken plans can still cancel early.", + "config.tacz_sewv.minecoloniesCompatEnabled": "MineColonies Compat Enabled", + "config.tacz_sewv.minecoloniesCompatEnabled.tooltip": "Master switch for MineColonies compat. Does nothing when MineColonies is absent.", + "config.tacz_sewv.minecoloniesProtectOwnedPmc": "MineColonies Protect Owned PMC", + "config.tacz_sewv.minecoloniesProtectOwnedPmc.tooltip": "Colony guards do not open fire on a PMC unit owned by someone the colony recognises.", + "config.tacz_sewv.minecoloniesRaidChance": "MineColonies Raid Chance", + "config.tacz_sewv.minecoloniesRaidChance.tooltip": "Chance (0-1) that a MineColonies raid night fields an armored raid from this mod. 0 disables.", + "config.tacz_sewv.minecoloniesRaidMaxVehicles": "MineColonies Raid Max Vehicles", + "config.tacz_sewv.minecoloniesRaidMaxVehicles.tooltip": "Hard cap on hulls fielded by one armored colony raid, before crew.", + "config.tacz_sewv.minecoloniesSpawnExclusion": "MineColonies Spawn Exclusion", + "config.tacz_sewv.minecoloniesSpawnExclusion.tooltip": "Keep procedural war events from placing units and vehicles inside claimed colony chunks.", + "config.tacz_sewv.minecoloniesVehicleRetaliation": "MineColonies Vehicle Retaliation", + "config.tacz_sewv.minecoloniesVehicleRetaliation.tooltip": "Let citizens and guards react to being shot by a crewed vehicle (blames the crew).", + "config.tacz_sewv.misc": "Misc", + "config.tacz_sewv.misc.tooltip": "Misc.", + "config.tacz_sewv.mortarChunkLoading": "Mortar Chunk Loading", + "config.tacz_sewv.mortarChunkLoading.tooltip": "Keep crewed mortars loaded during long-range fire missions so they keep firing even when you are far away.", + "config.tacz_sewv.mortarDebugLogging": "Mortar debug logging", + "config.tacz_sewv.mortarDebugLogging.tooltip": "Log mortar / Type-63 crew gates (why a tube is holding).", + "config.tacz_sewv.mortarDispersionRadius": "Mortar Dispersion Radius", + "config.tacz_sewv.mortarDispersionRadius.tooltip": "How far (blocks) mortar shots may land off the aim point.", + "config.tacz_sewv.mortarFireCooldownTicks": "Mortar Fire Cooldown Ticks", + "config.tacz_sewv.mortarFireCooldownTicks.tooltip": "Minimum wait between mortar shots, in game ticks (20 = 1 second).", + "config.tacz_sewv.mortarRadioRange": "Mortar Radio Range", + "config.tacz_sewv.mortarRadioRange.tooltip": "How far (blocks) radios can designate targets and find support crews. Needs to be long enough for mortar range (raise toward ~2000 for the longest guns).", + "config.tacz_sewv.mortarRequiresAmmo": "Mortar Requires Ammo", + "config.tacz_sewv.mortarRequiresAmmo.tooltip": "Mortars need shells in inventory and use one per shot.", + "config.tacz_sewv.mortarUseDistance": "Mortar Use Distance", + "config.tacz_sewv.mortarUseDistance.tooltip": "How close (blocks) a soldier must stand to crew a mortar.", + "config.tacz_sewv.nameAssignmentEnabled": "Name Assignment Enabled", + "config.tacz_sewv.nameAssignmentEnabled.tooltip": "Roll a Name+Surname for every spawned PMC unit, cached on the unit once assigned. Name pool categories are datapack-configurable at data//sewv/names/*.json.", + "config.tacz_sewv.nativeStructuresEnabled": "Structure Spawn Probes", + "config.tacz_sewv.nativeStructuresEnabled.tooltip": "Turn spawn probes in freshly generated structures into spawns. Off leaves them in place, inert.", + "config.tacz_sewv.navalBaseChance": "Naval Base Chance", + "config.tacz_sewv.navalBaseChance.tooltip": "Starting chance each time Simple Enemy Mod checks for a naval battle.", + "config.tacz_sewv.navalEventsEnabled": "Naval Events Enabled", + "config.tacz_sewv.navalEventsEnabled.tooltip": "Allow ship battles on open water.", + "config.tacz_sewv.navalFailureMultiplier": "Naval Failure Multiplier", + "config.tacz_sewv.navalFailureMultiplier.tooltip": "How much the naval-battle chance grows after each miss.", + "config.tacz_sewv.navalShipsPerSide": "Naval Ships Per Side", + "config.tacz_sewv.navalShipsPerSide.tooltip": "How many ships each side gets in a naval battle.", + "config.tacz_sewv.notificationScreenSeconds": "Notification Screen Seconds", + "config.tacz_sewv.notificationScreenSeconds.tooltip": "How many seconds a HUD notification stays on screen before the next queued one, or the banner slides away.", + "config.tacz_sewv.notificationsEnabled": "Notifications Enabled", + "config.tacz_sewv.notificationsEnabled.tooltip": "Show HUD notification banners (unit downed, vehicle destroyed, ammo out, and so on).", + "config.tacz_sewv.npcArmorEnabled": "Npc Armor Enabled", + "config.tacz_sewv.npcArmorEnabled.tooltip": "Give armor to spawned Simple Enemy Mod soldiers.", + "config.tacz_sewv.nvgAccuracyFraction": "NVG Accuracy Fraction", + "config.tacz_sewv.nvgAccuracyFraction.tooltip": "How accurate AI vehicle guns are in the dark when someone visible in a seat has night vision (0.85 ≈ 15% worse than daylight).", + "config.tacz_sewv.nvgEligibleItems": "NVG Eligible Items", + "config.tacz_sewv.nvgEligibleItems.tooltip": "Items that count as night-vision gear (item ids). Used for night accuracy and for who spawns wearing NVG. Can be armor or Curios slots.", + "config.tacz_sewv.nvgSpawnChance": "NVG Spawn Chance", + "config.tacz_sewv.nvgSpawnChance.tooltip": "Chance a soldier spawning at night wears night-vision gear.", + "config.tacz_sewv.orderFailureDebug": "Order failure debug", + "config.tacz_sewv.orderFailureDebug.tooltip": "Log refused orders (default on — silent until something fails).", + "config.tacz_sewv.outerRingDebugLogging": "Outer ring debug", + "config.tacz_sewv.outerRingDebugLogging.tooltip": "Log outer-ring awareness and cue polls.", + "config.tacz_sewv.outerRingEnabled": "Outer Ring Enabled", + "config.tacz_sewv.outerRingEnabled.tooltip": "Let crews notice enemies farther out than their normal scan range. Awareness only, they will not open fire at that distance by themselves.", + "config.tacz_sewv.outerRingMaxBlocks": "Outer Ring Max Blocks", + "config.tacz_sewv.outerRingMaxBlocks.tooltip": "Max distance (blocks) for that long-range awareness. Also limited by the server's view/simulation distance.", + "config.tacz_sewv.overflightBaseChance": "Overflight Base Chance", + "config.tacz_sewv.overflightBaseChance.tooltip": "Starting chance each time Simple Enemy Mod checks for an overflight.", + "config.tacz_sewv.overflightEventsEnabled": "Overflight Events Enabled", + "config.tacz_sewv.overflightEventsEnabled.tooltip": "Allow flyovers by RU/US planes from the plane spawn lists.", + "config.tacz_sewv.overflightFailureMultiplier": "Overflight Failure Multiplier", + "config.tacz_sewv.overflightFailureMultiplier.tooltip": "How much the overflight chance grows after each miss.", + "config.tacz_sewv.overflightPlanes": "Overflight Planes", + "config.tacz_sewv.overflightPlanes.tooltip": "Max planes in one overflight.", + "config.tacz_sewv.pathFailCooldownTicks": "Path Fail Cooldown Ticks", + "config.tacz_sewv.pathFailCooldownTicks.tooltip": "Back-off (game ticks) after a failed A* search before trying again.", + "config.tacz_sewv.pathMaxAgeTicks": "Path Max Age Ticks", + "config.tacz_sewv.pathMaxAgeTicks.tooltip": "Force a fresh A* search even if the destination has not drifted, after this many game ticks.", + "config.tacz_sewv.pathRecalcCooldownTicks": "Path Recalc Cooldown Ticks", + "config.tacz_sewv.pathRecalcCooldownTicks.tooltip": "Minimum game ticks between ground-vehicle A* searches when the previous search succeeded. Raising this cuts pathfinding cost while chasing a moving target.", + "config.tacz_sewv.pathTargetDriftBlocks": "Path Target Drift Blocks", + "config.tacz_sewv.pathTargetDriftBlocks.tooltip": "Recompute the ground path when the destination moves more than this many blocks. Combat chases a live target, so a small value repaths nearly every second.", + "config.tacz_sewv.patrolRotateIntervalTicks": "Patrol Rotate Interval Ticks", + "config.tacz_sewv.patrolRotateIntervalTicks.tooltip": "How long (game ticks) a patrol holds one spot before moving on.", + "config.tacz_sewv.planeAttackRunLength": "Plane Attack Run Length", + "config.tacz_sewv.planeAttackRunLength.tooltip": "Length (blocks) of one straight attack run before the plane breaks off and turns back. A floor, not a cap: the run is never cut shorter than the engage bubble it started from, or it would end before the weapon's own release point.", + "config.tacz_sewv.planeAutoHeavyRange": "Plane Auto Heavy Range", + "config.tacz_sewv.planeAutoHeavyRange.tooltip": "AUTO ordnance: bombs and guided missiles are only used from at least this far out. Between this and planeAutoRocketRange the plane uses rockets. This tracks the release geometry, not the engage bubble: a bomb let go from the 80-block run altitude falls for about 52 ticks and travels roughly 125 blocks downrange at cruise, so anything nearer than that cannot be bombed at all.", + "config.tacz_sewv.planeAutoRocketRange": "Plane Auto Rocket Range", + "config.tacz_sewv.planeAutoRocketRange.tooltip": "AUTO ordnance: closer than this (blocks) to the target, a plane uses guns only. Heavier stores need room to fall or to guide, so the closer the target the fewer of them are eligible.", + "config.tacz_sewv.planeBombSightRadius": "Plane Bomb Sight Radius", + "config.tacz_sewv.planeBombSightRadius.tooltip": "Smallest release window (blocks) a plane will ever bomb through - a FLOOR under the window, not the window itself. The window is normally the bomb's own blast radius, on the reasoning that a release is worth taking when the target will be inside the explosion rather than only when the bomb will land on it; that is what absorbs the few blocks of track error an AI pass cannot help and the distance a target drives during the fall. A Mk 82's 22-block blast therefore gives a window far wider than this, and this only binds for a store whose datapack declares no blast at all. Raising it does not make planes bomb more accurately, it makes them release earlier; if planes overfly without dropping, the run-in is what to look at, and planeCombatDebug prints the sight error that says which part of it.", + "config.tacz_sewv.planeBombStick": "Plane Bomb Stick", + "config.tacz_sewv.planeBombStick.tooltip": "How many bombs a plane releases in one carpet run, spaced along its track. 1 is a single aimed drop.", + "config.tacz_sewv.planeBombStickIntervalTicks": "Plane Bomb Stick Interval Ticks", + "config.tacz_sewv.planeBombStickIntervalTicks.tooltip": "Game ticks between bombs in a carpet stick. Wider spacing covers more ground and concentrates less on the aim point. There is a hard floor of 10 ticks in code: closer than that the impacts overlap into one blast instead of walking across the target, so a smaller number here does nothing.", + "config.tacz_sewv.planeChunkLoading": "Plane Chunk Loading", + "config.tacz_sewv.planeChunkLoading.tooltip": "Keep AI planes active even when no player is nearby (uses chunk tickets). Default true (matches mortarChunkLoading). Existing installs keep whatever value is already in tacz_sewv-common.toml until that file is deleted.", + "config.tacz_sewv.planeCombatDebug": "Plane combat debug", + "config.tacz_sewv.planeCombatDebug.tooltip": "Fixed-wing combat and landing diagnosis (logs and client arcs).", + "config.tacz_sewv.planeCommandRadius": "Plane Command Radius", + "config.tacz_sewv.planeCommandRadius.tooltip": "Max distance (blocks) for player orders to aircraft. Doubles as the soft leash: past this a plane finishes its pass and returns to you. Combat is abandoned outright at 1.5x this distance. Must stay comfortably larger than planeEngageRadius: a plane repositions by flying outbound until it is clear of its own engage bubble before turning back in, so a leash near the bubble size recalls it in the middle of every run-in.", + "config.tacz_sewv.planeDiveSnap": "Plane Dive Snap", + "config.tacz_sewv.planeDiveSnap.tooltip": "Place a plane exactly on its attack line at the moment it rolls in on a diving pass (guns and rockets; bombs and guided missiles are released from level flight and are unaffected). The same trick the airport approach uses, and for the same reason: a fixed wing is pointed a fraction of a degree per tick, so anything not corrected before the run is still being corrected during it, and the burst goes wide. Turn off if you would rather planes never be repositioned.", + "config.tacz_sewv.planeEngageRadius": "Plane Engage Radius", + "config.tacz_sewv.planeEngageRadius.tooltip": "How far out (blocks) a plane rolls in on a target instead of just closing on it. This is the single number that sets the scale a plane operates at: it is the length of the straight run-in, and the run-in is where the aircraft has to get its nose onto the target. A plane is pointed by hauling the whole hull round at a fraction of a degree per tick, so a short bubble is a short line, and a short line is a pass flown with the gun still swinging through the aim point. Lowering this makes planes commit sooner and hit less.", + "config.tacz_sewv.planeFarLodBlocks": "Plane Far LOD Blocks", + "config.tacz_sewv.planeFarLodBlocks.tooltip": "Past this distance from every player, a ticketed plane in cruise/hold/RTB uses cheaper scans. Combat, takeoff and landing stay full fidelity.", + "config.tacz_sewv.planeGunConeDeg": "Plane Gun Cone Deg", + "config.tacz_sewv.planeGunConeDeg.tooltip": "Widest angle (degrees) off the gun line at which a plane will fire guns, rockets and bombs. This is a ceiling, not the gate itself: the plane works out the angle at which the shot would still land inside the weapon's own blast radius at the current range and uses that, so it holds fire far out and lets go up close. It only binds in very close: an A-10 cannon (4-block blast) reaches 12 degrees at 19 blocks, so past that the derived angle is what decides.", + "config.tacz_sewv.planeLandFlareAgl": "Plane Land Flare Agl", + "config.tacz_sewv.planeLandFlareAgl.tooltip": "Height (blocks) above ground at which a landing plane flares.", + "config.tacz_sewv.planeLandFlareRadius": "Plane Land Flare Radius", + "config.tacz_sewv.planeLandFlareRadius.tooltip": "How close (blocks) to the pad the plane must also be before it flares. Height alone used to make it flare over whatever it happened to be crossing.", + "config.tacz_sewv.planeLandSettleRadius": "Plane Land Settle Radius", + "config.tacz_sewv.planeLandSettleRadius.tooltip": "How close (blocks) to the pad a touchdown counts as landed. Touching down further out is treated as a missed approach and the plane goes around.", + "config.tacz_sewv.planeLandTransitAgl": "Plane Land Transit Agl", + "config.tacz_sewv.planeLandTransitAgl.tooltip": "Height (blocks) above the highest ground on the way in that a landing plane flies the approach pattern at, before it lines up with the strip.", + "config.tacz_sewv.planeMaxAltitude": "Plane Max Altitude", + "config.tacz_sewv.planeMaxAltitude.tooltip": "Absolute world Y a plane will never fly above. This is a ceiling, not a cruise height: the cruise band is measured above the ground under the aircraft, so over high terrain it would otherwise stack on top of a mountain and put the aircraft in the stratosphere - out of sight, out of the fight, and above the build limit in a dimension with a low one. Every climb this AI commands stops here, and the dimension's own build height (less a little headroom) binds it further.", + "config.tacz_sewv.planeMinConeDeg": "Plane Min Cone Deg", + "config.tacz_sewv.planeMinConeDeg.tooltip": "Floor under the derived firing angle above. It is a numerical backstop and nothing else, and it is set so that it does not bind anywhere inside the engage bubble - geometry governs every shot you will ever see. Do NOT raise this to make reluctant planes shoot. The miss distance of a shot fired X degrees off at range R is R*tan(X), so a wide floor buys shots precisely where they cannot land: at 2 degrees an A-10 may fire from 384 blocks and miss by 13, against a 4-block blast. The derived angle is instead a range gate in disguise - it stays shut until the plane is close enough that the accuracy it can actually hold puts the round inside the blast (7.6 degrees at 30 blocks, 5.1 at 45, 2.4 at 96). A plane that finishes passes without firing is a plane that is not getting close or not lining up; look at planeEngageRadius and the run-in. Note this must be re-checked against planeEngageRadius if that is raised: the floor stops being harmless the moment the bubble reaches out past where it binds.", + "config.tacz_sewv.planeMissileConeDeg": "Plane Missile Cone Deg", + "config.tacz_sewv.planeMissileConeDeg.tooltip": "Same ceiling for guided missiles, which steer out the rest after launch. Doubles as the seeker cone the lock dwell below is measured against.", + "config.tacz_sewv.planeMissileLockTicks": "Plane Missile Lock Ticks", + "config.tacz_sewv.planeMissileLockTicks.tooltip": "Game ticks a guided missile's seeker must be held on the target, unbroken, before it will launch (20 = 1 second). Leaving the firing cone resets it to zero. This is why a missile pass is flown as a shallow dive rather than a level overfly: the nose has to stay pointed at the target for the whole count. 0 disables the dwell and launches on the first tick the cone is satisfied, which is the old behaviour and reliably threw missiles off during a slew.", + "config.tacz_sewv.planeSpawnChanceRu": "Plane Spawn Chance RU", + "config.tacz_sewv.planeSpawnChanceRu.tooltip": "Chance an RU plane appears when Simple Enemy Mod rolls a distant fight.", + "config.tacz_sewv.planeSpawnChanceUs": "Plane Spawn Chance US", + "config.tacz_sewv.planeSpawnChanceUs.tooltip": "Chance a US plane appears when Simple Enemy Mod rolls a distant fight.", + "config.tacz_sewv.planesInEvents": "Planes In Events", + "config.tacz_sewv.planesInEvents.tooltip": "Allow rare RU/US planes to appear in combat events.", + "config.tacz_sewv.platoonCohesionRadius": "Platoon Cohesion Radius", + "config.tacz_sewv.platoonCohesionRadius.tooltip": "Platoons try to stay within this many blocks of each other, unless tasked into a doctrine play.", + "config.tacz_sewv.platoonMaxSize": "Platoon Max Size", + "config.tacz_sewv.platoonMaxSize.tooltip": "Max members in one platoon (PMC infantry, or ground-vehicle crews, never mixed).", + "config.tacz_sewv.platoonMinSize": "Platoon Min Size", + "config.tacz_sewv.platoonMinSize.tooltip": "A platoon disbands once membership drops below this.", + "config.tacz_sewv.playSwitchMargin": "Play Switch Margin", + "config.tacz_sewv.playSwitchMargin.tooltip": "How much better a new battle plan must score to replace the current one.", + "config.tacz_sewv.playerCrewRappelAllSeats": "Player Crew Rappel All Seats", + "config.tacz_sewv.playerCrewRappelAllSeats.tooltip": "When the player-driver crew-rappel keybind fires: on = every non-player unit drops; off = only weaponless cargo seats (same as AI/TDT rappel).", + "config.tacz_sewv.playerSelfRappelWithUnits": "Player Self Rappel With Units", + "config.tacz_sewv.playerSelfRappelWithUnits.tooltip": "When the player self-rappel keybind fires: also drop eligible units after hover settle. Seat filter follows Player Crew Rappel All Seats. Off = player only.", + "config.tacz_sewv.player_doctrine_info": "Player doctrine info", + "config.tacz_sewv.player_doctrine_info.tooltip": "Per-player doctrine is set via the Doctrine Ledger or TDT Identity tab.", + "config.tacz_sewv.pmcCaptureMedicRadius": "PMC Capture Medic Radius", + "config.tacz_sewv.pmcCaptureMedicRadius.tooltip": "How far (blocks) a PMC ordered to Capture Medic looks for a medic, captured or still running, to subdue and convert.", + "config.tacz_sewv.pmcDownedBleedTicks": "PMC Downed Bleed Ticks", + "config.tacz_sewv.pmcDownedBleedTicks.tooltip": "Ticks a downed PMC has before it dies for real if not revived.", + "config.tacz_sewv.pmcDownedEnabled": "PMC Downed Enabled", + "config.tacz_sewv.pmcDownedEnabled.tooltip": "PMC units go down instead of dying and can be revived (by a player interacting with them, or by any allied PMC) instead of dying outright. RU/US always just die. Requires PlayerReviveMod (bundled with the downed-player feature, even though it never uses that mod's own API).", + "config.tacz_sewv.pmcDownedHealth": "PMC Downed Health", + "config.tacz_sewv.pmcDownedHealth.tooltip": "Health a PMC is left with the moment it goes down.", + "config.tacz_sewv.pmcDownedReviveHealth": "PMC Downed Revive Health", + "config.tacz_sewv.pmcDownedReviveHealth.tooltip": "Health a PMC is restored to when successfully revived.", + "config.tacz_sewv.pmcReviveChannelTicks": "PMC Revive Channel Ticks", + "config.tacz_sewv.pmcReviveChannelTicks.tooltip": "Ticks a PMC must stand next to a downed player before reviving them.", + "config.tacz_sewv.pmcReviveEnabled": "PMC Revive Enabled", + "config.tacz_sewv.pmcReviveEnabled.tooltip": "PMC soldiers automatically revive a downed player (requires PlayerReviveMod).", + "config.tacz_sewv.pmcReviveForceSingleplayer": "PMC Revive Force Singleplayer", + "config.tacz_sewv.pmcReviveForceSingleplayer.tooltip": "Forces PlayerReviveMod's bleed-out state to work in singleplayer, not just LAN/dedicated servers (equivalent to setting PlayerReviveMod's own bleedInSingleplayer option). Without this, a singleplayer death never bleeds out and PMC auto-revive has nothing to do.", + "config.tacz_sewv.pmcReviveSearchRadius": "PMC Revive Search Radius", + "config.tacz_sewv.pmcReviveSearchRadius.tooltip": "How far (blocks) a PMC looks for a downed player to revive.", + "config.tacz_sewv.pmcVehicleStructures": "PMC Vehicle Structures", + "config.tacz_sewv.pmcVehicleStructures.tooltip": "Which structures get PMC vehicles (structure ids).", + "config.tacz_sewv.pool": "Pool", + "config.tacz_sewv.pool.tooltip": "Pool.", + "config.tacz_sewv.quickEvacBoardRadius": "Quick Evacuation Board Radius", + "config.tacz_sewv.quickEvacBoardRadius.tooltip": "How far (blocks) from you Quick Evacuation pulls owned on-foot PMCs (default unit pick).", + "config.tacz_sewv.quickEvacBoardTimeoutTicks": "Quick Evacuation Board Timeout Ticks", + "config.tacz_sewv.quickEvacBoardTimeoutTicks.tooltip": "Each heli takes off when its reserved seats are filled, or when this many game ticks elapse — whichever comes first.", + "config.tacz_sewv.quickEvacHeliSearchRadius": "Quick Evacuation Heli Search Radius", + "config.tacz_sewv.quickEvacHeliSearchRadius.tooltip": "How far (blocks) Quick Evacuation looks for owned PMC helicopters that still have a free seat.", + "config.tacz_sewv.quickEvacPullSelectedFromRibbon": "Require ribbon selection for Quick Evacuation", + "config.tacz_sewv.quickEvacPullSelectedFromRibbon.tooltip": "When off (default), Quick Evacuation boards every owned on-foot PMC within board radius of you. When on, only ribbon/SEM-selected units board.", + "config.tacz_sewv.quickLandRadius": "Quick Land Radius", + "config.tacz_sewv.quickLandRadius.tooltip": "How far (blocks) Quick Board / Entrench / Refill look for units, vehicles, trenches, and chests.", + "config.tacz_sewv.quickRefillTimeoutTicks": "Quick Refill Timeout Ticks", + "config.tacz_sewv.quickRefillTimeoutTicks.tooltip": "Absolute game-time budget (ticks) for Quick Refill walks to a chest/stockpile before the MOVE is dropped back to FREE_FIRE.", + "config.tacz_sewv.quietSeconds": "Quiet Seconds", + "config.tacz_sewv.quietSeconds.tooltip": "Seconds of no fighting before a Sweep & Advance counts the area clear and claims it.", + "config.tacz_sewv.ruVehicleStructures": "RU Vehicle Structures", + "config.tacz_sewv.ruVehicleStructures.tooltip": "Which structures get RU vehicles (structure ids).", + "config.tacz_sewv.semCrewDisableInertiaRotate": "Sem Crew Disable Inertia Rotate", + "config.tacz_sewv.semCrewDisableInertiaRotate.tooltip": "Stop the vehicle body from tilting/banking while AI drives.", + "config.tacz_sewv.sewvDiagDebug": "General diag debug", + "config.tacz_sewv.sewvDiagDebug.tooltip": "Enable general [sewv-diag] log channels (targeting, scan, claim, …).", + "config.tacz_sewv.shellingBaseChance": "Shelling Base Chance", + "config.tacz_sewv.shellingBaseChance.tooltip": "Starting chance each time Simple Enemy Mod checks for shelling.", + "config.tacz_sewv.shellingBaseRadius": "Shelling Base Radius", + "config.tacz_sewv.shellingBaseRadius.tooltip": "Player must be this close to their bed/respawn point for shelling to target it.", + "config.tacz_sewv.shellingDurationMaxTicks": "Shelling Duration Max Ticks", + "config.tacz_sewv.shellingDurationMaxTicks.tooltip": "Longest shelling lasts, in game ticks (20 ticks = 1 second).", + "config.tacz_sewv.shellingDurationMinTicks": "Shelling Duration Min Ticks", + "config.tacz_sewv.shellingDurationMinTicks.tooltip": "Shortest shelling lasts, in game ticks (20 ticks = 1 second).", + "config.tacz_sewv.shellingEventsEnabled": "Shelling Events Enabled", + "config.tacz_sewv.shellingEventsEnabled.tooltip": "Allow mortar batteries to shell a player's base.", + "config.tacz_sewv.shellingFailureMultiplier": "Shelling Failure Multiplier", + "config.tacz_sewv.shellingFailureMultiplier.tooltip": "How much the shelling chance grows after each miss.", + "config.tacz_sewv.shellingGuards": "Shelling Guards", + "config.tacz_sewv.shellingGuards.tooltip": "How many soldiers guard the shelling battery.", + "config.tacz_sewv.shellingMortars": "Shelling Mortars", + "config.tacz_sewv.shellingMortars.tooltip": "How many mortars in a shelling battery.", + "config.tacz_sewv.shipPathingDebug": "Ship pathing debug", + "config.tacz_sewv.shipPathingDebug.tooltip": "Log ship pathing and depth probes.", + "config.tacz_sewv.showOrderFeedback": "Show Order Feedback", + "config.tacz_sewv.showOrderFeedback.tooltip": "Show a short message above the hotbar when an order succeeds.", + "config.tacz_sewv.showSpawnProbes": "Show spawn probes", + "config.tacz_sewv.showSpawnProbes.tooltip": "Render spawn_probe blocks with the barrier placeholder texture.", + "config.tacz_sewv.smokeBlockRadius": "Smoke Block Radius", + "config.tacz_sewv.smokeBlockRadius.tooltip": "AI will not shoot if smoke is this close (blocks).", + "config.tacz_sewv.stalemateBreakerEnabled": "Stalemate Breaker Enabled", + "config.tacz_sewv.stalemateBreakerEnabled.tooltip": "If a crew cannot hit its target for a while, move to a better angle.", + "config.tacz_sewv.stalemateSilenceTicks": "Stalemate Silence Ticks", + "config.tacz_sewv.stalemateSilenceTicks.tooltip": "How long (game ticks) without a hit before they reposition.", + "config.tacz_sewv.structureVehicleMaxCount": "Structure Vehicle Max Count", + "config.tacz_sewv.structureVehicleMaxCount.tooltip": "Max vehicles one of those bases can have.", + "config.tacz_sewv.structureVehicleRampDays": "Structure Vehicle Ramp Days", + "config.tacz_sewv.structureVehicleRampDays.tooltip": "In-game days until bases go from 1 vehicle up to the max.", + "config.tacz_sewv.structureVehiclesEnabled": "Structure Vehicles Enabled", + "config.tacz_sewv.structureVehiclesEnabled.tooltip": "Spawn vehicles at matching Berezka army/PMC bases.", + "config.tacz_sewv.structuresGenerate": "Generate Structures", + "config.tacz_sewv.structuresGenerate.tooltip": "Generate this mod's structures in newly generated chunks. Off stops new ones; existing ones stay.", + "config.tacz_sewv.supportCallIntervalTicks": "Support Call Interval Ticks", + "config.tacz_sewv.supportCallIntervalTicks.tooltip": "Minimum wait (game ticks) between support call attempts.", + "config.tacz_sewv.supportDedupeRadius": "Support Dedupe Radius", + "config.tacz_sewv.supportDedupeRadius.tooltip": "Do not spawn another medic/engineer if one is already this close (blocks).", + "config.tacz_sewv.tacZBallisticGlobalScale": "Tac ZBallistic Global Scale", + "config.tacz_sewv.tacZBallisticGlobalScale.tooltip": "Extra multiplier applied on top of the per-category translation factor. 1.0 = translation table numbers as shipped/configured.", + "config.tacz_sewv.tacZBallisticTranslationEnabled": "Tac ZBallistic Translation Enabled", + "config.tacz_sewv.tacZBallisticTranslationEnabled.tooltip": "TaCZ bullet damage against SuperbWarfare vehicles is rescaled to match an equivalent SBW weapon before the hull's own armor tables apply, instead of TaCZ's raw (much smaller) numbers. Off restores TaCZ's native damage against vehicles.", + "config.tacz_sewv.tankRiderDismountEnabled": "Tank Rider Dismount Enabled", + "config.tacz_sewv.tankRiderDismountEnabled.tooltip": "Soldiers hanging on outside seats jump off when combat starts.", + "config.tacz_sewv.tankSpawnChanceRu": "Tank Spawn Chance RU", + "config.tacz_sewv.tankSpawnChanceRu.tooltip": "Chance an RU tank appears when Simple Enemy Mod rolls a distant fight. Turn tanks in events on/off with the sewvTanksInEvents gamerule.", + "config.tacz_sewv.tankSpawnChanceUs": "Tank Spawn Chance US", + "config.tacz_sewv.tankSpawnChanceUs.tooltip": "Chance a US tank appears when Simple Enemy Mod rolls a distant fight. Turn tanks in events on/off with the sewvTanksInEvents gamerule.", + "config.tacz_sewv.targetVetoCooldownTicks": "Target Veto Cooldown Ticks", + "config.tacz_sewv.targetVetoCooldownTicks.tooltip": "Minimum game ticks between two reports of the SAME reason from the SAME unit.", + "config.tacz_sewv.targetVetoDebug": "Target veto debug", + "config.tacz_sewv.targetVetoDebug.tooltip": "Log target vetoes (noisy half of order-failure reporting).", + "config.tacz_sewv.target_priority": "Target priority", + "config.tacz_sewv.target_priority.tooltip": "Target priority.", + "config.tacz_sewv.towAutoEnabled": "Tow Auto Enabled", + "config.tacz_sewv.towAutoEnabled.tooltip": "Idle RU/US drivers may tow friendly hulls flagged as needing recovery.", + "config.tacz_sewv.towAutoScanRadius": "Tow Auto Scan Radius", + "config.tacz_sewv.towAutoScanRadius.tooltip": "How far (blocks) a tower looks for stuck/submerged allies. Values above 64 are expensive.", + "config.tacz_sewv.towPlayerOrderMaxDistance": "Tow Player Order Max Distance", + "config.tacz_sewv.towPlayerOrderMaxDistance.tooltip": "Max blocks between hulls for an immediate SBW towline link at order time; farther pairs still get the tow order and link on approach.", + "config.tacz_sewv.towStuckRequestCycles": "Tow Stuck Request Cycles", + "config.tacz_sewv.towStuckRequestCycles.tooltip": "Ground stuck unstick cycles before a hull broadcasts needs_tow.", + "config.tacz_sewv.towSubmergedRequestTicks": "Tow Submerged Request Ticks", + "config.tacz_sewv.towSubmergedRequestTicks.tooltip": "Ticks the hull hitbox stays fully submerged before broadcasting needs_tow.", + "config.tacz_sewv.tripodHpMultiplier": "Tripod Hp Multiplier", + "config.tacz_sewv.tripodHpMultiplier.tooltip": "Multiply Tripod max health when it spawns (2.0 = double health).", + "config.tacz_sewv.tripodShieldAxisScale": "Tripod Shield Axis Scale", + "config.tacz_sewv.tripodShieldAxisScale.tooltip": "Size of the shield bubble for sparks/debug outline (1.0 = matches the hitbox).", + "config.tacz_sewv.tripodShieldBreakDamage": "Tripod Shield Break Damage", + "config.tacz_sewv.tripodShieldBreakDamage.tooltip": "Total ranged damage the shield can soak before it breaks. While the shield is up those hits do no HP damage; after it breaks, guns work normally.", + "config.tacz_sewv.tripodShieldEnabled": "Tripod Shield Enabled", + "config.tacz_sewv.tripodShieldEnabled.tooltip": "extermination If the Extermination mod is installed: pods get a shield against bullets and shells. Melee still hurts them. Shield breaks after soaking tripodShieldBreakDamage. Does nothing if Extermination is not installed.", + "config.tacz_sewv.tripodShieldFlareAlwaysOn": "Tripod shield flare always on", + "config.tacz_sewv.tripodShieldFlareAlwaysOn.tooltip": "Extermination: keep pod-shield flare sparks always on.", + "config.tacz_sewv.tripodShieldFlareTicks": "Tripod Shield Flare Ticks", + "config.tacz_sewv.tripodShieldFlareTicks.tooltip": "How long the hit-spark effect lasts after a blocked shot, in game ticks (~8 ≈ 0.4 s).", + "config.tacz_sewv.tripodShieldRegenTicks": "Tripod Shield Regen Ticks", + "config.tacz_sewv.tripodShieldRegenTicks.tooltip": "Wait after the shield breaks before it comes back, in game ticks (20 = 1 second). 0 = shield stays down for the rest of the fight.", + "config.tacz_sewv.tripodShieldWireframe": "Tripod shield wireframe", + "config.tacz_sewv.tripodShieldWireframe.tooltip": "Extermination: draw pod-shield debug wireframe.", + "config.tacz_sewv.type63FireCooldownTicks": "Type63Fire Cooldown Ticks", + "config.tacz_sewv.type63FireCooldownTicks.tooltip": "Minimum wait between MLRS rocket shots (mortar-pool Type-63), in game ticks (SBW uses 10).", + "config.tacz_sewv.unitCorpseCompat": "Unit Corpse Compat", + "config.tacz_sewv.unitCorpseCompat.tooltip": "When Corpse is installed, spawn lootable corpses for SEM unit deaths instead of ground drops. RU/US use datapack loot tables; PMC transfers real inventory. Intensity for RU/US rolls follows vehicleDeathDrops.", + "config.tacz_sewv.unitCorpsePmc": "Unit Corpse PMC", + "config.tacz_sewv.unitCorpsePmc.tooltip": "Spawn CorpseMod corpses for PMC unit deaths.", + "config.tacz_sewv.unitCorpseRu": "Unit Corpse RU", + "config.tacz_sewv.unitCorpseRu.tooltip": "Spawn CorpseMod corpses for RU unit deaths.", + "config.tacz_sewv.unitCorpseUs": "Unit Corpse US", + "config.tacz_sewv.unitCorpseUs.tooltip": "Spawn CorpseMod corpses for US unit deaths.", + "config.tacz_sewv.unlimitedTeamBases": "Unlimited Team Bases", + "config.tacz_sewv.unlimitedTeamBases.tooltip": "Allow placing more than two team bases per dimension (for map building). Starting an invasion match still needs exactly two.", + "config.tacz_sewv.usVehicleStructures": "US Vehicle Structures", + "config.tacz_sewv.usVehicleStructures.tooltip": "Which structures get US vehicles (structure ids).", + "config.tacz_sewv.utilityRefreshIntervalTicks": "Utility Refresh Interval Ticks", + "config.tacz_sewv.utilityRefreshIntervalTicks.tooltip": "How often (game ticks) a ground crew rethinks attack / hold / fall back.", + "config.tacz_sewv.vehicleAllyAssistRange": "Vehicle Ally Assist Range", + "config.tacz_sewv.vehicleAllyAssistRange.tooltip": "How far (blocks) to count nearby allies when deciding to hold or fall back.", + "config.tacz_sewv.vehicleAmmoLoot": "Vehicle Ammo Loot", + "config.tacz_sewv.vehicleAmmoLoot.tooltip": "What drops when a vehicle is destroyed (and for special spawned crews). disable = nothing; reduced = about 1/4 of each stack (default); everything = full stacks. Creative ammo boxes never drop. vehicleDeathDrops reduced disable reduced everything When you clear the last enemy crew from an RU/US vehicle, add a fair ammo package into its inventory (on top of normal vehicle loot). If it only had a creative ammo box and creativeAmmoFallback is on, that box is replaced with real ammo stacks. Ammo already being used in a fight is left alone.", + "config.tacz_sewv.vehicleDeathDrops": "Vehicle Death Drops", + "config.tacz_sewv.vehicleDeathDrops.option.disable": "Disable", + "config.tacz_sewv.vehicleDeathDrops.option.disable.tooltip": "Nothing drops from destroyed vehicles.", + "config.tacz_sewv.vehicleDeathDrops.option.everything": "Everything", + "config.tacz_sewv.vehicleDeathDrops.option.everything.tooltip": "Full stacks drop from destroyed vehicles.", + "config.tacz_sewv.vehicleDeathDrops.option.reduced": "Reduced", + "config.tacz_sewv.vehicleDeathDrops.option.reduced.tooltip": "About one quarter of each stack drops (default).", + "config.tacz_sewv.vehicleDeathDrops.tooltip": "Vehicle Death Drops.", + "config.tacz_sewv.vehicleFormationSpacing": "Vehicle Formation Spacing", + "config.tacz_sewv.vehicleFormationSpacing.tooltip": "Spacing (blocks) between vehicles in a formation.", + "config.tacz_sewv.vehicleSkinMountChance": "Vehicle Skin Mount Chance", + "config.tacz_sewv.vehicleSkinMountChance.tooltip": "Chance a soldier climbing into an empty captured vehicle paints it in their faction colours. Vehicles spawned already crewed always get the faction look; this is only for field captures.", + "config.tacz_sewv.vehicleTargetRequireLineOfSight": "Vehicle Target Require Line Of Sight", + "config.tacz_sewv.vehicleTargetRequireLineOfSight.tooltip": "Crewed vehicles only lock enemies they can see (no wall hacks).", + "config.tacz_sewv.vehicleTargetScanHeight": "Vehicle Target Scan Height", + "config.tacz_sewv.vehicleTargetScanHeight.tooltip": "How far up/down (blocks) crewed vehicles look for enemies.", + "config.tacz_sewv.vehicleTargetScanIntervalTicks": "Vehicle Target Scan Interval Ticks", + "config.tacz_sewv.vehicleTargetScanIntervalTicks.tooltip": "How often (game ticks) crewed vehicles refresh their target list.", + "config.tacz_sewv.vehicleTargetScanRadius": "Vehicle Target Scan Radius", + "config.tacz_sewv.vehicleTargetScanRadius.tooltip": "How far sideways (blocks) crewed vehicles look for enemies.", + "config.tacz_sewv.vehicleTerrainAvoidance": "Vehicle Terrain Avoidance", + "config.tacz_sewv.vehicleTerrainAvoidance.tooltip": "AI drivers try to avoid water, walls, and other hazards.", + "config.tacz_sewv.vehicleTreeContactTicks": "Vehicle Tree Contact Ticks", + "config.tacz_sewv.vehicleTreeContactTicks.tooltip": "A hull must keep touching the same tree for this many CONSECUTIVE game ticks (20 = 1s) before it falls, a hull that only clips a tree in passing does not fell it. Contact must be unbroken; losing touch even for one tick resets that tree's timer to zero.", + "config.tacz_sewv.vehicleTreeFellDamage": "Vehicle Tree Fell Damage", + "config.tacz_sewv.vehicleTreeFellDamage.tooltip": "Self-damage a vehicle takes per tree felled (not per block, not per tick).", + "config.tacz_sewv.vehicleTreeFellingEnabled": "Vehicle Tree Felling Enabled", + "config.tacz_sewv.vehicleTreeFellingEnabled.tooltip": "If the Enhanced Falling Trees mod is installed: ground (wheel/track) vehicles fell whole trees they drive into instead of treating every trunk as a wall. Does nothing if Enhanced Falling Trees is not installed.", + "config.tacz_sewv.vehicleTreeFellingExemptGiantTrunks": "Vehicle Tree Felling Exempt Giant Trunks", + "config.tacz_sewv.vehicleTreeFellingExemptGiantTrunks.tooltip": "Multi-block trunks (2x2 or larger, every vanilla dark oak tree, and jungle mega-trees) are never felled and stay hard obstacles, since a vehicle should not be able to flatten an entire dark oak forest by driving through it. Turn off to fell those too.", + "config.tacz_sewv.vehicleTreePathMalus": "Vehicle Tree Path Malus", + "config.tacz_sewv.vehicleTreePathMalus.tooltip": "Extra A* path cost for routing through a fellable tree, so a clear route is preferred when one exists nearby but a forest is never impassable. Comparable scale to the existing ford/slope path costs (a few points), never infinite.", + "config.tacz_sewv.vehicleTreeSensorDanger": "Vehicle Tree Sensor Danger", + "config.tacz_sewv.vehicleTreeSensorDanger.tooltip": "Steering danger (0-1) a fellable tree registers as in the moment-to-moment avoidance fan. Must stay below 1.0 (hard-blocked) or trees become impassable walls again regardless of vehicleTreeFellingEnabled.", + "config.tacz_sewv.vehicleVoicelinesEnabled": "Vehicle Voicelines Enabled", + "config.tacz_sewv.vehicleVoicelinesEnabled.tooltip": "Play radio chatter from crews inside vehicles.", + "config.tacz_sewv.world_rules.ambient_spawns": "Ambient world spawns", + "config.tacz_sewv.world_rules.ambient_spawns.tooltip": "Master switch for all automatic spawns: SEM events, village garrisons, berezka structure crews, and SEWV world events. Spawn eggs and /sewv spawn are not affected.", + "config.tacz_sewv.world_rules.can_mobs_damage_vehicles": "Mobs damage vehicles", + "config.tacz_sewv.world_rules.can_mobs_damage_vehicles.tooltip": "Let mob melee use SEWV's score-based damage against vehicle hulls.", + "config.tacz_sewv.world_rules.invasion_overrides": "Invasion overrides", + "config.tacz_sewv.world_rules.invasion_overrides.tooltip": "Extermination compat: pod avoidance and related invasion tweaks.", + "config.tacz_sewv.world_rules.pmc_ambient_spawns": "PMC ambient spawns", + "config.tacz_sewv.world_rules.pmc_ambient_spawns.tooltip": "Allow ownerless PMC crews from berezka structures and some events. Player-recruited PMC units are unaffected.", + "config.tacz_sewv.world_rules.ru_spawns": "RU vehicle spawns", + "config.tacz_sewv.world_rules.ru_spawns.tooltip": "Allow SEWV to spawn RU vehicles from events and structures when ambient spawns are on.", + "config.tacz_sewv.world_rules.tanks_in_events": "Tanks in combat events", + "config.tacz_sewv.world_rules.tanks_in_events.tooltip": "Add rare RU/US tanks when Simple Enemy Mod's far_combat event fires.", + "config.tacz_sewv.world_rules.us_spawns": "US vehicle spawns", + "config.tacz_sewv.world_rules.us_spawns.tooltip": "Allow SEWV to spawn US vehicles from events and structures when ambient spawns are on.", + "container.tacz_sewv.emplacement": "Emplacement Ammo", + "container.tacz_sewv.stockpile": "FOB Ammo Stockpile", + "entity.tacz_sewv.pmc_commander": "PMC Commander", + "entity.tacz_sewv.ru_combat_engineer": "RU Combat Engineer", + "entity.tacz_sewv.ru_engineer": "RU Mechanical Engineer", + "entity.tacz_sewv.ru_medic": "RU Squad Medic", + "entity.tacz_sewv.us_combat_engineer": "US Combat Engineer", + "entity.tacz_sewv.us_engineer": "US Mechanical Engineer", + "entity.tacz_sewv.us_medic": "US Squad Medic", + "gamerule.sewvAmbientSpawns": "SEWV ambient world spawns", + "gamerule.sewvAmbientSpawns.description": "Master switch for all automatic spawns: SEM events, village garrisons, berezka structure crews, and SEWV world events. Spawn eggs and /sewv spawn are not affected.", + "gamerule.sewvPmcAmbientSpawns": "SEWV ambient PMC spawns", + "gamerule.sewvPmcAmbientSpawns.description": "Allow ambient PMC structure spawns. Player-summoned PMC units are unaffected.", + "gamerule.sewvRuSpawns": "SEWV RU spawns", + "gamerule.sewvRuSpawns.description": "Allow RU faction spawns routed through SEWV.", + "gamerule.sewvTanksInEvents": "SEWV tanks in combat events", + "gamerule.sewvTanksInEvents.description": "Allow rare RU/US tanks when SEM far_combat fires.", + "gamerule.sewvUsSpawns": "SEWV US spawns", + "gamerule.sewvUsSpawns.description": "Allow US faction spawns routed through SEWV.", + "gui.tacz_sewv.airport.check": "Check Clearance", + "gui.tacz_sewv.airport.deploy": "Deploy Plane", + "gui.tacz_sewv.airport.diagram.legend": "%d slots · slot %db · gap %db · run %db · %d x %d", + "gui.tacz_sewv.airport.diagram.no_shape": "Set two corners of the strip.", + "gui.tacz_sewv.airport.diagram.takeoff": "TAKEOFF / LANDING", + "gui.tacz_sewv.airport.extra_takeoff": "Extra takeoff run", + "gui.tacz_sewv.airport.flip_start": "Flip Start End", + "gui.tacz_sewv.airport.preview.note": "Green box = the runway. Orange box = where parking starts.", + "gui.tacz_sewv.airport.preview.off": "Preview: OFF", + "gui.tacz_sewv.airport.preview.on": "Preview: ON", + "gui.tacz_sewv.airport.slot_buffer": "Gap between slots", + "gui.tacz_sewv.airport.slot_size": "Parking slot length", + "gui.tacz_sewv.airport.status.aspect": "Not runway-shaped: needs a %.1f:1 long:short ratio.", + "gui.tacz_sewv.airport.status.not_pooled": "That aircraft is not in the PMC plane pool.", + "gui.tacz_sewv.airport.status.obstructed": "Blocked at %d, %d, %d.", + "gui.tacz_sewv.airport.status.ok": "Cleared — airport %s, %d x %d, %d parking slots", + "gui.tacz_sewv.airport.status.too_large": "Footprint %d exceeds the %d block limit.", + "gui.tacz_sewv.airport.status.too_short": "Long side is %d, needs %d blocks.", + "gui.tacz_sewv.airport.title": "Airport", + "gui.tacz_sewv.carrier_ops.deploy_fail": "Deploy failed.", + "gui.tacz_sewv.carrier_ops.deploy_ok": "Aircraft deployed to a deck slot.", + "gui.tacz_sewv.carrier_ops.deploy_sent": "Deploying…", + "gui.tacz_sewv.carrier_ops.legend.slot": "Parking", + "gui.tacz_sewv.carrier_ops.legend.takeoff": "Takeoff / landing run", + "gui.tacz_sewv.carrier_ops.mode_dynamic": "Mode: DYNAMIC — switch to STATIC to operate", + "gui.tacz_sewv.carrier_ops.mode_static": "Mode: STATIC — plane operations enabled", + "gui.tacz_sewv.carrier_ops.need_container": "Hold a packed aircraft container to deploy.", + "gui.tacz_sewv.carrier_ops.need_static": "Carrier must be STATIC for plane operations.", + "gui.tacz_sewv.carrier_ops.not_plane": "That container is not a deployable plane.", + "gui.tacz_sewv.carrier_ops.title": "Carrier Flight Ops", + "gui.tacz_sewv.carrier_ops.too_far": "Too far from the carrier.", + "gui.tacz_sewv.config.category.boarding": "Boarding", + "gui.tacz_sewv.config.category.command": "Command", + "gui.tacz_sewv.config.category.compat": "Compat", + "gui.tacz_sewv.config.category.crew_ai": "Crew AI", + "gui.tacz_sewv.config.category.debug": "Debug", + "gui.tacz_sewv.config.category.doctrine": "Doctrine", + "gui.tacz_sewv.config.category.events": "Events", + "gui.tacz_sewv.config.category.flight": "Flight", + "gui.tacz_sewv.config.category.fob": "FOB", + "gui.tacz_sewv.config.category.indirect_fire": "Indirect fire", + "gui.tacz_sewv.config.category.interaction": "Interaction", + "gui.tacz_sewv.config.category.invasion": "Invasion", + "gui.tacz_sewv.config.category.map": "Map", + "gui.tacz_sewv.config.category.map_intel": "Map intel", + "gui.tacz_sewv.config.category.orders": "Orders", + "gui.tacz_sewv.config.category.overlay": "Overlay", + "gui.tacz_sewv.config.category.platoon": "Platoon", + "gui.tacz_sewv.config.category.resources": "Resources", + "gui.tacz_sewv.config.category.shortcuts": "Shortcuts", + "gui.tacz_sewv.config.category.soldiers": "Soldiers", + "gui.tacz_sewv.config.category.structures": "Structures", + "gui.tacz_sewv.config.category.sweep": "Sweep", + "gui.tacz_sewv.config.category.voicelines": "Voicelines", + "gui.tacz_sewv.config.category.world_rules": "World rules", + "gui.tacz_sewv.config.confirm": "Confirm", + "gui.tacz_sewv.config.reset": "Reset", + "gui.tacz_sewv.config.reset.tooltip": "Restore defaults for this category.", + "gui.tacz_sewv.config.scope.client": "Client", + "gui.tacz_sewv.config.scope.server": "Server", + "gui.tacz_sewv.config.title": "Combined Arms Configuration", + "gui.tacz_sewv.doctrine.axis.aggression": "Aggression", + "gui.tacz_sewv.doctrine.axis.cohesion": "Cohesion", + "gui.tacz_sewv.doctrine.axis.initiative": "Initiative", + "gui.tacz_sewv.doctrine.axis.maneuver": "Maneuver", + "gui.tacz_sewv.doctrine.axis.preservation": "Preservation", + "gui.tacz_sewv.doctrine.axis.riskTolerance": "Risk Tolerance", + "gui.tacz_sewv.doctrine.axis.supportReliance": "Support Reliance", + "gui.tacz_sewv.doctrine.axis.targetPriority": "Target Priority", + "gui.tacz_sewv.doctrine.confirm": "Confirm", + "gui.tacz_sewv.doctrine.remaining": "Remaining Points: %s", + "gui.tacz_sewv.fob.add": "Add", + "gui.tacz_sewv.fob.check_layout": "Check Layout", + "gui.tacz_sewv.fob.command_off": "FOB Command: OFF", + "gui.tacz_sewv.fob.command_on": "FOB Command: ON", + "gui.tacz_sewv.fob.filter": "Filter", + "gui.tacz_sewv.fob.list_empty": "No units in FOB area", + "gui.tacz_sewv.fob.parking.title": "Parking Field", + "gui.tacz_sewv.fob.periodic_refill": "Periodic Refill (ticks, 0 = off)", + "gui.tacz_sewv.fob.refresh": "Refresh", + "gui.tacz_sewv.fob.remove": "Remove", + "gui.tacz_sewv.fob.route": "Route Vehicles to FOB", + "gui.tacz_sewv.fob.row_assigned": "[x]", + "gui.tacz_sewv.fob.row_unassigned": "[ ]", + "gui.tacz_sewv.fob.scramble_active": "SCRAMBLE ACTIVE", + "gui.tacz_sewv.fob.tag.command": "COMMAND POST", + "gui.tacz_sewv.fob.tag.parking": "PARKING FIELD", + "gui.tacz_sewv.fob.test_alarm": "Test Alarm", + "gui.tacz_sewv.fob.threat": "Threat: %s (scramble: %s)", + "gui.tacz_sewv.fob.threat_short": "Threat %s", + "gui.tacz_sewv.fob.title": "Forward Operating Base", + "gui.tacz_sewv.fob.units": "PMC units", + "gui.tacz_sewv.fob.units_hint": "%1$s/%2$s assigned", + "gui.tacz_sewv.fob.valid": "FOB layout valid", + "gui.tacz_sewv.fob.vehicles": "Vehicles", + "gui.tacz_sewv.fob.vehicles_hint": "%1$s/%2$s assigned", + "gui.tacz_sewv.formation.hint": "Scroll: Length\nShift+Scroll: Width\nCtrl+Scroll: Type", + "gui.tacz_sewv.helipad.clear": "Clear (3x3, 50 blocks)", + "gui.tacz_sewv.helipad.clearance": "Clearance status:", + "gui.tacz_sewv.helipad.free": "Free", + "gui.tacz_sewv.helipad.note": "Green box = cleared volume. Red = blocked.", + "gui.tacz_sewv.helipad.obstructed": "Obstructed at %1$s, %2$s, %3$s", + "gui.tacz_sewv.helipad.occupancy": "Occupancy:", + "gui.tacz_sewv.helipad.occupied": "Occupied", + "gui.tacz_sewv.helipad.title": "Helipad", + "gui.tacz_sewv.helipad.unchecked": "Not checked", + "gui.tacz_sewv.invasion.ai_vehicle_count": "AI tanks: %s", + "gui.tacz_sewv.invasion.ai_vehicle_count.off": "AI tanks: OFF", + "gui.tacz_sewv.invasion.assigned_team": "Assigned team: %s", + "gui.tacz_sewv.invasion.billboard.off": "Billboard: OFF", + "gui.tacz_sewv.invasion.billboard.on": "Billboard: ON", + "gui.tacz_sewv.invasion.capture_point.title": "Capture Point", + "gui.tacz_sewv.invasion.crew_faction": "Crew faction: %s", + "gui.tacz_sewv.invasion.end_on_capture.off": "Ends match: NO", + "gui.tacz_sewv.invasion.end_on_capture.on": "Ends match: YES", + "gui.tacz_sewv.invasion.enemy_no": "%s: NO", + "gui.tacz_sewv.invasion.enemy_teams": "Enemy teams (click to toggle)", + "gui.tacz_sewv.invasion.enemy_yes": "%s: YES", + "gui.tacz_sewv.invasion.invisible.off": "Invisible: NO", + "gui.tacz_sewv.invasion.invisible.on": "Invisible: YES", + "gui.tacz_sewv.invasion.no_teams": "No /team entries yet, create teams with /team add ", + "gui.tacz_sewv.invasion.owned_team": "Owned team: %s", + "gui.tacz_sewv.invasion.player_owned.off": "Player-owned: NO (AI)", + "gui.tacz_sewv.invasion.player_owned.on": "Player-owned: YES", + "gui.tacz_sewv.invasion.pmc_owner": "PMC Owner: %s", + "gui.tacz_sewv.invasion.pmc_owner.empty": "PMC Owner: -", + "gui.tacz_sewv.invasion.points_required.off": "Need all points: NO", + "gui.tacz_sewv.invasion.points_required.on": "Need all points: YES", + "gui.tacz_sewv.invasion.save": "Save", + "gui.tacz_sewv.invasion.spawn_delay": "Spawn delay (s)", + "gui.tacz_sewv.invasion.spawn_npc.off": "Spawn with PMC crew: NO", + "gui.tacz_sewv.invasion.spawn_npc.on": "Spawn with PMC crew: YES", + "gui.tacz_sewv.invasion.team_base.title": "Team Base", + "gui.tacz_sewv.invasion.vehicle_pool": "Vehicle pool (%s)", + "gui.tacz_sewv.map.attack_that": "⌖ Attack this unit (%s)", + "gui.tacz_sewv.map.bail_out": "⏏ Bail out (%s)", + "gui.tacz_sewv.map.cease_fire": "⊘ Cease fire (%s)", + "gui.tacz_sewv.map.cruise": "↻ Cruise: plot a route (%s)", + "gui.tacz_sewv.map.cruise.cancel": "Cancel", + "gui.tacz_sewv.map.cruise.confirm": "Confirm route", + "gui.tacz_sewv.map.delete_path": "✕ Delete path: %s", + "gui.tacz_sewv.map.dismiss": "✕ Dismiss area task (%s)", + "gui.tacz_sewv.map.edit_path": "✎ Edit path: %s", + "gui.tacz_sewv.map.emergency_land": "⚠ Emergency land (%s)", + "gui.tacz_sewv.map.entrench_here": "⛨ Entrench here (%s)", + "gui.tacz_sewv.map.follow_me": "⚑ Follow me (%s)", + "gui.tacz_sewv.map.free_fire": "⚡ Free fire (%s)", + "gui.tacz_sewv.map.funnel_path": "→ Funnel all ground: %s (%s nearby)", + "gui.tacz_sewv.map.hold": "■ Hold position (%s)", + "gui.tacz_sewv.map.land_airport": "▼ Land at nearest airport (%s)", + "gui.tacz_sewv.map.move_here": "→ Move %s units here", + "gui.tacz_sewv.map.paratroop": "🪂 Paratroop (%s)", + "gui.tacz_sewv.map.patrol_here": "◯ Patrol here (%s)", + "gui.tacz_sewv.map.preferred_pathways": "◎ Preferred Pathways", + "gui.tacz_sewv.map.reach_guard": "→ Reach Guard (%s)", + "gui.tacz_sewv.map.route_to_fob": "→ Route Vehicles to FOB", + "gui.tacz_sewv.map.sad_here": "⚔ Search & destroy here (%s)", + "gui.tacz_sewv.map.set_guard": "⚑ Set Guard position (%s)", + "gui.tacz_sewv.map.sweep_and_advance": "⇉ Sweep & Advance (%s)", + "gui.tacz_sewv.map.takeoff": "▲ Take off (%s)", + "gui.tacz_sewv.misc.hint.armor": "Pick an armor id from the catalog or paste one.", + "gui.tacz_sewv.misc.hint.cue": "Type a substring clue and Add. NOTE: clues are used to solve compatibility issues.", + "gui.tacz_sewv.misc.tab.anti_air": "Anti-Air", + "gui.tacz_sewv.misc.tab.armor_pmc": "PMC Armor", + "gui.tacz_sewv.misc.tab.armor_ru": "RU Armor", + "gui.tacz_sewv.misc.tab.armor_us": "US Armor", + "gui.tacz_sewv.misc.tab.artillery": "Artillery", + "gui.tacz_sewv.misc.tab.ifv": "IFV", + "gui.tacz_sewv.misc.tab.missile_system": "Missile Sys", + "gui.tacz_sewv.misc.tab.plane_bomb": "Plane Bomb", + "gui.tacz_sewv.misc.tab.plane_cannon": "Plane Cannon", + "gui.tacz_sewv.misc.tab.plane_missile": "Plane Missile", + "gui.tacz_sewv.misc.tab.plane_rocket": "Plane Rocket", + "gui.tacz_sewv.misc.title": "Vehicle Classes & Armor", + "gui.tacz_sewv.pool.add": "Add", + "gui.tacz_sewv.pool.cat.grenade": "Grenades", + "gui.tacz_sewv.pool.cat.ground": "Ground", + "gui.tacz_sewv.pool.cat.heli": "Helicopters", + "gui.tacz_sewv.pool.cat.mortar": "Mortars", + "gui.tacz_sewv.pool.cat.plane": "Planes", + "gui.tacz_sewv.pool.cat.ship": "Ships", + "gui.tacz_sewv.pool.cat.tow": "TOW / AT", + "gui.tacz_sewv.pool.catalog_empty": "No vehicle ids found", + "gui.tacz_sewv.pool.catalog_loading": "Vehicle catalog still loading…", + "gui.tacz_sewv.pool.filter": "Filter catalog…", + "gui.tacz_sewv.pool.hint": "%s · %s · %s entries", + "gui.tacz_sewv.pool.remove": "Remove", + "gui.tacz_sewv.pool.reset": "Reset", + "gui.tacz_sewv.pool.save": "Save", + "gui.tacz_sewv.pool.title": "Vehicle Spawn Pools", + "gui.tacz_sewv.quick_command_wheel": "Quick Command Wheel", + "gui.tacz_sewv.radio.call": "CALL MISSION", + "gui.tacz_sewv.radio.cancel": "CANCEL", + "gui.tacz_sewv.radio.delay": "DELAY", + "gui.tacz_sewv.radio.delay_off": "DELAY: OFF", + "gui.tacz_sewv.radio.delay_seconds": "DELAY: %ss", + "gui.tacz_sewv.radio.freq.air": "AIR", + "gui.tacz_sewv.radio.freq.artillery": "ARTILLERY", + "gui.tacz_sewv.radio.freq.mortar": "MORTAR", + "gui.tacz_sewv.radio.freq.tow": "TOW", + "gui.tacz_sewv.radio.frequency": "FREQUENCY: %s", + "gui.tacz_sewv.radio.plane.auto": "AUTO", + "gui.tacz_sewv.radio.plane.bomb": "BOMB", + "gui.tacz_sewv.radio.plane.cannon": "CANNON", + "gui.tacz_sewv.radio.plane.guided": "GUIDED", + "gui.tacz_sewv.radio.plane_mode_short": "%s", + "gui.tacz_sewv.radio.section.action": "COMMIT", + "gui.tacz_sewv.radio.section.frequency": "BAND", + "gui.tacz_sewv.radio.section.plane": "ORDNANCE", + "gui.tacz_sewv.radio.section.target": "DESIGNATION", + "gui.tacz_sewv.radio.target_mode_entity": "TARGET: ENTITY", + "gui.tacz_sewv.radio.target_mode_position": "TARGET: POSITION", + "gui.tacz_sewv.radio.title": "HANDHELD RADIO", + "gui.tacz_sewv.spawn_probe.apply": "Apply", + "gui.tacz_sewv.spawn_probe.category.infantry": "Category: Infantry", + "gui.tacz_sewv.spawn_probe.category.vehicle": "Category: Vehicle", + "gui.tacz_sewv.spawn_probe.chance": "Chance: %s%%", + "gui.tacz_sewv.spawn_probe.faction": "Faction type: %s", + "gui.tacz_sewv.spawn_probe.infantry_list": "Infantry list (%s)", + "gui.tacz_sewv.spawn_probe.infantry_select": "Select a row to edit qty / chance", + "gui.tacz_sewv.spawn_probe.no_catalog": "No vehicles detected — check SBW is loaded.", + "gui.tacz_sewv.spawn_probe.pre_crewed.off": "Pre-crewed spawn: NO (empty)", + "gui.tacz_sewv.spawn_probe.pre_crewed.on": "Pre-crewed spawn: YES", + "gui.tacz_sewv.spawn_probe.title": "Spawn Probe", + "gui.tacz_sewv.spawn_probe.vehicle_list": "Vehicle list (%s)", + "gui.tacz_sewv.target_priority.allowed": "Allowed", + "gui.tacz_sewv.target_priority.excluded": "Excluded", + "gui.tacz_sewv.target_priority.hint": "Excluded categories are never acquired. Troops and players keep faction rules.", + "gui.tacz_sewv.target_priority.reset": "Reset defaults", + "gui.tacz_sewv.target_priority.title": "Faction Target Priority", + "gui.tacz_sewv.tdt.altitude.tip": "Cruise altitude held above the terrain in blocks. Press Takeoff again to retrim an aircraft that is already flying.", + "gui.tacz_sewv.tdt.attack": "⚔ Attack That…", + "gui.tacz_sewv.tdt.attack.tip": "Close the terminal, then left-click an entity for selected units to attack.", + "gui.tacz_sewv.tdt.bail_out": "☂ Bail Out", + "gui.tacz_sewv.tdt.bail_out.tip": "Abandon ship — every owned PMC on the selected hulls gets a parachute and jumps (scramble + stand-down). Not a simple dismount.", + "gui.tacz_sewv.tdt.board": "▭ Board Vehicle", + "gui.tacz_sewv.tdt.board.tip": "Aim at a vehicle or mortar, then press Board. Uses the live crosshair when you click, not the aim from when the terminal opened.", + "gui.tacz_sewv.tdt.board_passenger": "▭ Board as Passenger", + "gui.tacz_sewv.tdt.board_passenger.tip": "Board the vehicle you are looking at, but only into non-driver seats. Units wait beside an empty hull rather than taking the wheel.", + "gui.tacz_sewv.tdt.capture_medic": "✚ Capture Medic", + "gui.tacz_sewv.tdt.capture_medic.tip": "Selected units walk to the nearest medic, subdue it if it is not already captured, and auto-convert it to a PMC, paying from your own inventory. Only engages once idle (no target). Refused if no medic is in range.", + "gui.tacz_sewv.tdt.cat.air": "Air", + "gui.tacz_sewv.tdt.cat.air.short": "AIR", + "gui.tacz_sewv.tdt.cat.all": "All", + "gui.tacz_sewv.tdt.cat.all.short": "ALL", + "gui.tacz_sewv.tdt.cat.area": "Area", + "gui.tacz_sewv.tdt.cat.area.short": "ARE", + "gui.tacz_sewv.tdt.cat.crew": "Crew", + "gui.tacz_sewv.tdt.cat.crew.short": "CRW", + "gui.tacz_sewv.tdt.cat.form": "Form", + "gui.tacz_sewv.tdt.cat.form.short": "FRM", + "gui.tacz_sewv.tdt.cat.identity": "Identity", + "gui.tacz_sewv.tdt.cat.identity.short": "IDN", + "gui.tacz_sewv.tdt.cat.orders": "Orders", + "gui.tacz_sewv.tdt.cat.orders.short": "ORD", + "gui.tacz_sewv.tdt.cat.platoon": "Platoon", + "gui.tacz_sewv.tdt.cat.platoon.short": "PLT", + "gui.tacz_sewv.tdt.cease_fire": "⊘ Cease Fire", + "gui.tacz_sewv.tdt.col.air": "Air", + "gui.tacz_sewv.tdt.col.formations": "Formations", + "gui.tacz_sewv.tdt.col.ground": "Ground", + "gui.tacz_sewv.tdt.column": "▲ Vehicle Column", + "gui.tacz_sewv.tdt.deselect_all": "None", + "gui.tacz_sewv.tdt.dismiss": "✕ Dismiss", + "gui.tacz_sewv.tdt.dismiss.tip": "Stand crews down off Patrol, Search & Destroy, Entrench (trench or sandbag) or a plotted Cruise and return them to their normal behavior. They stay in their Vehicles sandbag seats are cleared here, not via Dismount.", + "gui.tacz_sewv.tdt.dismount": "⏏ Dismount", + "gui.tacz_sewv.tdt.echelon_left": "╱ Echelon Left", + "gui.tacz_sewv.tdt.echelon_right": "╲ Echelon Right", + "gui.tacz_sewv.tdt.emergency_land": "⚠ Emergency Land", + "gui.tacz_sewv.tdt.emergency_land.tip": "Put aircraft down on any flat ground near where they are. No airport and no aiming needed; a rough arrival, but an arrival.", + "gui.tacz_sewv.tdt.entrench": "⛨ Entrench", + "gui.tacz_sewv.tdt.entrench.tip": "Left-click a trench, foxhole, emplacement or sandbag. Selected units crew free weapons first, then hold cells / seat sandbags. Clear with Dismiss.", + "gui.tacz_sewv.tdt.escort": "◆ Escort", + "gui.tacz_sewv.tdt.escort.tip": "Select units on the ribbon first, then left-click a vehicle for them to stick beside and defend. Right-click cancels.", + "gui.tacz_sewv.tdt.exit_platoon": "↩ Exit Platoon", + "gui.tacz_sewv.tdt.exit_platoon.tip": "Selected unit(s) leave their platoon. Ends cohesion and any standing platoon order for them.", + "gui.tacz_sewv.tdt.float_select_all": "Select all", + "gui.tacz_sewv.tdt.follow": "⚑ Follow Me", + "gui.tacz_sewv.tdt.free_fire": "⚡ Free Fire", + "gui.tacz_sewv.tdt.full_names": "Full Names", + "gui.tacz_sewv.tdt.full_names.tip": "Sets which name pool your future PMC recruits are drawn from. Does not rename units you already own.", + "gui.tacz_sewv.tdt.hold": "■ Hold Position", + "gui.tacz_sewv.tdt.identity_apply": "Apply", + "gui.tacz_sewv.tdt.identity_reset": "Reset", + "gui.tacz_sewv.tdt.join_platoon": "⛓ Join Platoon", + "gui.tacz_sewv.tdt.join_platoon.tip": "Select units first, then left-click a Commander for them to join its platoon. Type (on-foot / vehicle) and capacity are checked per unit. Right-click cancels.", + "gui.tacz_sewv.tdt.land": "▼ Land at Nearest Airport", + "gui.tacz_sewv.tdt.land.tip": "Send planes home to the nearest cleared runway (planes only; helicopters use helipads). Aim at a distant airfield to send them to that one instead. Refused if no airport is in range — use Emergency Land for that.", + "gui.tacz_sewv.tdt.land_helipad": "▣ Land at Helipad", + "gui.tacz_sewv.tdt.land_helipad.tip": "Selected helicopter pilots land on the nearest cleared, free helipad. Runways are for planes only.", + "gui.tacz_sewv.tdt.line": "═ Vehicle Line", + "gui.tacz_sewv.tdt.line.tip": "Vehicles per rank in a Line formation. Once a rank is full the next vehicle starts a new rank behind it.", + "gui.tacz_sewv.tdt.live_sel": "Live Sel.", + "gui.tacz_sewv.tdt.logo_icon": "Logo", + "gui.tacz_sewv.tdt.logo_icon.tip": "Click the icon to pick from the selected pool. Stamped on PMC-captured vehicles.", + "gui.tacz_sewv.tdt.logo_pick": "Select logo", + "gui.tacz_sewv.tdt.logo_pool": "Logo Pool", + "gui.tacz_sewv.tdt.move_to": "→ Move To…", + "gui.tacz_sewv.tdt.move_to.tip": "Close the terminal, then left-click a block to send selected units there.", + "gui.tacz_sewv.tdt.paratroop": "🪂 Paratroop", + "gui.tacz_sewv.tdt.paratroop.tip": "Drop weaponless passengers with parachutes (same seat filter as Rappel). Pilot and gunners stay aboard.", + "gui.tacz_sewv.tdt.patrol": "◯ Patrol", + "gui.tacz_sewv.tdt.patrol.tip": "Radius of the patrol area around you in blocks. Crews wander inside it moving to a new spot after a bit, until you dismiss them. Minimum 48.", + "gui.tacz_sewv.tdt.pmc_company": "PMC Company", + "gui.tacz_sewv.tdt.pmc_company.tip": "Company name shown on a second line under each owned PMC's name. Apply to update existing units.", + "gui.tacz_sewv.tdt.rappel": "↓ Rappel", + "gui.tacz_sewv.tdt.rappel.tip": "Hover and drop weaponless passengers down the ropes.", + "gui.tacz_sewv.tdt.reach_guard": "→ Reach Guard", + "gui.tacz_sewv.tdt.reach_guard.tip": "Move selected vehicle crews to their cached GUARD position, then hold there. Greyed out when no guard is set.", + "gui.tacz_sewv.tdt.route_to_fob": "→ Route Vehicles to FOB", + "gui.tacz_sewv.tdt.route_to_fob.tip": "Recall all assigned FOB vehicles and infantry to the parking field. Greyed out without a valid FOB layout or assigned vehicles.", + "gui.tacz_sewv.tdt.search": "⚔ Search & Destroy", + "gui.tacz_sewv.tdt.search.tip": "Radius of the area to sweep, in blocks. A one-time assignment: each vehicle covers its own slice of the area, and the first contact alerts every vehicle on the task onto that target. Minimum 48.", + "gui.tacz_sewv.tdt.section.air": "AIR", + "gui.tacz_sewv.tdt.section.area": "AREA", + "gui.tacz_sewv.tdt.section.crew": "CREW", + "gui.tacz_sewv.tdt.section.form": "FORM", + "gui.tacz_sewv.tdt.section.identity": "IDENTITY", + "gui.tacz_sewv.tdt.section.orders": "ORDERS", + "gui.tacz_sewv.tdt.section.platoon": "PLATOON", + "gui.tacz_sewv.tdt.select_all": "All", + "gui.tacz_sewv.tdt.select_none": "None", + "gui.tacz_sewv.tdt.selection_count": "%s / %s selected", + "gui.tacz_sewv.tdt.sem_column": "▣ Infantry Column", + "gui.tacz_sewv.tdt.sem_wedge": "▣ Infantry Wedge", + "gui.tacz_sewv.tdt.set_guard": "⚑ Set Guard", + "gui.tacz_sewv.tdt.set_guard.tip": "Select units first, then left-click a block in the world to cache as their GUARD position. Overwrites any previous guard. Right-click cancels.", + "gui.tacz_sewv.tdt.takeoff": "▲ Takeoff/Refresh Altitude", + "gui.tacz_sewv.tdt.title": "Tactical Data Terminal", + "gui.tacz_sewv.tdt.toggle_auto_orders": "⚙ Toggle Auto Orders", + "gui.tacz_sewv.tdt.toggle_auto_orders.tip": "Selected Commander(s) may (or may not) autonomously dispatch standing orders to their own platoon.", + "gui.tacz_sewv.tdt.tow": "◆ Tow", + "gui.tacz_sewv.tdt.tow.tip": "Left-click the stuck hull to recover, then left-click the hull that will tow it. Right-click cancels.", + "gui.tacz_sewv.tdt.unit.blocks": " blocks", + "gui.tacz_sewv.tdt.unit.per_row": "/row", + "gui.tacz_sewv.tdt.wedge": "▲ Vehicle Wedge", + "gui.tacz_sewv.tdt.xaero_hint": "(Install Xaero's World Map for Cruise / Sweep)", + "item.tacz_sewv.capture_point": "Capture Point", + "item.tacz_sewv.doctrine_ledger": "Doctrine Ledger", + "item.tacz_sewv.foxhole": "Foxhole", + "item.tacz_sewv.handheld_radio": "Handheld Radio", + "item.tacz_sewv.lock": "Vehicle Lock", + "item.tacz_sewv.medal_of_honor": "Medal of Honor", + "item.tacz_sewv.pmc_commander_spawn_egg": "PMC Commander Spawn Egg", + "item.tacz_sewv.pmc_helmet_mich": "PMC MICH Helmet", + "item.tacz_sewv.pool_clipboard": "Vehicle Pool Clipboard", + "item.tacz_sewv.ru_combat_engineer_spawn_egg": "RU Combat Engineer Spawn Egg", + "item.tacz_sewv.ru_engineer_spawn_egg": "RU Mechanical Engineer Spawn Egg", + "item.tacz_sewv.ru_medic_spawn_egg": "RU Squad Medic Spawn Egg", + "item.tacz_sewv.spawn_probe": "Spawn Probe", + "item.tacz_sewv.tactical_data_terminal": "Tactical Data Terminal", + "item.tacz_sewv.team_base": "Team Base", + "item.tacz_sewv.trench": "Trench", + "item.tacz_sewv.trench_x_cross": "Trench Cross", + "item.tacz_sewv.us_combat_engineer_spawn_egg": "US Combat Engineer Spawn Egg", + "item.tacz_sewv.us_engineer_spawn_egg": "US Mechanical Engineer Spawn Egg", + "item.tacz_sewv.us_medic_spawn_egg": "US Squad Medic Spawn Egg", + "itemGroup.tacz_sewv": "SBW: Combined Arms", + "key.categories.tacz_sewv": "SBW: Combined Arms", + "key.tacz_sewv.carrier_ops": "Carrier Flight Ops", + "key.tacz_sewv.dismiss_notification": "Dismiss HUD Notification", + "key.tacz_sewv.open_tdt": "Open Tactical Data Terminal", + "key.tacz_sewv.quick_command_wheel": "Quick Command Wheel (hold)", + "key.tacz_sewv.radio_zoom": "Handheld Radio Zoom / Rangefinder", + "key.tacz_sewv.toggle_map_markers": "Toggle Map Markers", + "message.tacz_sewv.airport.marshalled": "%d aircraft marshalled into parking slots.", + "message.tacz_sewv.bail_out.multiple": "%s units bailing out.", + "message.tacz_sewv.bail_out.none": "No mounted units to bail out.", + "message.tacz_sewv.bail_out.single": "%s unit bailing out.", + "message.tacz_sewv.board.cleared.multiple": "%s units boarding.", + "message.tacz_sewv.board.cleared.none": "No units waiting to board this vehicle.", + "message.tacz_sewv.board.cleared.single": "%s unit boarding.", + "message.tacz_sewv.board.mortar_busy": "Those units are already manning a mortar, dismount them first.", + "message.tacz_sewv.board.no_units": "No owned units nearby.", + "message.tacz_sewv.board.no_vehicle": "Look at a vehicle or mortar.", + "message.tacz_sewv.board.ordered.multiple": "%s units ordered to board.", + "message.tacz_sewv.board.ordered.none": "No eligible units to board.", + "message.tacz_sewv.board.ordered.single": "%s unit ordered to board.", + "message.tacz_sewv.capture_medic.convert.need": "Need %sx %s to capture this medic", + "message.tacz_sewv.capture_medic.convert.paid": "Paid %sx %s to convert medic to PMC", + "message.tacz_sewv.capture_medic.multiple": "%s units dispatched to capture a medic.", + "message.tacz_sewv.capture_medic.none": "No medic in range of the selected units.", + "message.tacz_sewv.capture_medic.single": "%s unit dispatched to capture a medic.", + "message.tacz_sewv.carrier_ops.no_neoarms": "Neo Arms is not installed.", + "message.tacz_sewv.carrier_ops.no_strip": "Carrier deck strip is unavailable.", + "message.tacz_sewv.carrier_ops.not_seated": "Sit in an aircraft carrier to open flight ops.", + "message.tacz_sewv.config.invalid": "Invalid value for %s.", + "message.tacz_sewv.config.no_permission": "You do not have permission to change server settings.", + "message.tacz_sewv.config.saved": "Settings saved.", + "message.tacz_sewv.cruise.cancelled": "Route plotting cancelled.", + "message.tacz_sewv.cruise.ordered.multiple": "%s vehicles cruising a %s-waypoint route.", + "message.tacz_sewv.cruise.ordered.none": "No eligible vehicles to cruise.", + "message.tacz_sewv.cruise.ordered.single": "%s vehicle cruising a %s-waypoint route.", + "message.tacz_sewv.cruise.plotted": "Route of %s waypoints sent.", + "message.tacz_sewv.cruise.plotting": "Left-click to add a waypoint, right-click to remove. %s plotted.", + "message.tacz_sewv.dismiss.multiple": "%s crews dismissed.", + "message.tacz_sewv.dismiss.none": "No crews on an area task.", + "message.tacz_sewv.dismiss.single": "%s crew dismissed.", + "message.tacz_sewv.dismount.multiple": "%s units dismounted.", + "message.tacz_sewv.dismount.none": "No units to dismount.", + "message.tacz_sewv.dismount.single": "%s unit dismounted.", + "message.tacz_sewv.doctrine.already_set": "Doctrine already established. Craft another Doctrine Ledger to change it.", + "message.tacz_sewv.doctrine.bad_packet": "Could not save doctrine, invalid data.", + "message.tacz_sewv.doctrine.bad_total": "Allocate exactly 20 points before confirming.", + "message.tacz_sewv.doctrine.need_ledger": "Hold a Doctrine Ledger to save.", + "message.tacz_sewv.doctrine.saved": "Doctrine configured successfully.", + "message.tacz_sewv.entrench.cancelled": "Entrench selection cancelled.", + "message.tacz_sewv.entrench.no_block": "Aim at a trench, foxhole, emplacement or sandbag. Left-click to entrench, or right-click to cancel.", + "message.tacz_sewv.entrench.no_units": "No units selected or nearby to entrench.", + "message.tacz_sewv.entrench.select": "Left-click a trench, emplacement or sandbag to entrench, right-click to cancel.", + "message.tacz_sewv.escort.cancelled": "Escort cancelled.", + "message.tacz_sewv.escort.no_units": "No units selected or nearby to escort.", + "message.tacz_sewv.escort.no_vehicle": "That's not a vehicle. Left-click a vehicle, or right-click to cancel.", + "message.tacz_sewv.escort.ordered.multiple": "%s units escorting.", + "message.tacz_sewv.escort.ordered.none": "No eligible units to escort.", + "message.tacz_sewv.escort.ordered.single": "%s unit escorting.", + "message.tacz_sewv.escort.select": "Left-click a vehicle to escort, right-click to cancel.", + "message.tacz_sewv.fob.already_owned": "You already have a Forward Operating Base.", + "message.tacz_sewv.fob.no_fob_here": "Place this inside your FOB master area.", + "message.tacz_sewv.fob.not_owner": "Only the FOB owner can place or break this.", + "message.tacz_sewv.fob.route_sent": "Routed %1$s vehicle crew(s) and %2$s infantry to the FOB.", + "message.tacz_sewv.formation.composition_invalid": "Formation requires all infantry, all ground vehicles, or all ships.", + "message.tacz_sewv.formation.dir.east": "+X (east)", + "message.tacz_sewv.formation.dir.north": "-Z (north)", + "message.tacz_sewv.formation.dir.south": "+Z (south)", + "message.tacz_sewv.formation.dir.west": "-X (west)", + "message.tacz_sewv.formation.formed.multiple": "%s formed on %s.", + "message.tacz_sewv.formation.formed.none": "No units to form up.", + "message.tacz_sewv.formation.formed.single": "%s formed on %s.", + "message.tacz_sewv.formation.none_match_filter": "No units match the selected formation type.", + "message.tacz_sewv.formation.slots_overlap": "Formation slots would overlap — increase WIDTH/LENGTH.", + "message.tacz_sewv.formation.use_quickwheel": "Use formations from Combined Arms' Quickwheel selection.", + "message.tacz_sewv.guard.cancelled": "GUARD selection cancelled.", + "message.tacz_sewv.guard.no_block": "Aim at a block. Left-click to set GUARD, or right-click to cancel.", + "message.tacz_sewv.guard.no_units": "No units selected or nearby to set a GUARD for.", + "message.tacz_sewv.guard.plotted": "GUARD position sent.", + "message.tacz_sewv.guard.plotting": "Left-click the map to place GUARD, then Confirm. Right-click clears the point.", + "message.tacz_sewv.guard.reach.multiple": "%s vehicles moving to GUARD.", + "message.tacz_sewv.guard.reach.none": "No vehicles with a GUARD position to reach.", + "message.tacz_sewv.guard.reach.single": "%s vehicle moving to GUARD.", + "message.tacz_sewv.guard.select": "Left-click a block to set GUARD, right-click to cancel.", + "message.tacz_sewv.guard.set.multiple": "GUARD set for %s vehicles.", + "message.tacz_sewv.guard.set.none": "No eligible vehicle drivers to set GUARD.", + "message.tacz_sewv.guard.set.single": "GUARD set for %s vehicle.", + "message.tacz_sewv.heli.emergency_land.multiple": "%s aircraft making an emergency landing.", + "message.tacz_sewv.heli.emergency_land.none": "No eligible aircraft, or nowhere to put down.", + "message.tacz_sewv.heli.emergency_land.single": "%s aircraft making an emergency landing.", + "message.tacz_sewv.heli.land.helicopter": "Runways are for planes. Send helicopters to a helipad.", + "message.tacz_sewv.heli.land.multiple": "%s aircraft returning to the nearest airport.", + "message.tacz_sewv.heli.land.none": "No fixed-wing pilots selected. Helicopters land on helipads.", + "message.tacz_sewv.heli.land.single": "%s aircraft returning to the nearest airport.", + "message.tacz_sewv.heli.land_helipad.multiple": "%s helicopters landing on helipads.", + "message.tacz_sewv.heli.land_helipad.none": "No helicopters selected.", + "message.tacz_sewv.heli.land_helipad.single": "%s helicopter landing on a helipad.", + "message.tacz_sewv.heli.rappel.multiple": "%s aircraft rappelling.", + "message.tacz_sewv.heli.rappel.none": "No eligible aircraft.", + "message.tacz_sewv.heli.rappel.single": "%s aircraft rappelling.", + "message.tacz_sewv.heli.takeoff.multiple": "%s aircraft taking off.", + "message.tacz_sewv.heli.takeoff.none": "No eligible aircraft.", + "message.tacz_sewv.heli.takeoff.single": "%s aircraft taking off.", + "message.tacz_sewv.helipad.all_occupied": "Every helipad in range is occupied.", + "message.tacz_sewv.helipad.no_room": "Not enough room for a helipad: blocked at %1$s, %2$s, %3$s (needs a clear 3x3x3).", + "message.tacz_sewv.helipad.none_found": "No cleared helipad in range. Check Clearance at the helipad first.", + "message.tacz_sewv.identity.applied": "PMC identity updated.", + "message.tacz_sewv.identity.category_set": "Future PMC recruits will be named from the %s pool.", + "message.tacz_sewv.identity.invalid_logo": "That logo pool or icon is not available.", + "message.tacz_sewv.interact.enemy_crew": "Enemy crew, cannot interact.", + "message.tacz_sewv.invasion.base_fallen": "Team %s base captured by %s the invasion is over.", + "message.tacz_sewv.invasion.gui.denied": "Invasion block config requires operator permission.", + "message.tacz_sewv.invasion.gui.saved": "Invasion block saved.", + "message.tacz_sewv.invasion.orders_locked": "Unit orders are locked during an invasion.", + "message.tacz_sewv.invasion.spawn_delay": "Invasion started: wait %s s at world spawn before fielding.", + "message.tacz_sewv.invasion.spawn_go": "Fielding now: deploying to your team base.", + "message.tacz_sewv.invasion.team_base_limit": "Already 2 team bases in this dimension, break one to move it.", + "message.tacz_sewv.lock.applied": "Vehicle locked against RU/US crews.", + "message.tacz_sewv.lock.cleared": "Vehicle unlocked.", + "message.tacz_sewv.map.attack_that": "%s unit(s) engaging designated target.", + "message.tacz_sewv.map.boxed": "%s unit(s) selected.", + "message.tacz_sewv.map.cease_fire": "%s unit(s) ceasing fire.", + "message.tacz_sewv.map.following": "%s unit(s) following you.", + "message.tacz_sewv.map.free_fire": "%s unit(s) weapons free.", + "message.tacz_sewv.map.held": "%s unit(s) holding position.", + "message.tacz_sewv.map.ordered": "%s unit(s) moving to the marked position.", + "message.tacz_sewv.map.wrong_dimension": "That position is in another dimension.", + "message.tacz_sewv.map_markers.off": "SEWV map markers: hidden", + "message.tacz_sewv.map_markers.on": "SEWV map markers: shown", + "message.tacz_sewv.medal.failed": "Promotion failed.", + "message.tacz_sewv.medal.mounted": "Dismount the PMC unit first.", + "message.tacz_sewv.medal.not_pmc": "Only a regular PMC unit can receive this.", + "message.tacz_sewv.medal.not_yours": "That unit is not yours.", + "message.tacz_sewv.medal.promoted": "Unit promoted to Commander!", + "message.tacz_sewv.misc.saved": "Vehicle classes and armor saved for this world.", + "message.tacz_sewv.mortar.gone": "That mortar is no longer there.", + "message.tacz_sewv.mortar.ordered.none": "No free units to crew it.", + "message.tacz_sewv.mortar.ordered.single": "%s sent to the mortar.", + "message.tacz_sewv.mortar.taken": "That mortar already has a crew.", + "message.tacz_sewv.order.failure.fob_command": "That unit is under FOB command — toggle it off at the quarters bench.", + "message.tacz_sewv.order.failure.route_active": "That unit is routing to the FOB — wait for arrival or cancel the route from the quarters bench.", + "message.tacz_sewv.paratroop.multiple": "%s passengers parachuting.", + "message.tacz_sewv.paratroop.none": "No weaponless passengers to drop.", + "message.tacz_sewv.paratroop.single": "%s passenger parachuting.", + "message.tacz_sewv.pathway.cancelled": "Pathway plot cancelled.", + "message.tacz_sewv.pathway.deleted": "Deleted pathway '%s'.", + "message.tacz_sewv.pathway.editing": "Editing path %s — adjust nodes, then Confirm", + "message.tacz_sewv.pathway.editing_status": "Editing %s — %s nodes", + "message.tacz_sewv.pathway.funnel.multiple": "Funnelled %s units onto '%s'.", + "message.tacz_sewv.pathway.funnel.none": "No ground units in range to funnel.", + "message.tacz_sewv.pathway.funnel.single": "Funnelled %s unit onto '%s'.", + "message.tacz_sewv.pathway.need_nodes": "Need at least 2 nodes to save", + "message.tacz_sewv.pathway.plotted": "Saved pathway (%s nodes).", + "message.tacz_sewv.pathway.plotting": "New path %s — %s nodes · LMB add/select · RMB remove", + "message.tacz_sewv.pathway.save_failed": "Could not save pathway.", + "message.tacz_sewv.pathway.saved": "Saved pathway '%s' (%s nodes).", + "message.tacz_sewv.patrol.min_radius": "Patrol radius must be at least %s blocks.", + "message.tacz_sewv.patrol.ordered.multiple": "%s vehicles patrolling a %s-block area.", + "message.tacz_sewv.patrol.ordered.none": "No eligible vehicles to patrol.", + "message.tacz_sewv.patrol.ordered.single": "%s vehicle patrolling a %s-block area.", + "message.tacz_sewv.platoon.auto_orders.multiple": "%s Commanders' auto-orders toggled.", + "message.tacz_sewv.platoon.auto_orders.none": "No selected Commander to toggle.", + "message.tacz_sewv.platoon.auto_orders.single": "%s Commander's auto-orders toggled.", + "message.tacz_sewv.platoon.exit.multiple": "%s units left their platoon.", + "message.tacz_sewv.platoon.exit.none": "No units in a platoon to exit.", + "message.tacz_sewv.platoon.exit.single": "%s unit left its platoon.", + "message.tacz_sewv.platoon.join.cancelled": "Join Platoon cancelled.", + "message.tacz_sewv.platoon.join.multiple": "%s units joined the platoon.", + "message.tacz_sewv.platoon.join.no_commander": "No owned Commander there.", + "message.tacz_sewv.platoon.join.none": "No units joined the platoon.", + "message.tacz_sewv.platoon.join.select": "Left-click a Commander to join its platoon. Right-click cancels.", + "message.tacz_sewv.platoon.join.single": "%s unit joined the platoon.", + "message.tacz_sewv.platoon.no_units": "Select units first.", + "message.tacz_sewv.pool.denied": "Pool editor requires operator permission.", + "message.tacz_sewv.pool.saved": "Vehicle pools saved for this world.", + "message.tacz_sewv.quick_board.no_units.none": "Quick Board: no eligible on-foot units.", + "message.tacz_sewv.quick_board.no_vehicle.none": "Quick Board: no friendly vehicle, mortar, or TOW with a free seat nearby.", + "message.tacz_sewv.quick_board.started.multiple": "Quick Board: %s units mounting up.", + "message.tacz_sewv.quick_board.started.none": "Quick Board failed.", + "message.tacz_sewv.quick_board.started.single": "Quick Board: 1 unit mounting up.", + "message.tacz_sewv.quick_cancel.none.none": "Quick Cancel: no owned units in range.", + "message.tacz_sewv.quick_cancel.started.multiple": "Quick Cancel: %s units stood down.", + "message.tacz_sewv.quick_cancel.started.none": "Quick Cancel failed.", + "message.tacz_sewv.quick_cancel.started.single": "Quick Cancel: 1 unit stood down.", + "message.tacz_sewv.quick_command.need_selection": "Select on-foot PMC units on the ribbon first.", + "message.tacz_sewv.quick_command.need_units": "No owned on-foot PMCs within radius.", + "message.tacz_sewv.quick_entrench.no_trench.none": "Quick Entrench: no trench network nearby.", + "message.tacz_sewv.quick_entrench.no_units.none": "Quick Entrench: no eligible on-foot units.", + "message.tacz_sewv.quick_entrench.started.multiple": "Quick Entrench: %s units digging in.", + "message.tacz_sewv.quick_entrench.started.none": "Quick Entrench failed.", + "message.tacz_sewv.quick_entrench.started.single": "Quick Entrench: 1 unit digging in.", + "message.tacz_sewv.quick_evac.need_selection": "Select on-foot PMC units on the ribbon first.", + "message.tacz_sewv.quick_evac.need_units": "No owned on-foot PMCs within board radius.", + "message.tacz_sewv.quick_evac.no_heli.none": "Quick Evacuation: no owned helicopter with a free seat nearby.", + "message.tacz_sewv.quick_evac.no_units.none": "Quick Evacuation: no eligible on-foot units.", + "message.tacz_sewv.quick_evac.started.multiple": "Quick Evacuation: helicopters inbound for %s units.", + "message.tacz_sewv.quick_evac.started.none": "Quick Evacuation failed to start.", + "message.tacz_sewv.quick_evac.started.single": "Quick Evacuation: helicopters inbound for 1 unit.", + "message.tacz_sewv.quick_follow.started.multiple": "Quick Follow: %s units following.", + "message.tacz_sewv.quick_follow.started.none": "Quick Follow: no units ordered.", + "message.tacz_sewv.quick_follow.started.single": "Quick Follow: 1 unit following.", + "message.tacz_sewv.quick_form.started.multiple": "Formation: %s units formed up.", + "message.tacz_sewv.quick_form.started.none": "Formation: no units ordered.", + "message.tacz_sewv.quick_form.started.single": "Formation: 1 unit formed up.", + "message.tacz_sewv.quick_hold.started.multiple": "Quick Hold: %s units holding.", + "message.tacz_sewv.quick_hold.started.none": "Quick Hold: no units ordered.", + "message.tacz_sewv.quick_hold.started.single": "Quick Hold: 1 unit holding.", + "message.tacz_sewv.quick_refill.no_units.none": "Quick Refill: no eligible on-foot units.", + "message.tacz_sewv.quick_refill.none.none": "Quick Refill: no ammo chest (or FOB stockpile) nearby.", + "message.tacz_sewv.quick_refill.started.multiple": "Quick Refill: %s units walking to resupply.", + "message.tacz_sewv.quick_refill.started.none": "Quick Refill failed.", + "message.tacz_sewv.quick_refill.started.single": "Quick Refill: 1 unit walking to resupply.", + "message.tacz_sewv.quick_route_fob.none.none": "Route to FOB: no FOB available.", + "message.tacz_sewv.quick_route_fob.started.multiple": "Route to FOB: %s units routing.", + "message.tacz_sewv.quick_route_fob.started.none": "Route to FOB: nothing to route.", + "message.tacz_sewv.quick_route_fob.started.single": "Route to FOB: 1 unit routing.", + "message.tacz_sewv.radio.entity_armed": "Armed on %s. right-click to call, left-click to change.", + "message.tacz_sewv.radio.entity_selected": "Designated %s. right-click to call.", + "message.tacz_sewv.radio.fire_mission.multiple": "Fire mission out: %s crews engaging %s.", + "message.tacz_sewv.radio.fire_mission.single": "Fire mission out: %s crew engaging %s.", + "message.tacz_sewv.radio.friendly": "That's one of your own.", + "message.tacz_sewv.radio.no_crews": "No mortar, TOW or aircraft crews in radio range.", + "message.tacz_sewv.radio.no_position": "Aim at a block to designate a grid square.", + "message.tacz_sewv.radio.no_target": "Nothing in your sights to call a mission on.", + "message.tacz_sewv.radio.pick_cancelled": "Fire mission cancelled.", + "message.tacz_sewv.radio.pick_entity": "Left-click a target to designate, right-click to call (or cancel).", + "message.tacz_sewv.radio.pick_position": "Left-click a block to call the strike, right-click to cancel.", + "message.tacz_sewv.radio.position_label": "%s, %s, %s", + "message.tacz_sewv.radio.range": "RANGE: ", + "message.tacz_sewv.radio.standdown.multiple": "%s crews standing down.", + "message.tacz_sewv.radio.standdown.none": "No crews on a fire mission.", + "message.tacz_sewv.radio.standdown.single": "%s crew standing down.", + "message.tacz_sewv.rappel.already": "Already rappelling.", + "message.tacz_sewv.rappel.crew_ok": "Crew rappelling.", + "message.tacz_sewv.rappel.dismount_fail": "Could not leave the seat to rappel.", + "message.tacz_sewv.rappel.no_cargo": "No eligible units to rappel.", + "message.tacz_sewv.rappel.not_driver": "Must be the helicopter driver.", + "message.tacz_sewv.rappel.not_heli": "Must be in a helicopter.", + "message.tacz_sewv.rappel.self_ok": "Rappelling.", + "message.tacz_sewv.rappel.too_low": "Too low to rappel.", + "message.tacz_sewv.revive.complete": "Revived.", + "message.tacz_sewv.revive_call.none": "Revive Call: no owned PMC nearby.", + "message.tacz_sewv.revive_call.not_downed": "Revive Call: you are not downed.", + "message.tacz_sewv.revive_call.started": "Revive Call: a PMC is coming.", + "message.tacz_sewv.revive_call.unavailable": "Revive Call requires PlayerRevive and PMC revive enabled.", + "message.tacz_sewv.search.ordered.multiple": "%s vehicles sweeping a %s-block area.", + "message.tacz_sewv.search.ordered.none": "No eligible vehicles to sweep.", + "message.tacz_sewv.search.ordered.single": "%s vehicle sweeping a %s-block area.", + "message.tacz_sewv.spawn_probe.denied": "Operators only.", + "message.tacz_sewv.spawn_probe.saved": "Spawn probe saved.", + "message.tacz_sewv.structure.break_to_use": "Break %s to make use of it", + "message.tacz_sewv.sweep.cancelled": "Sweep & Advance cancelled.", + "message.tacz_sewv.sweep.complete": "Sweep complete: claimed %s/%s chunks, %s blocked.", + "message.tacz_sewv.sweep.complete_empty": "Sweep complete: nothing left to claim after ally trim.", + "message.tacz_sewv.sweep.need_selection": "Drag a chunk rectangle on the map first (RMB).", + "message.tacz_sewv.sweep.no_openpac": "Sweep & Advance needs Open Parties and Claims.", + "message.tacz_sewv.sweep.none": "No eligible ground units for Sweep & Advance.", + "message.tacz_sewv.sweep.started": "Sweep & Advance: %s mounted, %s on foot.", + "message.tacz_sewv.sweep.too_large": "Sweep area too large (max %s chunks).", + "message.tacz_sewv.target_priority.saved": "Target priority saved for this world.", + "message.tacz_sewv.tdt.hold_terminal": "Carry a Tactical Data Terminal to open the command wheel.", + "message.tacz_sewv.tdt.live_sel.cancelled": "Live selection cancelled.", + "message.tacz_sewv.tdt.live_sel.miss": "Aim at an owned unit or crewed vehicle.", + "message.tacz_sewv.tdt.live_sel.select": "Left-click units to select (%s). Right-click to confirm.", + "message.tacz_sewv.tdt.need_selection": "Select units on the ribbon first.", + "message.tacz_sewv.tdt.no_terminal": "Carry a Tactical Data Terminal to use this.", + "message.tacz_sewv.tdt.order.multiple": "Order sent to %s units.", + "message.tacz_sewv.tdt.order.single": "Order sent to %s unit.", + "message.tacz_sewv.tdt.select_position": "Select a position…", + "message.tacz_sewv.tdt.select_target": "Select a target…", + "message.tacz_sewv.tow.cancelled": "Tow order cancelled.", + "message.tacz_sewv.tow.cannot_be_towed": "That hull can't be towed (emplacement, aircraft, mortar or artillery).", + "message.tacz_sewv.tow.cannot_tow": "That hull can't tow (emplacement, aircraft, mortar or artillery).", + "message.tacz_sewv.tow.no_vehicle": "That's not a vehicle. Left-click a hull, or right-click to cancel.", + "message.tacz_sewv.tow.ordered": "%s will tow %s.", + "message.tacz_sewv.tow.pick_tower": "Left-click the towing hull, right-click to cancel.", + "message.tacz_sewv.tow.pick_victim": "Left-click the hull to tow, right-click to cancel.", + "message.tacz_sewv.tow.same_vehicle": "Pick a different hull to do the towing.", + "message.tacz_sewv.vehicle_skin.set": "Vehicle skin: %s", + "message.tacz_sewv.vehicle_skin.stock": "Vehicle skin: stock", + "notification.tacz_sewv.event.body": "%s reported near %s %s %s.", + "notification.tacz_sewv.event.name.asymmetric_invasion": "Invasion force", + "notification.tacz_sewv.event.name.cave_extraction": "Cave extraction", + "notification.tacz_sewv.event.name.convoy": "Convoy", + "notification.tacz_sewv.event.name.derelict_vehicle": "Derelict vehicle", + "notification.tacz_sewv.event.name.far_combat": "Combat", + "notification.tacz_sewv.event.name.large_combat": "Large combat", + "notification.tacz_sewv.event.name.military_patrol": "Military patrol", + "notification.tacz_sewv.event.name.mortar_shelling": "Mortar shelling", + "notification.tacz_sewv.event.name.naval_battle": "Naval battle", + "notification.tacz_sewv.event.name.overflight": "Overflight", + "notification.tacz_sewv.event.title": "%s nearby", + "notification.tacz_sewv.faction.pmc": "PMC", + "notification.tacz_sewv.faction.ru": "RU", + "notification.tacz_sewv.faction.unknown": "enemy", + "notification.tacz_sewv.faction.us": "US", + "notification.tacz_sewv.killer.pmc": "PMC %s", + "notification.tacz_sewv.killer.ru": "RU Unit", + "notification.tacz_sewv.killer.us": "US Unit", + "notification.tacz_sewv.killer.vehicle": "vehicle", + "notification.tacz_sewv.kind.anti_air": "Anti-air", + "notification.tacz_sewv.kind.armor": "Tank", + "notification.tacz_sewv.kind.artillery": "Artillery", + "notification.tacz_sewv.kind.drone": "Drone", + "notification.tacz_sewv.kind.emplacement": "Emplacement", + "notification.tacz_sewv.kind.fixed_wing": "Aircraft", + "notification.tacz_sewv.kind.fob": "FOB", + "notification.tacz_sewv.kind.infantry": "Infantry", + "notification.tacz_sewv.kind.infantry_combat_engineer": "Combat Engineer", + "notification.tacz_sewv.kind.infantry_commander": "Commander", + "notification.tacz_sewv.kind.infantry_engineer": "Engineer", + "notification.tacz_sewv.kind.infantry_medic": "Medic", + "notification.tacz_sewv.kind.mechanized": "IFV", + "notification.tacz_sewv.kind.missile_system": "Missile system", + "notification.tacz_sewv.kind.rotary_wing": "Helicopter", + "notification.tacz_sewv.kind.surface_combatant": "Ship", + "notification.tacz_sewv.kind.tow": "TOW", + "notification.tacz_sewv.medic_captured.body": "An enemy %s medic was captured at %s %s %s.", + "notification.tacz_sewv.medic_captured.title": "%s medic captured", + "notification.tacz_sewv.pmc_ammo_out.body": "PMC %s %s is out of ammo at %s %s %s.", + "notification.tacz_sewv.pmc_ammo_out.title": "%s out of ammo", + "notification.tacz_sewv.pmc_downed.body": "PMC %s %s is down at %s %s %s.", + "notification.tacz_sewv.pmc_downed.body_by": "PMC %s %s is down at %s %s %s. Struck by %s.", + "notification.tacz_sewv.pmc_downed.title": "%s is down", + "notification.tacz_sewv.pmc_downed.title_by": "%s is down", + "notification.tacz_sewv.pmc_energy_low.body": "Your %s is at %s%% energy at %s %s %s.", + "notification.tacz_sewv.pmc_energy_low.title": "PMC %s low on energy", + "notification.tacz_sewv.pmc_engaging.body": "PMC %s %s engaged %s at %s %s %s.", + "notification.tacz_sewv.pmc_engaging.title": "%s engaging %s", + "notification.tacz_sewv.pmc_killed.body": "PMC %s %s died at %s %s %s.", + "notification.tacz_sewv.pmc_killed.body_by": "PMC %s %s died at %s %s %s shot by a %s.", + "notification.tacz_sewv.pmc_killed.title": "%s died", + "notification.tacz_sewv.pmc_killed.title_by": "%s died to %s", + "notification.tacz_sewv.vehicle_destroyed.body": "Your %s was destroyed at %s %s %s.", + "notification.tacz_sewv.vehicle_destroyed.body_by": "Your %s was destroyed at %s %s %s by %s.", + "notification.tacz_sewv.vehicle_destroyed.title": "PMC %s destroyed", + "notification.tacz_sewv.vehicle_destroyed.title_by": "PMC %s destroyed", + "order.tacz_sewv.entrench.dismiss.multiple": "%s units left the trench / sandbag.", + "order.tacz_sewv.entrench.dismiss.none": "No units were entrenched.", + "order.tacz_sewv.entrench.dismiss.single": "%s unit left the trench / sandbag.", + "order.tacz_sewv.entrench.multiple": "%s units entrenched.", + "order.tacz_sewv.entrench.none": "No trench network or free sandbag there (or no eligible units).", + "order.tacz_sewv.entrench.single": "%s unit entrenched.", + "tooltip.tacz_sewv.doctrine_ledger": "Use to set your PMC doctrine (20 points across eight axes).", + "tooltip.tacz_sewv.handheld_radio.range": "Range: %s blocks", + "tooltip.tacz_sewv.handheld_radio.standdown": "Sneak + use: call your crews off", + "tooltip.tacz_sewv.handheld_radio.unit": "Carried by a unit: it calls in its own contacts", + "tooltip.tacz_sewv.handheld_radio.use": "Use: open the fire-mission panel, then designate in-world", + "tooltip.tacz_sewv.handheld_radio.zoom": "Hold Zoom key: rangefinder FOV; scroll to adjust magnification", + "tooltip.tacz_sewv.lock": "Right-click a vehicle to stop RU/US infantry boarding it.", + "tooltip.tacz_sewv.lock.unlock": "Sneak + right-click to remove the lock.", + "tooltip.tacz_sewv.medal_of_honor": "Use on an owned PMC unit to promote them to Commander.", + "tooltip.tacz_sewv.pool_clipboard.op": "Operator-only admin tool, uncraftable", + "tooltip.tacz_sewv.pool_clipboard.use": "Use to edit this world's vehicle spawn pools", + "tooltip.tacz_sewv.tactical_data_terminal.key": "Also opens with the Open Tactical Data Terminal key (default G), works even while seated in a vehicle", + "tooltip.tacz_sewv.tactical_data_terminal.use": "Open with Left Click" +} diff --git a/projects/assets/tacz-combined-arms/1.20/tacz_sewv/lang/zh_cn.json b/projects/assets/tacz-combined-arms/1.20/tacz_sewv/lang/zh_cn.json new file mode 100644 index 000000000000..9975bb414b2b --- /dev/null +++ b/projects/assets/tacz-combined-arms/1.20/tacz_sewv/lang/zh_cn.json @@ -0,0 +1,1529 @@ +{ + "block.tacz_sewv.capture_point": "占领点", + "block.tacz_sewv.emplacement_block": "炮位平台", + "block.tacz_sewv.foxhole": "散兵坑", + "block.tacz_sewv.helipad": "直升机停机坪", + "block.tacz_sewv.parking_field": "车辆停放区", + "block.tacz_sewv.quarters_bench": "驻地工作台", + "block.tacz_sewv.runway_block": "跑道标记", + "block.tacz_sewv.sandbag": "沙袋", + "block.tacz_sewv.spawn_probe": "生成探针", + "block.tacz_sewv.stockpile_ammo": "弹药储备堆", + "block.tacz_sewv.team_base": "队伍基地", + "block.tacz_sewv.trench": "战壕", + "block.tacz_sewv.trench_x_cross": "十字战壕", + "command.tacz_sewv.debug.IndividualTactics.off": "单兵战术调试已关闭。", + "command.tacz_sewv.debug.IndividualTactics.on": "单兵战术调试已开启。请在日志中搜索 [sewv-diag][posture] / [sewv-diag][cover]。", + "command.tacz_sewv.debug.InvasionForceEnd.ok": "已强制拆除入侵:清理了 SPAWN 标记的车体/乘员、票数与会话标记。", + "command.tacz_sewv.debug.InvasionResetAllPoints.ok": "重置 %s capture point(s) to unowned.", + "command.tacz_sewv.debug.InvasionResetTeamBlockCounter.ok": "队伍基地计数已重建:此维度追踪到 %s 个基地。", + "command.tacz_sewv.debug.ShowSpawnProbes.off": "生成探针已隐藏。", + "command.tacz_sewv.debug.ShowSpawnProbes.on": "生成探针已显示(客户端 → 调试 → 显示生成探针)。", + "command.tacz_sewv.debug.digFoxhole.fail": "为 %s #%s 放置散兵坑失败(缺少结构?)。", + "command.tacz_sewv.debug.digFoxhole.none": "否 Combat Engineer within 64 blocks.", + "command.tacz_sewv.debug.digFoxhole.ok": "%s #%s 已放置散兵坑。", + "command.tacz_sewv.debug.idle.clear_ok": "已清除 %s 个车体的待机状态。", + "command.tacz_sewv.debug.idle.cluster_fail": "无法生成任何带乘员的地面车体(请检查载具池)。", + "command.tacz_sewv.debug.idle.cluster_ok": "已生成 %s 个 %s 车体并强制进入待机固守。", + "command.tacz_sewv.debug.idle.cluster_range": "集群数量必须在 1–12 之间。", + "command.tacz_sewv.debug.idle.expire_ok": "%s 个车体的固守计时已到期 —— 下次刷新时可能转为移动。", + "command.tacz_sewv.debug.idle.hold_ok": "已对 %s 个车体强制待机固守 —— 调试驾驶已开启。", + "command.tacz_sewv.debug.idle.none": "否 idle ground vehicle driver within range (look at one or stand near a cluster).", + "command.tacz_sewv.debug.idle.travel_ok": "已对 %s 个车体强制待机移动 —— 调试驾驶已开启。", + "command.tacz_sewv.debug.notificationTest.ok": "已排入一条 HUD 通知。", + "command.tacz_sewv.debug.notificationTest.player_only": "只有玩家能测试 HUD 通知。", + "command.tacz_sewv.debug.rappel.none": "否 helicopter in look range (64 blocks).", + "command.tacz_sewv.debug.rappel.off": "%s #%s 索降调试已关闭,恢复飞行。", + "command.tacz_sewv.debug.rappel.on": "%s #%s 索降调试已开启,在地形 +10 处悬停锁定。", + "command.tacz_sewv.debug.rappel.player_only": "只有玩家能切换索降调试。", + "command.tacz_sewv.debug.reload_skins": "正在客户端重载载具、装甲、单位与标志皮肤(unit_skins/、armor_skins/、vehicle_skins/、logo_pools/)。", + "command.tacz_sewv.debug.reset_skins": "Resetting unit_skins/, armor_skins/, vehicle_skins/, logo_pools/ and legacy skin_pools/ to bundled defaults on client(s). Hand-added skins are 已删除.", + "command.tacz_sewv.debug.seatSandbag.fail": "为 %s #%s 分配沙袋座位失败。", + "command.tacz_sewv.debug.seatSandbag.none_bag": "否 free sandbag within 64 blocks.", + "command.tacz_sewv.debug.seatSandbag.none_unit": "否 idle RU/US unit within 64 blocks.", + "command.tacz_sewv.debug.seatSandbag.ok": "已让 %s #%s 坐在 %s, %s, %s 的沙袋上。", + "command.tacz_sewv.debug.structureTag.already": "%s 已经被标记为建筑。", + "command.tacz_sewv.debug.structureTag.no_target": "请对准触及范围内的一个方块。", + "command.tacz_sewv.debug.structureTag.not_eligible": "%s 无法接受建筑标记。", + "command.tacz_sewv.debug.structureTag.ok": "%s 已标记为建筑。", + "command.tacz_sewv.diplomacy.added": "外交:%s 与 %s。", + "command.tacz_sewv.diplomacy.bad_relation": "关系必须是 ally(盟友)或 enemy(敌人)。", + "command.tacz_sewv.diplomacy.empty": "否 diplomacy pairs set.", + "command.tacz_sewv.diplomacy.failed": "无法设置外交关系(同一阵营?)。", + "command.tacz_sewv.diplomacy.no_openpac": "未安装 Open Parties and Claims。", + "command.tacz_sewv.diplomacy.no_party": "你不在任何 OpenPAC 队伍中。", + "command.tacz_sewv.diplomacy.not_found": "否 diplomacy entry for %s.", + "command.tacz_sewv.diplomacy.player_only": "只有处于 OpenPAC 队伍中的玩家才能设置外交关系。", + "command.tacz_sewv.diplomacy.removed": "已清除与 %s 的外交关系(现为中立)。", + "command.tacz_sewv.diplomacy.unknown_faction": "未知的 OpenPAC 阵营:%s", + "command.tacz_sewv.invasion.already_active": "此维度已有入侵正在进行。", + "command.tacz_sewv.invasion.fail.ai_count_zero": "AI 队伍「%s」需要 aiVehicleCount ≥ 1。", + "command.tacz_sewv.invasion.fail.already_active": "此维度已有入侵正在进行。", + "command.tacz_sewv.invasion.fail.duplicate_point_id": "占领点 ID %s 重复。", + "command.tacz_sewv.invasion.fail.duplicate_team": "两个队伍基地共用了队伍「%s」。", + "command.tacz_sewv.invasion.fail.empty_pool_ai": "AI 队伍「%s」的载具池为空。", + "command.tacz_sewv.invasion.fail.empty_pool_player": "玩家队伍「%s」的载具池为空。", + "command.tacz_sewv.invasion.fail.empty_team": "%s 处的队伍基地没有指定队伍。", + "command.tacz_sewv.invasion.fail.missing_capture_point": "%s 处已登记的占领点丢失(方块被拆了?)。", + "command.tacz_sewv.invasion.fail.missing_team_base": "%s 处已登记的队伍基地丢失(方块被拆了?)。", + "command.tacz_sewv.invasion.fail.need_bases": "此维度至少需要 2 个队伍基地方块。", + "command.tacz_sewv.invasion.fail.need_exactly_two_bases": "此维度必须正好有 2 个队伍基地方块。", + "command.tacz_sewv.invasion.fail.need_player_base": "至少需要 1 个玩家所属的队伍基地。", + "command.tacz_sewv.invasion.fail.need_points": "此维度至少需要 1 个占领点。", + "command.tacz_sewv.invasion.fail.no_enemies": "队伍「%s」没有标记任何敌方队伍 —— 请在队伍基地上至少开启一个。", + "command.tacz_sewv.invasion.fail.self_enemy": "队伍「%s」把自己的所属队伍标成了敌人 —— 请修正该基地的「敌方队伍」。", + "command.tacz_sewv.invasion.fail.unassigned_point": "%s 处的占领点还没有 ID,请重新放置或保存它。", + "command.tacz_sewv.invasion.fail.unknown_team": "指定的队伍「%s」不在计分板上,请先用 /team add 创建。", + "command.tacz_sewv.invasion.fail.unresolvable_pool": "队伍「%s」的载具池里没有可解析的实体类型。", + "command.tacz_sewv.invasion.not_active": "否 active invasion in this dimension.", + "command.tacz_sewv.invasion.started": "入侵已开始:%s 个基地,%s 辆 AI 载具,%s 辆玩家载具。", + "command.tacz_sewv.invasion.started_delayed": "入侵已开始:%s 秒后入场(%s 个基地)。玩家请在世界出生点等待。", + "command.tacz_sewv.invasion.status.active": "入侵:进行中(占领点正在计时)。", + "command.tacz_sewv.invasion.status.idle": "入侵:空闲。", + "command.tacz_sewv.invasion.status.none_nearby": "否 capture_point/team_base within ~64 blocks.", + "command.tacz_sewv.invasion.status.you": "你:gameMode=%s scoreboardTeam=%s", + "command.tacz_sewv.invasion.stopped": "入侵已停止,生成物已清理,重生点已解除锁定。", + "command.tacz_sewv.invasion.warn.empty_pool_offline": "警告: team '%s' has empty pool but no online players.", + "command.tacz_sewv.invasion.warn.no_online": "警告: team '%s' has no online players.", + "command.tacz_sewv.pool.player_only": "只有玩家能打开载具池编辑器。", + "command.tacz_sewv.spawn.emplacement_fail": "无法生成炮位:这里没有空间,或未加载 SuperbWarfare。", + "command.tacz_sewv.spawn.fail": "无法生成载具:这里没有空间,或配置的载具池里没有有效的载具 ID", + "command.tacz_sewv.spawn.not_in_pool": "\"%s\" is not in the %s pool. 添加 it to the config or pick one of the pool's ids.", + "command.tacz_sewv.spawn.success": "已在 %s 生成 %s", + "command.tacz_sewv.spawn.support_fail": "无法生成单位:这里没有空间,或未加载 SuperbWarfare。", + "command.tacz_sewv.status.cruise": "正在按规划路线巡航", + "command.tacz_sewv.status.escorting": "正在护航", + "command.tacz_sewv.status.fire_mission": "正在 %s 执行火力任务", + "command.tacz_sewv.status.formation": "正在保持队形", + "command.tacz_sewv.status.idle": "没有常驻命令", + "command.tacz_sewv.status.line": "%s:%s", + "command.tacz_sewv.status.mortar": "正在操作迫击炮", + "command.tacz_sewv.status.none_owned": "附近没有你所属的单位。", + "command.tacz_sewv.status.patrol": "正在 %s 格范围巡逻", + "command.tacz_sewv.status.player_only": "只有玩家能查看自己单位的状态。", + "command.tacz_sewv.status.search": "正在搜索 %s 格范围", + "config.tacz_sewv.aiAimAccuracy": "AI 瞄准精度", + "config.tacz_sewv.aiAimAccuracy.option.accurate": "准确", + "config.tacz_sewv.aiAimAccuracy.option.accurate.tooltip": "极少失手;车组射击水平几乎与玩家相当。", + "config.tacz_sewv.aiAimAccuracy.option.realistic": "写实", + "config.tacz_sewv.aiAimAccuracy.option.realistic.tooltip": "失手频繁,瞄准晃动明显可见。", + "config.tacz_sewv.aiAimAccuracy.option.scaled": "折中", + "config.tacz_sewv.aiAimAccuracy.option.scaled.tooltip": "失手程度适中,介于写实与精准之间。", + "config.tacz_sewv.aiAimAccuracy.tooltip": "AI 瞄准精度。", + "config.tacz_sewv.aiAimSpreadDegrees": "AI 瞄准散布角度", + "config.tacz_sewv.aiAimSpreadDegrees.tooltip": "AI 瞄准风格:写实(易失手)、折中或精准(极少失手)。aiAimAccuracy realistic realistic scaled accurate 写实/折中模式下额外的瞄准晃动角度。", + "config.tacz_sewv.aiFireAssistConeDeg": "AI 火焰 Assist Cone Deg", + "config.tacz_sewv.aiFireAssistConeDeg.tooltip": "AI 车组偏离目标多少度以内仍可扣动扳机。角度越大=无效射击越多,但沉默不打的概率更低。已有配置会保留旧值,除非你手动修改。", + "config.tacz_sewv.aiFireCooldownTicks": "AI 火焰 Cooldown Ticks", + "config.tacz_sewv.aiFireCooldownTicks.tooltip": "AI 载具两次射击之间的最短等待时间,单位为游戏刻(20 = 1 秒)。", + "config.tacz_sewv.airportAlignmentDistance": "Airport Alignment 距离", + "config.tacz_sewv.airportAlignmentDistance.tooltip": "机场降落前飞机被放置其上的对准线长度(格):即直线进近段,其远端距接地点为该距离。", + "config.tacz_sewv.airportAlignmentSnapRadius": "机场对准线吸附半径", + "config.tacz_sewv.airportAlignmentSnapRadius.tooltip": "飞机需接近对准线起点多少格以内,才会被放置到该线上、对准跑道并进入进近。", + "config.tacz_sewv.airportExtraTakeoffFactor": "机场额外起飞空间系数", + "config.tacz_sewv.airportExtraTakeoffFactor.tooltip": "在自动基准之外额外增加的起飞空间,按跑道长度的比例计。基准值由跑道尺寸插值得出且始终生效;该值只能在其之上增加,代价是减少停机位。", + "config.tacz_sewv.airportLandingSearchRadius": "Airport Landing 搜索 Radius", + "config.tacz_sewv.airportLandingSearchRadius.tooltip": "飞机接到降落命令时,以飞机为中心搜索可用 PMC 机场的距离(格)。命令点仅作后备,因此应调大此值而不是点在跑道附近。设为 0 将禁用机场降落,仅保留进近推断。", + "config.tacz_sewv.airportMaxAreaBlocks": "Airport 最大 Area 方块", + "config.tacz_sewv.airportMaxAreaBlocks.tooltip": "跑道占地面积的硬性上限(格)。在错误坐标于服务器线程上扫描数百万个纵列之前就将其拒绝。", + "config.tacz_sewv.airportMinAspectRatio": "Airport 最小 Aspect Ratio", + "config.tacz_sewv.airportMinAspectRatio.tooltip": "玩家自定义 PMC 跑道的最小长宽比。低于该值的条带会因形状不符而被拒绝。", + "config.tacz_sewv.airportMinLengthBlocks": "Airport 最小 Length 方块", + "config.tacz_sewv.airportMinLengthBlocks.tooltip": "PMC 跑道长边的最小长度(格)。与 DrivePlaneGoal 起飞时本就要求的净空距离一致。", + "config.tacz_sewv.airportSlotBufferFactor": "机场停机位间隔系数", + "config.tacz_sewv.airportSlotBufferFactor.tooltip": "相邻停机位之间的默认间隔,同样按跑道长度的比例计(下限 2 格)。最后一个停机位后方无需留间隔。", + "config.tacz_sewv.airportSlotSizeFactor": "Airport Slot 大小 Factor", + "config.tacz_sewv.airportSlotSizeFactor.tooltip": "默认停机位长度,按跑道长边的比例计。采用比例而非固定格数,使同一设置既适用于 64 格的简易跑道,也适用于 400 格的空军基地;两种情况均适用 8 格的下限。数值越高,停机位越少。", + "config.tacz_sewv.airportTaxiSpeed": "机场滑行速度", + "config.tacz_sewv.airportTaxiSpeed.tooltip": "方块 per tick an aircraft backs up the runway toward its parking slot after touchdown.", + "config.tacz_sewv.artilleryChunkLoading": "Artillery Chunk 加载中", + "config.tacz_sewv.artilleryChunkLoading.tooltip": "在远程火力任务期间保持有车组的炮兵载具所在区块加载。", + "config.tacz_sewv.atBackupAmmo": "反坦克备弹", + "config.tacz_sewv.atBackupAmmo.tooltip": "每名反坦克射手额外获得的火箭弹或导弹数量。", + "config.tacz_sewv.atEngageRange": "反坦克交战距离", + "config.tacz_sewv.atEngageRange.tooltip": "最大 distance (blocks) at which anti-tank gunners will fire.", + "config.tacz_sewv.atSecondGunnerChance": "反坦克副射手概率", + "config.tacz_sewv.atSecondGunnerChance.tooltip": "下车班组获得第二名反坦克射手的概率。", + "config.tacz_sewv.atWeaponRu": "反坦克武器(俄军)", + "config.tacz_sewv.atWeaponRu.tooltip": "俄军士兵离车对抗坦克时获得的火箭/导弹发射器。", + "config.tacz_sewv.atWeaponUs": "反坦克武器(美军)", + "config.tacz_sewv.atWeaponUs.tooltip": "美军士兵离车对抗坦克时获得的火箭/导弹发射器。", + "config.tacz_sewv.autoBoardEnabled": "自动上车", + "config.tacz_sewv.autoBoardEnabled.tooltip": "闲置的俄军/美军士兵可以爬进空置的废弃载具。", + "config.tacz_sewv.autoBoardMinHealthFraction": "Auto Board 最小 Health Fraction", + "config.tacz_sewv.autoBoardMinHealthFraction.tooltip": "忽略耐久低于该比例的残骸(0.25 = 25%)。废弃车体应保持在此值以下。", + "config.tacz_sewv.autoBoardScanRadius": "自动上车搜索半径", + "config.tacz_sewv.autoBoardScanRadius.tooltip": "他们搜索空载具的距离(格)。", + "config.tacz_sewv.autoBoardStealsPlayerVehicles": "自动上车可夺取玩家载具", + "config.tacz_sewv.autoBoardStealsPlayerVehicles.tooltip": "开启后,俄军/美军可能夺走你驾驶过的载具。默认关闭。", + "config.tacz_sewv.autoEntrenchEnabled": "自动进入工事", + "config.tacz_sewv.autoEntrenchEnabled.tooltip": "闲置的俄军/美军士兵可以占据附近的战壕网、炮位或无人沙袋。", + "config.tacz_sewv.autoEntrenchScanRadius": "自动进入工事搜索半径", + "config.tacz_sewv.autoEntrenchScanRadius.tooltip": "他们搜索战壕格、炮位或沙袋的距离(格)。", + "config.tacz_sewv.autoManMortarEnabled": "自动操作迫击炮", + "config.tacz_sewv.autoManMortarEnabled.tooltip": "闲置的俄军/美军士兵可以操作无人且未被占据的迫击炮(与自动上车相同的功能,只是针对迫击炮)。", + "config.tacz_sewv.autoManMortarScanRadius": "自动操作迫击炮搜索半径", + "config.tacz_sewv.autoManMortarScanRadius.tooltip": "他们搜索空置迫击炮的距离(格)。", + "config.tacz_sewv.awarenessCuesEnabled": "警觉线索", + "config.tacz_sewv.awarenessCuesEnabled.tooltip": "允许闲置车组探查声响(载具引擎、火炮射击、车组无线电)。与 outerRingEnabled 相互独立:实体分段轮询可以关闭,而听觉仍然开启。", + "config.tacz_sewv.ballisticTranslationDebug": "弹道换算调试", + "config.tacz_sewv.ballisticTranslationDebug.tooltip": "为每次经换算的命中打印 TaCZ→SBW 弹道换算信息。", + "config.tacz_sewv.boardScanRadius": "登车搜索半径", + "config.tacz_sewv.boardScanRadius.tooltip": "附近单位可被选中执行登车及类似命令的距离(格)。", + "config.tacz_sewv.colorPmc": "PMC 颜色", + "config.tacz_sewv.colorPmc.tooltip": "PMC 颜色,六位十六进制数(RRGGBB),例如 55FF55。", + "config.tacz_sewv.colorRu": "俄军颜色", + "config.tacz_sewv.colorRu.tooltip": "俄军颜色,六位十六进制数(RRGGBB),例如 FF5555。", + "config.tacz_sewv.colorUs": "美军颜色", + "config.tacz_sewv.colorUs.tooltip": "美军颜色,六位十六进制数(RRGGBB),例如 5555FF。", + "config.tacz_sewv.commandEngagementRadius": "指挥交战半径", + "config.tacz_sewv.commandEngagementRadius.tooltip": "敌军需接近到该距离(格)以内,才会组建战斗群。", + "config.tacz_sewv.commandGroupJoinRadius": "战斗群加入半径", + "config.tacz_sewv.commandGroupJoinRadius.tooltip": "载具需接近战斗群中心多少格以内才能加入。", + "config.tacz_sewv.commandGroupLeaveRadius": "战斗群脱离半径", + "config.tacz_sewv.commandGroupLeaveRadius.tooltip": "成员脱离战斗群的距离(格)。必须大于加入半径。", + "config.tacz_sewv.commandGroupMaxDiameter": "Command Group 最大 Diameter", + "config.tacz_sewv.commandGroupMaxDiameter.tooltip": "战斗群允许的最大规模(跨度格数)。应至少为脱离半径的两倍。", + "config.tacz_sewv.commandGroupMinSize": "Command Group Min 大小", + "config.tacz_sewv.commandGroupMinSize.tooltip": "组建战斗群所需的最少有车组载具数量。落单者仍会自行作战。", + "config.tacz_sewv.commandMargin": "指挥权更替裕度", + "config.tacz_sewv.commandMargin.tooltip": "新指挥官需比现任高出多少评分才能取而代之。", + "config.tacz_sewv.commandMaxUnits": "Command 最大 Units", + "config.tacz_sewv.commandMaxUnits.tooltip": "最大 drivers the commander AI looks at in one pass (performance limit).", + "config.tacz_sewv.commanderSidearmPool": "指挥官副武器池", + "config.tacz_sewv.commanderSidearmPool.tooltip": "PMC 指挥官可携带的手枪(TACZ 枪械 id)。", + "config.tacz_sewv.convoyBaseChance": "车队基础概率", + "config.tacz_sewv.convoyBaseChance.tooltip": "Simple Enemy Mod 每次检查车队事件时的初始概率。", + "config.tacz_sewv.convoyEventsEnabled": "车队事件", + "config.tacz_sewv.convoyEventsEnabled.tooltip": "允许车队事件(行进中的载具)。", + "config.tacz_sewv.convoyFailureMultiplier": "车队失败倍率", + "config.tacz_sewv.convoyFailureMultiplier.tooltip": "每次未触发后车队概率的增长幅度(直至触发为止)。", + "config.tacz_sewv.coverCacheBakeCellsPerTick": "掩体缓存每刻烘焙格数", + "config.tacz_sewv.coverCacheBakeCellsPerTick.tooltip": "最大 2x2 cover cells rebaked per server tick across all dimensions (budget). 64 cells = one chunk.", + "config.tacz_sewv.coverCacheEnabled": "掩体缓存", + "config.tacz_sewv.coverCacheEnabled.tooltip": "共享的 Killzone 式掩体可见性表(2x2 纵列,炮塔高度上 8 个方位)。供单兵战术用于暴露度/炮眼射击/打了就跑,无需每刻进行射线检测。", + "config.tacz_sewv.creativeAmmoFallback": "创造模式弹药后备", + "config.tacz_sewv.creativeAmmoFallback.tooltip": "若无法确定载具的常规弹药类型,则退而使用创造模式弹药箱。", + "config.tacz_sewv.darkAccuracyFraction": "黑暗精度系数", + "config.tacz_sewv.darkAccuracyFraction.tooltip": "车上无夜视装备时,AI 载具火炮在黑暗中的精度(0.55 ≈ 差 45%)。同时受 darkSpreadScaleMax 限制,散布不会超过该上限。", + "config.tacz_sewv.darkBlockLightMax": "Dark Block Light 最大", + "config.tacz_sewv.darkBlockLightMax.tooltip": "During the day, places this dark or darker count as dark for accuracy (0-15 light scale). 夜晚 always counts as dark. Open daylight is bright from the sky, so outdoors stays accurate.", + "config.tacz_sewv.darkSpreadScaleMax": "Dark Spread 缩放 Max", + "config.tacz_sewv.darkSpreadScaleMax.tooltip": "黑暗中射击散布相对白天的最大允许倍率。2.0 表示最多扩大一倍。", + "config.tacz_sewv.defaultNameCategory": "Default 名称 分类", + "config.tacz_sewv.defaultNameCategory.tooltip": "服务器级后备姓名池分类(分类列表见姓名数据包),在无玩家偏好适用时使用——无主生成、主人离线,或从未通过 TDT 的身份/\\ 控件设置过的玩家。\\ 会从所有分类的合并池中独立抽取名字与姓氏。", + "config.tacz_sewv.derelictAmmoCount": "废弃车体弹药量", + "config.tacz_sewv.derelictAmmoCount.tooltip": "废弃车体内剩余的弹药量。", + "config.tacz_sewv.derelictBaseChance": "废弃车体基础概率", + "config.tacz_sewv.derelictBaseChance.tooltip": "Simple Enemy Mod 每次检查废弃车体事件时的初始概率。", + "config.tacz_sewv.derelictEventsEnabled": "废弃车体事件", + "config.tacz_sewv.derelictEventsEnabled.tooltip": "允许生成带少量幸存者的损毁载具。", + "config.tacz_sewv.derelictFailureMultiplier": "废弃车体失败倍率", + "config.tacz_sewv.derelictFailureMultiplier.tooltip": "每次未触发后废弃车体概率的增长幅度。", + "config.tacz_sewv.derelictGuards": "废弃车体守卫数", + "config.tacz_sewv.derelictGuards.tooltip": "最大 survivors standing near a derelict hull.", + "config.tacz_sewv.derelictHealthFraction": "废弃车体耐久比例", + "config.tacz_sewv.derelictHealthFraction.tooltip": "废弃车体的完好程度(0.15 = 15%)。请保持低于自动上车最低耐久比例,以免附近的敌方步兵爬进去把它开走。", + "config.tacz_sewv.droneBroadcastRadius": "无人机广播半径", + "config.tacz_sewv.droneBroadcastRadius.tooltip": "与无人机相关的地图/车组查询的覆盖距离(格)。", + "config.tacz_sewv.droneDeployChance": "无人机部署概率", + "config.tacz_sewv.droneDeployChance.tooltip": "每次检查真正放飞一架无人机的概率。", + "config.tacz_sewv.droneDeployCheckIntervalTicks": "无人机部署检查间隔(刻)", + "config.tacz_sewv.droneDeployCheckIntervalTicks.tooltip": "工程师每隔多少游戏刻考虑再放飞一架无人机。", + "config.tacz_sewv.droneLeashRadius": "无人机活动半径", + "config.tacz_sewv.droneLeashRadius.tooltip": "最大 distance (blocks) a wandering drone may stray from its engineer.", + "config.tacz_sewv.droneMaxPerEngineer": "Drone 最大 Per Engineer", + "config.tacz_sewv.droneMaxPerEngineer.tooltip": "最大 attack drones each RU/US engineer may have out at once.", + "config.tacz_sewv.droneScanAltitude": "无人机扫描高度", + "config.tacz_sewv.droneScanAltitude.tooltip": "无人机搜索时在地面上方巡航的高度(格)。", + "config.tacz_sewv.droneScanIntervalTicks": "无人机扫描间隔(刻)", + "config.tacz_sewv.droneScanIntervalTicks.tooltip": "俯冲中的无人机每隔多少游戏刻寻找新目标。", + "config.tacz_sewv.dubinsAlignToleranceDeg": "Dubins 对准容差(度)", + "config.tacz_sewv.dubinsAlignToleranceDeg.tooltip": "相对对准线自身轴线的航向误差(度),在此范围内飞机视为已对准,直接直线飞入。超过该值则会飞一段转弯(Dubins 弧线,按机体实测转弯半径计算)切入该线,而不是以错误航向抵达后被直接摆正。", + "config.tacz_sewv.dubinsDeviationThreshold": "Dubins 偏差阈值", + "config.tacz_sewv.dubinsDeviationThreshold.tooltip": "飞机偏离其计算出的切入弧线的允许距离(格),例如因附近爆炸所致;超出后将从其实际位置重新计算弧线。", + "config.tacz_sewv.dubinsFallbackMultiplier": "Dubins 后备倍率", + "config.tacz_sewv.dubinsFallbackMultiplier.tooltip": "若计算出的切入弧线长度超过到对准线直线距离的该倍数,则视为几何退化(转弯半径相对飞机当前距离过大),跳过转弯,改用普通的直线切入。", + "config.tacz_sewv.engineerRepairCooldown": "工程师维修冷却", + "config.tacz_sewv.engineerRepairCooldown.tooltip": "两次维修动作之间的等待时间,单位为 AI 刻(约每两个游戏刻一次)。", + "config.tacz_sewv.engineerRepairPerTreat": "工程师单次维修量", + "config.tacz_sewv.engineerRepairPerTreat.tooltip": "工程师每次维修恢复的载具耐久。", + "config.tacz_sewv.engineerRepairSpeedBoost": "工程师维修加速倍率", + "config.tacz_sewv.engineerRepairSpeedBoost.tooltip": "工程师在前往维修目标途中的移动速度倍率(1.0 = 无加速)。若不加速,徒步单位可能永远追不上它奉命修理的坦克。", + "config.tacz_sewv.engineerSearchRadius": "Engineer 搜索 Radius", + "config.tacz_sewv.engineerSearchRadius.tooltip": "工程师搜索受损载具进行维修的距离(格)。", + "config.tacz_sewv.engineerSidearmPool": "工程师副武器池", + "config.tacz_sewv.engineerSidearmPool.tooltip": "工程师可携带的手枪(TACZ 枪械 id)。", + "config.tacz_sewv.engineerSpawnChance": "工程师生成概率", + "config.tacz_sewv.engineerSpawnChance.tooltip": "俄军/美军小队中包含一名工程师的概率。", + "config.tacz_sewv.factionColorsEnabled": "阵营颜色", + "config.tacz_sewv.factionColorsEnabled.tooltip": "按乘员所属(俄军/美军/PMC)为 Superb Warfare 的载具悬停文本着色。", + "config.tacz_sewv.factionInfiniteAmmo": "阵营无限弹药", + "config.tacz_sewv.factionInfiniteAmmo.tooltip": "由俄军或美军驾驶的载具弹药永不耗尽。", + "config.tacz_sewv.factionInfiniteEnergy": "阵营无限能量", + "config.tacz_sewv.factionInfiniteEnergy.tooltip": "由俄军或美军驾驶的载具能量/燃料永不耗尽。", + "config.tacz_sewv.factionOrganicComms": "阵营自带通讯", + "config.tacz_sewv.factionOrganicComms.tooltip": "俄军/美军车组无需持有无线电物品即可呼叫迫击炮/TOW/空中支援。", + "config.tacz_sewv.farEventSpawns": "远距离事件生成", + "config.tacz_sewv.farEventSpawns.tooltip": "将 SEM 事件生成距离乘以 2.5,以获得范围更大、更分散的战斗。", + "config.tacz_sewv.fobBufferFactor": "前进作战基地缓冲系数", + "config.tacz_sewv.fobBufferFactor.tooltip": "威胁探测范围相对前进作战基地主区域尺寸的倍数。比基地本身更宽,以便驻军监视接近路线。", + "config.tacz_sewv.fobDebug": "前进作战基地调试", + "config.tacz_sewv.fobDebug.tooltip": "记录前进作战基地的路线、分配、补给与过期状态日志。", + "config.tacz_sewv.fobMasterSize": "FOB Master 大小", + "config.tacz_sewv.fobMasterSize.tooltip": "前进作战基地主区域的水平跨度(格,以 quarters_bench 为中心)。", + "config.tacz_sewv.fobParkingSize": "FOB Parking 大小", + "config.tacz_sewv.fobParkingSize.tooltip": "停车子区域的水平跨度(格,以方块为中心)。", + "config.tacz_sewv.fobPeriodicRefillTicks": "前进作战基地周期补给间隔(刻)", + "config.tacz_sewv.fobPeriodicRefillTicks.tooltip": "新建前进作战基地的默认周期补给间隔(刻,20 = 1 秒;0 = 关闭)。可在营房工作台按基地单独修改。", + "config.tacz_sewv.fobStockpileSize": "FOB Stockpile 大小", + "config.tacz_sewv.fobStockpileSize.tooltip": "储备子区域的水平跨度(格,以方块为中心)。", + "config.tacz_sewv.fobThreatEvalIntervalTicks": "前进作战基地威胁评估间隔(刻)", + "config.tacz_sewv.fobThreatEvalIntervalTicks.tooltip": "每个前进作战基地两次威胁扫描之间的间隔刻数。", + "config.tacz_sewv.fobThreatThreshold": "前进作战基地威胁阈值", + "config.tacz_sewv.fobThreatThreshold.tooltip": "威胁评分达到或超过该值时触发紧急出动。", + "config.tacz_sewv.friendlyFireMortarRadius": "Friendly 火焰 Mortar Radius", + "config.tacz_sewv.friendlyFireMortarRadius.tooltip": "当瞄准点距拥有者玩家或友方 PMC 在该距离(格)以内时,迫击炮停止射击。应至少等于 mortarDispersionRadius。0 表示禁用。", + "config.tacz_sewv.friendlyFireVehicleRadius": "Friendly 火焰 Vehicle Radius", + "config.tacz_sewv.friendlyFireVehicleRadius.tooltip": "当目标距拥有者玩家或友方 PMC 在该距离(格)以内时,AI 载具武器(含 TOW)停止射击。0 表示禁用。", + "config.tacz_sewv.garrisonVehicleChance": "驻军载具概率", + "config.tacz_sewv.garrisonVehicleChance.tooltip": "村庄驻军获得那辆坦克的概率。", + "config.tacz_sewv.garrisonVehiclesEnabled": "驻军载具", + "config.tacz_sewv.garrisonVehiclesEnabled.tooltip": "允许村庄驻军有时获得一辆带车组的坦克。", + "config.tacz_sewv.grenadeMaxHand": "最大 Hand Grenades Per Unit", + "config.tacz_sewv.grenadeMaxHand.tooltip": "单个单位一生可投掷的 M67 手榴弹 NBT 上限。0 表示禁用该类型。", + "config.tacz_sewv.grenadeMaxRgo": "最大 RGO Grenades Per Unit", + "config.tacz_sewv.grenadeMaxRgo.tooltip": "单个单位一生可投掷的 RGO 手雷 NBT 上限。0 表示禁用该类型。", + "config.tacz_sewv.grenadeMaxSmoke": "最大 Smoke Grenades Per Unit", + "config.tacz_sewv.grenadeMaxSmoke.tooltip": "单个单位一生可投掷的 M18 烟雾弹 NBT 上限。0 表示禁用该类型。", + "config.tacz_sewv.grenadeThrowCadence": "手雷投掷频率", + "config.tacz_sewv.grenadeThrowCadence.option.aggressive": "激进", + "config.tacz_sewv.grenadeThrowCadence.option.aggressive.tooltip": "高爆弹 30 格内;烟雾弹最远 48 格。约每 2.5 秒一次。", + "config.tacz_sewv.grenadeThrowCadence.option.default": "默认", + "config.tacz_sewv.grenadeThrowCadence.option.default.tooltip": "高爆弹 8–24 格;烟雾弹最远 40 格。约每 5 秒一次。", + "config.tacz_sewv.grenadeThrowCadence.option.rare": "稀有", + "config.tacz_sewv.grenadeThrowCadence.option.rare.tooltip": "高爆弹 16 格内;烟雾弹最远 32 格。约每 12 秒一次。", + "config.tacz_sewv.grenadeThrowCadence.tooltip": "徒步单位投掷手雷的频率。", + "config.tacz_sewv.groundPathingDebug": "地面寻路调试", + "config.tacz_sewv.groundPathingDebug.tooltip": "记录地面载具寻路与岸线探测日志。", + "config.tacz_sewv.healthMobilityEnabled": "耐久影响机动", + "config.tacz_sewv.healthMobilityEnabled.tooltip": "受损的 AI 载具移动更缓慢。", + "config.tacz_sewv.healthMobilityFloor": "耐久机动下限", + "config.tacz_sewv.healthMobilityFloor.tooltip": "重损车体仍能移动的最慢速度(0.4 = 正常速度的 40%)。", + "config.tacz_sewv.heatRaySpeed": "热射线速度", + "config.tacz_sewv.heatRaySpeed.tooltip": "Extermination 热射线弹速。原模组使用 3.5;默认值 10.5 为其三倍。", + "config.tacz_sewv.heliChunkLoading": "Heli Chunk 加载中", + "config.tacz_sewv.heliChunkLoading.tooltip": "Keep AI helicopters active even when no player is nearby (uses chunk tickets). Default true (matches mortarChunkLoading). Existing installs keep whatever value is already in tacz_sewv-common.toml until that file is 已删除.", + "config.tacz_sewv.heliCombatDebug": "直升机战斗调试", + "config.tacz_sewv.heliCombatDebug.tooltip": "直升机战斗与攻击阶段诊断(日志与叠加显示)。", + "config.tacz_sewv.heliEngageRadius": "直升机交战半径", + "config.tacz_sewv.heliEngageRadius.tooltip": "直升机机炮/火箭攻击偏好的水平距离(格)。导弹攻击则使用 heliMinStandoff 和 heliMaxDepressionDeg。", + "config.tacz_sewv.heliFarLodBlocks": "Heli Far LOD 方块", + "config.tacz_sewv.heliFarLodBlocks.tooltip": "AI 直升机的同等远距离分段(远离玩家时使用更廉价的地面缓存 TTL)。", + "config.tacz_sewv.heliFlightDebug": "直升机飞行调试", + "config.tacz_sewv.heliFlightDebug.tooltip": "直升机 flyToward / 悬停排查日志。", + "config.tacz_sewv.heliMaxDepressionDeg": "Heli 最大 Depression Deg", + "config.tacz_sewv.heliMaxDepressionDeg.tooltip": "导弹攻击时的最大机头下压角度(度)。数值越高,可在目标上方更近处悬停。", + "config.tacz_sewv.heliMinStandoff": "Heli 最小 Standoff", + "config.tacz_sewv.heliMinStandoff.tooltip": "直升机导弹攻击的最近水平距离(格),即使目标位于高耸山峰上也是如此。", + "config.tacz_sewv.heliShowRunPhase": "显示直升机攻击阶段", + "config.tacz_sewv.heliShowRunPhase.tooltip": "在 AI 直升机的悬停名称后附加当前攻击阶段(接近、攻击、脱离等)。", + "config.tacz_sewv.helmetGrayscale": "头盔灰度", + "config.tacz_sewv.helmetGrayscale.tooltip": "仅将 PMC MICH DogTag(而非整个头盔)去饱和为低对比度灰色;透明标志像素保持透明。", + "config.tacz_sewv.highChanceMortarShell": "高概率迫击炮弹", + "config.tacz_sewv.highChanceMortarShell.tooltip": "生成的车组常用的迫击炮弹类型(物品 id)。", + "config.tacz_sewv.highChanceType63Rocket": "高概率 63 式火箭弹", + "config.tacz_sewv.highChanceType63Rocket.tooltip": "迫击炮池中多管火箭炮位常用的火箭弹(如 63 式;物品 id)。", + "config.tacz_sewv.hudNeutralColor": "HUD 中立颜色", + "config.tacz_sewv.hudNeutralColor.tooltip": "入侵 HUD 中无主占领点的颜色。六位十六进制数,例如 AAAAAA。", + "config.tacz_sewv.hudTeamAColor": "HUD A 队颜色", + "config.tacz_sewv.hudTeamAColor.tooltip": "入侵 HUD 中 A 队(左侧基地)的颜色。六位十六进制数,例如 5555FF。", + "config.tacz_sewv.hudTeamBColor": "HUD B 队颜色", + "config.tacz_sewv.hudTeamBColor.tooltip": "入侵 HUD 中 B 队(右侧基地)的颜色。六位十六进制数,例如 FF5555。", + "config.tacz_sewv.idleFormationBaseRadius": "待机队形基础半径", + "config.tacz_sewv.idleFormationBaseRadius.tooltip": "IDLE_HOLD 的基础多边形半径(格);随队伍规模缩放。", + "config.tacz_sewv.idleFormationRadiusMax": "Idle Formation Radius 最大", + "config.tacz_sewv.idleFormationRadiusMax.tooltip": "IDLE_HOLD 队形半径上限(格)。", + "config.tacz_sewv.idleFormationRadiusMin": "Idle Formation Radius 最小", + "config.tacz_sewv.idleFormationRadiusMin.tooltip": "IDLE_HOLD 队形半径下限(格)。", + "config.tacz_sewv.idleGroupRadius": "待机编组半径", + "config.tacz_sewv.idleGroupRadius.tooltip": "该范围内的友方待机地面载具会组成一个待机编组。", + "config.tacz_sewv.idleHoldMaxTicks": "Idle Hold 最大 Ticks", + "config.tacz_sewv.idleHoldMaxTicks.tooltip": "开始转移前 IDLE_HOLD 的最长持续时间(游戏刻,200 = 10 秒)。", + "config.tacz_sewv.idleHoldMinTicks": "Idle Hold 最小 Ticks", + "config.tacz_sewv.idleHoldMinTicks.tooltip": "可开始转移前 IDLE_HOLD 的最短持续时间(游戏刻,100 = 5 秒)。", + "config.tacz_sewv.idleHybridEnabled": "待机混合模式", + "config.tacz_sewv.idleHybridEnabled.tooltip": "地面车组待机时采用多边形队形驻留 + 恒定方位转移,而非随机游荡。船只仍使用 idleWanderEnabled。", + "config.tacz_sewv.idleScrambleRadius": "待机散布半径", + "config.tacz_sewv.idleScrambleRadius.tooltip": "每个队形位置固定的随机 XZ 偏移(±格)。", + "config.tacz_sewv.idleTravelDetectRadius": "待机转移探测半径", + "config.tacz_sewv.idleTravelDetectRadius.tooltip": "取消 IDLE_TRAVEL when a non-group VehicleEntity or Player is within this range.", + "config.tacz_sewv.idleTravelLeadDistance": "Idle Travel Lead 距离", + "config.tacz_sewv.idleTravelLeadDistance.tooltip": "转移领队沿其方位向前寻路的距离(格)。", + "config.tacz_sewv.idleTravelSpacingMax": "Idle Travel Spacing 最大", + "config.tacz_sewv.idleTravelSpacingMax.tooltip": "转移跟进单位之间的最大纵队间距(格)。", + "config.tacz_sewv.idleTravelSpacingMin": "Idle Travel Spacing 最小", + "config.tacz_sewv.idleTravelSpacingMin.tooltip": "转移跟进单位之间的最小纵队间距(格)。", + "config.tacz_sewv.idleTravelStuckTicks": "待机转移卡住判定(刻)", + "config.tacz_sewv.idleTravelStuckTicks.tooltip": "若连续这么多游戏刻没有进展,则放弃 IDLE_TRAVEL 并重新进入驻留。", + "config.tacz_sewv.idleVoicelineDelayTicks": "待机语音延迟(刻)", + "config.tacz_sewv.idleVoicelineDelayTicks.tooltip": "开始待机车组闲聊前的安静时间(游戏刻)。", + "config.tacz_sewv.idleVoicelineHealthFraction": "待机语音耐久比例", + "config.tacz_sewv.idleVoicelineHealthFraction.tooltip": "否 idle chatter when the vehicle is below this health (0.3 = 30%).", + "config.tacz_sewv.idleWanderEnabled": "待机游荡", + "config.tacz_sewv.idleWanderEnabled.tooltip": "无事可做的船员可在附近水面上游荡。当 idleHybridEnabled 开启时,地面车体使用混合待机(IDLE_HOLD / IDLE_TRAVEL)。", + "config.tacz_sewv.idleWanderRadius": "待机游荡半径", + "config.tacz_sewv.idleWanderRadius.tooltip": "最大 wander distance (blocks) from where they started waiting.", + "config.tacz_sewv.ifvDismountsEnabled": "步兵战车下车", + "config.tacz_sewv.ifvDismountsEnabled.tooltip": "步兵战车(运兵车)在对抗敌方装甲时会让其班组下车。", + "config.tacz_sewv.individualTacticsDebug": "单兵战术调试", + "config.tacz_sewv.individualTacticsDebug.tooltip": "记录掩体缓存烘焙与每个车组的战术姿态日志。", + "config.tacz_sewv.individualTacticsEnabled": "单兵战术", + "config.tacz_sewv.individualTacticsEnabled.tooltip": "每个车组的战术姿态(打了就跑、掩护推进、炮眼射击、伏击、步兵掩护)。在玩家/指挥命令下仅为柔性倾向,绝不会让推进停滞。", + "config.tacz_sewv.influenceCellSize": "Influence Cell 大小", + "config.tacz_sewv.influenceCellSize.tooltip": "粗略控制区域地图的网格尺寸(格)。格子越大=开销越低、精度越粗。", + "config.tacz_sewv.influenceMaxCells": "Influence 最大 Cells", + "config.tacz_sewv.influenceMaxCells.tooltip": "最大 cells that map may use. Huge battles automatically use bigger cells instead of more of them.", + "config.tacz_sewv.invasionBaseChance": "入侵基础概率", + "config.tacz_sewv.invasionBaseChance.tooltip": "Simple Enemy Mod 每次检查入侵事件时的初始概率。", + "config.tacz_sewv.invasionDefenderInfantry": "入侵防守步兵", + "config.tacz_sewv.invasionDefenderInfantry.tooltip": "入侵事件中生成的防守步兵数量。", + "config.tacz_sewv.invasionDefenderMortars": "入侵防守迫击炮", + "config.tacz_sewv.invasionDefenderMortars.tooltip": "生成的防守迫击炮数量。", + "config.tacz_sewv.invasionDefenderTows": "入侵防守 TOW", + "config.tacz_sewv.invasionDefenderTows.tooltip": "生成的防守反坦克发射器(TOW)数量。", + "config.tacz_sewv.invasionEventsEnabled": "入侵事件", + "config.tacz_sewv.invasionEventsEnabled.tooltip": "允许入侵事件(进攻方对抗设防阵地)。", + "config.tacz_sewv.invasionFailureMultiplier": "入侵失败倍率", + "config.tacz_sewv.invasionFailureMultiplier.tooltip": "每次未触发后入侵概率的增长幅度。", + "config.tacz_sewv.invasionPodAvoidRadius": "入侵舱规避半径", + "config.tacz_sewv.invasionPodAvoidRadius.tooltip": "当游戏规则 sewvInvasionOverrides 开启时:AI 载具与 Extermination 战斗舱保持该格数以上的距离。", + "config.tacz_sewv.komodoRenderFixEnabled": "Komodo 渲染修复", + "config.tacz_sewv.komodoRenderFixEnabled.tooltip": "跳过 unsafe off-thread Komodo lightmap uploads that can crash the client. Leave on unless isolating a Komodo bug.", + "config.tacz_sewv.largeCombatBaseChance": "大规模战斗基础概率", + "config.tacz_sewv.largeCombatBaseChance.tooltip": "Simple Enemy Mod 每次检查大规模战斗时的初始概率。", + "config.tacz_sewv.largeCombatEmplacementChance": "大规模战斗炮位概率", + "config.tacz_sewv.largeCombatEmplacementChance.tooltip": "每方:额外生成一门迫击炮或 TOW 发射器的概率。", + "config.tacz_sewv.largeCombatEventsEnabled": "大规模战斗事件", + "config.tacz_sewv.largeCombatEventsEnabled.tooltip": "允许多载具大规模战斗。", + "config.tacz_sewv.largeCombatFailureMultiplier": "大规模战斗失败倍率", + "config.tacz_sewv.largeCombatFailureMultiplier.tooltip": "每次未触发后大规模战斗概率的增长幅度。", + "config.tacz_sewv.largeCombatPlaneChance": "大规模战斗飞机概率", + "config.tacz_sewv.largeCombatPlaneChance.tooltip": "每方:额外生成一架飞机的概率。", + "config.tacz_sewv.largeCombatVehicles": "大规模战斗载具数", + "config.tacz_sewv.largeCombatVehicles.tooltip": "大规模战斗中每方获得的载具数量。", + "config.tacz_sewv.lowChanceMortarShell": "低概率迫击炮弹", + "config.tacz_sewv.lowChanceMortarShell.tooltip": "生成的车组较少使用的迫击炮弹类型(物品 id)。", + "config.tacz_sewv.lowChanceType63Rocket": "低概率 63 式火箭弹", + "config.tacz_sewv.lowChanceType63Rocket.tooltip": "迫击炮池中多管火箭炮位较少使用的火箭弹(物品 id)。", + "config.tacz_sewv.mapInfantryEnabled": "地图显示步兵", + "config.tacz_sewv.mapInfantryEnabled.tooltip": "在世界地图上同时显示徒步士兵(而不只是载具)。", + "config.tacz_sewv.mapLive": "地图实时运行", + "config.tacz_sewv.mapLive.tooltip": "在单人游戏中,打开 Xaero 地图界面时保持世界继续运行(否则游戏会暂停,标记会过期)。", + "config.tacz_sewv.mapMarkersEnabled": "地图标记", + "config.tacz_sewv.mapMarkersEnabled.tooltip": "在 Xaero 世界地图上显示单位与载具标记,并允许从地图下达命令。你也可以在游戏内用地图标记快捷键切换。", + "config.tacz_sewv.mapShowCommandDebug": "地图指挥调试", + "config.tacz_sewv.mapShowCommandDebug.tooltip": "开发者叠加显示:战斗群指挥官标记、战术名称与每辆坦克的角色标签。", + "config.tacz_sewv.mapShowEnergyBar": "地图显示能量条", + "config.tacz_sewv.mapShowEnergyBar.tooltip": "在你自己的 PMC 载具标记下方绘制能量/燃料条。", + "config.tacz_sewv.mapShowHealthBar": "地图显示耐久条", + "config.tacz_sewv.mapShowHealthBar.tooltip": "在你自己的 PMC 载具标记下方绘制耐久条。", + "config.tacz_sewv.mapShowIcons": "地图显示图标", + "config.tacz_sewv.mapShowIcons.tooltip": "在地图标记上绘制载具类型图标。", + "config.tacz_sewv.mapSpotRadius": "地图侦察半径", + "config.tacz_sewv.mapSpotRadius.tooltip": "你方(通过你或你的车组)可发现敌方标记的距离(格)。", + "config.tacz_sewv.mapSyncIntervalTicks": "地图同步间隔(刻)", + "config.tacz_sewv.mapSyncIntervalTicks.tooltip": "服务器每隔多少游戏刻刷新一次地图标记。", + "config.tacz_sewv.mapTrenchMarkersEnabled": "地图战壕标记", + "config.tacz_sewv.mapTrenchMarkersEnabled.tooltip": "在 Xaero 世界地图上显示战壕网与炮位标记。", + "config.tacz_sewv.maxChunkArea": "最大 Chunk Area", + "config.tacz_sewv.maxChunkArea.tooltip": "扫荡推进允许的最大地图选区(宽 × 高,单位为区块)。", + "config.tacz_sewv.medicCaptureDurationTicks": "医务兵俘获持续时间(刻)", + "config.tacz_sewv.medicCaptureDurationTicks.tooltip": "被俘医务兵在逃脱前拥有的刻数。2400 = 2 分钟。", + "config.tacz_sewv.medicCaptureEnabled": "医务兵俘获", + "config.tacz_sewv.medicCaptureEnabled.tooltip": "俄军/美军医务兵可被俘获(击败),并花费代价转化为 PMC 单位。", + "config.tacz_sewv.medicCapturedHealth": "医务兵被俘耐久", + "config.tacz_sewv.medicCapturedHealth.tooltip": "俄军/美军医务兵被俘瞬间剩余的生命值。", + "config.tacz_sewv.medicEnabled": "医务兵", + "config.tacz_sewv.medicEnabled.tooltip": "携带医疗包的 PMC 士兵可在非战斗状态下治疗友军。", + "config.tacz_sewv.medicFleeDetectionRadius": "医务兵逃跑探测半径", + "config.tacz_sewv.medicFleeDetectionRadius.tooltip": "医务兵逃跑前搜索附近敌方的距离(格)。", + "config.tacz_sewv.medicFleeMaxDistance": "Medic Flee Max 距离", + "config.tacz_sewv.medicFleeMaxDistance.tooltip": "为逃跑医务兵选取撤离点所采样的最大距离(格)。", + "config.tacz_sewv.medicFleeMinDistance": "Medic Flee Min 距离", + "config.tacz_sewv.medicFleeMinDistance.tooltip": "逃跑的医务兵试图与威胁拉开的最小距离(格)。", + "config.tacz_sewv.medicHealPerTreat": "医务兵单次治疗量", + "config.tacz_sewv.medicHealPerTreat.tooltip": "医务兵每次治疗恢复的生命值。", + "config.tacz_sewv.medicSearchRadius": "Medic 搜索 Radius", + "config.tacz_sewv.medicSearchRadius.tooltip": "医务兵搜索受伤友军的距离(格)。", + "config.tacz_sewv.medicSpawnChance": "医务兵生成概率", + "config.tacz_sewv.medicSpawnChance.tooltip": "俄军/美军小队中包含一名医务兵的概率。", + "config.tacz_sewv.minPlayTicks": "最小 Play Ticks", + "config.tacz_sewv.minPlayTicks.tooltip": "作战方案在被其他方案取代前的最短运行时间(游戏刻)。已失效的方案仍可提前取消。", + "config.tacz_sewv.minecoloniesCompatEnabled": "MineColonies 兼容", + "config.tacz_sewv.minecoloniesCompatEnabled.tooltip": "MineColonies 兼容的总开关。未安装 MineColonies 时不起作用。", + "config.tacz_sewv.minecoloniesProtectOwnedPmc": "MineColonies 保护所属 PMC", + "config.tacz_sewv.minecoloniesProtectOwnedPmc.tooltip": "殖民地守卫不会向殖民地认可的玩家所属的 PMC 单位开火。", + "config.tacz_sewv.minecoloniesRaidChance": "MineColonies 袭击概率", + "config.tacz_sewv.minecoloniesRaidChance.tooltip": "MineColonies 袭击之夜出动本模组装甲袭击的概率(0-1)。0 表示禁用。", + "config.tacz_sewv.minecoloniesRaidMaxVehicles": "MineColonies Raid 最大 Vehicles", + "config.tacz_sewv.minecoloniesRaidMaxVehicles.tooltip": "单次装甲殖民地袭击可出动的车体硬性上限(不含乘员)。", + "config.tacz_sewv.minecoloniesSpawnExclusion": "MineColonies 生成排除", + "config.tacz_sewv.minecoloniesSpawnExclusion.tooltip": "阻止程序化战争事件在已被认领的殖民地区块内放置单位与载具。", + "config.tacz_sewv.minecoloniesVehicleRetaliation": "MineColonies 载具反击", + "config.tacz_sewv.minecoloniesVehicleRetaliation.tooltip": "允许市民与守卫对遭到有车组载具射击作出反应(归咎于车组)。", + "config.tacz_sewv.misc": "杂项", + "config.tacz_sewv.misc.tooltip": "杂项。", + "config.tacz_sewv.mortarChunkLoading": "Mortar Chunk 加载中", + "config.tacz_sewv.mortarChunkLoading.tooltip": "在远程火力任务期间保持有车组迫击炮所在区块加载,使其在你远离时仍持续射击。", + "config.tacz_sewv.mortarDebugLogging": "迫击炮调试日志", + "config.tacz_sewv.mortarDebugLogging.tooltip": "记录迫击炮/63 式车组的门控条件(炮管为何待发)。", + "config.tacz_sewv.mortarDispersionRadius": "迫击炮散布半径", + "config.tacz_sewv.mortarDispersionRadius.tooltip": "迫击炮弹落点偏离瞄准点的最大距离(格)。", + "config.tacz_sewv.mortarFireCooldownTicks": "Mortar 火焰 Cooldown Ticks", + "config.tacz_sewv.mortarFireCooldownTicks.tooltip": "迫击炮两次射击之间的最短等待时间,单位为游戏刻(20 = 1 秒)。", + "config.tacz_sewv.mortarRadioRange": "迫击炮无线电距离", + "config.tacz_sewv.mortarRadioRange.tooltip": "无线电可指示目标并寻找支援车组的距离(格)。需足够覆盖迫击炮射程(对于射程最远的火炮应提升至约 2000)。", + "config.tacz_sewv.mortarRequiresAmmo": "迫击炮需要弹药", + "config.tacz_sewv.mortarRequiresAmmo.tooltip": "迫击炮需要在物品栏中有炮弹,且每次射击消耗一发。", + "config.tacz_sewv.mortarUseDistance": "Mortar Use 距离", + "config.tacz_sewv.mortarUseDistance.tooltip": "士兵需站在多少格以内才能操作迫击炮。", + "config.tacz_sewv.nameAssignmentEnabled": "名称 Assignment Enabled", + "config.tacz_sewv.nameAssignmentEnabled.tooltip": "Roll a 名称+Surname for every spawned PMC unit, cached on the unit once assigned. 名称 pool categories are datapack-configurable at data//sewv/names/*.json.", + "config.tacz_sewv.nativeStructuresEnabled": "结构生成探针", + "config.tacz_sewv.nativeStructuresEnabled.tooltip": "将新生成结构中的生成探针转化为实际生成。关闭则保留探针但不生效。", + "config.tacz_sewv.navalBaseChance": "海战基础概率", + "config.tacz_sewv.navalBaseChance.tooltip": "Simple Enemy Mod 每次检查海战时的初始概率。", + "config.tacz_sewv.navalEventsEnabled": "海战事件", + "config.tacz_sewv.navalEventsEnabled.tooltip": "允许在开阔水域发生舰船战斗。", + "config.tacz_sewv.navalFailureMultiplier": "海战失败倍率", + "config.tacz_sewv.navalFailureMultiplier.tooltip": "每次未触发后海战概率的增长幅度。", + "config.tacz_sewv.navalShipsPerSide": "每方舰船数", + "config.tacz_sewv.navalShipsPerSide.tooltip": "海战中每方获得的舰船数量。", + "config.tacz_sewv.notificationScreenSeconds": "通知显示秒数", + "config.tacz_sewv.notificationScreenSeconds.tooltip": "一条 HUD 通知在屏幕上停留多少秒后显示下一条排队通知,或横幅滑走。", + "config.tacz_sewv.notificationsEnabled": "通知", + "config.tacz_sewv.notificationsEnabled.tooltip": "显示 HUD 通知横幅(单位倒地、载具被毁、弹药耗尽等)。", + "config.tacz_sewv.npcArmorEnabled": "NPC 护甲", + "config.tacz_sewv.npcArmorEnabled.tooltip": "为生成的 Simple Enemy Mod 士兵配备护甲。", + "config.tacz_sewv.nvgAccuracyFraction": "夜视精度系数", + "config.tacz_sewv.nvgAccuracyFraction.tooltip": "当座位上可见人员装备夜视时,AI 载具火炮在黑暗中的精度(0.85 ≈ 比白天差 15%)。", + "config.tacz_sewv.nvgEligibleItems": "NVG Eligible 物品", + "config.tacz_sewv.nvgEligibleItems.tooltip": "物品 that count as night-vision gear (item ids). Used for night accuracy and for who spawns wearing NVG. Can be armor or Curios slots.", + "config.tacz_sewv.nvgSpawnChance": "夜视装备生成概率", + "config.tacz_sewv.nvgSpawnChance.tooltip": "士兵在夜间生成时佩戴夜视装备的概率。", + "config.tacz_sewv.orderFailureDebug": "命令失败调试", + "config.tacz_sewv.orderFailureDebug.tooltip": "记录被拒绝的命令(默认开启——出错前不会有输出)。", + "config.tacz_sewv.outerRingDebugLogging": "外环调试", + "config.tacz_sewv.outerRingDebugLogging.tooltip": "记录外环警觉与线索轮询日志。", + "config.tacz_sewv.outerRingEnabled": "外环警觉", + "config.tacz_sewv.outerRingEnabled.tooltip": "允许车组察觉超出其常规扫描范围的更远敌方。仅提供警觉,他们不会自行在该距离开火。", + "config.tacz_sewv.outerRingMaxBlocks": "Outer Ring 最大 方块", + "config.tacz_sewv.outerRingMaxBlocks.tooltip": "最大 distance (blocks) for that long-range awareness. Also limited by the server's view/simulation distance.", + "config.tacz_sewv.overflightBaseChance": "飞越基础概率", + "config.tacz_sewv.overflightBaseChance.tooltip": "Simple Enemy Mod 每次检查飞越事件时的初始概率。", + "config.tacz_sewv.overflightEventsEnabled": "飞越事件", + "config.tacz_sewv.overflightEventsEnabled.tooltip": "允许来自飞机生成列表的俄军/美军飞机飞越。", + "config.tacz_sewv.overflightFailureMultiplier": "飞越失败倍率", + "config.tacz_sewv.overflightFailureMultiplier.tooltip": "每次未触发后飞越概率的增长幅度。", + "config.tacz_sewv.overflightPlanes": "飞越飞机数", + "config.tacz_sewv.overflightPlanes.tooltip": "最大 planes in one overflight.", + "config.tacz_sewv.pathFailCooldownTicks": "寻路失败冷却(刻)", + "config.tacz_sewv.pathFailCooldownTicks.tooltip": "返回-off (game ticks) after a failed A* search before trying again.", + "config.tacz_sewv.pathMaxAgeTicks": "Path 最大 Age Ticks", + "config.tacz_sewv.pathMaxAgeTicks.tooltip": "经过这么多游戏刻后,即使目的地未偏移也强制重新进行 A* 搜索。", + "config.tacz_sewv.pathRecalcCooldownTicks": "路径重算冷却(刻)", + "config.tacz_sewv.pathRecalcCooldownTicks.tooltip": "上一次搜索成功时,地面载具两次 A* 搜索之间的最短游戏刻间隔。提高该值可降低追击移动目标时的寻路开销。", + "config.tacz_sewv.pathTargetDriftBlocks": "Path Target Drift 方块", + "config.tacz_sewv.pathTargetDriftBlocks.tooltip": "当目的地移动超过该格数时重新计算地面路径。战斗中追击的是活动目标,因此该值较小会导致几乎每秒重新寻路。", + "config.tacz_sewv.patrolRotateIntervalTicks": "Patrol 旋转 Interval Ticks", + "config.tacz_sewv.patrolRotateIntervalTicks.tooltip": "巡逻队在一个地点驻留多久(游戏刻)后继续前进。", + "config.tacz_sewv.planeAttackRunLength": "飞机攻击航程长度", + "config.tacz_sewv.planeAttackRunLength.tooltip": "飞机脱离并转向返航前单次直线攻击航程的长度(格)。这是下限而非上限:航程绝不会短于起始时的交战范围,否则会在武器自身的投放点之前就结束。", + "config.tacz_sewv.planeAutoHeavyRange": "飞机自动重弹距离", + "config.tacz_sewv.planeAutoHeavyRange.tooltip": "自动弹药选择:只有在至少该距离外才使用炸弹与制导导弹。在该值与 planeAutoRocketRange 之间时飞机使用火箭弹。该值依据投放几何而非交战范围:从 80 格航程高度投下的炸弹约下落 52 刻,并在巡航速度下向前飞行约 125 格,因此比这更近的目标根本无法轰炸。", + "config.tacz_sewv.planeAutoRocketRange": "飞机自动火箭弹距离", + "config.tacz_sewv.planeAutoRocketRange.tooltip": "自动弹药选择:距目标近于该距离(格)时,飞机仅使用机炮。较重的挂载需要下落或制导的空间,因此目标越近,可用弹药越少。", + "config.tacz_sewv.planeBombSightRadius": "飞机投弹瞄准半径", + "config.tacz_sewv.planeBombSightRadius.tooltip": "飞机投弹所允许的最小投放窗口(格)——是窗口的下限,而非窗口本身。窗口通常取炸弹自身的爆炸半径,其理由是:只要目标会落在爆炸范围内就值得投放,而不必等到炸弹正好命中目标;正是这一点吸收了 AI 航迹无法避免的几格误差以及目标在下落期间行驶的距离。因此 Mk 82 的 22 格爆炸范围会给出远大于此值的窗口,该值仅对数据包未声明任何爆炸范围的挂载生效。提高它并不会让飞机投弹更准,只会让它们更早投放;若飞机飞越却不投弹,应检查进入航路,planeCombatDebug 会打印出说明问题出在哪一环的瞄准误差。", + "config.tacz_sewv.planeBombStick": "飞机连续投弹数", + "config.tacz_sewv.planeBombStick.tooltip": "飞机在一次地毯式轰炸中投放的炸弹数量,沿其航迹依次间隔。1 表示单枚瞄准投放。", + "config.tacz_sewv.planeBombStickIntervalTicks": "飞机连续投弹间隔(刻)", + "config.tacz_sewv.planeBombStickIntervalTicks.tooltip": "地毯式投弹中相邻炸弹之间的游戏刻间隔。间隔越大覆盖地面越广,但命中点越不集中。代码中设有 10 刻的硬性下限:比这更近时爆炸会重叠成一次爆炸,而无法沿目标依次延伸,因此设置更小的值没有效果。", + "config.tacz_sewv.planeChunkLoading": "Plane Chunk 加载中", + "config.tacz_sewv.planeChunkLoading.tooltip": "Keep AI planes active even when no player is nearby (uses chunk tickets). Default true (matches mortarChunkLoading). Existing installs keep whatever value is already in tacz_sewv-common.toml until that file is 已删除.", + "config.tacz_sewv.planeCombatDebug": "飞机战斗调试", + "config.tacz_sewv.planeCombatDebug.tooltip": "固定翼战斗与降落诊断(日志与客户端弧线显示)。", + "config.tacz_sewv.planeCommandRadius": "飞机指挥半径", + "config.tacz_sewv.planeCommandRadius.tooltip": "最大 distance (blocks) for player orders to aircraft. Doubles as the soft leash: past this a plane finishes its pass and returns to you. Combat is abandoned outright at 1.5x this distance. Must stay comfortably larger than planeEngageRadius: a plane repositions by flying outbound until it is clear of its own engage bubble before turning back in, so a leash near the bubble size recalls it in the middle of every run-in.", + "config.tacz_sewv.planeDiveSnap": "飞机俯冲对准", + "config.tacz_sewv.planeDiveSnap.tooltip": "在飞机进入俯冲攻击(机炮与火箭弹;炸弹与制导导弹自平飞投放,不受影响)的瞬间将其精确放置到攻击线上。这与机场进近使用的是同一手法,理由也相同:固定翼每刻只能转动零点几度,因此任何未在航程前校正的偏差都会在航程中继续校正,导致弹着散布过大。若你希望飞机绝不被重新摆位,可将其关闭。", + "config.tacz_sewv.planeEngageRadius": "飞机交战半径", + "config.tacz_sewv.planeEngageRadius.tooltip": "飞机距目标多远(格)时转入攻击航向,而不是仅仅接近目标。这是决定飞机作战尺度的唯一数值:它就是直线进入航路的长度,而进入航路正是飞机必须把机头对准目标的阶段。飞机靠每刻零点几度地拉动整个机身来转向,因此交战范围小则航路短,而航路短就意味着通场时机炮仍在扫过瞄准点。降低该值会让飞机更早进入攻击,但命中更少。", + "config.tacz_sewv.planeFarLodBlocks": "Plane Far LOD 方块", + "config.tacz_sewv.planeFarLodBlocks.tooltip": "距所有玩家超过该距离后,处于巡航/待命/返航状态的持票飞机使用更廉价的扫描。战斗、起飞与降落仍保持完整精度。", + "config.tacz_sewv.planeGunConeDeg": "飞机机炮锥角(度)", + "config.tacz_sewv.planeGunConeDeg.tooltip": "飞机使用机炮、火箭弹与炸弹时相对炮线允许的最大偏角(度)。这是上限而非门限本身:飞机会算出在当前距离下弹着仍能落在武器自身爆炸半径内的角度并据此开火,因此远距离时保持火力,近距离才投放。该值仅在极近距时才起约束作用:A-10 机炮(4 格爆炸范围)在 19 格处达到 12 度,超出该距离后由推导角度决定。", + "config.tacz_sewv.planeLandFlareAgl": "飞机着陆拉平高度(离地)", + "config.tacz_sewv.planeLandFlareAgl.tooltip": "高度 (blocks) above ground at which a landing plane flares.", + "config.tacz_sewv.planeLandFlareRadius": "飞机着陆拉平半径", + "config.tacz_sewv.planeLandFlareRadius.tooltip": "How close (blocks) to the pad the plane must also be before it flares. 高度 alone used to make it flare over whatever it happened to be crossing.", + "config.tacz_sewv.planeLandSettleRadius": "飞机着陆判定半径", + "config.tacz_sewv.planeLandSettleRadius.tooltip": "接地点距停机坪多少格以内才算成功着陆。在更远处接地会被视为进近失败,飞机将复飞。", + "config.tacz_sewv.planeLandTransitAgl": "飞机着陆进场高度(离地)", + "config.tacz_sewv.planeLandTransitAgl.tooltip": "高度 (blocks) above the highest ground on the way in that a landing plane flies the approach pattern at, before it lines up with the strip.", + "config.tacz_sewv.planeMaxAltitude": "Plane 最大 Altitude", + "config.tacz_sewv.planeMaxAltitude.tooltip": "飞机绝不会飞越的世界绝对 Y 值。这是上限而非巡航高度:巡航高度带是相对飞机下方地面测量的,因此在高原上会叠加到山顶之上,把飞机送入平流层——脱离视野、脱离战斗,在建造高度上限较低的维度中还会超出限制。该 AI 下达的每次爬升都在此停止,而维度自身的建造高度(减去少量余量)会进一步约束它。", + "config.tacz_sewv.planeMinConeDeg": "Plane 最小 Cone Deg", + "config.tacz_sewv.planeMinConeDeg.tooltip": "上述推导开火角度的下限。它纯粹是数值上的兜底,其取值确保在交战范围内任何位置都不起约束——你所见到的每次射击都由几何决定。请勿为了提高不愿开火的飞机开火率而调高它。以偏角 X、距离 R 发射的弹丸脱靶距离为 R*tan(X),因此过宽的下限只会在弹丸根本无法命中的地方换来射击:在 2 度时 A-10 可能在 384 格外开火并以 13 格脱靶,而爆炸范围只有 4 格。推导角度实际上是一种伪装的距离门限——它会一直关闭,直到飞机足够接近、使其实际能保持的精度足以把弹丸送进爆炸范围内(30 格处 7.6 度,45 格处 5.1 度,96 格处 2.4 度)。通场结束却未开火的飞机,就是没有接近或没有对准的飞机;请检查 planeEngageRadius 与进入航路。注意:若调高 planeEngageRadius,必须重新核对本值:一旦交战范围延伸到该下限起约束的位置之外,它就不再无害。", + "config.tacz_sewv.planeMissileConeDeg": "飞机导弹锥角(度)", + "config.tacz_sewv.planeMissileConeDeg.tooltip": "制导导弹的同等上限,发射后由导弹自行修正剩余偏差。同时兼作下方锁定驻留时间判定的导引头锥角。", + "config.tacz_sewv.planeMissileLockTicks": "飞机导弹锁定时间(刻)", + "config.tacz_sewv.planeMissileLockTicks.tooltip": "制导导弹发射前其导引头必须持续不间断地对准目标的游戏刻数(20 = 1 秒)。离开开火锥角会将其重置为零。这正是导弹通场采用浅俯冲而非平飞越过的原因:机头必须在整个计数期间始终指向目标。设为 0 将取消驻留,在满足锥角的第一刻即发射,这是旧有行为,且在转向过程中会稳定地把导弹甩偏。", + "config.tacz_sewv.planeSpawnChanceRu": "飞机生成概率(俄军)", + "config.tacz_sewv.planeSpawnChanceRu.tooltip": "Simple Enemy Mod 抽取远距离战斗时出现俄军飞机的概率。", + "config.tacz_sewv.planeSpawnChanceUs": "飞机生成概率(美军)", + "config.tacz_sewv.planeSpawnChanceUs.tooltip": "Simple Enemy Mod 抽取远距离战斗时出现美军飞机的概率。", + "config.tacz_sewv.planesInEvents": "事件中的飞机", + "config.tacz_sewv.planesInEvents.tooltip": "允许稀有的俄军/美军飞机出现在战斗事件中。", + "config.tacz_sewv.platoonCohesionRadius": "排凝聚力半径", + "config.tacz_sewv.platoonCohesionRadius.tooltip": "排内成员尽量保持在彼此该格数以内,除非被分配执行某项教条战术。", + "config.tacz_sewv.platoonMaxSize": "Platoon Max 大小", + "config.tacz_sewv.platoonMaxSize.tooltip": "最大 members in one platoon (PMC infantry, or ground-vehicle crews, never mixed).", + "config.tacz_sewv.platoonMinSize": "Platoon Min 大小", + "config.tacz_sewv.platoonMinSize.tooltip": "当成员数低于该值后排即解散。", + "config.tacz_sewv.playSwitchMargin": "战术切换裕度", + "config.tacz_sewv.playSwitchMargin.tooltip": "新作战方案需比当前方案高出多少评分才能取而代之。", + "config.tacz_sewv.playerCrewRappelAllSeats": "Player Crew Rappel 全部 Seats", + "config.tacz_sewv.playerCrewRappelAllSeats.tooltip": "当由玩家驾驶的载具触发车组索降快捷键时:开启 = 所有非玩家单位均下机;关闭 = 仅无武器的载员座位(与 AI/TDT 索降相同)。", + "config.tacz_sewv.playerSelfRappelWithUnits": "玩家与单位一同索降", + "config.tacz_sewv.playerSelfRappelWithUnits.tooltip": "When the player self-rappel keybind fires: also drop eligible units after hover settle. Seat filter follows Player Crew Rappel 全部 Seats. Off = player only.", + "config.tacz_sewv.player_doctrine_info": "玩家教条信息", + "config.tacz_sewv.player_doctrine_info.tooltip": "每位玩家的教条可通过教条账本或 TDT 身份标签页设置。", + "config.tacz_sewv.pmcCaptureMedicRadius": "PMC 俘获医务兵半径", + "config.tacz_sewv.pmcCaptureMedicRadius.tooltip": "被命令俘获医务兵的 PMC 搜索医务兵(无论已被俘还是在逃)以制服并转化的距离(格)。", + "config.tacz_sewv.pmcDownedBleedTicks": "PMC 倒地流血时间(刻)", + "config.tacz_sewv.pmcDownedBleedTicks.tooltip": "倒地的 PMC 若未被救起,在真正死亡前拥有的刻数。", + "config.tacz_sewv.pmcDownedEnabled": "PMC 倒地机制", + "config.tacz_sewv.pmcDownedEnabled.tooltip": "PMC 单位不会直接死亡而是倒地,并可由玩家与之交互或由任意友方 PMC 救起,而不是当场阵亡。俄军/美军始终直接死亡。需要 PlayerReviveMod(该模组与玩家倒地功能一同内置,尽管本功能从不使用该模组自身的 API)。", + "config.tacz_sewv.pmcDownedHealth": "PMC 倒地生命值", + "config.tacz_sewv.pmcDownedHealth.tooltip": "PMC 倒地瞬间剩余的生命值。", + "config.tacz_sewv.pmcDownedReviveHealth": "PMC 救起后生命值", + "config.tacz_sewv.pmcDownedReviveHealth.tooltip": "PMC 被成功救起后恢复到的生命值。", + "config.tacz_sewv.pmcReviveChannelTicks": "PMC 救助读条时间(刻)", + "config.tacz_sewv.pmcReviveChannelTicks.tooltip": "PMC 需在倒地玩家身旁站立多少刻才能将其救起。", + "config.tacz_sewv.pmcReviveEnabled": "PMC 救助", + "config.tacz_sewv.pmcReviveEnabled.tooltip": "PMC 士兵会自动救起倒地的玩家(需要 PlayerReviveMod)。", + "config.tacz_sewv.pmcReviveForceSingleplayer": "PMC 救助强制单人可用", + "config.tacz_sewv.pmcReviveForceSingleplayer.tooltip": "强制 PlayerReviveMod 的流血倒地状态在单人游戏中生效,而不仅限于局域网/专用服务器(等同于设置 PlayerReviveMod 自身的 bleedInSingleplayer 选项)。若不开启,单人游戏中的死亡永远不会进入流血状态,PMC 自动救助也就无从发挥作用。", + "config.tacz_sewv.pmcReviveSearchRadius": "PMC Revive 搜索 Radius", + "config.tacz_sewv.pmcReviveSearchRadius.tooltip": "PMC 搜索倒地玩家进行救助的距离(格)。", + "config.tacz_sewv.pmcVehicleStructures": "PMC 载具结构", + "config.tacz_sewv.pmcVehicleStructures.tooltip": "哪些结构会生成 PMC 载具(结构 id)。", + "config.tacz_sewv.pool": "池", + "config.tacz_sewv.pool.tooltip": "池。", + "config.tacz_sewv.quickEvacBoardRadius": "快速撤离登机半径", + "config.tacz_sewv.quickEvacBoardRadius.tooltip": "快速撤离从你身边多少格范围内召集所属的徒步 PMC(默认单位选择)。", + "config.tacz_sewv.quickEvacBoardTimeoutTicks": "快速撤离登机超时(刻)", + "config.tacz_sewv.quickEvacBoardTimeoutTicks.tooltip": "每架直升机在其预留座位坐满时,或在经过这么多游戏刻后起飞——以先到者为准。", + "config.tacz_sewv.quickEvacHeliSearchRadius": "Quick Evacuation Heli 搜索 Radius", + "config.tacz_sewv.quickEvacHeliSearchRadius.tooltip": "快速撤离搜索仍有空座的所属 PMC 直升机的距离(格)。", + "config.tacz_sewv.quickEvacPullSelectedFromRibbon": "快速撤离仅限绶带选中单位", + "config.tacz_sewv.quickEvacPullSelectedFromRibbon.tooltip": "关闭时(默认),快速撤离会召集你登机半径内所有所属的徒步 PMC。开启时,仅绶带/SEM 选中的单位登机。", + "config.tacz_sewv.quickLandRadius": "快速着陆半径", + "config.tacz_sewv.quickLandRadius.tooltip": "快速登车/进入工事/补给搜索单位、载具、战壕与箱子的距离(格)。", + "config.tacz_sewv.quickRefillTimeoutTicks": "快速补给超时(刻)", + "config.tacz_sewv.quickRefillTimeoutTicks.tooltip": "快速补给前往箱子/储备点的绝对游戏时间预算(刻),超时后 MOVE 命令会回退为 FREE_FIRE。", + "config.tacz_sewv.quietSeconds": "安静秒数", + "config.tacz_sewv.quietSeconds.tooltip": "扫荡推进判定区域已清空并予以占领前所需的无战斗秒数。", + "config.tacz_sewv.ruVehicleStructures": "俄军载具结构", + "config.tacz_sewv.ruVehicleStructures.tooltip": "哪些结构会生成俄军载具(结构 id)。", + "config.tacz_sewv.semCrewDisableInertiaRotate": "Sem Crew Disable Inertia 旋转", + "config.tacz_sewv.semCrewDisableInertiaRotate.tooltip": "AI 驾驶时禁止车体倾斜/侧倾。", + "config.tacz_sewv.sewvDiagDebug": "常规诊断调试", + "config.tacz_sewv.sewvDiagDebug.tooltip": "启用常规 [sewv-diag] 日志通道(目标选择、扫描、占领……)。", + "config.tacz_sewv.shellingBaseChance": "炮击基础概率", + "config.tacz_sewv.shellingBaseChance.tooltip": "Simple Enemy Mod 每次检查炮击事件时的初始概率。", + "config.tacz_sewv.shellingBaseRadius": "炮击基地半径", + "config.tacz_sewv.shellingBaseRadius.tooltip": "玩家必须距其床/重生点在该距离以内,炮击才会以其为目标。", + "config.tacz_sewv.shellingDurationMaxTicks": "Shelling Duration 最大 Ticks", + "config.tacz_sewv.shellingDurationMaxTicks.tooltip": "炮击持续的最长时间,单位为游戏刻(20 刻 = 1 秒)。", + "config.tacz_sewv.shellingDurationMinTicks": "Shelling Duration 最小 Ticks", + "config.tacz_sewv.shellingDurationMinTicks.tooltip": "炮击持续的最短时间,单位为游戏刻(20 刻 = 1 秒)。", + "config.tacz_sewv.shellingEventsEnabled": "炮击事件", + "config.tacz_sewv.shellingEventsEnabled.tooltip": "允许迫击炮连对玩家基地实施炮击。", + "config.tacz_sewv.shellingFailureMultiplier": "炮击失败倍率", + "config.tacz_sewv.shellingFailureMultiplier.tooltip": "每次未触发后炮击概率的增长幅度。", + "config.tacz_sewv.shellingGuards": "炮击守卫数", + "config.tacz_sewv.shellingGuards.tooltip": "守卫炮击阵地的士兵数量。", + "config.tacz_sewv.shellingMortars": "炮击迫击炮数", + "config.tacz_sewv.shellingMortars.tooltip": "一个炮击阵地中的迫击炮数量。", + "config.tacz_sewv.shipPathingDebug": "舰船寻路调试", + "config.tacz_sewv.shipPathingDebug.tooltip": "记录舰船寻路与水深探测日志。", + "config.tacz_sewv.showOrderFeedback": "显示命令反馈", + "config.tacz_sewv.showOrderFeedback.tooltip": "命令成功时在快捷栏上方显示一条简短消息。", + "config.tacz_sewv.showSpawnProbes": "显示生成探针", + "config.tacz_sewv.showSpawnProbes.tooltip": "使用屏障占位贴图渲染 spawn_probe 方块。", + "config.tacz_sewv.smokeBlockRadius": "烟雾遮挡半径", + "config.tacz_sewv.smokeBlockRadius.tooltip": "若烟雾近于该距离(格),AI 将不会射击。", + "config.tacz_sewv.stalemateBreakerEnabled": "僵局破除", + "config.tacz_sewv.stalemateBreakerEnabled.tooltip": "若车组一段时间内无法命中目标,则转移到更好的角度。", + "config.tacz_sewv.stalemateSilenceTicks": "僵局静默时间(刻)", + "config.tacz_sewv.stalemateSilenceTicks.tooltip": "多少游戏刻未命中后他们会重新转移位置。", + "config.tacz_sewv.structureVehicleMaxCount": "Structure Vehicle 最大 Count", + "config.tacz_sewv.structureVehicleMaxCount.tooltip": "最大 vehicles one of those bases can have.", + "config.tacz_sewv.structureVehicleRampDays": "结构载具增长天数", + "config.tacz_sewv.structureVehicleRampDays.tooltip": "基地从 1 辆载具增长到上限所需的游戏内天数。", + "config.tacz_sewv.structureVehiclesEnabled": "结构载具", + "config.tacz_sewv.structureVehiclesEnabled.tooltip": "在匹配的 Berezka 军队/PMC 基地生成载具。", + "config.tacz_sewv.structuresGenerate": "生成结构", + "config.tacz_sewv.structuresGenerate.tooltip": "在新生成的区块中生成本模组的结构。关闭后不再生成新的,已有的保留。", + "config.tacz_sewv.supportCallIntervalTicks": "支援呼叫间隔(刻)", + "config.tacz_sewv.supportCallIntervalTicks.tooltip": "两次尝试呼叫支援之间的最短等待时间(游戏刻)。", + "config.tacz_sewv.supportDedupeRadius": "支援去重半径", + "config.tacz_sewv.supportDedupeRadius.tooltip": "若已有医务兵/工程师在该距离(格)以内,则不再生成新的。", + "config.tacz_sewv.tacZBallisticGlobalScale": "Tac ZBallistic Global 缩放", + "config.tacz_sewv.tacZBallisticGlobalScale.tooltip": "在各类别换算系数之上额外施加的倍率。1.0 = 使用换算表出厂/配置的数值。", + "config.tacz_sewv.tacZBallisticTranslationEnabled": "TaCZ 弹道换算", + "config.tacz_sewv.tacZBallisticTranslationEnabled.tooltip": "TaCZ 子弹对 SuperbWarfare 载具的伤害会在车体自身护甲表生效前,重新缩放到与等效 SBW 武器相当的水平,而不是使用 TaCZ 原始的(小得多的)数值。关闭则恢复 TaCZ 对载具的原生伤害。", + "config.tacz_sewv.tankRiderDismountEnabled": "坦克搭载步兵跳车", + "config.tacz_sewv.tankRiderDismountEnabled.tooltip": "战斗开始时,攀附在外部座位的士兵会跳下。", + "config.tacz_sewv.tankSpawnChanceRu": "坦克生成概率(俄军)", + "config.tacz_sewv.tankSpawnChanceRu.tooltip": "Simple Enemy Mod 抽取远距离战斗时出现俄军坦克的概率。可通过游戏规则 sewvTanksInEvents 开关事件中的坦克。", + "config.tacz_sewv.tankSpawnChanceUs": "坦克生成概率(美军)", + "config.tacz_sewv.tankSpawnChanceUs.tooltip": "Simple Enemy Mod 抽取远距离战斗时出现美军坦克的概率。可通过游戏规则 sewvTanksInEvents 开关事件中的坦克。", + "config.tacz_sewv.targetVetoCooldownTicks": "目标否决冷却(刻)", + "config.tacz_sewv.targetVetoCooldownTicks.tooltip": "同一单位就同一原因两次上报之间的最短游戏刻间隔。", + "config.tacz_sewv.targetVetoDebug": "目标否决调试", + "config.tacz_sewv.targetVetoDebug.tooltip": "记录目标否决日志(命令失败上报中较嘈杂的一半)。", + "config.tacz_sewv.target_priority": "目标优先级", + "config.tacz_sewv.target_priority.tooltip": "目标优先级。", + "config.tacz_sewv.towAutoEnabled": "自动拖曳", + "config.tacz_sewv.towAutoEnabled.tooltip": "闲置的俄军/美军驾驶员可以拖曳被标记为待救援的友方车体。", + "config.tacz_sewv.towAutoScanRadius": "自动拖曳搜索半径", + "config.tacz_sewv.towAutoScanRadius.tooltip": "拖曳车搜索受困/入水友军的距离(格)。高于 64 的值开销较大。", + "config.tacz_sewv.towPlayerOrderMaxDistance": "Tow Player Order Max 距离", + "config.tacz_sewv.towPlayerOrderMaxDistance.tooltip": "最大 blocks between hulls for an immediate SBW towline link at order time; farther pairs still get the tow order and link on approach.", + "config.tacz_sewv.towStuckRequestCycles": "拖曳受困请求周期数", + "config.tacz_sewv.towStuckRequestCycles.tooltip": "车体广播 needs_tow 之前经历的陆地受困脱困周期数。", + "config.tacz_sewv.towSubmergedRequestTicks": "拖曳入水请求时间(刻)", + "config.tacz_sewv.towSubmergedRequestTicks.tooltip": "车体碰撞箱完全没入水中多少刻后才广播 needs_tow。", + "config.tacz_sewv.tripodHpMultiplier": "三脚架生命值倍率", + "config.tacz_sewv.tripodHpMultiplier.tooltip": "生成时乘以三脚架的最大生命值(2.0 = 生命值翻倍)。", + "config.tacz_sewv.tripodShieldAxisScale": "Tripod Shield Axis 缩放", + "config.tacz_sewv.tripodShieldAxisScale.tooltip": "大小 of the shield bubble for sparks/debug outline (1.0 = matches the hitbox).", + "config.tacz_sewv.tripodShieldBreakDamage": "三脚架护盾破碎伤害", + "config.tacz_sewv.tripodShieldBreakDamage.tooltip": "总计 ranged damage the shield can soak before it breaks. While the shield is up those hits do no HP damage; after it breaks, guns work normally.", + "config.tacz_sewv.tripodShieldEnabled": "三脚架护盾", + "config.tacz_sewv.tripodShieldEnabled.tooltip": "extermination 若安装了 Extermination 模组:战斗舱获得可抵御子弹与炮弹的护盾。近战仍能伤害它们。护盾在承受 tripodShieldBreakDamage 后破碎。未安装 Extermination 时不起作用。", + "config.tacz_sewv.tripodShieldFlareAlwaysOn": "三脚架护盾火花常亮", + "config.tacz_sewv.tripodShieldFlareAlwaysOn.tooltip": "Extermination:使战斗舱护盾火花始终显示。", + "config.tacz_sewv.tripodShieldFlareTicks": "三脚架护盾火花时间(刻)", + "config.tacz_sewv.tripodShieldFlareTicks.tooltip": "成功格挡一次射击后命中火花效果的持续时间,单位为游戏刻(约 8 ≈ 0.4 秒)。", + "config.tacz_sewv.tripodShieldRegenTicks": "三脚架护盾恢复时间(刻)", + "config.tacz_sewv.tripodShieldRegenTicks.tooltip": "护盾破碎后到恢复之间的等待时间,单位为游戏刻(20 = 1 秒)。0 = 护盾在本次战斗剩余时间内保持关闭。", + "config.tacz_sewv.tripodShieldWireframe": "三脚架护盾线框", + "config.tacz_sewv.tripodShieldWireframe.tooltip": "Extermination:绘制战斗舱护盾调试线框。", + "config.tacz_sewv.type63FireCooldownTicks": "Type63火焰 Cooldown Ticks", + "config.tacz_sewv.type63FireCooldownTicks.tooltip": "多管火箭炮(迫击炮池中的 63 式)两次火箭弹射击之间的最短等待时间,单位为游戏刻(SBW 使用 10)。", + "config.tacz_sewv.unitCorpseCompat": "单位尸体兼容", + "config.tacz_sewv.unitCorpseCompat.tooltip": "安装 Corpse 模组时,SEM 单位死亡会生成可搜刮的尸体,而不是地面掉落物。俄军/美军使用数据包战利品表;PMC 会转移真实物品栏。俄军/美军的掷骰强度沿用 vehicleDeathDrops。", + "config.tacz_sewv.unitCorpsePmc": "单位尸体(PMC)", + "config.tacz_sewv.unitCorpsePmc.tooltip": "PMC 单位死亡时生成 CorpseMod 尸体。", + "config.tacz_sewv.unitCorpseRu": "单位尸体(俄军)", + "config.tacz_sewv.unitCorpseRu.tooltip": "俄军单位死亡时生成 CorpseMod 尸体。", + "config.tacz_sewv.unitCorpseUs": "单位尸体(美军)", + "config.tacz_sewv.unitCorpseUs.tooltip": "美军单位死亡时生成 CorpseMod 尸体。", + "config.tacz_sewv.unlimitedTeamBases": "无限制队伍基地", + "config.tacz_sewv.unlimitedTeamBases.tooltip": "允许在每个维度放置两个以上的队伍基地(用于地图制作)。开始入侵对局仍需恰好两个。", + "config.tacz_sewv.usVehicleStructures": "美军载具结构", + "config.tacz_sewv.usVehicleStructures.tooltip": "哪些结构会生成美军载具(结构 id)。", + "config.tacz_sewv.utilityRefreshIntervalTicks": "决策刷新间隔(刻)", + "config.tacz_sewv.utilityRefreshIntervalTicks.tooltip": "地面车组每隔多少游戏刻重新考虑进攻/坚守/后撤。", + "config.tacz_sewv.vehicleAllyAssistRange": "载具友军支援距离", + "config.tacz_sewv.vehicleAllyAssistRange.tooltip": "在决定坚守或后撤时统计附近友军的距离(格)。", + "config.tacz_sewv.vehicleAmmoLoot": "载具弹药掉落", + "config.tacz_sewv.vehicleAmmoLoot.tooltip": "载具被摧毁时(以及特殊生成的车组)掉落什么。disable = 什么都不掉;reduced = 每堆约 1/4(默认);everything = 整堆掉落。创造模式弹药箱永不掉落。vehicleDeathDrops reduced disable reduced everything 当你清除俄军/美军载具中的最后一批敌方乘员时,向其物品栏中加入一份合理的弹药包(在常规载具战利品之外)。若其中只有创造模式弹药箱且 creativeAmmoFallback 开启,该箱子会被替换为真实的弹药堆。战斗中已在使用的弹药不受影响。", + "config.tacz_sewv.vehicleDeathDrops": "载具死亡掉落", + "config.tacz_sewv.vehicleDeathDrops.option.disable": "禁用", + "config.tacz_sewv.vehicleDeathDrops.option.disable.tooltip": "被摧毁的载具不掉落任何物品。", + "config.tacz_sewv.vehicleDeathDrops.option.everything": "全部", + "config.tacz_sewv.vehicleDeathDrops.option.everything.tooltip": "被摧毁的载具掉落整堆物品。", + "config.tacz_sewv.vehicleDeathDrops.option.reduced": "削减", + "config.tacz_sewv.vehicleDeathDrops.option.reduced.tooltip": "每堆约掉落四分之一(默认)。", + "config.tacz_sewv.vehicleDeathDrops.tooltip": "载具死亡掉落。", + "config.tacz_sewv.vehicleFormationSpacing": "载具队形间距", + "config.tacz_sewv.vehicleFormationSpacing.tooltip": "队形中载具之间的间距(格)。", + "config.tacz_sewv.vehicleSkinMountChance": "Vehicle 皮肤 Mount Chance", + "config.tacz_sewv.vehicleSkinMountChance.tooltip": "士兵爬进缴获的空载具时,将其涂装为自己阵营配色的概率。生成时即带车组的载具始终使用阵营外观;该项仅适用于战场缴获。", + "config.tacz_sewv.vehicleTargetRequireLineOfSight": "载具目标需要视线", + "config.tacz_sewv.vehicleTargetRequireLineOfSight.tooltip": "有车组的载具只锁定其能看到的敌人(不会透视墙体)。", + "config.tacz_sewv.vehicleTargetScanHeight": "Vehicle Target Scan 高度", + "config.tacz_sewv.vehicleTargetScanHeight.tooltip": "有车组的载具向上/向下搜索敌人的距离(格)。", + "config.tacz_sewv.vehicleTargetScanIntervalTicks": "载具目标扫描间隔(刻)", + "config.tacz_sewv.vehicleTargetScanIntervalTicks.tooltip": "有车组的载具每隔多少游戏刻刷新一次目标列表。", + "config.tacz_sewv.vehicleTargetScanRadius": "载具目标扫描半径", + "config.tacz_sewv.vehicleTargetScanRadius.tooltip": "有车组的载具横向搜索敌人的距离(格)。", + "config.tacz_sewv.vehicleTerrainAvoidance": "载具地形规避", + "config.tacz_sewv.vehicleTerrainAvoidance.tooltip": "AI 驾驶员会尽量避开水域、墙壁及其他危险。", + "config.tacz_sewv.vehicleTreeContactTicks": "载具撞树接触时间(刻)", + "config.tacz_sewv.vehicleTreeContactTicks.tooltip": "车体必须连续接触同一棵树这么多游戏刻(20 = 1 秒)才会将其撞倒;只是路过擦碰一下的车体不会撞倒它。接触必须不间断;即使只脱开一刻,该树的计时也会重置为零。", + "config.tacz_sewv.vehicleTreeFellDamage": "载具撞树自伤", + "config.tacz_sewv.vehicleTreeFellDamage.tooltip": "载具每撞倒一棵树所受到的自伤(不是按方块,也不是按刻)。", + "config.tacz_sewv.vehicleTreeFellingEnabled": "载具撞倒树木", + "config.tacz_sewv.vehicleTreeFellingEnabled.tooltip": "若安装了 Enhanced Falling Trees 模组:地面(轮式/履带)载具会撞倒其驶入的整棵树,而不是把每个树干都当成墙壁。未安装 Enhanced Falling Trees 时不起作用。", + "config.tacz_sewv.vehicleTreeFellingExemptGiantTrunks": "载具撞树豁免巨型树干", + "config.tacz_sewv.vehicleTreeFellingExemptGiantTrunks.tooltip": "多方块树干(2x2 或更大、所有原版深色橡树,以及丛林巨树)永远不会被撞倒,仍为硬障碍,因为载具不应能通过驶过就推平整片深色橡树林。关闭该项即可连这些也一并撞倒。", + "config.tacz_sewv.vehicleTreePathMalus": "载具树木寻路代价", + "config.tacz_sewv.vehicleTreePathMalus.tooltip": "途经可撞倒树木时额外的 A* 寻路代价,使附近存在畅通路线时优先选择,但森林也绝不会变得无法通行。量级与现有的涉水/坡度寻路代价相当(几点),绝不为无穷大。", + "config.tacz_sewv.vehicleTreeSensorDanger": "载具树木传感器危险度", + "config.tacz_sewv.vehicleTreeSensorDanger.tooltip": "可撞倒树木在逐刻规避扇形中记录为的转向危险度(0-1)。必须低于 1.0(硬阻挡),否则无论 vehicleTreeFellingEnabled 如何设置,树木都会重新变成无法通行的墙壁。", + "config.tacz_sewv.vehicleVoicelinesEnabled": "载具语音", + "config.tacz_sewv.vehicleVoicelinesEnabled.tooltip": "播放载具内车组的无线电通话。", + "config.tacz_sewv.world_rules.ambient_spawns": "环境世界生成", + "config.tacz_sewv.world_rules.ambient_spawns.tooltip": "所有自动生成的总开关:SEM 事件、村庄驻军、berezka 结构车组以及 SEWV 世界事件。生成蛋与 /sewv spawn 不受影响。", + "config.tacz_sewv.world_rules.can_mobs_damage_vehicles": "生物可伤害载具", + "config.tacz_sewv.world_rules.can_mobs_damage_vehicles.tooltip": "允许生物的近战攻击对载具车体使用 SEWV 的基于评分的伤害。", + "config.tacz_sewv.world_rules.invasion_overrides": "入侵覆盖规则", + "config.tacz_sewv.world_rules.invasion_overrides.tooltip": "Extermination 兼容:战斗舱规避及相关入侵调整。", + "config.tacz_sewv.world_rules.pmc_ambient_spawns": "PMC 环境生成", + "config.tacz_sewv.world_rules.pmc_ambient_spawns.tooltip": "允许来自 berezka 结构及部分事件的无主 PMC 车组。玩家招募的 PMC 单位不受影响。", + "config.tacz_sewv.world_rules.ru_spawns": "俄军载具生成", + "config.tacz_sewv.world_rules.ru_spawns.tooltip": "当环境生成开启时,允许 SEWV 从事件与结构生成俄军载具。", + "config.tacz_sewv.world_rules.tanks_in_events": "战斗事件中的坦克", + "config.tacz_sewv.world_rules.tanks_in_events.tooltip": "添加 rare RU/US tanks when Simple Enemy Mod's far_combat event fires.", + "config.tacz_sewv.world_rules.us_spawns": "美军载具生成", + "config.tacz_sewv.world_rules.us_spawns.tooltip": "当环境生成开启时,允许 SEWV 从事件与结构生成美军载具。", + "container.tacz_sewv.emplacement": "炮位弹药", + "container.tacz_sewv.stockpile": "FOB 弹药库存", + "entity.tacz_sewv.pmc_commander": "PMC 指挥官", + "entity.tacz_sewv.ru_combat_engineer": "俄军战斗工兵", + "entity.tacz_sewv.ru_engineer": "俄军机械工程师", + "entity.tacz_sewv.ru_medic": "俄军班组医护兵", + "entity.tacz_sewv.us_combat_engineer": "美军战斗工兵", + "entity.tacz_sewv.us_engineer": "美军机械工程师", + "entity.tacz_sewv.us_medic": "美军班组医护兵", + "gamerule.sewvAmbientSpawns": "SEWV 环境世界生成", + "gamerule.sewvAmbientSpawns.description": "所有自动生成的总开关:SEM 事件、村庄驻军、berezka 建筑乘员,以及 SEWV 世界事件。刷怪蛋和 /sewv spawn 不受影响。", + "gamerule.sewvPmcAmbientSpawns": "SEWV 环境 PMC 生成", + "gamerule.sewvPmcAmbientSpawns.description": "允许 PMC 在建筑中环境生成。玩家召唤的 PMC 单位不受影响。", + "gamerule.sewvRuSpawns": "SEWV 俄军生成", + "gamerule.sewvRuSpawns.description": "允许通过 SEWV 调度的俄军阵营生成。", + "gamerule.sewvTanksInEvents": "SEWV 战斗事件中的坦克", + "gamerule.sewvTanksInEvents.description": "允许 SEM 的 far_combat 事件触发时出现稀有的俄军/美军坦克。", + "gamerule.sewvUsSpawns": "SEWV 美军生成", + "gamerule.sewvUsSpawns.description": "允许通过 SEWV 调度的美军阵营生成。", + "gui.tacz_sewv.airport.check": "检查净空", + "gui.tacz_sewv.airport.deploy": "部署飞机", + "gui.tacz_sewv.airport.diagram.legend": "%d 个机位 · 机位 %d 格 · 间隔 %d 格 · 跑道 %d 格 · %d x %d", + "gui.tacz_sewv.airport.diagram.no_shape": "请设置跑道两端的角点。", + "gui.tacz_sewv.airport.diagram.takeoff": "起飞 / 降落", + "gui.tacz_sewv.airport.extra_takeoff": "额外起飞滑跑距离", + "gui.tacz_sewv.airport.flip_start": "翻转 Start End", + "gui.tacz_sewv.airport.preview.note": "绿框 = 跑道。橙框 = 停机区起点。", + "gui.tacz_sewv.airport.preview.off": "预览:关", + "gui.tacz_sewv.airport.preview.on": "预览:开", + "gui.tacz_sewv.airport.slot_buffer": "机位间距", + "gui.tacz_sewv.airport.slot_size": "停机位长度", + "gui.tacz_sewv.airport.status.aspect": "不是跑道形状:长宽比需要 %.1f:1。", + "gui.tacz_sewv.airport.status.not_pooled": "该飞机不在 PMC 飞机池中。", + "gui.tacz_sewv.airport.status.obstructed": "%d, %d, %d 处被阻挡。", + "gui.tacz_sewv.airport.status.ok": "净空通过 —— 机场 %s,%d x %d,%d 个停机位", + "gui.tacz_sewv.airport.status.too_large": "占地 %d 超出 %d 格的限制。", + "gui.tacz_sewv.airport.status.too_short": "长边为 %d,需要 %d 格。", + "gui.tacz_sewv.airport.title": "机场", + "gui.tacz_sewv.carrier_ops.deploy_fail": "部署失败。", + "gui.tacz_sewv.carrier_ops.deploy_ok": "飞机已部署到甲板机位。", + "gui.tacz_sewv.carrier_ops.deploy_sent": "正在部署…", + "gui.tacz_sewv.carrier_ops.legend.slot": "停机位", + "gui.tacz_sewv.carrier_ops.legend.takeoff": "起飞 / 降落滑跑", + "gui.tacz_sewv.carrier_ops.mode_dynamic": "模式:动态 —— 切换到静态才能操作", + "gui.tacz_sewv.carrier_ops.mode_static": "模式:静态 —— 飞机作业已启用", + "gui.tacz_sewv.carrier_ops.need_container": "手持已打包的飞机集装箱才能部署。", + "gui.tacz_sewv.carrier_ops.need_static": "航母必须处于静态模式才能进行飞机作业。", + "gui.tacz_sewv.carrier_ops.not_plane": "那个集装箱里不是可部署的飞机。", + "gui.tacz_sewv.carrier_ops.title": "航母飞行作业", + "gui.tacz_sewv.carrier_ops.too_far": "太远 from the carrier.", + "gui.tacz_sewv.config.category.boarding": "登乘", + "gui.tacz_sewv.config.category.command": "命令", + "gui.tacz_sewv.config.category.compat": "兼容", + "gui.tacz_sewv.config.category.crew_ai": "乘员 AI", + "gui.tacz_sewv.config.category.debug": "调试模式", + "gui.tacz_sewv.config.category.doctrine": "教条", + "gui.tacz_sewv.config.category.events": "事件", + "gui.tacz_sewv.config.category.flight": "飞行", + "gui.tacz_sewv.config.category.fob": "FOB", + "gui.tacz_sewv.config.category.indirect_fire": "间接火力", + "gui.tacz_sewv.config.category.interaction": "交互", + "gui.tacz_sewv.config.category.invasion": "入侵", + "gui.tacz_sewv.config.category.map": "地图", + "gui.tacz_sewv.config.category.map_intel": "地图情报", + "gui.tacz_sewv.config.category.orders": "命令", + "gui.tacz_sewv.config.category.overlay": "覆盖", + "gui.tacz_sewv.config.category.platoon": "排", + "gui.tacz_sewv.config.category.resources": "资源", + "gui.tacz_sewv.config.category.shortcuts": "快捷键", + "gui.tacz_sewv.config.category.soldiers": "士兵", + "gui.tacz_sewv.config.category.structures": "建筑", + "gui.tacz_sewv.config.category.sweep": "清剿", + "gui.tacz_sewv.config.category.voicelines": "语音", + "gui.tacz_sewv.config.category.world_rules": "世界规则", + "gui.tacz_sewv.config.confirm": "确认", + "gui.tacz_sewv.config.reset": "重置", + "gui.tacz_sewv.config.reset.tooltip": "恢复此分类的默认值。", + "gui.tacz_sewv.config.scope.client": "客户端", + "gui.tacz_sewv.config.scope.server": "服务器", + "gui.tacz_sewv.config.title": "Combined Arms 配置", + "gui.tacz_sewv.doctrine.axis.aggression": "进攻性", + "gui.tacz_sewv.doctrine.axis.cohesion": "凝聚力", + "gui.tacz_sewv.doctrine.axis.initiative": "主动性", + "gui.tacz_sewv.doctrine.axis.maneuver": "机动性", + "gui.tacz_sewv.doctrine.axis.preservation": "保存实力", + "gui.tacz_sewv.doctrine.axis.riskTolerance": "风险承受度", + "gui.tacz_sewv.doctrine.axis.supportReliance": "支援依赖度", + "gui.tacz_sewv.doctrine.axis.targetPriority": "目标优先级", + "gui.tacz_sewv.doctrine.confirm": "确认", + "gui.tacz_sewv.doctrine.remaining": "剩余点数:%s", + "gui.tacz_sewv.fob.add": "添加", + "gui.tacz_sewv.fob.check_layout": "检查布局", + "gui.tacz_sewv.fob.command_off": "FOB 指挥:关", + "gui.tacz_sewv.fob.command_on": "FOB 指挥:开", + "gui.tacz_sewv.fob.filter": "过滤器", + "gui.tacz_sewv.fob.list_empty": "否 units in FOB area", + "gui.tacz_sewv.fob.parking.title": "停机坪", + "gui.tacz_sewv.fob.periodic_refill": "定时补给(游戏刻,0 = 关闭)", + "gui.tacz_sewv.fob.refresh": "刷新", + "gui.tacz_sewv.fob.remove": "移除", + "gui.tacz_sewv.fob.route": "调度载具前往 FOB", + "gui.tacz_sewv.fob.row_assigned": "[x]", + "gui.tacz_sewv.fob.row_unassigned": "[ ]", + "gui.tacz_sewv.fob.scramble_active": "紧急出动中", + "gui.tacz_sewv.fob.tag.command": "指挥所", + "gui.tacz_sewv.fob.tag.parking": "停机坪", + "gui.tacz_sewv.fob.test_alarm": "测试警报", + "gui.tacz_sewv.fob.threat": "威胁:%s(紧急出动:%s)", + "gui.tacz_sewv.fob.threat_short": "威胁 %s", + "gui.tacz_sewv.fob.title": "前进作战基地", + "gui.tacz_sewv.fob.units": "PMC 单位", + "gui.tacz_sewv.fob.units_hint": "已分配 %1$s/%2$s", + "gui.tacz_sewv.fob.valid": "FOB 布局有效", + "gui.tacz_sewv.fob.vehicles": "载具", + "gui.tacz_sewv.fob.vehicles_hint": "已分配 %1$s/%2$s", + "gui.tacz_sewv.formation.hint": "Scroll: Length\nShift+Scroll: 宽度\nCtrl+Scroll: Type", + "gui.tacz_sewv.helipad.clear": "清除 (3x3, 50 blocks)", + "gui.tacz_sewv.helipad.clearance": "净空状态:", + "gui.tacz_sewv.helipad.free": "空闲", + "gui.tacz_sewv.helipad.note": "绿框 = 已清理的空间。红框 = 被阻挡。", + "gui.tacz_sewv.helipad.obstructed": "%1$s、%2$s、%3$s 处被阻挡", + "gui.tacz_sewv.helipad.occupancy": "占用情况:", + "gui.tacz_sewv.helipad.occupied": "已占用", + "gui.tacz_sewv.helipad.title": "停机坪", + "gui.tacz_sewv.helipad.unchecked": "未检查", + "gui.tacz_sewv.invasion.ai_vehicle_count": "AI 坦克:%s", + "gui.tacz_sewv.invasion.ai_vehicle_count.off": "AI 坦克:关闭", + "gui.tacz_sewv.invasion.assigned_team": "分配队伍:%s", + "gui.tacz_sewv.invasion.billboard.off": "公告牌:关", + "gui.tacz_sewv.invasion.billboard.on": "公告牌:开", + "gui.tacz_sewv.invasion.capture_point.title": "占领点", + "gui.tacz_sewv.invasion.crew_faction": "乘员阵营:%s", + "gui.tacz_sewv.invasion.end_on_capture.off": "结束对局:否", + "gui.tacz_sewv.invasion.end_on_capture.on": "结束对局:是", + "gui.tacz_sewv.invasion.enemy_no": "%s:否", + "gui.tacz_sewv.invasion.enemy_teams": "敌方队伍(点击切换)", + "gui.tacz_sewv.invasion.enemy_yes": "%s:是", + "gui.tacz_sewv.invasion.invisible.off": "隐身:否", + "gui.tacz_sewv.invasion.invisible.on": "隐身:是", + "gui.tacz_sewv.invasion.no_teams": "否 /team entries yet, create teams with /team add ", + "gui.tacz_sewv.invasion.owned_team": "所属队伍:%s", + "gui.tacz_sewv.invasion.player_owned.off": "玩家所属:否(AI)", + "gui.tacz_sewv.invasion.player_owned.on": "玩家所属:是", + "gui.tacz_sewv.invasion.pmc_owner": "PMC 所有者:%s", + "gui.tacz_sewv.invasion.pmc_owner.empty": "PMC 所有者:-", + "gui.tacz_sewv.invasion.points_required.off": "需要全部占领点:否", + "gui.tacz_sewv.invasion.points_required.on": "需要全部占领点:是", + "gui.tacz_sewv.invasion.save": "保存", + "gui.tacz_sewv.invasion.spawn_delay": "生成延迟(秒)", + "gui.tacz_sewv.invasion.spawn_npc.off": "带 PMC 乘员生成:否", + "gui.tacz_sewv.invasion.spawn_npc.on": "带 PMC 乘员生成:是", + "gui.tacz_sewv.invasion.team_base.title": "队伍基地", + "gui.tacz_sewv.invasion.vehicle_pool": "载具池(%s)", + "gui.tacz_sewv.map.attack_that": "⌖ 攻击该单位(%s)", + "gui.tacz_sewv.map.bail_out": "⏏ 弃车跳伞(%s)", + "gui.tacz_sewv.map.cease_fire": "⊘ 停火(%s)", + "gui.tacz_sewv.map.cruise": "↻ 巡航:规划航线(%s)", + "gui.tacz_sewv.map.cruise.cancel": "取消", + "gui.tacz_sewv.map.cruise.confirm": "确认航线", + "gui.tacz_sewv.map.delete_path": "✕ 删除路径:%s", + "gui.tacz_sewv.map.dismiss": "✕ 取消区域任务(%s)", + "gui.tacz_sewv.map.edit_path": "✎ 编辑路径:%s", + "gui.tacz_sewv.map.emergency_land": "⚠ 紧急迫降(%s)", + "gui.tacz_sewv.map.entrench_here": "⛨ 在此挖战壕(%s)", + "gui.tacz_sewv.map.follow_me": "⚑ 跟我来(%s)", + "gui.tacz_sewv.map.free_fire": "⚡ 自由开火(%s)", + "gui.tacz_sewv.map.funnel_path": "→ 集中所有地面部队:%s(附近 %s 个)", + "gui.tacz_sewv.map.hold": "■ 原地固守(%s)", + "gui.tacz_sewv.map.land_airport": "▼ 降落至最近机场(%s)", + "gui.tacz_sewv.map.move_here": "→ 把 %s 个单位移到这里", + "gui.tacz_sewv.map.paratroop": "🪂 空投伞兵(%s)", + "gui.tacz_sewv.map.patrol_here": "◯ 在此巡逻(%s)", + "gui.tacz_sewv.map.preferred_pathways": "◎ 优先通道", + "gui.tacz_sewv.map.reach_guard": "→ 前往警戒点(%s)", + "gui.tacz_sewv.map.route_to_fob": "→ 车辆返回前线基地", + "gui.tacz_sewv.map.sad_here": "⚔ 在此搜索歼灭(%s)", + "gui.tacz_sewv.map.set_guard": "⚑ 设置警戒点(%s)", + "gui.tacz_sewv.map.sweep_and_advance": "⇉ 扫荡推进(%s)", + "gui.tacz_sewv.map.takeoff": "▲ 起飞(%s)", + "gui.tacz_sewv.misc.hint.armor": "从目录中挑选一个装甲 ID,或直接粘贴。", + "gui.tacz_sewv.misc.hint.cue": "Type a substring clue and 添加. NOTE: clues are used to solve compatibility issues.", + "gui.tacz_sewv.misc.tab.anti_air": "防空", + "gui.tacz_sewv.misc.tab.armor_pmc": "PMC 装甲", + "gui.tacz_sewv.misc.tab.armor_ru": "俄军装甲", + "gui.tacz_sewv.misc.tab.armor_us": "美军装甲", + "gui.tacz_sewv.misc.tab.artillery": "火炮", + "gui.tacz_sewv.misc.tab.ifv": "步兵战车", + "gui.tacz_sewv.misc.tab.missile_system": "导弹系统", + "gui.tacz_sewv.misc.tab.plane_bomb": "航弹", + "gui.tacz_sewv.misc.tab.plane_cannon": "航炮", + "gui.tacz_sewv.misc.tab.plane_missile": "空射导弹", + "gui.tacz_sewv.misc.tab.plane_rocket": "航空火箭弹", + "gui.tacz_sewv.misc.title": "载具类别与装甲", + "gui.tacz_sewv.pool.add": "添加", + "gui.tacz_sewv.pool.cat.grenade": "手榴弹", + "gui.tacz_sewv.pool.cat.ground": "地面", + "gui.tacz_sewv.pool.cat.heli": "直升机", + "gui.tacz_sewv.pool.cat.mortar": "迫击炮", + "gui.tacz_sewv.pool.cat.plane": "飞机", + "gui.tacz_sewv.pool.cat.ship": "舰船", + "gui.tacz_sewv.pool.cat.tow": "TOW / 反坦克", + "gui.tacz_sewv.pool.catalog_empty": "否 vehicle ids found", + "gui.tacz_sewv.pool.catalog_loading": "载具目录仍在加载…", + "gui.tacz_sewv.pool.filter": "筛选 catalog…", + "gui.tacz_sewv.pool.hint": "%s · %s · %s 个条目", + "gui.tacz_sewv.pool.remove": "移除", + "gui.tacz_sewv.pool.reset": "重置", + "gui.tacz_sewv.pool.save": "保存", + "gui.tacz_sewv.pool.title": "载具生成池", + "gui.tacz_sewv.quick_command_wheel": "快速指挥轮盘", + "gui.tacz_sewv.radio.call": "呼叫火力任务", + "gui.tacz_sewv.radio.cancel": "取消", + "gui.tacz_sewv.radio.delay": "延时", + "gui.tacz_sewv.radio.delay_off": "延时:关", + "gui.tacz_sewv.radio.delay_seconds": "延时:%s 秒", + "gui.tacz_sewv.radio.freq.air": "空中", + "gui.tacz_sewv.radio.freq.artillery": "炮兵", + "gui.tacz_sewv.radio.freq.mortar": "迫击炮", + "gui.tacz_sewv.radio.freq.tow": "TOW", + "gui.tacz_sewv.radio.frequency": "频率:%s", + "gui.tacz_sewv.radio.plane.auto": "全自动", + "gui.tacz_sewv.radio.plane.bomb": "航弹", + "gui.tacz_sewv.radio.plane.cannon": "航炮", + "gui.tacz_sewv.radio.plane.guided": "制导", + "gui.tacz_sewv.radio.plane_mode_short": "%s", + "gui.tacz_sewv.radio.section.action": "执行", + "gui.tacz_sewv.radio.section.frequency": "频段", + "gui.tacz_sewv.radio.section.plane": "挂载", + "gui.tacz_sewv.radio.section.target": "目标指示", + "gui.tacz_sewv.radio.target_mode_entity": "目标:实体", + "gui.tacz_sewv.radio.target_mode_position": "目标:坐标", + "gui.tacz_sewv.radio.title": "手持电台", + "gui.tacz_sewv.spawn_probe.apply": "应用", + "gui.tacz_sewv.spawn_probe.category.infantry": "分类: Infantry", + "gui.tacz_sewv.spawn_probe.category.vehicle": "分类: Vehicle", + "gui.tacz_sewv.spawn_probe.chance": "概率:%s%%", + "gui.tacz_sewv.spawn_probe.faction": "阵营类型:%s", + "gui.tacz_sewv.spawn_probe.infantry_list": "步兵列表(%s)", + "gui.tacz_sewv.spawn_probe.infantry_select": "选择 a row to edit qty / chance", + "gui.tacz_sewv.spawn_probe.no_catalog": "否 vehicles detected — check SBW is loaded.", + "gui.tacz_sewv.spawn_probe.pre_crewed.off": "预配乘员生成:否(空车)", + "gui.tacz_sewv.spawn_probe.pre_crewed.on": "预配乘员生成:是", + "gui.tacz_sewv.spawn_probe.title": "生成探针", + "gui.tacz_sewv.spawn_probe.vehicle_list": "载具列表(%s)", + "gui.tacz_sewv.target_priority.allowed": "允许", + "gui.tacz_sewv.target_priority.excluded": "排除", + "gui.tacz_sewv.target_priority.hint": "被排除的类别永远不会被锁定。部队和玩家仍遵循阵营规则。", + "gui.tacz_sewv.target_priority.reset": "重置 defaults", + "gui.tacz_sewv.target_priority.title": "阵营目标优先级", + "gui.tacz_sewv.tdt.altitude.tip": "巡航时保持在地形上方的格数。对已在飞行的飞机再按一次「起飞」可重新设定。", + "gui.tacz_sewv.tdt.attack": "⚔ 攻击目标…", + "gui.tacz_sewv.tdt.attack.tip": "关闭终端后,左键点击一个实体,选中的部队会去攻击它。", + "gui.tacz_sewv.tdt.bail_out": "☂ 弃车跳伞", + "gui.tacz_sewv.tdt.bail_out.tip": "弃车——所选车体上每个你的 PMC 都会拿到降落伞并跳下(紧急撤离 + 停止行动)。不同于普通下车。", + "gui.tacz_sewv.tdt.board": "▭ 登上载具", + "gui.tacz_sewv.tdt.board.tip": "瞄准一辆载具或迫击炮,然后按「登上」。使用点击时的准星位置,而不是打开终端时的朝向。", + "gui.tacz_sewv.tdt.board_passenger": "▭ 作为乘客登车", + "gui.tacz_sewv.tdt.board_passenger.tip": "登上你正看着的载具,但只能坐非驾驶位。没人开的车,部队会在旁边等着而不是去开。", + "gui.tacz_sewv.tdt.capture_medic": "✚ 俘获医疗兵", + "gui.tacz_sewv.tdt.capture_medic.tip": "选中的部队会走向最近的医疗兵,若未制服则制服它,并自动转换为你的 PMC,费用从你自己背包扣除。", + "gui.tacz_sewv.tdt.cat.air": "空中", + "gui.tacz_sewv.tdt.cat.air.short": "空", + "gui.tacz_sewv.tdt.cat.all": "全部", + "gui.tacz_sewv.tdt.cat.all.short": "全", + "gui.tacz_sewv.tdt.cat.area": "区域", + "gui.tacz_sewv.tdt.cat.area.short": "区", + "gui.tacz_sewv.tdt.cat.crew": "车组", + "gui.tacz_sewv.tdt.cat.crew.short": "组", + "gui.tacz_sewv.tdt.cat.form": "队形", + "gui.tacz_sewv.tdt.cat.form.short": "形", + "gui.tacz_sewv.tdt.cat.identity": "标识", + "gui.tacz_sewv.tdt.cat.identity.short": "识", + "gui.tacz_sewv.tdt.cat.orders": "命令", + "gui.tacz_sewv.tdt.cat.orders.short": "令", + "gui.tacz_sewv.tdt.cat.platoon": "排", + "gui.tacz_sewv.tdt.cat.platoon.short": "排", + "gui.tacz_sewv.tdt.cease_fire": "⊘ 停火", + "gui.tacz_sewv.tdt.col.air": "空中", + "gui.tacz_sewv.tdt.col.formations": "队形", + "gui.tacz_sewv.tdt.col.ground": "地面", + "gui.tacz_sewv.tdt.column": "▲ 车辆纵队", + "gui.tacz_sewv.tdt.deselect_all": "无", + "gui.tacz_sewv.tdt.dismiss": "✕ 取消任务", + "gui.tacz_sewv.tdt.dismiss.tip": "让车组停止巡逻、搜索歼灭、挖战壕或已规划的巡航,恢复正常行为。他们仍归你指挥。", + "gui.tacz_sewv.tdt.dismount": "⏏ 下车", + "gui.tacz_sewv.tdt.echelon_left": "╱ 左梯队", + "gui.tacz_sewv.tdt.echelon_right": "╲ 右梯队", + "gui.tacz_sewv.tdt.emergency_land": "⚠ 紧急迫降", + "gui.tacz_sewv.tdt.emergency_land.tip": "让飞机就近找平地降落。不需要机场也不用瞄准;落得粗糙,但确实能落地。", + "gui.tacz_sewv.tdt.entrench": "⛨ 挖战壕", + "gui.tacz_sewv.tdt.entrench.tip": "左键点击战壕、散兵坑、炮位或沙袋。选中的部队会先操作无人武器,然后占据坑位/沙袋。用「取消」清除。", + "gui.tacz_sewv.tdt.escort": "◆ 护航", + "gui.tacz_sewv.tdt.escort.tip": "先在列表里选部队,然后左键点一辆载具,他们会贴着它防守。右键取消。", + "gui.tacz_sewv.tdt.exit_platoon": "↩ 退出排", + "gui.tacz_sewv.tdt.exit_platoon.tip": "选中的单位离开所属排。结束协同和该排的常驻命令。", + "gui.tacz_sewv.tdt.float_select_all": "全选", + "gui.tacz_sewv.tdt.follow": "⚑ 跟我来", + "gui.tacz_sewv.tdt.free_fire": "⚡ 自由开火", + "gui.tacz_sewv.tdt.full_names": "完整姓名", + "gui.tacz_sewv.tdt.full_names.tip": "设置以后招募的 PMC 从哪个名字池取名。不会重命名你已有的单位。", + "gui.tacz_sewv.tdt.hold": "■ 原地固守", + "gui.tacz_sewv.tdt.identity_apply": "应用", + "gui.tacz_sewv.tdt.identity_reset": "重置", + "gui.tacz_sewv.tdt.join_platoon": "⛓ 加入排", + "gui.tacz_sewv.tdt.join_platoon.tip": "先选部队,然后左键点一名指挥官,让他们加入其排。会按单位检查类型(步兵/载具)和容量。右键取消。", + "gui.tacz_sewv.tdt.land": "▼ 降落至最近机场", + "gui.tacz_sewv.tdt.land.tip": "让飞机返回最近的已清空跑道(仅飞机;直升机用停机坪)。瞄准远处的机场可让它去那里。", + "gui.tacz_sewv.tdt.land_helipad": "▣ 降落至停机坪", + "gui.tacz_sewv.tdt.land_helipad.tip": "选中的直升机飞行员会降落在最近的已清空、空闲停机坪上。跑道只给飞机用。", + "gui.tacz_sewv.tdt.line": "═ 车辆横列", + "gui.tacz_sewv.tdt.line.tip": "横列队形中每排的车辆数。一排满了,下一辆就在它后面另起一排。", + "gui.tacz_sewv.tdt.live_sel": "实时选择", + "gui.tacz_sewv.tdt.logo_icon": "徽标", + "gui.tacz_sewv.tdt.logo_icon.tip": "点击图标从所选徽标池中挑选。会印在被 PMC 缴获的载具上。", + "gui.tacz_sewv.tdt.logo_pick": "选择徽标", + "gui.tacz_sewv.tdt.logo_pool": "徽标池", + "gui.tacz_sewv.tdt.move_to": "→ 移动到…", + "gui.tacz_sewv.tdt.move_to.tip": "关闭终端后,左键点击一个方块,选中的部队会前往那里。", + "gui.tacz_sewv.tdt.paratroop": "🪂 空投伞兵", + "gui.tacz_sewv.tdt.paratroop.tip": "让无武器的乘客带降落伞跳下(座位筛选规则同索降)。飞行员和机枪手留在机上。", + "gui.tacz_sewv.tdt.patrol": "◯ 巡逻", + "gui.tacz_sewv.tdt.patrol.tip": "以你为中心的巡逻半径(格)。车组会在圈内游走,过一会换个位置,直到你取消。最小 48。", + "gui.tacz_sewv.tdt.pmc_company": "PMC 连队", + "gui.tacz_sewv.tdt.pmc_company.tip": "显示在每个你的 PMC 名字下方的第二行。按「应用」更新已有单位。", + "gui.tacz_sewv.tdt.rappel": "↓ 索降", + "gui.tacz_sewv.tdt.rappel.tip": "悬停并让无武器的乘客沿绳索降下。", + "gui.tacz_sewv.tdt.reach_guard": "→ 前往警戒点", + "gui.tacz_sewv.tdt.reach_guard.tip": "让所选车组移动到已记录的警戒位置并驻守。未设置警戒点时呈灰色。", + "gui.tacz_sewv.tdt.route_to_fob": "→ 车辆返回前线基地", + "gui.tacz_sewv.tdt.route_to_fob.tip": "把所有已分配的前线基地车辆和步兵召回停放区。没有有效基地布局或未分配车辆时呈灰色。", + "gui.tacz_sewv.tdt.search": "⚔ 搜索歼灭", + "gui.tacz_sewv.tdt.search.tip": "要扫荡的区域半径(格)。一次性任务:每辆车负责自己那一片,一旦接敌会通知所有车辆。", + "gui.tacz_sewv.tdt.section.air": "空中", + "gui.tacz_sewv.tdt.section.area": "区域", + "gui.tacz_sewv.tdt.section.crew": "车组", + "gui.tacz_sewv.tdt.section.form": "队形", + "gui.tacz_sewv.tdt.section.identity": "标识", + "gui.tacz_sewv.tdt.section.orders": "命令", + "gui.tacz_sewv.tdt.section.platoon": "排", + "gui.tacz_sewv.tdt.select_all": "全选", + "gui.tacz_sewv.tdt.select_none": "全不选", + "gui.tacz_sewv.tdt.selection_count": "已选 %s / %s", + "gui.tacz_sewv.tdt.sem_column": "▣ 步兵纵队", + "gui.tacz_sewv.tdt.sem_wedge": "▣ 步兵楔形", + "gui.tacz_sewv.tdt.set_guard": "⚑ 设置警戒点", + "gui.tacz_sewv.tdt.set_guard.tip": "先选部队,然后左键点世界里一个方块,存为他们的警戒位置。会覆盖之前的警戒点。右键取消。", + "gui.tacz_sewv.tdt.takeoff": "▲ 起飞 / 重置巡航高度", + "gui.tacz_sewv.tdt.title": "战术数据终端", + "gui.tacz_sewv.tdt.toggle_auto_orders": "⚙ 切换自动命令", + "gui.tacz_sewv.tdt.toggle_auto_orders.tip": "所选指挥官可以(或不可以)自主向自己的排下达常驻命令。", + "gui.tacz_sewv.tdt.tow": "◆ 拖曳", + "gui.tacz_sewv.tdt.tow.tip": "左键点击抛锚的车体进行救援,然后左键点击要拖它的车体。右键取消。", + "gui.tacz_sewv.tdt.unit.blocks": " 格", + "gui.tacz_sewv.tdt.unit.per_row": "/排", + "gui.tacz_sewv.tdt.wedge": "▲ 车辆楔形", + "gui.tacz_sewv.tdt.xaero_hint": "(安装 Xaero 世界地图后可用巡航 / 扫荡)", + "item.tacz_sewv.capture_point": "占领点", + "item.tacz_sewv.doctrine_ledger": "作战教范", + "item.tacz_sewv.foxhole": "散兵坑", + "item.tacz_sewv.handheld_radio": "手持电台", + "item.tacz_sewv.lock": "锁", + "item.tacz_sewv.medal_of_honor": "荣誉勋章", + "item.tacz_sewv.pmc_commander_spawn_egg": "PMC 指挥官刷怪蛋", + "item.tacz_sewv.pmc_helmet_mich": "PMC MICH 头盔", + "item.tacz_sewv.pool_clipboard": "兵员登记板", + "item.tacz_sewv.ru_combat_engineer_spawn_egg": "俄军战斗工兵刷怪蛋", + "item.tacz_sewv.ru_engineer_spawn_egg": "俄军工兵刷怪蛋", + "item.tacz_sewv.ru_medic_spawn_egg": "俄军医疗兵刷怪蛋", + "item.tacz_sewv.spawn_probe": "生成探针", + "item.tacz_sewv.tactical_data_terminal": "战术数据终端", + "item.tacz_sewv.team_base": "队伍基地", + "item.tacz_sewv.trench": "战壕", + "item.tacz_sewv.trench_x_cross": "Trench 十字", + "item.tacz_sewv.us_combat_engineer_spawn_egg": "美军战斗工兵刷怪蛋", + "item.tacz_sewv.us_engineer_spawn_egg": "美军工兵刷怪蛋", + "item.tacz_sewv.us_medic_spawn_egg": "美军医疗兵刷怪蛋", + "itemGroup.tacz_sewv": "SBW:联合作战", + "key.categories.tacz_sewv": "SBW:Combined Arms", + "key.tacz_sewv.carrier_ops": "航母飞行作业", + "key.tacz_sewv.dismiss_notification": "关闭 HUD 通知", + "key.tacz_sewv.open_tdt": "打开战术数据终端", + "key.tacz_sewv.quick_command_wheel": "快速指挥轮盘", + "key.tacz_sewv.radio_zoom": "电台缩放", + "key.tacz_sewv.toggle_map_markers": "切换地图标记", + "message.tacz_sewv.airport.marshalled": "已引导 %d 架飞机进入停机位。", + "message.tacz_sewv.bail_out.multiple": "%s 个单位正在跳伞。", + "message.tacz_sewv.bail_out.none": "否 mounted units to bail out.", + "message.tacz_sewv.bail_out.single": "%s 个单位正在跳伞。", + "message.tacz_sewv.board.cleared.multiple": "%s 个单位正在登车。", + "message.tacz_sewv.board.cleared.none": "否 units waiting to board this vehicle.", + "message.tacz_sewv.board.cleared.single": "%s 个单位正在登车。", + "message.tacz_sewv.board.mortar_busy": "那些单位正在操作迫击炮,请先让他们下炮。", + "message.tacz_sewv.board.no_units": "否 owned units nearby.", + "message.tacz_sewv.board.no_vehicle": "请对准一辆载具或一门迫击炮。", + "message.tacz_sewv.board.ordered.multiple": "已命令 %s 个单位登车。", + "message.tacz_sewv.board.ordered.none": "否 eligible units to board.", + "message.tacz_sewv.board.ordered.single": "已命令 %s 个单位登车。", + "message.tacz_sewv.capture_medic.convert.need": "俘获这名医护兵需要 %s 个 %s", + "message.tacz_sewv.capture_medic.convert.paid": "已支付 %s 个 %s,将医护兵转为 PMC", + "message.tacz_sewv.capture_medic.multiple": "已派出 %s 个单位去俘获医护兵。", + "message.tacz_sewv.capture_medic.none": "否 medic in range of the selected units.", + "message.tacz_sewv.capture_medic.single": "已派出 %s 个单位去俘获医护兵。", + "message.tacz_sewv.carrier_ops.no_neoarms": "未安装 Neo Arms。", + "message.tacz_sewv.carrier_ops.no_strip": "航母甲板跑道不可用。", + "message.tacz_sewv.carrier_ops.not_seated": "坐到航空母舰上才能打开飞行作业。", + "message.tacz_sewv.config.invalid": "无效 value for %s.", + "message.tacz_sewv.config.no_permission": "你没有修改服务器设置的权限。", + "message.tacz_sewv.config.saved": "设置已保存。", + "message.tacz_sewv.cruise.cancelled": "路线规划已取消。", + "message.tacz_sewv.cruise.ordered.multiple": "%s 辆载具正在巡航 %s 个路径点的路线。", + "message.tacz_sewv.cruise.ordered.none": "否 eligible vehicles to cruise.", + "message.tacz_sewv.cruise.ordered.single": "%s 辆载具正在巡航 %s 个路径点的路线。", + "message.tacz_sewv.cruise.plotted": "已发送含 %s 个路径点的路线。", + "message.tacz_sewv.cruise.plotting": "左-click to add a waypoint, right-click to remove. %s plotted.", + "message.tacz_sewv.dismiss.multiple": "已解散 %s 组乘员。", + "message.tacz_sewv.dismiss.none": "否 crews on an area task.", + "message.tacz_sewv.dismiss.single": "已解散 %s 组乘员。", + "message.tacz_sewv.dismount.multiple": "%s 个单位已下车。", + "message.tacz_sewv.dismount.none": "否 units to dismount.", + "message.tacz_sewv.dismount.single": "%s 个单位已下车。", + "message.tacz_sewv.doctrine.already_set": "教条已确立。再制作一本教条账簿即可更改。", + "message.tacz_sewv.doctrine.bad_packet": "无法保存教条,数据无效。", + "message.tacz_sewv.doctrine.bad_total": "确认前请正好分配 20 点。", + "message.tacz_sewv.doctrine.need_ledger": "手持教条账簿才能保存。", + "message.tacz_sewv.doctrine.saved": "教条配置成功。", + "message.tacz_sewv.entrench.cancelled": "工事选址已取消。", + "message.tacz_sewv.entrench.no_block": "Aim at a trench, foxhole, emplacement or sandbag. 左-click to entrench, or right-click to cancel.", + "message.tacz_sewv.entrench.no_units": "否 units selected or nearby to entrench.", + "message.tacz_sewv.entrench.select": "左-click a trench, emplacement or sandbag to entrench, right-click to cancel.", + "message.tacz_sewv.escort.cancelled": "护航已取消。", + "message.tacz_sewv.escort.no_units": "否 units selected or nearby to escort.", + "message.tacz_sewv.escort.no_vehicle": "That's not a vehicle. 左-click a vehicle, or right-click to cancel.", + "message.tacz_sewv.escort.ordered.multiple": "%s 个单位正在护航。", + "message.tacz_sewv.escort.ordered.none": "否 eligible units to escort.", + "message.tacz_sewv.escort.ordered.single": "%s 个单位正在护航。", + "message.tacz_sewv.escort.select": "左-click a vehicle to escort, right-click to cancel.", + "message.tacz_sewv.fob.already_owned": "你已经有一个前进作战基地了。", + "message.tacz_sewv.fob.no_fob_here": "请把它放在你的 FOB 主区域内。", + "message.tacz_sewv.fob.not_owner": "只有 FOB 所有者才能放置或破坏它。", + "message.tacz_sewv.fob.route_sent": "已调度 %1$s 组载具乘员和 %2$s 名步兵前往 FOB。", + "message.tacz_sewv.formation.composition_invalid": "队形要求全部为步兵、全部为地面载具,或全部为舰船。", + "message.tacz_sewv.formation.dir.east": "+X(东)", + "message.tacz_sewv.formation.dir.north": "-Z(北)", + "message.tacz_sewv.formation.dir.south": "+Z(南)", + "message.tacz_sewv.formation.dir.west": "-X(西)", + "message.tacz_sewv.formation.formed.multiple": "%s 已在 %s 完成编队。", + "message.tacz_sewv.formation.formed.none": "否 units to form up.", + "message.tacz_sewv.formation.formed.single": "%s 已在 %s 完成编队。", + "message.tacz_sewv.formation.none_match_filter": "否 units match the selected formation type.", + "message.tacz_sewv.formation.slots_overlap": "队形位置会重叠 —— 请增大「宽度/长度」。", + "message.tacz_sewv.formation.use_quickwheel": "请从 Combined Arms 的快速轮盘中选择队形。", + "message.tacz_sewv.guard.cancelled": "警戒选择已取消。", + "message.tacz_sewv.guard.no_block": "Aim at a block. 左-click to set GUARD, or right-click to cancel.", + "message.tacz_sewv.guard.no_units": "否 units selected or nearby to set a GUARD for.", + "message.tacz_sewv.guard.plotted": "警戒位置已发送。", + "message.tacz_sewv.guard.plotting": "Left-click the map to place GUARD, then 确认. Right-click clears the point.", + "message.tacz_sewv.guard.reach.multiple": "%s 辆载具正在前往警戒点。", + "message.tacz_sewv.guard.reach.none": "否 vehicles with a GUARD position to reach.", + "message.tacz_sewv.guard.reach.single": "%s 辆载具正在前往警戒点。", + "message.tacz_sewv.guard.select": "左-click a block to set GUARD, right-click to cancel.", + "message.tacz_sewv.guard.set.multiple": "已为 %s 辆载具设置警戒点。", + "message.tacz_sewv.guard.set.none": "否 eligible vehicle drivers to set GUARD.", + "message.tacz_sewv.guard.set.single": "已为 %s 辆载具设置警戒点。", + "message.tacz_sewv.heli.emergency_land.multiple": "%s 架飞机正在紧急迫降。", + "message.tacz_sewv.heli.emergency_land.none": "否 eligible aircraft, or nowhere to put down.", + "message.tacz_sewv.heli.emergency_land.single": "%s 架飞机正在紧急迫降。", + "message.tacz_sewv.heli.land.helicopter": "跑道是给固定翼用的。请把直升机派往停机坪。", + "message.tacz_sewv.heli.land.multiple": "%s 架飞机正在返回最近的机场。", + "message.tacz_sewv.heli.land.none": "否 fixed-wing pilots selected. Helicopters land on helipads.", + "message.tacz_sewv.heli.land.single": "%s 架飞机正在返回最近的机场。", + "message.tacz_sewv.heli.land_helipad.multiple": "%s 架直升机正在停机坪降落。", + "message.tacz_sewv.heli.land_helipad.none": "否 helicopters selected.", + "message.tacz_sewv.heli.land_helipad.single": "%s 架直升机正在停机坪降落。", + "message.tacz_sewv.heli.rappel.multiple": "%s 架飞机正在索降。", + "message.tacz_sewv.heli.rappel.none": "否 eligible aircraft.", + "message.tacz_sewv.heli.rappel.single": "%s 架飞机正在索降。", + "message.tacz_sewv.heli.takeoff.multiple": "%s 架飞机正在起飞。", + "message.tacz_sewv.heli.takeoff.none": "否 eligible aircraft.", + "message.tacz_sewv.heli.takeoff.single": "%s 架飞机正在起飞。", + "message.tacz_sewv.helipad.all_occupied": "范围内所有停机坪都被占用了。", + "message.tacz_sewv.helipad.no_room": "不够 room for a helipad: blocked at %1$s, %2$s, %3$s (needs a clear 3x3x3).", + "message.tacz_sewv.helipad.none_found": "否 cleared helipad in range. Check Clearance at the helipad first.", + "message.tacz_sewv.identity.applied": "PMC identity 已更新.", + "message.tacz_sewv.identity.category_set": "今后招募的 PMC 将使用「%s」池中的名字。", + "message.tacz_sewv.identity.invalid_logo": "该标志池或图标不可用。", + "message.tacz_sewv.interact.enemy_crew": "敌方乘员,无法交互。", + "message.tacz_sewv.invasion.base_fallen": "%s 队的基地已被 %s 攻占,入侵结束。", + "message.tacz_sewv.invasion.gui.denied": "入侵方块配置需要管理员权限。", + "message.tacz_sewv.invasion.gui.saved": "入侵方块已保存。", + "message.tacz_sewv.invasion.orders_locked": "入侵期间单位命令被锁定。", + "message.tacz_sewv.invasion.spawn_delay": "入侵开始:请在世界出生点等待 %s 秒后入场。", + "message.tacz_sewv.invasion.spawn_go": "现在入场:正在部署到你的队伍基地。", + "message.tacz_sewv.invasion.team_base_limit": "此维度已有 2 个队伍基地,破坏一个才能移动。", + "message.tacz_sewv.lock.applied": "载具已对俄军/美军乘员锁定。", + "message.tacz_sewv.lock.cleared": "载具已解锁。", + "message.tacz_sewv.map.attack_that": "%s 个单位正在攻击指定目标。", + "message.tacz_sewv.map.boxed": "已选中 %s 个单位。", + "message.tacz_sewv.map.cease_fire": "%s 个单位正在停火。", + "message.tacz_sewv.map.following": "%s 个单位正在跟随你。", + "message.tacz_sewv.map.free_fire": "%s 个单位已解除射击限制。", + "message.tacz_sewv.map.held": "%s 个单位正在原地固守。", + "message.tacz_sewv.map.ordered": "%s 个单位正在前往标记位置。", + "message.tacz_sewv.map.wrong_dimension": "该位置在另一个维度。", + "message.tacz_sewv.map_markers.off": "SEWV 地图标记:已隐藏", + "message.tacz_sewv.map_markers.on": "SEWV 地图标记:已显示", + "message.tacz_sewv.medal.failed": "晋升失败。", + "message.tacz_sewv.medal.mounted": "请先让该 PMC 单位下车。", + "message.tacz_sewv.medal.not_pmc": "只有普通 PMC 单位才能获得此物。", + "message.tacz_sewv.medal.not_yours": "那个单位不是你的。", + "message.tacz_sewv.medal.promoted": "单位已晋升为指挥官!", + "message.tacz_sewv.misc.saved": "已为此世界保存载具类别与装甲配置。", + "message.tacz_sewv.mortar.gone": "那门迫击炮已经不在了。", + "message.tacz_sewv.mortar.ordered.none": "否 free units to crew it.", + "message.tacz_sewv.mortar.ordered.single": "已派 %s 前往迫击炮。", + "message.tacz_sewv.mortar.taken": "那门迫击炮已经有炮手了。", + "message.tacz_sewv.order.failure.fob_command": "该单位受 FOB 指挥 —— 请在营房工作台关闭此功能。", + "message.tacz_sewv.order.failure.route_active": "该单位正在前往 FOB —— 请等待抵达,或在营房工作台取消路线。", + "message.tacz_sewv.paratroop.multiple": "%s 名乘员正在跳伞。", + "message.tacz_sewv.paratroop.none": "否 weaponless passengers to drop.", + "message.tacz_sewv.paratroop.single": "%s 名乘员正在跳伞。", + "message.tacz_sewv.pathway.cancelled": "通路绘制已取消。", + "message.tacz_sewv.pathway.deleted": "已删除通路「%s」。", + "message.tacz_sewv.pathway.editing": "Editing path %s — adjust nodes, then 确认", + "message.tacz_sewv.pathway.editing_status": "正在编辑 %s —— %s 个节点", + "message.tacz_sewv.pathway.funnel.multiple": "已把 %s 个单位导入通路「%s」。", + "message.tacz_sewv.pathway.funnel.none": "否 ground units in range to funnel.", + "message.tacz_sewv.pathway.funnel.single": "已把 %s 个单位导入通路「%s」。", + "message.tacz_sewv.pathway.need_nodes": "保存至少需要 2 个节点", + "message.tacz_sewv.pathway.plotted": "已保存通路(%s 个节点)。", + "message.tacz_sewv.pathway.plotting": "新路径 %s —— %s 个节点 · 左键添加/选择 · 右键移除", + "message.tacz_sewv.pathway.save_failed": "无法保存通路。", + "message.tacz_sewv.pathway.saved": "已保存通路「%s」(%s 个节点)。", + "message.tacz_sewv.patrol.min_radius": "巡逻半径至少要有 %s 格。", + "message.tacz_sewv.patrol.ordered.multiple": "%s 辆载具正在 %s 格范围内巡逻。", + "message.tacz_sewv.patrol.ordered.none": "否 eligible vehicles to patrol.", + "message.tacz_sewv.patrol.ordered.single": "%s 辆载具正在 %s 格范围内巡逻。", + "message.tacz_sewv.platoon.auto_orders.multiple": "已切换 %s 名指挥官的自动命令。", + "message.tacz_sewv.platoon.auto_orders.none": "否 selected Commander to toggle.", + "message.tacz_sewv.platoon.auto_orders.single": "已切换 %s 名指挥官的自动命令。", + "message.tacz_sewv.platoon.exit.multiple": "%s 个单位离开了他们的排。", + "message.tacz_sewv.platoon.exit.none": "否 units in a platoon to exit.", + "message.tacz_sewv.platoon.exit.single": "%s 个单位离开了他的排。", + "message.tacz_sewv.platoon.join.cancelled": "加入排已取消。", + "message.tacz_sewv.platoon.join.multiple": "%s 个单位加入了排。", + "message.tacz_sewv.platoon.join.no_commander": "否 owned Commander there.", + "message.tacz_sewv.platoon.join.none": "否 units joined the platoon.", + "message.tacz_sewv.platoon.join.select": "左-click a Commander to join its platoon. 右-click cancels.", + "message.tacz_sewv.platoon.join.single": "%s 个单位加入了排。", + "message.tacz_sewv.platoon.no_units": "选择 units first.", + "message.tacz_sewv.pool.denied": "载具池编辑器需要管理员权限。", + "message.tacz_sewv.pool.saved": "已为此世界保存载具池。", + "message.tacz_sewv.quick_board.no_units.none": "快速登车:没有符合条件的步行单位。", + "message.tacz_sewv.quick_board.no_vehicle.none": "快速登车:附近没有有空位的友方载具、迫击炮或 TOW。", + "message.tacz_sewv.quick_board.started.multiple": "快速登车:%s 个单位正在上车。", + "message.tacz_sewv.quick_board.started.none": "快速登车失败。", + "message.tacz_sewv.quick_board.started.single": "快速登车:1 个单位正在上车。", + "message.tacz_sewv.quick_cancel.none.none": "Quick 取消: no owned units in range.", + "message.tacz_sewv.quick_cancel.started.multiple": "Quick 取消: %s units stood down.", + "message.tacz_sewv.quick_cancel.started.none": "Quick 取消 failed.", + "message.tacz_sewv.quick_cancel.started.single": "Quick 取消: 1 unit stood down.", + "message.tacz_sewv.quick_command.need_selection": "选择 on-foot PMC units on the ribbon first.", + "message.tacz_sewv.quick_command.need_units": "否 owned on-foot PMCs within radius.", + "message.tacz_sewv.quick_entrench.no_trench.none": "快速构筑工事:附近没有战壕网络。", + "message.tacz_sewv.quick_entrench.no_units.none": "快速构筑工事:没有符合条件的步行单位。", + "message.tacz_sewv.quick_entrench.started.multiple": "快速构筑工事:%s 个单位正在挖掩体。", + "message.tacz_sewv.quick_entrench.started.none": "快速构筑工事失败。", + "message.tacz_sewv.quick_entrench.started.single": "快速构筑工事:1 个单位正在挖掩体。", + "message.tacz_sewv.quick_evac.need_selection": "选择 on-foot PMC units on the ribbon first.", + "message.tacz_sewv.quick_evac.need_units": "否 owned on-foot PMCs within board radius.", + "message.tacz_sewv.quick_evac.no_heli.none": "快速撤离:附近没有有空位的己方直升机。", + "message.tacz_sewv.quick_evac.no_units.none": "快速撤离:没有符合条件的步行单位。", + "message.tacz_sewv.quick_evac.started.multiple": "快速撤离:直升机正在接应 %s 个单位。", + "message.tacz_sewv.quick_evac.started.none": "快速撤离失败。", + "message.tacz_sewv.quick_evac.started.single": "快速撤离:直升机正在接应 1 个单位。", + "message.tacz_sewv.quick_follow.started.multiple": "快速跟随:%s 个单位正在跟随你。", + "message.tacz_sewv.quick_follow.started.none": "快速跟随失败。", + "message.tacz_sewv.quick_follow.started.single": "快速跟随:1 个单位正在跟随你。", + "message.tacz_sewv.quick_form.started.multiple": "队形:%s 个单位已集结。", + "message.tacz_sewv.quick_form.started.none": "队形:没有单位奉命集结。", + "message.tacz_sewv.quick_form.started.single": "队形:1 个单位已集结。", + "message.tacz_sewv.quick_hold.started.multiple": "快速固守:%s 个单位正在原地固守。", + "message.tacz_sewv.quick_hold.started.none": "快速固守失败。", + "message.tacz_sewv.quick_hold.started.single": "快速固守:1 个单位正在原地固守。", + "message.tacz_sewv.quick_refill.no_units.none": "快速补给:没有符合条件的单位。", + "message.tacz_sewv.quick_refill.none.none": "快速补给:附近没有弹药箱(或 FOB 库存)。", + "message.tacz_sewv.quick_refill.started.multiple": "快速补给:%s 个单位正在补充弹药。", + "message.tacz_sewv.quick_refill.started.none": "快速补给失败。", + "message.tacz_sewv.quick_refill.started.single": "快速补给:1 个单位正在补充弹药。", + "message.tacz_sewv.quick_route_fob.none.none": "前往 FOB:没有可用的前进作战基地。", + "message.tacz_sewv.quick_route_fob.started.multiple": "快速前往 FOB:%s 个单位正在前往基地。", + "message.tacz_sewv.quick_route_fob.started.none": "快速前往 FOB 失败。", + "message.tacz_sewv.quick_route_fob.started.single": "快速前往 FOB:1 个单位正在前往基地。", + "message.tacz_sewv.radio.entity_armed": "已对 %s 待发。右键呼叫,左键更改。", + "message.tacz_sewv.radio.entity_selected": "已指定 %s。右键呼叫。", + "message.tacz_sewv.radio.fire_mission.multiple": "火焰 mission out: %s crews engaging %s.", + "message.tacz_sewv.radio.fire_mission.single": "火焰 mission out: %s crew engaging %s.", + "message.tacz_sewv.radio.friendly": "那是你自己人。", + "message.tacz_sewv.radio.no_crews": "否 mortar, TOW or aircraft crews in radio range.", + "message.tacz_sewv.radio.no_position": "对准一个方块以指定网格坐标。", + "message.tacz_sewv.radio.no_target": "瞄准镜里没有可呼叫打击的目标。", + "message.tacz_sewv.radio.pick_cancelled": "火焰 mission cancelled.", + "message.tacz_sewv.radio.pick_entity": "左-click a target to designate, right-click to call (or cancel).", + "message.tacz_sewv.radio.pick_position": "左-click a block to call the strike, right-click to cancel.", + "message.tacz_sewv.radio.position_label": "%s, %s, %s", + "message.tacz_sewv.radio.range": "测距:", + "message.tacz_sewv.radio.standdown.multiple": "%s 组乘员已停止射击。", + "message.tacz_sewv.radio.standdown.none": "否 crews on a fire mission.", + "message.tacz_sewv.radio.standdown.single": "%s 组乘员已停止射击。", + "message.tacz_sewv.rappel.already": "已经在索降了。", + "message.tacz_sewv.rappel.crew_ok": "乘员正在索降。", + "message.tacz_sewv.rappel.dismount_fail": "无法离开座位进行索降。", + "message.tacz_sewv.rappel.no_cargo": "否 eligible units to rappel.", + "message.tacz_sewv.rappel.not_driver": "必须是直升机驾驶员。", + "message.tacz_sewv.rappel.not_heli": "必须在直升机内。", + "message.tacz_sewv.rappel.self_ok": "正在索降。", + "message.tacz_sewv.rappel.too_low": "高度太低,无法索降。", + "message.tacz_sewv.revive.complete": "已复活。", + "message.tacz_sewv.revive_call.none": "呼叫救援:附近没有你所属的 PMC。", + "message.tacz_sewv.revive_call.not_downed": "呼叫救援:你并没有倒地。", + "message.tacz_sewv.revive_call.started": "呼叫救援:一名 PMC 正在赶来。", + "message.tacz_sewv.revive_call.unavailable": "呼叫救援需要安装 PlayerRevive 并启用 PMC 复活。", + "message.tacz_sewv.search.ordered.multiple": "%s 辆载具正在搜索 %s 格范围。", + "message.tacz_sewv.search.ordered.none": "否 eligible vehicles to sweep.", + "message.tacz_sewv.search.ordered.single": "%s 辆载具正在搜索 %s 格范围。", + "message.tacz_sewv.spawn_probe.denied": "仅限管理员。", + "message.tacz_sewv.spawn_probe.saved": "生成探针已保存。", + "message.tacz_sewv.structure.break_to_use": "破坏 %s 以使用它", + "message.tacz_sewv.sweep.cancelled": "清剿推进已取消。", + "message.tacz_sewv.sweep.complete": "清剿完成:已认领 %s/%s 个区块,%s 个受阻。", + "message.tacz_sewv.sweep.complete_empty": "清剿完成:扣除友方领地后没有可认领的区块。", + "message.tacz_sewv.sweep.need_selection": "请先在地图上框选一个区块矩形(右键)。", + "message.tacz_sewv.sweep.no_openpac": "清剿推进需要安装 Open Parties and Claims。", + "message.tacz_sewv.sweep.none": "否 eligible ground units for Sweep & Advance.", + "message.tacz_sewv.sweep.started": "清剿推进:%s 个乘车,%s 个步行。", + "message.tacz_sewv.sweep.too_large": "清剿区域太大(最多 %s 个区块)。", + "message.tacz_sewv.target_priority.saved": "已为此世界保存目标优先级。", + "message.tacz_sewv.tdt.hold_terminal": "携带战术数据终端才能打开指挥轮盘。", + "message.tacz_sewv.tdt.live_sel.cancelled": "实时选择已取消。", + "message.tacz_sewv.tdt.live_sel.miss": "请对准你所属的单位或已有乘员的载具。", + "message.tacz_sewv.tdt.live_sel.select": "左-click units to select (%s). 右-click to confirm.", + "message.tacz_sewv.tdt.need_selection": "选择 units on the ribbon first.", + "message.tacz_sewv.tdt.no_terminal": "携带战术数据终端才能使用此功能。", + "message.tacz_sewv.tdt.order.multiple": "命令已发送至 %s 个单位。", + "message.tacz_sewv.tdt.order.single": "命令已发送至 %s 个单位。", + "message.tacz_sewv.tdt.select_position": "选择 a position…", + "message.tacz_sewv.tdt.select_target": "选择 a target…", + "message.tacz_sewv.tow.cancelled": "拖曳命令已取消。", + "message.tacz_sewv.tow.cannot_be_towed": "该车体无法被拖曳(炮位、飞机、迫击炮或火炮)。", + "message.tacz_sewv.tow.cannot_tow": "该车体无法拖曳(炮位、飞机、迫击炮或火炮)。", + "message.tacz_sewv.tow.no_vehicle": "That's not a vehicle. 左-click a hull, or right-click to cancel.", + "message.tacz_sewv.tow.ordered": "%s 将拖曳 %s。", + "message.tacz_sewv.tow.pick_tower": "左-click the towing hull, right-click to cancel.", + "message.tacz_sewv.tow.pick_victim": "左-click the hull to tow, right-click to cancel.", + "message.tacz_sewv.tow.same_vehicle": "请另选一个车体来负责拖曳。", + "message.tacz_sewv.vehicle_skin.set": "载具涂装:%s", + "message.tacz_sewv.vehicle_skin.stock": "载具涂装:原厂", + "notification.tacz_sewv.event.body": "%s 报告在 %s %s %s 附近。", + "notification.tacz_sewv.event.name.asymmetric_invasion": "入侵部队", + "notification.tacz_sewv.event.name.cave_extraction": "洞穴撤离", + "notification.tacz_sewv.event.name.convoy": "车队", + "notification.tacz_sewv.event.name.derelict_vehicle": "废弃载具", + "notification.tacz_sewv.event.name.far_combat": "交火", + "notification.tacz_sewv.event.name.large_combat": "大规模交战", + "notification.tacz_sewv.event.name.military_patrol": "军事巡逻队", + "notification.tacz_sewv.event.name.mortar_shelling": "迫击炮轰击", + "notification.tacz_sewv.event.name.naval_battle": "海战", + "notification.tacz_sewv.event.name.overflight": "飞机掠过", + "notification.tacz_sewv.event.title": "%s 出现", + "notification.tacz_sewv.faction.pmc": "PMC", + "notification.tacz_sewv.faction.ru": "俄军", + "notification.tacz_sewv.faction.unknown": "敌军", + "notification.tacz_sewv.faction.us": "美军", + "notification.tacz_sewv.killer.pmc": "PMC %s", + "notification.tacz_sewv.killer.ru": "俄军单位", + "notification.tacz_sewv.killer.us": "美军单位", + "notification.tacz_sewv.killer.vehicle": "载具", + "notification.tacz_sewv.kind.anti_air": "防空", + "notification.tacz_sewv.kind.armor": "坦克", + "notification.tacz_sewv.kind.artillery": "火炮", + "notification.tacz_sewv.kind.drone": "无人机", + "notification.tacz_sewv.kind.emplacement": "炮位", + "notification.tacz_sewv.kind.fixed_wing": "飞机", + "notification.tacz_sewv.kind.fob": "前线基地", + "notification.tacz_sewv.kind.infantry": "步兵", + "notification.tacz_sewv.kind.infantry_combat_engineer": "战斗工兵", + "notification.tacz_sewv.kind.infantry_commander": "指挥官", + "notification.tacz_sewv.kind.infantry_engineer": "工兵", + "notification.tacz_sewv.kind.infantry_medic": "医疗兵", + "notification.tacz_sewv.kind.mechanized": "步兵战车", + "notification.tacz_sewv.kind.missile_system": "导弹系统", + "notification.tacz_sewv.kind.rotary_wing": "直升机", + "notification.tacz_sewv.kind.surface_combatant": "舰船", + "notification.tacz_sewv.kind.tow": "反坦克导弹", + "notification.tacz_sewv.medic_captured.body": "一名敌方 %s 医疗兵在 %s %s %s 被俘。", + "notification.tacz_sewv.medic_captured.title": "%s 医疗兵被俘", + "notification.tacz_sewv.pmc_ammo_out.body": "PMC %s %s 在 %s %s %s 弹药耗尽。", + "notification.tacz_sewv.pmc_ammo_out.title": "%s 弹药耗尽", + "notification.tacz_sewv.pmc_downed.body": "PMC %s %s 在 %s %s %s 倒地。", + "notification.tacz_sewv.pmc_downed.body_by": "PMC %s %s 在 %s %s %s 倒地,遭到 %s 打击。", + "notification.tacz_sewv.pmc_downed.title": "%s 倒地", + "notification.tacz_sewv.pmc_downed.title_by": "%s 倒地", + "notification.tacz_sewv.pmc_energy_low.body": "你的 %s 在 %s %s %s 能量仅剩 %s%%。", + "notification.tacz_sewv.pmc_energy_low.title": "PMC %s 能量不足", + "notification.tacz_sewv.pmc_engaging.body": "PMC %s %s 在 %s %s %s 与 %s 交战。", + "notification.tacz_sewv.pmc_engaging.title": "%s 正在交战 %s", + "notification.tacz_sewv.pmc_killed.body": "PMC %s %s 阵亡于 %s %s %s。", + "notification.tacz_sewv.pmc_killed.body_by": "PMC %s %s 阵亡于 %s %s %s,被 %s 击毙。", + "notification.tacz_sewv.pmc_killed.title": "%s 阵亡", + "notification.tacz_sewv.pmc_killed.title_by": "%s 被 %s 击杀", + "notification.tacz_sewv.vehicle_destroyed.body": "你的 %s 在 %s %s %s 被摧毁。", + "notification.tacz_sewv.vehicle_destroyed.body_by": "你的 %s 在 %s %s %s 被 %s 摧毁。", + "notification.tacz_sewv.vehicle_destroyed.title": "PMC %s 被摧毁", + "notification.tacz_sewv.vehicle_destroyed.title_by": "PMC %s 被摧毁", + "order.tacz_sewv.entrench.dismiss.multiple": "%s 个单位已离开战壕/沙袋。", + "order.tacz_sewv.entrench.dismiss.none": "否 units were entrenched.", + "order.tacz_sewv.entrench.dismiss.single": "%s 个单位已离开战壕/沙袋。", + "order.tacz_sewv.entrench.multiple": "%s 个单位已进入工事。", + "order.tacz_sewv.entrench.none": "否 trench network or free sandbag there (or no eligible units).", + "order.tacz_sewv.entrench.single": "%s 个单位已进入工事。", + "tooltip.tacz_sewv.doctrine_ledger": "记录你部队的作战教范", + "tooltip.tacz_sewv.handheld_radio.range": "通信距离:%s 格", + "tooltip.tacz_sewv.handheld_radio.standdown": "潜行 + 使用:命令你的乘员停火", + "tooltip.tacz_sewv.handheld_radio.unit": "由单位携带时:它会自行呼叫发现的敌情", + "tooltip.tacz_sewv.handheld_radio.use": "使用:打开火力任务面板,然后在世界中指定目标", + "tooltip.tacz_sewv.handheld_radio.zoom": "按住变焦键:测距仪视野;滚动滚轮调整放大倍率", + "tooltip.tacz_sewv.lock": "右-click a vehicle to stop RU/US infantry boarding it.", + "tooltip.tacz_sewv.lock.unlock": "潜行 + 右键可解除锁定。", + "tooltip.tacz_sewv.medal_of_honor": "授予表现优异的士兵", + "tooltip.tacz_sewv.pool_clipboard.op": "仅限管理员的工具,无法合成", + "tooltip.tacz_sewv.pool_clipboard.use": "使用可编辑此世界的载具生成池", + "tooltip.tacz_sewv.tactical_data_terminal.key": "也可用「打开战术数据终端」按键打开(默认 G),载具中也能用", + "tooltip.tacz_sewv.tactical_data_terminal.use": "左键打开" +} diff --git a/projects/assets/tacz-simple-enemy/1.20/simpleenemymod/lang/en_us.json b/projects/assets/tacz-simple-enemy/1.20/simpleenemymod/lang/en_us.json new file mode 100644 index 000000000000..e0ce45f62f0e --- /dev/null +++ b/projects/assets/tacz-simple-enemy/1.20/simpleenemymod/lang/en_us.json @@ -0,0 +1,114 @@ +{ + "block.simpleenemymod.recruit_table": "Recruit Table", + "config.simpleenemymod.ai_shooting.base_spread": "Base Spread", + "config.simpleenemymod.ai_shooting.base_spread.tooltip": "Base bullet spread (lower = more accurate)", + "config.simpleenemymod.ai_shooting.max_burst": "Max Burst", + "config.simpleenemymod.ai_shooting.max_burst.tooltip": "Maximum shots per burst", + "config.simpleenemymod.ai_shooting.max_burst_cooldown": "Max Burst Cooldown", + "config.simpleenemymod.ai_shooting.max_burst_cooldown.tooltip": "Maximum cooldown between bursts (ticks)", + "config.simpleenemymod.ai_shooting.max_shoot_distance": "Max Shoot Distance", + "config.simpleenemymod.ai_shooting.max_shoot_distance.tooltip": "Maximum shooting distance", + "config.simpleenemymod.ai_shooting.max_spread": "Max Spread Limit", + "config.simpleenemymod.ai_shooting.max_spread.tooltip": "Prevents accuracy penalties from increasing indefinitely at long range", + "config.simpleenemymod.ai_shooting.min_burst": "Min Burst", + "config.simpleenemymod.ai_shooting.min_burst.tooltip": "Minimum shots per burst", + "config.simpleenemymod.ai_shooting.min_burst_cooldown": "Min Burst Cooldown", + "config.simpleenemymod.ai_shooting.min_burst_cooldown.tooltip": "Minimum cooldown between bursts (ticks)", + "config.simpleenemymod.ai_shooting.spread_increase": "Spread Increase", + "config.simpleenemymod.ai_shooting.spread_increase.tooltip": "Spread increase per block of distance to target (accuracy penalty at range)", + "config.simpleenemymod.cat.ai_shooting": "AI Shooting", + "config.simpleenemymod.cat.difficulty": "Difficulty", + "config.simpleenemymod.cat.drops": "Drops", + "config.simpleenemymod.cat.factions": "Factions", + "config.simpleenemymod.cat.render_distance": "Render", + "config.simpleenemymod.cat.spawn_event": "Spawn Events", + "config.simpleenemymod.cat.spawns": "Spawns", + "config.simpleenemymod.cat.tactical": "AI Tactical", + "config.simpleenemymod.cat.unit_attributes": "Unit Attributes", + "config.simpleenemymod.cat.visual_effects": "Visual Effects", + "config.simpleenemymod.difficulty": "AI Difficulty", + "config.simpleenemymod.difficulty.description": "AI Difficulty preset.\nDoes NOT affect soldiers accuracy. Only affects tactical maneuver timers and movement speeds.\n\nNORMAL: More static soldiers, slower combat pacing.\nADVANCED: More dynamic and aggressive soldiers.", + "config.simpleenemymod.drops.ammo_drop_chance": "Ammo Drop Chance", + "config.simpleenemymod.drops.ammo_drop_chance.tooltip": "Probability that a Unit will drop extra ammo upon death (0.0 to 1.0)", + "config.simpleenemymod.drops.enable_custom_drops": "Enable Custom Drops", + "config.simpleenemymod.drops.enable_custom_drops.tooltip": "Enables or disables modified weapon drops for Units.", + "config.simpleenemymod.drops.gun_drop_chance": "Gun Drop Chance", + "config.simpleenemymod.drops.gun_drop_chance.tooltip": "Probability that a Unit will drop its TACZ weapon upon death (0.0 to 1.0)", + "config.simpleenemymod.factions.ru_units_friendly": "RU Units Friendly", + "config.simpleenemymod.factions.ru_units_friendly.tooltip": "If true, RU Units will be friendly with Players and PMC Units", + "config.simpleenemymod.factions.us_units_friendly": "US Units Friendly", + "config.simpleenemymod.factions.us_units_friendly.tooltip": "If true, US Units will be friendly with Players and PMC Units", + "config.simpleenemymod.render_distance": "Render Distance", + "config.simpleenemymod.render_distance.tooltip.1": "Max Render Distance (in Blocks) for Units", + "config.simpleenemymod.render_distance.tooltip.2": "Important!!: Render Distance > Detection Range", + "config.simpleenemymod.render_muzzle_flash": "Enable Muzzle Flash Render", + "config.simpleenemymod.render_muzzle_flash.tooltip": "Activate or deactivate the visual Muzzle Flash effect", + "config.simpleenemymod.spawn_event.cave_base_chance": "Cave Base Chance", + "config.simpleenemymod.spawn_event.cave_base_chance.tooltip": "Base spawn chance for Cave Extraction Event (per minute)", + "config.simpleenemymod.spawn_event.cave_failure_multiplier": "Cave Failure Multiplier", + "config.simpleenemymod.spawn_event.cave_failure_multiplier.tooltip": "Chance accumulation rate on failure for Cave Extraction Event", + "config.simpleenemymod.spawn_event.combat_base_chance": "Combat Base Chance", + "config.simpleenemymod.spawn_event.combat_base_chance.tooltip": "Base spawn chance for Combat Event (per minute)", + "config.simpleenemymod.spawn_event.combat_failure_multiplier": "Combat Failure Multiplier", + "config.simpleenemymod.spawn_event.combat_failure_multiplier.tooltip": "Chance accumulation rate on failure for Combat Event", + "config.simpleenemymod.spawn_event.event_tick_window": "Event Tick Window", + "config.simpleenemymod.spawn_event.event_tick_window.tooltip": "Ticks between event evaluation attempts per player. 20 ticks = 1 second. Default: 1200 = 1 minute", + "config.simpleenemymod.spawn_event.global_cooldown_ticks": "Event Global Cooldown Ticks", + "config.simpleenemymod.spawn_event.global_cooldown_ticks.tooltip": "Global cooldown ticks between events. 20 ticks = 1 second. 4800 = 4 minutes", + "config.simpleenemymod.spawn_event.patrol_base_chance": "Patrol Base Chance", + "config.simpleenemymod.spawn_event.patrol_base_chance.tooltip": "Base spawn chance for Patrol Event (per minute)", + "config.simpleenemymod.spawn_event.patrol_failure_multiplier": "Patrol Failure Multiplier", + "config.simpleenemymod.spawn_event.patrol_failure_multiplier.tooltip": "Chance accumulation rate on failure for Patrol Event", + "config.simpleenemymod.spawns.enable_village_garrison": "Enable Village Garrison", + "config.simpleenemymod.spawns.enable_village_garrison.tooltip.1": "When set to true, soldiers will spawn in villages.", + "config.simpleenemymod.spawns.enable_village_garrison.tooltip.2": "When set to false, the event is disabled", + "config.simpleenemymod.tactical.enable_distance_target_priority": "Enable Distance Target Priority", + "config.simpleenemymod.tactical.enable_distance_target_priority.tooltip": "NPCs prioritize closer threats when selecting targets.", + "config.simpleenemymod.tactical.enable_precise_foliage_los": "Enable Precise Foliage Los", + "config.simpleenemymod.tactical.enable_precise_foliage_los.tooltip": "Foliage, bushes, and glass will no longer block NPC line-of-sight or shooting.", + "config.simpleenemymod.tactical.enable_smart_cover_search": "Enable Smart Cover Search", + "config.simpleenemymod.tactical.enable_smart_cover_search.tooltip": "NPCs will evaluate and score nearby cover instead of choosing the closest block.", + "config.simpleenemymod.tactical.enable_soft_obstacle_breaking": "Enable Soft Obstacle Breaking", + "config.simpleenemymod.tactical.enable_soft_obstacle_breaking.tooltip": "Allows NPCs to break grass, leaves, and glass while pathfinding.", + "config.simpleenemymod.tactical.enable_squad_combat_memory": "Enable Squad Combat Memory", + "config.simpleenemymod.tactical.enable_squad_combat_memory.tooltip": "Shares spotted, heard, or suppressed enemy positions among squad members.", + "config.simpleenemymod.tactical.enable_tactical_hearing": "Enable Tactical Hearing", + "config.simpleenemymod.tactical.enable_tactical_hearing.tooltip": "Allows units to detect and react to nearby combat sounds.", + "config.simpleenemymod.tactical.enable_tactical_suppression": "Enable Tactical Suppression", + "config.simpleenemymod.tactical.enable_tactical_suppression.tooltip": "Units suffer suppression effects from nearby bullet impacts and sustained gunfire.", + "config.simpleenemymod.tactical.suppression_accuracy_spread_penalty": "Suppression Accuracy Spread Penalty", + "config.simpleenemymod.tactical.suppression_accuracy_spread_penalty.tooltip": "Additional weapon spread applied per suppression point under fire.", + "config.simpleenemymod.unit_attributes.armor": "Unit Armor Points", + "config.simpleenemymod.unit_attributes.armor.tooltip": "Unit Armor Points for All Units", + "config.simpleenemymod.unit_attributes.detection_range": "Unit Detection Range", + "config.simpleenemymod.unit_attributes.detection_range.tooltip": "Detection Range for All Units", + "config.simpleenemymod.unit_attributes.max_health": "Unit Max Health", + "config.simpleenemymod.unit_attributes.max_health.tooltip": "Max Health for All Units", + "config.simpleenemymod.unit_attributes.walk_speed": "Unit Walk Speed", + "config.simpleenemymod.unit_attributes.walk_speed.tooltip": "Walk Speed for All Units", + "config.simpleenemymod.visual_effects.enable_suppression": "Enable Player Suppression", + "config.simpleenemymod.visual_effects.enable_suppression.tooltip": "Activate or deactivate the visual suppression effect", + "creativeTab.simple_enemy_mod_tab": "Simple Enemy Mod", + "entity.simpleenemymod.pmcunit": "PMC Unit", + "entity.simpleenemymod.ruunit": "RU Unit", + "entity.simpleenemymod.usunit": "US Unit", + "item.simpleenemymod.pmc_squad_leader_spawn_egg": "PMC Squad Leader Spawn Egg", + "item.simpleenemymod.pmc_squad_unit_spawn_egg": "PMC Squad Unit Spawn Egg", + "item.simpleenemymod.pmc_unit_spawn_egg": "PMC Unit Spawn Egg", + "item.simpleenemymod.recruit_table": "Recruit Table", + "item.simpleenemymod.ru_squad_leader_spawn_egg": "RU Squad Leader Spawn Egg", + "item.simpleenemymod.ru_squad_unit_spawn_egg": "RU Squad Unit Spawn Egg", + "item.simpleenemymod.ru_unit_spawn_egg": "RU Unit Spawn Egg", + "item.simpleenemymod.us_squad_leader_spawn_egg": "US Squad Leader Spawn Egg", + "item.simpleenemymod.us_squad_unit_spawn_egg": "US Squad Unit Spawn Egg", + "item.simpleenemymod.us_unit_spawn_egg": "US Unit Spawn Egg", + "key.category.simpleenemymod.general": "Simple Enemy Mod", + "key.simpleenemymod.commander_menu": "Open Commander Menu", + "subtitles.simpleenemymod.sound_bullet_impact": "Bullet Impact", + "subtitles.simpleenemymod.sound_ru_unit_alert": "RU soldier shouts", + "subtitles.simpleenemymod.sound_ru_unit_death": "RU soldier dies", + "subtitles.simpleenemymod.sound_ru_unit_hurt": "RU soldier hurts", + "subtitles.simpleenemymod.sound_us_unit_alert": "US soldier shouts", + "subtitles.simpleenemymod.sound_us_unit_death": "US soldier dies", + "subtitles.simpleenemymod.sound_us_unit_hurt": "US soldier hurts" +} diff --git a/projects/assets/tacz-simple-enemy/1.20/simpleenemymod/lang/zh_cn.json b/projects/assets/tacz-simple-enemy/1.20/simpleenemymod/lang/zh_cn.json new file mode 100644 index 000000000000..bd18f0c2be0d --- /dev/null +++ b/projects/assets/tacz-simple-enemy/1.20/simpleenemymod/lang/zh_cn.json @@ -0,0 +1,114 @@ +{ + "block.simpleenemymod.recruit_table": "招募台", + "config.simpleenemymod.ai_shooting.base_spread": "基础散布", + "config.simpleenemymod.ai_shooting.base_spread.tooltip": "基础子弹散布(越低越精准)", + "config.simpleenemymod.ai_shooting.max_burst": "最大 Burst", + "config.simpleenemymod.ai_shooting.max_burst.tooltip": "每次连发的最大发数", + "config.simpleenemymod.ai_shooting.max_burst_cooldown": "最大 Burst Cooldown", + "config.simpleenemymod.ai_shooting.max_burst_cooldown.tooltip": "两次连发之间的最大冷却(游戏刻)", + "config.simpleenemymod.ai_shooting.max_shoot_distance": "Max Shoot 距离", + "config.simpleenemymod.ai_shooting.max_shoot_distance.tooltip": "最大射击距离", + "config.simpleenemymod.ai_shooting.max_spread": "最大 Spread Limit", + "config.simpleenemymod.ai_shooting.max_spread.tooltip": "防止精准度惩罚在远距离无线增长", + "config.simpleenemymod.ai_shooting.min_burst": "最小 Burst", + "config.simpleenemymod.ai_shooting.min_burst.tooltip": "每次连发的最短发数", + "config.simpleenemymod.ai_shooting.min_burst_cooldown": "最小 Burst Cooldown", + "config.simpleenemymod.ai_shooting.min_burst_cooldown.tooltip": "两次连发之间的最小冷却(游戏刻)", + "config.simpleenemymod.ai_shooting.spread_increase": "散布增长", + "config.simpleenemymod.ai_shooting.spread_increase.tooltip": "每增加一格与目标的距离所增加的散布(远距离精准度惩罚)", + "config.simpleenemymod.cat.ai_shooting": "AI 射击", + "config.simpleenemymod.cat.difficulty": "难度", + "config.simpleenemymod.cat.drops": "掉落", + "config.simpleenemymod.cat.factions": "阵营", + "config.simpleenemymod.cat.render_distance": "渲染", + "config.simpleenemymod.cat.spawn_event": "刷兵事件", + "config.simpleenemymod.cat.spawns": "生成", + "config.simpleenemymod.cat.tactical": "AI 战术", + "config.simpleenemymod.cat.unit_attributes": "单位属性", + "config.simpleenemymod.cat.visual_effects": "视觉效果", + "config.simpleenemymod.difficulty": "AI 难度", + "config.simpleenemymod.difficulty.description": "AI 难度预设。\n不影响士兵的精准度,只影响战术机动计时器和移动速度。\n\n普通:士兵更偏向静止,战斗节奏更慢。\n进阶:士兵更灵活、更具攻击性。", + "config.simpleenemymod.drops.ammo_drop_chance": "弹药掉落概率", + "config.simpleenemymod.drops.ammo_drop_chance.tooltip": "单位死亡时掉落额外弹药的几率(0.0 到 1.0)", + "config.simpleenemymod.drops.enable_custom_drops": "启用自定义掉落", + "config.simpleenemymod.drops.enable_custom_drops.tooltip": "Enables or disables 已修改 weapon drops for Units.", + "config.simpleenemymod.drops.gun_drop_chance": "枪械掉落概率", + "config.simpleenemymod.drops.gun_drop_chance.tooltip": "单位死亡时掉落其 TaCZ 武器的几率(0.0 到 1.0)", + "config.simpleenemymod.factions.ru_units_friendly": "俄军单位友好", + "config.simpleenemymod.factions.ru_units_friendly.tooltip": "开启后,俄军单位将与玩家和 PMC 单位友好。", + "config.simpleenemymod.factions.us_units_friendly": "美军单位友好", + "config.simpleenemymod.factions.us_units_friendly.tooltip": "开启后,美军单位将与玩家和 PMC 单位友好。", + "config.simpleenemymod.render_distance": "Render 距离", + "config.simpleenemymod.render_distance.tooltip.1": "Max Render 距离 (in Blocks) for Units", + "config.simpleenemymod.render_distance.tooltip.2": "Important!!: Render 距离 > Detection Range", + "config.simpleenemymod.render_muzzle_flash": "启用枪口火光渲染", + "config.simpleenemymod.render_muzzle_flash.tooltip": "开启或关闭枪口火光的视觉效果", + "config.simpleenemymod.spawn_event.cave_base_chance": "洞穴事件基础概率", + "config.simpleenemymod.spawn_event.cave_base_chance.tooltip": "洞穴撤离事件的基础生成概率(每分钟)", + "config.simpleenemymod.spawn_event.cave_failure_multiplier": "洞穴事件失败累积倍率", + "config.simpleenemymod.spawn_event.cave_failure_multiplier.tooltip": "洞穴撤离事件失败时概率的累积速率", + "config.simpleenemymod.spawn_event.combat_base_chance": "战斗事件基础概率", + "config.simpleenemymod.spawn_event.combat_base_chance.tooltip": "战斗事件的基础生成概率(每分钟)", + "config.simpleenemymod.spawn_event.combat_failure_multiplier": "战斗事件失败累积倍率", + "config.simpleenemymod.spawn_event.combat_failure_multiplier.tooltip": "战斗事件失败时概率的累积速率", + "config.simpleenemymod.spawn_event.event_tick_window": "事件判定间隔", + "config.simpleenemymod.spawn_event.event_tick_window.tooltip": "每位玩家两次事件判定之间相隔的游戏刻数。20 刻 = 1 秒。默认:1200 = 1 分钟", + "config.simpleenemymod.spawn_event.global_cooldown_ticks": "事件全局冷却刻数", + "config.simpleenemymod.spawn_event.global_cooldown_ticks.tooltip": "两次事件之间的全局冷却刻数。20 刻 = 1 秒。4800 = 4 分钟", + "config.simpleenemymod.spawn_event.patrol_base_chance": "巡逻事件基础概率", + "config.simpleenemymod.spawn_event.patrol_base_chance.tooltip": "巡逻事件的基础生成概率(每分钟)", + "config.simpleenemymod.spawn_event.patrol_failure_multiplier": "巡逻事件失败累积倍率", + "config.simpleenemymod.spawn_event.patrol_failure_multiplier.tooltip": "巡逻事件失败时概率的累积速率", + "config.simpleenemymod.spawns.enable_village_garrison": "启用村庄驻军", + "config.simpleenemymod.spawns.enable_village_garrison.tooltip.1": "设为 true 时,士兵会在村庄中生成。", + "config.simpleenemymod.spawns.enable_village_garrison.tooltip.2": "设为 false 时,该事件被禁用。", + "config.simpleenemymod.tactical.enable_distance_target_priority": "Enable 距离 Target Priority", + "config.simpleenemymod.tactical.enable_distance_target_priority.tooltip": "NPC 选择目标时优先考虑更近的威胁。", + "config.simpleenemymod.tactical.enable_precise_foliage_los": "启用精确植被视线", + "config.simpleenemymod.tactical.enable_precise_foliage_los.tooltip": "植被、灌木和玻璃将不再阻挡 NPC 的视线或射击。", + "config.simpleenemymod.tactical.enable_smart_cover_search": "Enable Smart Cover 搜索", + "config.simpleenemymod.tactical.enable_smart_cover_search.tooltip": "NPC 会评估并给附近的掩体打分,而不是选择最近的方块。", + "config.simpleenemymod.tactical.enable_soft_obstacle_breaking": "启用软障碍破坏", + "config.simpleenemymod.tactical.enable_soft_obstacle_breaking.tooltip": "允许 NPC 在寻路时破坏草、树叶和玻璃。", + "config.simpleenemymod.tactical.enable_squad_combat_memory": "启用班组战斗记忆", + "config.simpleenemymod.tactical.enable_squad_combat_memory.tooltip": "在班组成员之间共享已发现、已听见或被压制的敌人位置。", + "config.simpleenemymod.tactical.enable_tactical_hearing": "启用战术听觉", + "config.simpleenemymod.tactical.enable_tactical_hearing.tooltip": "允许单位侦测附近的战斗声响并做出反应。", + "config.simpleenemymod.tactical.enable_tactical_suppression": "启用战术压制", + "config.simpleenemymod.tactical.enable_tactical_suppression.tooltip": "单位会因附近子弹命中和持续射击而受到压制效果。", + "config.simpleenemymod.tactical.suppression_accuracy_spread_penalty": "压制精准度处罚", + "config.simpleenemymod.tactical.suppression_accuracy_spread_penalty.tooltip": "在火力下每点压制值所附加的武器散布。", + "config.simpleenemymod.unit_attributes.armor": "单位护甲值", + "config.simpleenemymod.unit_attributes.armor.tooltip": "Unit Armor Points for 全部 Units", + "config.simpleenemymod.unit_attributes.detection_range": "单位侦测范围", + "config.simpleenemymod.unit_attributes.detection_range.tooltip": "Detection Range for 全部 Units", + "config.simpleenemymod.unit_attributes.max_health": "Unit 最大 Health", + "config.simpleenemymod.unit_attributes.max_health.tooltip": "最大 Health for 全部 Units", + "config.simpleenemymod.unit_attributes.walk_speed": "单位行走速度", + "config.simpleenemymod.unit_attributes.walk_speed.tooltip": "Walk Speed for 全部 Units", + "config.simpleenemymod.visual_effects.enable_suppression": "启用玩家压制效果", + "config.simpleenemymod.visual_effects.enable_suppression.tooltip": "开启或关闭视觉压制效果", + "creativeTab.simple_enemy_mod_tab": "简易敌军", + "entity.simpleenemymod.pmcunit": "PMC 雇佣兵", + "entity.simpleenemymod.ruunit": "俄军单位", + "entity.simpleenemymod.usunit": "美军单位", + "item.simpleenemymod.pmc_squad_leader_spawn_egg": "PMC Squad Leader 生成蛋", + "item.simpleenemymod.pmc_squad_unit_spawn_egg": "PMC Squad Unit 生成蛋", + "item.simpleenemymod.pmc_unit_spawn_egg": "PMC Unit 生成蛋", + "item.simpleenemymod.recruit_table": "招募台", + "item.simpleenemymod.ru_squad_leader_spawn_egg": "RU Squad Leader 生成蛋", + "item.simpleenemymod.ru_squad_unit_spawn_egg": "RU Squad Unit 生成蛋", + "item.simpleenemymod.ru_unit_spawn_egg": "RU Unit 生成蛋", + "item.simpleenemymod.us_squad_leader_spawn_egg": "US Squad Leader 生成蛋", + "item.simpleenemymod.us_squad_unit_spawn_egg": "US Squad Unit 生成蛋", + "item.simpleenemymod.us_unit_spawn_egg": "US Unit 生成蛋", + "key.category.simpleenemymod.general": "简易敌军", + "key.simpleenemymod.commander_menu": "打开指挥官菜单", + "subtitles.simpleenemymod.sound_bullet_impact": "子弹命中", + "subtitles.simpleenemymod.sound_ru_unit_alert": "俄军士兵喊叫", + "subtitles.simpleenemymod.sound_ru_unit_death": "俄军士兵阵亡", + "subtitles.simpleenemymod.sound_ru_unit_hurt": "俄军士兵受伤", + "subtitles.simpleenemymod.sound_us_unit_alert": "美军士兵喊叫", + "subtitles.simpleenemymod.sound_us_unit_death": "美军士兵阵亡", + "subtitles.simpleenemymod.sound_us_unit_hurt": "美军士兵受伤" +}