0% found this document useful (0 votes)
58 views78 pages

Tf2legacy English

The document contains a list of tokens for various weapons, cosmetics, teams, classes, and scoreboard strings related to the game Team Fortress 2. It includes descriptions for items like the Australium weapons and various hats, as well as tips for different classes. Additionally, it outlines team names and scoreboard labels for player statistics.

Uploaded by

lalihomorte
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
58 views78 pages

Tf2legacy English

The document contains a list of tokens for various weapons, cosmetics, teams, classes, and scoreboard strings related to the game Team Fortress 2. It includes descriptions for items like the Australium weapons and various hats, as well as tips for different classes. Additionally, it outlines team names and scoreboard labels for player statistics.

Uploaded by

lalihomorte
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 78

"lang"

{
"Language" "English"
"Tokens"
{
// Australium
"TF_Weapon_FlameThrower_Gold" "Australium Flamethrower"
"TF_Weapon_GrenadeLauncher_Gold" "Australium Grenade Launcher"
"TF_Weapon_Knife_Gold" "Australium Knife"
"TF_Weapon_Medigun_Gold" "Australium Medi Gun"
"TF_Weapon_Minigun_Gold" "Australium Minigun"
"TF_Weapon_RocketLauncher_Gold" "Australium Rocket Launcher"
"TF_Weapon_SMG_Gold" "Australium SMG"
"TF_Weapon_SniperRifle_Gold" "Australium Sniper Rifle"
"TF_Weapon_PipebombLauncher_Gold" "Australium Stickybomb Launcher"
"TF_Weapon_Wrench_Gold" "Australium Wrench"
"TF_Weapon_Scattergun_Gold" "Australium Scattergun"
// Cosmetic
"TF_None" "None"
"TF_DefiantSpartan" "Defiant Spartan"
"TF_Wearable_Hat" "Hat"
"TF_Wearable_Glasses" "Glasses"
"TF_Wearable_Towels" "Beach Towel"
"TF_Summer_Shades" "Summer Shades"
"TF_Summer_Shades_Desc" "These are famous."
"TF_SummerHat" "Summer Hat"
"TF_SummerHat_Desc" "E hele mākou i kahakai."
"TF_Scout_Towels" "Lucky No. 42"
"TF_Scout_Towels_Desc" "Why fight in the sun when you could lounge in
the shade?"
"TF_Wearable_FlipFlops" "Flip-Flops"
"TF_Scout_FlipFlops" "Flip-Flops"
"TF_Scout_FlipFlops_Desc" "Only for those with manly adductor halluci."
"TF_Wearable_Apparel" "Apparel"
"TF_MNC_Mascot_Outfit" "The Essential Accessories"
"TF_MNC_Mascot_Outfit_Desc" ""
"TF_Executioner" "Executioner" // ADD THE
"TF_Executioner_Desc" "Being an executioner is a lot more than just
killing people. Sometimes you get to torture them first. Tip: To make things
interesting, why not torture someone until they yell the secret word? (Hint: the
secret word is \"Freedom\".)"
"TF_OSXItem" "Earbuds"
"TF_OSXItem_Desc" "OSX represent!"
"TF_LinuxItem" "Tux"
"TF_LinuxItem_Desc" "Linux represent!"
"TF_LinuxItem_Style0" "Normal"
"TF_LinuxItem_Style1" "Demoman"
"TF_LinuxItem_Style2" "Pyro"
"TF_L4DHat" "Bill's Hat"
"TF_L4DHat_Desc" "Left 4 You."
"TF_Parasite_Hat" "Alien Swarm Parasite"
"TF_Parasite_Hat_Desc" "This cute little guy was once the scourge of
humanity in another time and place. Now he's content to ride on your head and keep
the sun off."
"TF_EllisHat" "Ellis' Cap"
"TF_EllisHat_Desc" ""
"TF_WikiCap" "Wiki Cap"
"TF_WikiCap_Desc" "Given to valuable contributors to the official TF2
wiki\nhttp://wiki.teamfortress.com/"
"TF_MannCoCap" "Mann Co. Cap"
"TF_MannCoCap_Desc" ""
"TF_TreasureHat_1" "Bounty Hat"
"TF_TreasureHat_2" "Treasure Hat"
"TF_TreasureHat_3" "Hat of Undeniable Wealth And Respect"
"TF_TreasureHat_3_Style" "H.O.U.W.A.R."
"TF_TreasureHat_1_Desc" "Earned by completing 5 objectives in 'The
Great Steam Treasure Hunt'"
"TF_TreasureHat_2_Desc" "Earned by completing 15 objectives in 'The
Great Steam Treasure Hunt'"
"TF_TreasureHat_3_Desc" "Earned by completing 28 objectives in 'The
Great Steam Treasure Hunt.' Beware the Cephalopod padlock."
"TF_KillerExclusive" "Killer Exclusive" // ADD THE
"TF_KillerExclusive_Desc" "Break news, spirits and heads."
"TF_ManniversaryPaperHat" "Manniversary Paper Hat"
"TF_ManniversaryPackage" "Manniversary Package"
"TF_ManniversaryPackage_Desc" "From your fine friends at Mann Co.,
celebrating our one-year anniversary.\n\nThis contains a free sample from our fall
lineup and can be opened from your backpack."
"TF_FestiveTree" "A Rather Festive Tree"
"TF_MNC_Hat" "The Athletic Supporter"
"TF_MNC_Hat_Desc" "[Insert Favorite Regional Team Here]"
"TF_MNC_Mascot_Hat" "The Superfan"
"TF_MNC_Mascot_Hat_Desc" ""
"TF_SoldierSamurai" "Killer's Kabuto"
"TF_SoldierSamurai_Desc" "A Haiku for war.\nTo defeat one's enemies.\
nHonor the crocket."
"TF_HelpedNewUserHat" "Professor Speks"
"TF_HelpedNewUserHat_Desc" "Give your teacher the gift of insight, paper
clip and rubber band included."
"TF_ScoutBeanie" "Troublemaker's Tossle Cap"
"TF_ScoutBeanie_Desc" "Straight outta control point."
"TF_PyroBrainSucker" "Triboniophorus Tyrannus"
"TF_PyroBrainSucker_Desc" "At least he's still telling you to burn
things."
"TF_PyromancersMask" "Pyromancer's Mask"
"TF_DemomanHallmark" "Hustler's Hallmark"
"TF_DemomanHallmark_Desc" ""
"TF_TavishCrown" "Prince Tavish's Crown"
"TF_MedicMask" "Physician's Procedure Mask"
"TF_MedicMask_Desc" "Scrub in... things are about to get messy."
"TF_HeavyHair" "Hound Dog"
"TF_HeavyHair_Desc" "Your opponents will be all shook up when they
see these sweet shades and coif."
"TF_EngineerWeldingMask" "Hotrod"
"TF_EngineerWeldingMask_Desc" "Mock the sun with streaks of flame as
the UV rays bounce harmlessly away from your eyeballs."
"TF_BlightedBeak" "Blighted Beak"
"TF_SpyNobleHair" "Magistrate's Mullet"
"TF_SpyNobleHair_Desc" "They say justice is blind. What they don't
tell you is that justice is also invisible, and also less interested in justice
than murder."
"Attrib_IsFestivized" "Festivized"

// Styles
"TF_ScoutBeanie_Style0" "New School"
"TF_ScoutBeanie_Style1" "Old School"
"TF_ScoutBeanie_Style2" "Older School"
"TF_ScoutBeanie_Style3" "Oldest School"
// Teams
"TF_AutoAssign" "&1 AUTO ASSIGN"
"TF_BlueTeam" "&3 BLU"
"TF_RedTeam" "&4 RED"
"TF_GreenTeam" "&5 GRN"
"TF_YellowTeam" "&6 YLW"

"TF_Observer" "OBSERVER"
"TF_Random" "RANDOM"

"TF_Unassigned" "UNASSIGNED"
"TF_Spectators" "SPECTATORS"
"TF_Defenders" "DEFENDERS"

"TF_RedTeam_Name" "RED"
"TF_BlueTeam_Name" "BLU"
"TF_GreenTeam_Name" "GRN"
"TF_YellowTeam_Name" "YLW"
"TF_Team_PartyLeader" "Team %s"

// TF2C
"TF_Other_Name" "OTHER"

// Streamer Mode
"TF_Mercenary_Name" "Mercenary"
"TF_RedMercenary_Name" "RED Mercenary"
"TF_BlueMercenary_Name" "BLU Mercenary"
"TF_GreenMercenary_Name" "GRN Mercenary"
"TF_YellowMercenary_Name" "YLW Mercenary"

// Classes
"TF_Scout" "SCOUT"
"TF_Sniper" "SNIPER"
"TF_Soldier" "SOLDIER"
"TF_Demoman" "DEMOMAN"
"TF_Medic" "MEDIC"
"TF_HWGuy" "HEAVY"
"TF_Pyro" "PYRO"
"TF_Spy" "SPY"
"TF_Engineer" "ENGINEER"
"TF_Civilian" "CIVILIAN"

"TF_Class_Name_Undefined" ""
"TF_Class_Name_Scout" "Scout"
"TF_Class_Name_Sniper" "Sniper"
"TF_Class_Name_Soldier" "Soldier"
"TF_Class_Name_Demoman" "Demoman"
"TF_Class_Name_Medic" "Medic"
"TF_Class_Name_HWGuy" "Heavy"
"TF_Class_Name_Pyro" "Pyro"
"TF_Class_Name_Spy" "Spy"
"TF_Class_Name_Engineer" "Engineer"
"TF_Class_Name_Civilian" "Civilian"

// Scoreboard strings
"TF_ScoreBoard_Player" "%s1 player"
"TF_ScoreBoard_Players" "%s1 players"
"ScoreBoard_Spectator" "%s1 spectator: %s2"
"ScoreBoard_Spectators" "%s1 spectators: %s2"
"TF_ScoreBoard_DEAD" "DEAD"
"TF_ScoreBoard_Name" "Name"
"TF_ScoreBoard_Score" "Score"
"TF_ScoreBoard_Ping" "Ping"
"TF_ScoreBoard_Bot" "BOT"
"TF_ScoreBoard_Point" "%s1 point"
"TF_ScoreBoard_Points" "%s1 points"
"TF_ScoreBoard_KillsLabel" "Kills:"
"TF_ScoreBoard_DeathsLabel" "Deaths:"
"TF_ScoreBoard_AssistsLabel" "Assists:"
"TF_ScoreBoard_DestructionLabel" "Destruction:"
"TF_ScoreBoard_CapturesLabel" "Captures:"
"TF_ScoreBoard_DefensesLabel" "Defenses:"
"TF_ScoreBoard_DominationLabel" "Domination:"
"TF_ScoreBoard_RevengeLabel" "Revenge:"
"TF_ScoreBoard_HealingLabel" "Healing:"
"TF_ScoreBoard_InvulnLabel" "ÜberCharges:"
"TF_ScoreBoard_TeleportsLabel" "Teleports:"
"TF_ScoreBoard_HeadshotsLabel" "Headshots:"
"TF_ScoreBoard_BackstabsLabel" "Backstabs:"
"TF_ScoreBoard_BonusLabel" "Bonus:"
"TF_ScoreBoard_KillStreak" "Streak"
"TF_ScoreBoard_Support" "Support:"
"TF_ScoreBoard_Damage" "Damage:"
"TF_ScoreBoard_JumppadJumpsLabel" "Pad Jumps:"
"TF_ScoreBoard_DamageLabel" "Damage:"
"TF_ScoreBoard_SentryKillsLabel" "Sentry Kills:"

"Scoreboard_Server" "Server: %s1"


"Scoreboard_TimeLeft" "Server map time left: %s1:%s2:%s3"
"Scoreboard_TimeLeftNoHours" "Server map time left: %s1:%s2"
"Scoreboard_NoTimeLimit" "Server map time left: No time limit"
"Scoreboard_ChangeOnRoundEnd" "(Map change on round end...) Server map time
left: 00:00"
"TF_HUD_ServerTimeLeft" "%s1:%s2:%s3"
"TF_HUD_ServerTimeLeftNoHours" "%s1:%s2"
"TF_HUD_ServerNoTimeLimit" ""
"TF_HUD_ServerChangeOnRoundEnd" "00:00"
"Scoreboard_TimeLeftLabel" "Server Time Left:"
"Scoreboard_TimeLeftNew" "%s1:%s2:%s3"
"Scoreboard_TimeLeftNoHoursNew" "%s1:%s2"
"Scoreboard_NoTimeLimitNew" "No time limit"
"Scoreboard_ChangeOnRoundEndNew" "Map change on round end..."
"TF_ScoreBoard_VIP" "VIP"

"TF_NewNemesis" "New Nemesis!"


"TF_GotRevenge" "Revenge!"
"TF_FreezeNemesis" "Nemesis"

"TF_Taunt" "Taunt"

// Class selection screen tips


// Scout
"ClassTips_1_Count" "2"
"ClassTips_1_1" "Double jump while in the air!"
"ClassTips_1_1_Icon" "chalf_circle"
"ClassTips_1_2" "Capture points faster than other classes!"
"ClassTips_1_2_Icon" "chalf_circle"
// Sniper
"ClassTips_2_Count" "2"
"ClassTips_2_1" "Scope in with your Sniper Rifle to charge up
damage!"
"ClassTips_2_1_Icon" "chalf_circle"
"ClassTips_2_2" "Aim for the head to do critical hits!"
"ClassTips_2_2_Icon" "chalf_circle"

// Soldier
"ClassTips_3_Count" "2"
"ClassTips_3_1" "Shoot explosive rockets at enemies' feet!"
"ClassTips_3_1_Icon" "chalf_circle"
"ClassTips_3_2" "Shoot your Rocket Launcher at your feet while
jumping to rocket jump!"
"ClassTips_3_2_Icon" "chalf_circle"

// Demoman
"ClassTips_4_Count" "2"
"ClassTips_4_1" "Remote detonate your Stickybombs when enemies
are near them!"
"ClassTips_4_1_Icon" "chalf_circle"
"ClassTips_4_2" "Detonate a Stickybomb at your feet while
jumping to Stickybomb jump!"
"ClassTips_4_2_Icon" "chalf_circle"

// Medic
"ClassTips_5_Count" "3"
"ClassTips_5_1" "Heal your teammates and fill your ÜberCharge
meter!"
"ClassTips_5_1_Icon" "chalf_circle"
"ClassTips_5_2" "Use a full ÜberCharge to gain invulnerability
for you and your Medi Gun target!"
"ClassTips_5_2_Icon" "chalf_circle"
"ClassTips_5_3" "Regenerate your own health passively!"
"ClassTips_5_3_Icon" "chalf_circle"

// Heavy
"ClassTips_6_Count" "2"
"ClassTips_6_1" "Mow down enemies with your Minigun!"
"ClassTips_6_1_Icon" "chalf_circle"
"ClassTips_6_2" "Spin up your Minigun around corners to be
ready for approaching enemies!"
"ClassTips_6_2_Icon" "chalf_circle"

// Pyro
"ClassTips_7_Count" "2"
"ClassTips_7_1" "Use your Flame Thrower to deal burning damage
your enemies!"
"ClassTips_7_1_Icon" "chalf_circle"
"ClassTips_7_2" "Airblast enemies and projectiles to push them
away, or extinguish teammates!"
"ClassTips_7_2_Icon" "chalf_circle"

// Spy
"ClassTips_8_Count" "4"
"ClassTips_8_1" "Disguise yourself as an enemy and infiltrate
the enemy base!"
"ClassTips_8_1_Icon" "chalf_circle"
"ClassTips_8_2" "Cloak yourself to avoid being seen!"
"ClassTips_8_2_Icon" "chalf_circle"
"ClassTips_8_3" "Backstab your enemies with your Knife for an
instant kill!"
"ClassTips_8_3_Icon" "chalf_circle"
"ClassTips_8_4" "Plant Sappers on enemy buildings to destroy
them!"
"ClassTips_8_4_Icon" "chalf_circle"

// Engineer
"ClassTips_9_Count" "4"
"ClassTips_9_1" "Build Sentry Guns to defend your base! Upgrade
them to level 3!"
"ClassTips_9_1_Icon" "chalf_circle"
"ClassTips_9_2" "Your Dispensers generate free health and
ammo!"
"ClassTips_9_2_Icon" "chalf_circle"
"ClassTips_9_3" "Build Teleporters to help teammates get to the
front lines faster!"
"ClassTips_9_3_Icon" "chalf_circle"
"ClassTips_9_4" "Collect metal from fallen weapons to build
with!"
"ClassTips_9_4_Icon" "chalf_circle"

// Civilian
"ClassTips_10_Count" "3"
"ClassTips_10_1" "Boost a teammate to give them an advantage in
battle!"
"ClassTips_10_1_Icon" "chalf_circle"
"ClassTips_10_2" "Stay near teammates to give them damage resistance
and passive healing!"
"ClassTips_10_2_Icon" "chalf_circle"
"ClassTips_10_3" "Be helpless in fights!"
"ClassTips_10_3_Icon" "chalf_circle"

// Random
"ClassTips_12_Count" "1"
"ClassTips_12_1" "Let the game randomly choose a class for you."
"ClassTips_12_1_Icon" "chalf_circle"

"TF_Welcome" "Welcome"
"TF_Welcome_birthday" "Welcome and Happy Birthday, TF!"
"TF_Welcome_halloween" "Welcome and Happy Halloween!"
"TF_Welcome_christmas" "Welcome and Happy Holidays!"
"TF_Cancel" "CANCEL (&0)"
"TF_Back" "&BACK"
"TF_WatchIntro" "&WATCH MOVIE"
"Button_SkipIntro" "&SKIP MOVIE"
"TF_Continue" "&CONTINUE"
"TF_SelectATeam" "SELECT A TEAM"
"TF_SelectAClass" "SELECT A CLASS"
"TF_AutoTeamSelect" "AUTO SELECT"
"TF_Spectate" "SPECTATE"
"TF_Play" "PLAY!"
"TF_Close" "&CLOSE"
"TF_ResetStats" "&RESET STATS"
"TF_NextTip" "NEXT &TIP"
"TF_NextTip_360" "Next Tip"
"TF_Confirm" "Confirm"
"TF_ConfirmResetStats" "Are you sure you want to reset your player
stats?"
"TF_ConfirmResetAchievements_Title" "Reset All Achievements"
"TF_ConfirmResetAchievements_Message" "Are you sure you want to reset all of
your achievements?"
"TF_ConfirmResetAchievements_OK" "Reset"

"TF_ConfirmResetInventory_Title" "Reset Inventory"


"TF_ConfirmResetInventory_Message" "Are you sure you want to reset your
inventory?"
"TF_ConfirmResetInventory_OK" "Reset"

"TF_TeamsSwitched" "Teams have been switched."

"TF_ClassMenu_Reset" "RESET"

"TF_ClassMenu_Go" "GO!"
"TF_ClassMenu_Cancel" "CANCEL (&0)"
"TF_ClassMenu_Cancel_NoKey" "CANCEL"

"TF_WatchIntro_360" "Watch Movie"


"Button_SkipIntro_360" "Skip Movie"
"TF_Continue_360" "Continue"

"TF_Offense" "OFFENSE"
"TF_Defense" "DEFENSE"
"TF_Support" "SUPPORT"
"TF_Special" "SPECIAL"

"TF_Next" "Next"
"TF_Prev" "Previous"
"TF_NextPrev" "Next / Previous"

"TF_timeleft" "Time left: %s1:%s2"


"TF_timeleft_nolimit" "* No Time Limit *"
"TF_nextmap" "Next map : %s1"

"TF_PlayingTo" "Playing to: %rounds%"

"TF_Cloak" "CLOAK"
"TF_CloakDagger" "MOTION"
"TF_Feign" "FEIGN"
"TF_Metal" "METAL"
"TF_Phase" "DODGE"
"TF_Ball" "BALL"
"TF_Jar" "JAR"
"TF_Rage" "RAGE"
"TF_PyroRage" "MMMPH"
"TF_Berzerk" "HEADS"
"TF_Charge" "CHARGE"
"TF_EnergyDrink" "DRINK"
"TF_Revenge" "REVENGE"
"TF_Sandwich" "FOOD"
"TF_Hype" "HYPE"
"TF_Boost" "BOOST"
"TF_Bison" "BISON"
"TF_Mangler" "MANGLER"
"TF_Crits" "CRITS"
"TF_Pomson_HUD" "POMSON"
"TF_Knife" "KNIFE"
"TF_SniperRage" "FOCUS"
"TF_Cleaver" "CLEAVER"
"TF_Rescue" "ENERGY"
"TF_Throwable" "THROW"
"TF_KillStreak" "STREAK"
"TF_Sapper" "SAPPER"
"TF_KillCombo" "COMBO"
"TF_Kills" "KILLS"
"TF_Bonus" "BONUS"
"TF_Kart" "KART"
"TF_Bolt" "BOLT"
"TF_SmgCharge" "CRIKEY"
"TF_TeleportBar" "WARP"
"TF_Lunge" "LUNGE"
"TF_Pounce" "POUNCE"

// 2.0.0
"TF_MIRV" "DYNAMITE"

// 2.1.0
"TF_StoredCrits" "CRITS"
"TF_StoredCrit" "HEAT"

"TF_OUT_OF_AMMO" "OUT OF AMMO"

"Game_connected" "%s1 connected"

"game_spawn_as" "*You will spawn as %s1"


"game_respawn_as" "*You will respawn as %s1"
"game_spawn_asrandom" "*You will spawn as a random class"
"game_respawn_asrandom" "*You will respawn as a random class"

"round_restart_in_sec" "The round will restart in %s1 second"


"round_restart_in_secs" "The round will restart in %s1 seconds"

"game_restart_in_sec" "The game will restart in %s1 second"


"game_restart_in_secs" "The game will restart in %s1 seconds"

"game_switch_in_sec" "Switching teams!\nThe game will restart in %s1


second"
"game_switch_in_secs" "Switching teams!\nThe game will restart in %s1
seconds"

"game_scramble_in_sec" "Scrambling the teams!\nThe game will restart


in %s1 second"
"game_scramble_in_secs" "Scrambling the teams!\nThe game will restart
in %s1 seconds"
"game_scramble_onrestart" "Scrambling the teams!"

"game_respawntime_now" "Prepare to respawn"


"game_respawntime_in_sec" "Respawn in: 1 second"
"game_respawntime_in_secs" "Respawn in: %s1 seconds"
"game_respawntime_stalemate" "No respawning in Sudden Death"
"game_respawntime_next_round" "Respawn in: Wait for next round"

"game_auto_team_balance_in" "Teams will be auto-balanced in %s1 seconds."


"game_player_was_team_balanced" "%s1 was moved to the other team for game
balance"
"game_idle_kick" "%s1 has been idle for too long and has been kicked"
"TF_Vote_kicked" "You have been voted off"
"TF_Idle_kicked" "Kicked due to inactivity"

"TF_MOTD_Title" "MESSAGE OF THE DAY"

"TF_playerid_sameteam" "%s1%s2"
"TF_playerid_diffteam" "%s1Enemy: %s2"
"TF_playerid_noteam" "%s1"
"TF_playerid_object" "%s1 built by %s2"
"TF_playerid_object_mini" "Mini-%s1 built by %s2"
"TF_playerid_object_mode" "%s1 %s3 built by %s2"
"TF_playerid_object_level" "( Level %s1 )"
"TF_playerid_object_upgrading" "Upgrade Progress: %s1"
"TF_playerid_object_upgrading_level" "( Level %s1 ) Upgrade Progress: %s2"
"TF_playerid_object_diffteam" "Enemy %s1 built by %s2"
"TF_playerid_object_recharging" "Recharging: %s1%"
"TF_playerid_healer" "Healer: "
"TF_playerid_healtarget" "Healing: "
"TF_playerid_friendlyspy_disguise" "Disguised as %s1 %s2"
"TF_playerid_mediccharge" "ÜberCharge: %s1%"
"TF_playerid_mediccharge_wpn" "ÜberCharge: %s1% (%s2)"
"TF_playerid_teleporter_entrance_nomatch" "No matching Teleporter!"
"TF_playerid_noheal" "%s1 blocks healing!"
"TF_playerid_civiliancharge" "Boost: %s1%"
"TF_playerid_ammo" " %s1"
"TF_playerid_noheal_unknown" "Healing is blocked!"

"TF_friendly" "friendly"
"TF_enemy" "enemy"

// Keyboard options
"TF_Title" "TEAM FORTRESS"
"TF_ClassSpecific_Keys" "CLASS SPECIFIC SKILL"
"TF_ClassSkill_Medic" "MEDIC: Deploy ÜberCharge"
"TF_ClassSkill_Heavy" "HEAVY: Spin Minigun Barrel"
"TF_ClassSkill_Sniper" "SNIPER: Zoom Sniper Rifle"
"TF_ClassSkill_Spy" "SPY: Cloak / Uncloak"
"TF_ClassSkill_Spy_LastDisguise" "SPY: Last Disguise"
"TF_ClassSkill_Spy_DisguiseTeam" "SPY: Toggle Disguise Team"
"TF_ClassSkill_Spy_Spywalk" "SPY: Spywalk"
"TF_ClassSkill_Demoman" "DEMOMAN: Detonate Stickybombs"
"TF_Call_For_Medic" "Call for a Medic"
"TF_DropFlag" "Drop the briefcase"
"TF_Switch_Classes_Immediately" "Switch classes immediately"
"TF_Toggle_RoundInfo_Map" "Toggle Round Info Map"
"TF_MapInfo" "Show Map Information"
"TF_Inspect" "Inspect Target"
"TF_call_vote" "Call Vote"
"TF_Player_ReadyToggle" "Toggle Player Ready"
"TF_Special_Attack" "Special Attack"

"TF_voice_menu_A" "Voice Menu 1"


"TF_voice_menu_B" "Voice Menu 2"
"TF_voice_menu_C" "Voice Menu 3"

//Snapshot
"TF_freezecam_snapshot" "[%s1] Save this moment!"
// Radio and chat strings can have control characters embedded to set colors. For
the control characters to be used, one must be at the start of the string.
// The control characters can be copied and pasted in notepad.
// # = 0x02 (STX) - Use team color up to the end of the player name. This only
works at the start of the string, and precludes using the other control characters.
// # = 0x03 (ETX) - Use team color from this point forward
// # = 0x04 (EOT) - Use location color from this point forward
// # = 0x01 (SOH) - Use normal color from this point forward
// # = 0x06 (ACK) - Use custom color from this point forward (must be set through
the code prior to printing the line)
"TF_Chat_Team_Loc" "#(TEAM) #%s1# @ #%s3# : %s2"
"TF_Chat_Team" "#(TEAM) #%s1# : %s2"
"TF_Chat_Team_Dead" "#*DEAD*(TEAM) #%s1# : %s2"
"TF_Chat_Spec" "#(Spectator) #%s1# : %s2"
"TF_Chat_All" "#%s1 : %s2"
"TF_Chat_AllDead" "#*DEAD* #%s1# : %s2"
"TF_Chat_AllSpec" "#*SPEC* #%s1# : %s2"
"TF_Name_Change" "#* #%s1# changed name to #%s2"

// TF2C custom team chat strings


"TF_Chat_Dev" "#[DEV] #%s1# : %s2"
"TF_Chat_DevDead" "#[DEV] *DEAD* #%s1# : %s2"
"TF_Chat_DevSpec" "#[DEV] *SPEC* #%s1# : %s2"

"TF_Joined_Team" "#Player %s1 joined team #%s2#"


"TF_Joined_AutoTeam" "#Player %s1 was automatically assigned
to team #%s2#"
"TF_AutoBalanced" "#Player %s1 was moved to team #%s2# for
game balance"
"TF_AutoBalance_Warning" "Team imbalance detected"

// Chat strings from resource\ui\chat_language


"chat_filterbutton" "Filters"
"filter_joinleave" "Joins/Leaves"
"filter_namechange" "Name Changes"
"filter_publicchat" "Public Chat"
"filter_servermsg" "Server Messages"
"filter_teamchange" "Team Changes"
"filter_achievement" "Achievement Announce"
"filter_voicecommand" "Voice Commands"
"chat_say" "Say :"
"chat_say_team" "Say (TEAM) :"

// Weapon strings
"TF_Weapon_Bat" "Bat"
"TF_Weapon_Bat_Desc" "\"This thing creates the best
concaves when it comes to it — real useful!\""
"TF_Weapon_Bottle" "Bottle"
"TF_Weapon_Bottle_Desc" "\"Aye, me bottle o' scrumpy!\""
"TF_Weapon_FireAxe" "Fire Axe"
"TF_Weapon_FireAxe_Desc" "\"Teach the valuable lesson of
fire safety.\""
"TF_Weapon_Club" "Kukri"
"TF_Weapon_Club_Desc" "\"A little of the ol' 'chop-
chop'!\""
"TF_Weapon_Knife" "Knife"
"TF_Weapon_Knife_Desc" "Attack an enemy from behind to
backstab them for a one-hit kill\n\n\"For the man who loves to watch things
unfold.\""
"TF_Weapon_Fists" "Fists"
"TF_Weapon_Fists_Desc" "\"I am not done with you yet!\""
"TF_Weapon_Shovel" "Shovel"
"TF_Weapon_Shovel_Desc" "\"We almost died on that hill! But
dammit, we took it, didn't we?\""
"TF_Weapon_Wrench" "Wrench"
"TF_Weapon_Wrench_Desc" "Upgrades, repairs, and speeds up
construction of friendly buildings on hit\n\n\"I do a little bit of everything.\""
"TF_Weapon_Bonesaw" "Bonesaw"
"TF_Weapon_Bonesaw_Desc" "\"Come over here. I promise I will
heal you!\""
"TF_Weapon_Shotgun" "Shotgun"
"TF_Weapon_Shotgun_Primary_Desc" "\"Sometimes, you just have to do things
yourself.\""
"TF_Weapon_Shotgun_Soldier_Desc" "\"My shotgun disagrees with your will to
live, maggot!\""
"TF_Weapon_Shotgun_HWG_Desc" "\"Heavy will make do with this.\""
"TF_Weapon_Shotgun_Pyro_Desc" "\"Let this do the talking.\""
"TF_Weapon_Scattergun" "Scattergun"
"TF_Weapon_Scattergun_Desc" "\"I'll zoom right in and you'll
drop dead in a flash!\""
"TF_Weapon_SniperRifle" "Sniper Rifle"
"TF_Weapon_SniperRifle_Desc" "\"Gets the job done.\""
"TF_Weapon_Minigun" "Minigun"
"TF_Weapon_Minigun_Desc" "\"Sasha's voice cries out when
there are men to kill.\""
"TF_Weapon_SMG" "SMG"
"TF_Weapon_SMG_Desc" "\"It's a good thing to have at
hand when things start getting personal, mate.\""
"TF_Weapon_SyringeGun" "Syringe Gun"
"TF_Weapon_SyringeGun_Desc" "\"I'll make sure you won't leave
unharmed!\""
"TF_Weapon_RocketLauncher" "Rocket Launcher"
"TF_Weapon_RocketLauncher_Desc" "\"The perfect weapon for the
perfect Soldier!\""
"TF_Weapon_GrenadeLauncher" "Grenade Launcher"
"TF_Weapon_GrenadeLauncher_Desc" "\"Leave it to me, lad.\""
"TF_Weapon_PipebombLauncher" "Stickybomb Launcher"
"TF_Weapon_PipebombLauncher_Desc" "Alt-Fire: Detonate all Stickybombs\n\
n\"KA-BOOOM!\""
"TF_Weapon_FlameThrower" "Flame Thrower"
"TF_Weapon_FlameThrower_Desc" "Alt-Fire: Release a blast of compressed
air\nAirblast pushes enemies, deflects projectiles, and extinguishes burning
allies\n\n\"Things are heating up...\""
"TF_Weapon_Pistol" "Pistol"
"TF_Weapon_Pistol_Desc" "\"Start dancin', boy.\""
"TF_Weapon_Pistol_Scout_Desc" "\"All them bullets are gonna go straight
to ya skull.\""
"TF_Weapon_Revolver" "Revolver"
"TF_Weapon_Revolver_Desc" "\"For when stealth is no longer an
option.\""
"TF_Weapon_PDA_Engineer_Builder" "Construction PDA"
"TF_Weapon_PDA_Engineer_Builder_Desc" "\"Everything an Engineer like myself
needs, all in this little device here.\""
"TF_Weapon_PDA_Engineer_Destroyer" "Destruction PDA"
"TF_Weapon_PDA_Engineer" "PDA" // Item type; shared by
builder/destroyer
"TF_Weapon_Disguise_Kit" "Disguise Kit"
"TF_Weapon_Disguise_Kit_Type" "...Cigarette Case?"
"TF_Weapon_Medigun" "Medi Gun"
"TF_Weapon_Medigun_Desc" "\"The Gods will feel the pain of
what they've allowed to be created in this world.\""
"TF_Weapon_Spy_Sapper" "Sapper"
"TF_Weapon_Spy_Sapper_Desc" "Disables enemy buildings and
drains their health, without removing your disguise\n\n\"Who left that there?\""
"TF_Weapon_Watch" "Invis Watch"
"TF_Weapon_Watch_Desc" "Alt-Fire: Turn invisible\nCannot
attack while invisible, and bumping into enemies or taking damage will make you
slightly visible\n\n\"Stylish. A shame they'll never see it.\""

// Legacy unused weapon strings


"TF_Weapon_Crowbar" "Crowbar"
"TF_Weapon_Medikit" "Medikit"
"TF_Weapon_SuperSMG" "Super SMG"
"TF_Weapon_StickybombLauncher" "Stickybomb Launcher"
"TF_Weapon_ObjectSelection" "Build"
"TF_Weapon_Flag" "Flag"
"TF_NonUnique_Prepend_Proper" "A" [$ENGLISH]
"TF_NonUnique_Append_Proper" "(%s1)" [$!ENGLISH]

// Propername "The" prefix


"TF_Unique_Prepend_Proper" "The " [$ENGLISH] // The space
at the end is important
"TF_Unique_Prepend_Proper_Quality" "The" [$ENGLISH] // No space; English-
only

// TF2C weapon strings


// 2.0.0
"TF_Weapon_Umbrella" "Umbrella"
"TF_Weapon_Umbrella_Desc" "Alt-Fire: Give mini-crit boost to
a teammate\n\n\"Keep yourself dry from both rain and bloodshed during your evening
commute.\""
"TF_Unique_Achievement_Medigun1" "Kritzkrieg"
"TF_Unique_Achievement_Medigun1_Desc" "\n\"Supercharges your patient's weapon
to a critical level!\""
"TF_Unique_Achievement_Bonesaw1" "Überspritze"
"TF_Unique_Achievement_Bonesaw1_Desc" "\n\"This doctor has a backup plan!\""
"TF_Weapon_Syringe" "Syringe"
"TF_Unique_Achievement_FlareGun" "Flare Gun"
"TF_Unique_Achievement_Flaregun_Desc" "This weapon will reload when not active\
n\n\"Send out a distress signal on behalf of that guy you just set on fire.\""
"TF_Unique_Achievement_LunchBox" "Sandvich"
"TF_Sandvich_Desc" "Eat to regain up to 120
health\n\nAlt-Fire: Share Sandvich with a friend (Medium health kit)\n\n\"Come
closer! I will give you taste.\""
"TF_Weapon_LunchBox" "Lunch Box"
"TF_Unique_Achievement_CompoundBow" "Huntsman"
"TF_Weapon_CompoundBow_Desc" "\"Whatever happened to chivalry?\""
"TF_Weapon_CompoundBow" "Bow"
"TF_Unique_Blast_Boots" "Gunboats"
"TF_Weapon_Gunboats_Desc" "\n\"Lead shoe inserts! Perfect for
anyone trying to cheat on the army physical.\""
"TF_Weapon_Gunboats_Desc_Demoman" "\n\"Boots so good, you won't even worry
about the screws drilled into your feet.\""
"TF_Wearable_Boots" "Boots"
"TF_Weapon_Nailgun" "Nail Gun"
"TF_Weapon_Nailgun_Desc" "\"Construction isn't on this man's
agenda!\""
"TF_Weapon_RocketLauncherBeta" "R.P.G."
"TF_Weapon_RocketLauncherBeta_Desc" "\n\"It's a wonderful sight to behold
when they're all soaring through the skies... and not towards your general
direction.\""
"TF_Weapon_HunterRifle" "Hunting Revolver"
"TF_Weapon_HunterRifle_Desc" "\n\"Made for a more offensive
approach.\""
"TF_Weapon_Fishwhacker" "Fishwhacker"
"TF_Weapon_Fishwhacker_Desc" "\n\"Hold 'er steady, mate. She tends to
throw splinters.\""
"TF_Weapon_Fishwhacker_Type" "Club"
"TF_Weapon_Tranq" "Tranquilizer Gun"
"TF_Weapon_Tranq_Desc" "This weapon will reload when not
active\n\n\"In your dreams, chéri.\""
"TF_Weapon_MIRV" "Dynamite Pack"
"TF_Weapon_MIRV_Desc" "Splits into 4 small bomblets upon
exploding\nCan be defused by the Wrench\n\n\"Ye'll be in bits tomorrow.\""
"TF_Weapon_Grenade" "Grenade"
"TF_Weapon_Coilgun" "Coilgun"
"TF_Weapon_Coilgun_Desc" "Alt-Fire: Charge up for more
damage\nFully charged shots ricochet off walls, and explode in your hand when
overcharged\n\n\"No steak, but a whole heap o' sizzle.\""
"TF_Weapon_MineLayer" "Mine Layer"
"TF_Weapon_MineLayer_Desc" "\n\"Aye, keep an eye out!
Heh...\""
"TF_Weapon_ProximityMineLauncher" "Proximity Mine Launcher"
"TF_Weapon_ShockTherapy" "Shock Therapy"
"TF_Weapon_ShockTherapy_Desc" "Damage is affected by current charge\n\
n\"CLEAR!\""
"TF_Weapon_Taser" "Taser"

// 2.1.0
"TF_Weapon_SpeedWatch" "L'escampette"
"TF_Weapon_SpeedWatch_Desc" "\n\"Make it quick.\""
"TF_Weapon_Chekhov" "Chekhov's Punch"
"TF_Weapon_Chekhov_Desc" "\n\"If one is to equip these
chains, then they should be punched with.\""
"TF_Weapon_Chains" "Chains"
"TF_Weapon_TwinBarrel" "Twin Barrel"
"TF_Weapon_TwinBarrel_Desc" "This weapon will reload when not
active\n\n\"(After-market modification voids the warranty.)\""
"TF_Weapon_DoubleBarrelShotgun" "Double Barrel Shotgun"
"TF_Weapon_AAGun" "Anti-Aircraft Cannon"
"TF_Weapon_AAGun_Desc" "\n\"Which piece of you should
Heavy send home to momma?\""
"TF_Weapon_PDA_Engineer_Teleporter" "PDA: Teleporter"
"TF_Weapon_PDA_Engineer_Jump" "PDA: Jump Pad"
"TF_Weapon_PDA_Engineer_Jump_Desc" "Jump Pads cannot be upgraded\n\n\"Trust
me, feller. This one'll blow you away.\""
"TF_Weapon_Harvester" "Harvester"
"TF_Weapon_Harvester_Type" "Scythe"
"TF_Weapon_Harvester_Desc" "\n\"Ask not for whom the bell
tolls.\""
"TF_Weapon_Brick" "Brick"
"TF_Weapon_Brick_Desc" "\"Hit the bricks pal, you're
done.\""
"TF_Weapon_Throwable" "Throwable"
// TF2C unused weapon strings
"TF_Weapon_PDQ" "PDQ"
"TF_Weapon_Cyclops" "Cyclops"
"TF_Weapon_NoWatch" "Watchless Wrist"
"TF_Weapon_NoWatch_Desc" "Alt-Fire: Does nothing"
"TF_Weapon_BalefulBeacon" "Baleful Beacon"
"TF_Weapon_DoubleBarrel" "Close Encounter"
"TF_Weapon_DoubleBarrel_Desc" "Start prayin' boy!"

// Obituary Feed Strings


"DeathMsg_Suicide" "bid farewell, cruel world!"
"DeathMsg_Suicide_Boioing" "ascended!"
"DeathMsg_Suicide_Stomp" "hit the bricks"
"DeathMsg_AssistedSuicide" "finished off"
"DeathMsg_AssistedSuicide_Multiple" "finished off"
"DeathMsg_Fall" "fell to a clumsy, painful death"
"Msg_Captured" "captured"
"Msg_Captured_Multiple" "captured"
"Msg_Defended" "defended"
"Msg_Dominating" "is DOMINATING"
"Msg_Revenge" "got REVENGE on"
"Msg_PickedUpFlag" "picked up %s1's intelligence!"
"Msg_CapturedFlag" "captured %s1's intelligence!"
"Msg_DefendedFlag" "defended %s1's intelligence!"
"Msg_ReturnedFlag" "returned %s1's intelligence!"
"Msg_DroppedFlag" "dropped %s1's intelligence!"
"Msg_KilledVIP" "killed the VIP!"
"Msg_PickedUpNeutralFlag" "picked up the intelligence!"
"Msg_CapturedNeutralFlag" "captured the intelligence!"
"Msg_DefendedNeutralFlag" "defended the intelligence!"
"Msg_ReturnedNeutralFlag" "returned the intelligence!"
"Msg_DroppedNeutralFlag" "dropped the intelligence!"

"TF_OK" "OK"

"TF_Object_Sentry" "Sentry Gun"


"TF_Object_Dispenser" "Dispenser"
"TF_Object_Tele" "Teleporter"
"TF_Object_Tele_Exit" "Teleporter Exit"
"TF_Object_Sapper" "Sapper"

"TF_Teleporter_Mode_Entrance" "Entrance"
"TF_Teleporter_Mode_Exit" "Exit"

"TF_Object_Sentry_360" "Sentry"
"TF_Object_Tele_Entrance_360" "Entrance"
"TF_Object_Tele_Exit_360" "Exit"

"TF_ObjStatus_SentryGun_Building" "Sentry Gun Building... %s1"


"TF_ObjStatus_SentryGun_Level1" "Sentry Gun ( Level %s1 ) Health %s2
Shells %s3"
"TF_ObjStatus_SentryGun_Level3" "Sentry Gun ( Level 3 ) Health %s1
Shells %s2 Rockets %s3"

"TF_ObjStatus_Dispenser_Building" "Dispenser Building... %s1"


"TF_ObjStatus_Dispenser" "Dispenser ( Level %s1 ) Health %s1"

"TF_ObjStatus_Teleporter_Building" "Teleporter Building... %s1"


"TF_ObjStatus_Teleporter" "Teleporter (Level %s1 ) Health %s1
Status - %s2"

"TF_ObjStatus_Sapper_Building" "Sapper Building... %s1"


"TF_ObjStatus_Sapper" "Sapper Health %s1 Target Health %s2"

"TF_Obj_Teleporter_State_Idle" "Looking for Matching Teleporter"


"TF_Obj_Teleporter_State_Ready" "Ready"
"TF_Obj_Teleporter_State_Charging" "Charging"

"Teleporter_idle" "This Teleporter does not have a match."

// TF2C Jump Pad


"TF_Object_Jump" "Jump Pad"
"TF_Jumppad_Mode_A" "A"
"TF_Jumppad_Mode_B" "B"
"TF_playerid_jumppad_idle" "" // "Inactive" but buildings in TF2
don't usually show it
"TF_playerid_jumppad_underwater" "Flooded"
"TF_Obj_JumpPad_State_Idle" "Inactive"
"TF_Obj_JumpPad_State_Ready" "Ready"
"TF_Obj_JumpPad_State_Underwater" "Underwater"
"TF_ObjStatus_JumpPad_Building" "Jump Pad Building... %s1"
"TF_ObjStatus_JumpPad" "Jump Pad Health %s1 Status - %s2"
"Building_hud_jumppad_not_built" "Jump Pad\nNot Built"

// Level strings

// Generic CP level strings


"CP5_red_setup_goal" "Capture all five of the Control Points to win
the game!"
"CP5_blue_setup_goal" "Capture all five of the Control Points to win
the game!"
"CP_setup_30sec" "Game begins in 30 seconds!"
"CP_setup_10sec" "Game begins in 10 seconds!"
"CP_cap_cp3" "the Central Control Point"
"CP_cap_red_cp1" "the RED Base"
"CP_cap_blue_cp1" "the BLU Base"

// Dustbowl level strings


"Dustbowl_red_setup_goal" "Defend the Control points against team BLU!"
"Dustbowl_blue_setup_goal" "Capture both Control Points to win the round
and advance!"
"Dustbowl_red_final_goal" "Defend the final two Control Points or the
enemy will win the game!"
"Dustbowl_blue_final_goal" "Capture the final two Control Points to win
the game!"
"Dustbowl_team1" "Attackers"
"Dustbowl_team2" "Defenders"
"Dustbowl_you_secure_one" "You secured\nCommand Point ONE !!"
"Dustbowl_you_secure_two" "You secured\nCommand Point TWO !!"
"Dustbowl_protect_HQ" "Protect your HQ from\nthe attacking team !!"
"Dustbowl_bring_flag" "Bring your flag\nto the HQ !!"
"Dustbowl_take_flag_one" "Take the flag to\nCommand Point ONE."
"Dustbowl_take_flag_two" "Take the flag to\nCommand Point TWO."
"Dustbowl_take_flag_HQ" "Take the flag to the HQ !!"
"Dustbowl_blue_secures_one" "Team BLU Secures\nCommand Point ONE !!"
"Dustbowl_blue_secures_two" "Team BLU Secures\nCommand Point TWO !!"
"Dustbowl_flag_returned" "Flag has returned to base."
"Dustbowl_90_secs" "90 seconds till gates open."
"Dustbowl_60_secs" "60 seconds till gates open."
"Dustbowl_30_secs" "30 seconds till gates open."
"Dustbowl_10_secs" "10 seconds till gates open."
"Dustbowl_gates_open" "Gates are open !!"
"Dustbowl_five_minutes_left" "Time remaining:\nFive minutes"
"Dustbowl_four_minutes_left" "Time remaining:\nFour minutes"
"Dustbowl_three_minutes_left" "Time remaining:\nThree minutes"
"Dustbowl_two_minutes_left" "Time remaining:\nTwo minutes"
"Dustbowl_sixty_seconds_left" "Time remaining:\nSixty seconds"
"Dustbowl_thirty_seconds_left" "Time remaining:\nThirty seconds"
"Dustbowl_attackers_win" "The Headquarters has\nbeen captured !!"
"Dustbowl_defenders_win" "The Headquarters has\nbeen successfully
defended !!"
"Dustbowl_cap_1_A" "First Cap, Stage One"
"Dustbowl_cap_1_B" "Second Cap, Stage One"
"Dustbowl_cap_2_A" "First Cap, Stage Two"
"Dustbowl_cap_2_B" "Second Cap, Stage Two"
"Dustbowl_cap_3_A" "First Cap, Stage Three"
"Dustbowl_cap_3_B" "the Rocket, Final Cap"

// Goldrush level strings


"Goldrush_red_setup_goal" "Prevent the enemy team from moving the cart to
your base!"
"Goldrush_blue_setup_goal" "Move the cart to the Control Points to win the
round and advance!"
"Goldrush_red_final_goal" "Prevent the cart from moving to your base or
the enemy will win the game!"
"Goldrush_blue_final_goal" "Move the cart to the enemy base to destroy it
and win the game!"
"Goldrush_team1" "Attackers"
"Goldrush_team2" "Defenders"
"Goldrush_cap_1_A" "First Cap, Stage One"
"Goldrush_cap_1_B" "Second Cap, Stage One"
"Goldrush_cap_2_A" "First Cap, Stage Two"
"Goldrush_cap_2_B" "Second Cap, Stage Two"
"Goldrush_cap_3_A" "First Cap, Stage Three"
"Goldrush_cap_3_B" "Second Cap, Stage Three"
"Goldrush_cap_3_C" "Atomic pit, Final Cap"

// Badwater level strings


"Badwater_cap_1" "First Capture point"
"Badwater_cap_2" "Second Capture point"
"Badwater_cap_3" "Third Capture point"
"Badwater_cap_4" "Final Capture point"

// Thunder Mountain level strings


"Thunderm_cap_1_A" "Ramp deck, Stage One"
"Thunderm_cap_1_B" "Main Platform, Stage One"
"Thunderm_cap_2_A" "Lumber Mill, Stage Two"
"Thunderm_cap_2_B" "The Pit, Stage Two"
"Thunderm_cap_3_A" "Building A, Stage Three"
"Thunderm_cap_3_B" "Building B, Stage Three"
"Thunderm_cap_3_C" "Tower, Final Cap"

// 2fort level strings


"2fort_red_setup_goal" "Grab the Intelligence Briefcase from the enemy
basement. Return to your basement to win!"
"2fort_blue_setup_goal" "Grab the Intelligence Briefcase from the enemy
basement. Return to your basement to win!"

// Granary level strings


"Granary_red_setup_goal" "Capture all five Control Points to win the
game!"
"Granary_blue_setup_goal" "Capture all five Control Points to win the
game!"
"Granary_cap_cp3" "the Central Control Point"
"Granary_cap_red_cp2" "the RED Warehouse"
"Granary_cap_red_cp1" "the RED Base"
"Granary_cap_blue_cp2" "the BLU Warehouse"
"Granary_cap_blue_cp1" "the BLU Base"

// Gravelpit level strings


"Gravelpit_red_setup_goal" "Defend all three Control Points against team
BLU to win the game!"
"Gravelpit_blue_setup_goal" "Capture all three Controls Points to win!
First capture A and B, then move on to C."
"Gravelpit_cap_A" "cap A, the Radio Tower"
"Gravelpit_cap_B" "cap B, the Radar"
"Gravelpit_cap_C" "cap C, the Laser Gun"

// Hydro level strings


"Hydro_red_setup_goal" "Capture BLU's single Control Point to win the
round. Prevent them from doing the same!"
"Hydro_blue_setup_goal" "Capture RED's single Control Point to win the
round. Prevent them from doing the same!"
"Hydro_red_base_attack" "Capture team BLU's final Control Point to win
the game!"
"Hydro_red_base_defend" "Defend your final Control Point against BLU or
they will win!"
"Hydro_blue_base_attack" "Capture team RED's final Control Point to win
the game!"
"Hydro_blue_base_defend" "Defend your final Control Point against RED or
they will win!"
"Hydro_cap_red_base" "the RED Base"
"Hydro_cap_blue_base" "the BLU Base"
"Hydro_cap_radar_dish" "the Radar Dish"
"Hydro_cap_dam" "the Dam"
"Hydro_cap_power_plant" "the Power Plant"
"Hydro_cap_warehouse" "the Warehouse"

// Well level strings


"Well_red_setup_goal" "Capture all five of the Control Points to win
the game!"
"Well_blue_setup_goal" "Capture all five of the Control Points to win
the game!"
"Well_setup_30sec" "Game begins in 30 seconds!"
"Well_setup_10sec" "Game begins in 10 seconds!"
"Well_cap_center" "Central Control Point"
"Well_cap_red_two" "the RED Warehouse"
"Well_cap_red_rocket" "the RED Base"
"Well_cap_blue_two" "the BLU Warehouse"
"Well_cap_blue_rocket" "the BLU Base"

// Pipeline level strings


"Pipeline_setup_goal" "Move your cart to the Capture Point first to
win this heat!"
"Pipeline_final_goal" "Move your cart to destroy the enemy base
before they destroy yours!"
"Pipeline_cap_1_red" "RED's first Capture Point"
"Pipeline_cap_1_blue" "BLU's first Capture Point"
"Pipeline_cap_2_red" "RED's second Capture Point"
"Pipeline_cap_2_blue" "BLU's second Capture Point"
"Pipeline_cap_3_red" "RED's final Capture Point"
"Pipeline_cap_3_blue" "BLU's final Capture Point"

// Standin level strings


"standin_red_setup_goal" "Capture all three of the Control Points
to win the game!"
"standin_blue_setup_goal" "Capture all three of the Control Points
to win the game!"
"standin_cap_A" "cap A, the Creek"
"standin_cap_B" "cap B, the Bridge"
"standin_cap_C" "cap C, the Control Room"

// Hightower level strings


"hightower_setup_goal" "Move your cart to the top of your HighTower to
win!"
"hightower_cap_red" "RED's HighTower"
"hightower_cap_blue" "BLU's HighTower"
"helltower_setup_goal_red" "Help Blutarch or Redmond Mann's ghost
win the Gravel Wars once and for all!"
"helltower_setup_goal_blue" "Help Blutarch or Redmond Mann's ghost
win the Gravel Wars once and for all!"
"helltower_cap_red" "Blutarch's Corpse"
"helltower_cap_blue" "Redmond's Corpse"

// Foundry level strings


"Foundry_red_setup_goal" "Capture all five Control Points to win the
game!"
"Foundry_blue_setup_goal" "Capture all five Control Points to win the
game!"
"Foundry_cap_cp3" "the Central Depot"
"Foundry_cap_red_cp2" "the RED Stockyard"
"Foundry_cap_red_cp1" "the RED Base"
"Foundry_cap_blue_cp2" "the BLU Stockyard"
"Foundry_cap_blue_cp1" "the BLU Base"

// Badlands level strings


"Badlands_cap_cp3" "the Central Control Point"
"Badlands_cap_red_cp2" "the RED Spire"
"Badlands_cap_red_cp1" "the RED Base"
"Badlands_cap_blue_cp2" "the BLU Spire"
"Badlands_cap_blue_cp1" "the BLU Base"

// KOTH Viaduct strings


"koth_setup_goal" "Capture and hold the Control Point to win the game!"
"koth_viaduct_cap" "the Control Point"

// Medieval
"medieval_setup_goal_red" "Capture and hold the final Control Point to
win the game!"
"medieval_setup_goal_blue" "Open the gate and capture the final Control
Point to win the game!"
"medieval_cap_a" "the Town"
"medieval_cap_b" "the Cliffside"
"medieval_cap_c" "RED's Keep"

// Steel
"steel_setup_goal_red" "Defend the main point while also defending the outer
point in play!"
"steel_setup_goal_blue" "Take RED's main point to win the game. Capturing the
outer points will increase your chance of success!"

// Frontier
"frontier_setup_goal_red" "Prevent BLU from escorting the payload to the
laser array!"
"frontier_setup_goal_blue" "Guide Lil' Chew-Chew to the delivery site!"

// sd_doomsday gameplay strings


"doomsday_setup_goal" "Deliver the Australium to the rocket warhead
to win the game!"
"doomsday_event_setup_goal" "Get the tickets to the top of the
Strongmann!"

// Powerhouse level strings


"Powerhouse_cap_red_final" "the RED Base"
"Powerhouse_cap_blu_final" "the BLU Base"
"Powerhouse_cap_middle" "the RIVER"

// Amaranth level strings


"Amaranth_cap_A" "the Warehouses"
"Amaranth_cap_B" "RED's Shipping Facility"

// DOM Hydro level strings


"Hydro_dom_cap_warehouse" "A, the Warehouse"
"Hydro_dom_cap_radar_dish" "B, the Radar Dish"
"Hydro_dom_cap_power_plant" "C, the Power Plant"
"Hydro_dom_cap_dam" "D, the Dam"

// Domination level strings


"domination_setup_goal" "Capture Control Points to gain points over time.
Capturing more than one point will increase your chance of success!"

// Generic VIP level strings


"vip_setup_goal_offense" "Escort the VIP to the Escape Zone. Capture
checkpoints for optional bonuses."
"vip_setup_goal_defense" "Kill the enemy team's VIP to prevent him from
reaching the Escape Zone. Defend checkpoints if necessary."

// Generic VIP level with lives strings


"vipl_setup_goal_offense" "Escort the VIP to the Escape Zone. Prevent him from
being eliminated."
"vipl_setup_goal_defense" "Kill the enemy team's VIP or prevent him from
reaching the Escape Zone to win."

// Mineside level strings


"Mineside_setup_goal_red" "Kill the VIP to stop him from reaching the Escape
Zone. Prevent him from grabbing the Device."
"Mineside_setup_goal_blu" "Escort the VIP to the Escape Zone. Deliver the
Device to the Control Room to open the gate."
"Mineside_escape_zone" "the Escape Tunnel"

// Warehouse level strings


"Warehouse_setup_goal_red" "Defend the Escape Lift from the VIP while also
defending the outer points in play!"
"Warehouse_setup_goal_blu" "Escort the VIP to the Escape Lift. Capturing the
outer points will increase your chance of success!"
"Warehouse_cap_a" "the Shack"
"Warehouse_cap_b" "the Shipping Dock"
"Warehouse_cap_c" "under the Bridge"
"Warehouse_cap_d" "the Escape Lift"

// Oilcanyon level strings


"Oilcanyon_cap_A" "cap A, the Canyon"
"Oilcanyon_cap_B" "cap B, the Laser Gun"
"Oilcanyon_cap_C" "cap C, the Refinery"

// Trainyard level strings


"Trainyard_escape_zone" "the Escape Vehicle"

// Harbor level strings


"Harbor_cap_1" "the first Control Point"
"Harbor_cap_2" "the second Control Point"
"Harbor_cap_3" "the last Control Point"

// Krepost level strings


"Krepost_cap_red" "RED's castle"
"Krepost_cap_blu" "BLU's castle"
"Krepost_cap_grn" "GRN's castle"
"Krepost_cap_ylw" "YLW's castle"
"Krepost_attack_red" "RED's gate is open!"
"Krepost_attack_blu" "BLU's gate is open!"
"Krepost_attack_grn" "GRN's gate is open!"
"Krepost_attack_ylw" "YLW's gate is open!"

// Caper level strings


"Caper_cap_A" "cap A, the Laser Tower"
"Caper_cap_B" "cap B, the Silos"
"Caper_cap_C" "cap C, the Sewer"

"Arena_cap" "the Control Point"

//VIPR level strings


"vipr_setup_goal" "Safely escort your VIP to the Escape Zone. Prevent the
enemy team from doing the same."
"vipr_setup_goal_4team" "Safely escort your VIP to the Escape Zone. Prevent the
enemy teams from doing the same."
"vipr_expulsion" "Both VIPs are expelled from spawn rooms for Sudden Death!"
"vipr_expulsion_4team" "All VIPs are expelled from spawn rooms for Sudden Death!"
"vipr_own_civ_death" "Your VIP has been eliminated! Protect him!"
"vipr_their_civ_death" "Good job! Their VIP has been eliminated!"
//Specific teams
"vipr_red_civ_death" "RED's VIP has been eliminated!"
"vipr_blu_civ_death" "BLU's VIP has been eliminated!"
"vipr_ylw_civ_death" "YLW's VIP has been eliminated!"
"vipr_grn_civ_death" "GRN's VIP has been eliminated!"

// Win panel strings


"Winpanel_Team1" "TEAM"
"Winpanel_Team2" "Team"
"Winpanel_BlueWins" "BLU TEAM WINS!"
"Winpanel_BlueAdvances" "BLU TEAM SEIZES AREA"
"Winpanel_BlueDefends" "BLU TEAM DEFENDS!"
"Winpanel_RedWins" "RED TEAM WINS!"
"Winpanel_RedAdvances" "RED TEAM SEIZES AREA"
"Winpanel_RedDefends" "RED TEAM DEFENDS!"

// TF2C Win panel strings


"Winpanel_Teams1" "TEAMS"
"Winpanel_Teams2" "Teams"

"Winpanel_TeamWins" "%s1 %s2 WINS!"


"Winpanel_TeamLost" "%s1 %s2 LOST!"
"Winpanel_TeamAdvances" "%s1 %s2 SEIZES AREA"
"Winpanel_TeamDefends" "%s1 %s2 DEFENDS!"

"Winpanel_BlueMVPs" "BLU Team MVPs:"


"Winpanel_RedMVPs" "RED Team MVPs:"
"Winpanel_TopPlayers" "Top Players:"
"Winpanel_PointsThisRound" "Points this round:"
"Winpanel_CapturePointsRemaining" "%s1 more areas to win"
"Winpanel_CapturePointRemaining" "%s1 more area to win"
"Winpanel_WinningCapture" "Winning capture: %s1"
"Winpanel_KillStreakLeader" "Highest Killstreak:"
"Winpanel_KillStreakMaxCount" "Count:"

"Winpanel_GreenWins" "GRN TEAM WINS!"


"Winpanel_GreenAdvances" "GRN TEAM SEIZES AREA"
"Winpanel_GreenDefends" "GRN TEAM DEFENDS!"
"Winpanel_YellowWins" "YLW TEAM WINS!"
"Winpanel_YellowAdvances" "YLW TEAM SEIZES AREA"
"Winpanel_YellowDefends" "YLW TEAM DEFENDS!"
"Winpanel_GreenMVPs" "GRN Team MVPs:"
"Winpanel_YellowMVPs" "YLW Team MVPs:"

"Winreason_AllPointsCaptured" "%s1 captured all Control Points"


"Winreason_FlagCaptureLimit" "%s1 captured the enemy intelligence %s2 times"
"Winreason_FlagCaptureLimit_One" "%s1 captured the enemy intelligence %s2 time"
"Winreason_OpponentsDead" "%s1 killed all opponents during sudden death"
"Winreason_DefendedUntilTimeLimit" "%s1 successfully defended until time ran out"
"Winreason_TimeLimit" "%s1 had more points when the time limit was
reached"
"Winreason_WinLimit" "%s1 had more points when the win limit was
reached"
"Winreason_WinDiffLimit" "%s1 was ahead by the required difference to
win"
"Winreason_Stalemate" "You're all losers"
"Winreason_Arena" "%s1 killed all opponents"
"Winreason_PayloadRace" "%s1 won the payload race"
"Winreason_ReactorCaptured" "%s1 won by capturing the enemy reactor core"
"Winreason_CoresCollected" "%s1 won by destroying robots and collecting
power cores"
"Winreason_ReactorReturned" "%s1 won by defending their reactor core until
it returned"
"Winreason_PlayerDestructionPoints" "%s1 won by collecting enough points"
"Winreason_ScoreLimit" "%s1 won by scoring %s2 times"
"Winreason_ScoreLimit_One" "%s1 won by scoring"

// TF2C custom
"Winreason_KOTHPointHeld" "%s1 held the Control Point until time ran out"
"Winreason_PayloadPushed" "%s1 pushed the payload to the final terminus"
"Winreason_ArenaPointCaptured" "%s1 captured the Control Point"
"Winreason_VIPDead" "%s1 has eliminated the VIP"
"Winreason_VIPEscaped" "The VIP has escaped"
"Winreason_RoundScoreLimit" "%s1 reached %s2 points"
"Winreason_VIPKilled" "The VIP was eliminated"

// Attack/Defend strings
"TF_AD_TakeFlagToPoint" "Take the flag to the Command Point."
"TF_AD_YouSecuredPoint" "You secured\nCommand Point %s1 !!"
"TF_AD_AttackersSecuredPoint" "Attackers Secured\nCommand Point %s1 !!"
"TF_AD_FlagReturned" "Flag has returned to base."

// VIP Device strings


"TF_VIP_TakeDeviceToPoint" "Take the Device to the Control Room!"
"TF_VIP_TeamDeviceReturned" "The Device has returned! Go get it!"
"TF_VIP_EnemyDeviceReturned" "The Device has returned! Defend the drop site!"

// CTF strings
"TF_CTF_PlayerPickup" "You PICKED UP %teamname%'S INTELLIGENCE!\n\nReturn
to YOUR BASE!"
"TF_CTF_PlayerTeamPickup" "Your team PICKED UP %teamname%'S INTELLIGENCE!"
"TF_CTF_OtherTeamPickup" "Your INTELLIGENCE has been PICKED UP by %teamname%!"

"TF_CTF_PlayerCapture" "You CAPTURED %teamname%'S INTELLIGENCE!"


"TF_CTF_PlayerTeamCapture" "Your team CAPTURED %teamname%'S INTELLIGENCE!"
"TF_CTF_OtherTeamCapture" "Your INTELLIGENCE was CAPTURED by %teamname%!"

"TF_CTF_PlayerDrop" "You dropped the %teamname%'S INTELLIGENCE!"


"TF_CTF_PlayerTeamDrop" "%teamname%'S INTELLIGENCE was dropped!"
"TF_CTF_OtherTeamDrop" "Your INTELLIGENCE has been dropped!"

"TF_CTF_OtherTeamReset" "%teamname%'S INTELLIGENCE was returned!"


"TF_CTF_PlayerTeamReset" "Your INTELLIGENCE has been returned!"

"TF_CTF_Wrong_Goal" "Take %teamname%'S INTELLIGENCE back to YOUR


BASE."

"TF_CTF_No_Invuln" "You cannot be INVULNERABLE while carrying an


ENEMY'S INTELLIGENCE!"
"TF_CTF_No_Tele" "You cannot TELEPORT while carrying an ENEMY'S
INTELLIGENCE!"

"TF_CTF_TeamCannotCapture" "Your team cannot capture this flag!"

"Team_Capture_Linear" "Preceding point\nnot owned!"


"Team_Capture_Blocked" "Capture blocked\nby enemy"
"Team_Blocking_Capture" "Blocking enemy\ncapture!"
"Team_Reverting_Capture" "Reverting\ncapture!"
"Team_Waiting_for_teammate" "Waiting for\nteammate"
"Team_Cannot_Capture" "Your team can't\ncapture this!"
"Team_Capture_OwnPoint" "Defend\nthis point."
"Team_Capture_NotNow" "No capturing\nat this time."
"Team_Capture_Owned" "Capture Point\nalready owned."

"Cant_cap_stealthed" "Cannot capture point\n while stealthed."


"Cant_cap_disguised" "Cannot capture point\n while disguised."
"Cant_cap_invuln" "Cannot capture point\n while invulnerable."

// VIP Only
"Cant_cap_civilian_only_frozen" "Capture Frozen\n Only the VIP can\n capture
this point."
"Cant_cap_civilian_only" "Only the VIP can\n capture this point."

// Invade strings
"TF_Invade_FlagReturned" "The FLAG has returned!"
"TF_Invade_PlayerPickup" "You PICKED UP the FLAG! Take it to the ENEMY
BASE!"
"TF_Invade_PlayerTeamPickup" "Your team PICKED UP the FLAG!"
"TF_Invade_OtherTeamPickup" "The ENEMY has PICKED UP the FLAG!"
"TF_Invade_PlayerCapture" "You CAPTURED the FLAG!"
"TF_Invade_PlayerTeamCapture" "Your team CAPTURED the FLAG!"
"TF_Invade_OtherTeamCapture" "The ENEMY CAPTURED the FLAG!"
"TF_Invade_PlayerFlagDrop" "You dropped the FLAG!"
"TF_Invade_FlagDrop" "The FLAG was dropped!"
"TF_Invade_Wrong_Goal" "Take the flag to the ENEMY BASE."
"TF_Invade_FlagNeutral" "The FLAG has become NEUTRAL! Go get it!"

"TF_Flag_AltFireToDrop" "Press ALT-FIRE to drop the flag."

"FreezePanel_NoKiller" "You were killed"


"FreezePanel_Killer" "You were killed by"
"FreezePanel_Killer_Dead" "You were killed by the late"
"FreezePanel_Nemesis" "You were killed again by"
"FreezePanel_Nemesis_Dead" "You were killed again by the late"
"FreezePanel_KillerObject" "You were killed by the %objectkiller% of"
"FreezePanel_KillerObject_Dead" "You were killed by the %objectkiller% of
the late"
"FreezePanel_KillerHealth" "Health left: %s1"
"FreezePanel_Callout" "A bit of you!"
"FreezePanel_Callout2" "Another bit!"
"FreezePanel_Callout3" "More bits!"
"FreezePanel_Item" "%killername% is carrying:"

"Callout_Ragdoll" "You!"
"Callout_Head" "Your head!"
"Callout_Foot" "Your foot!"
"Callout_Hand" "Your hand!"
"Callout_Torso" "Your torso!"
"Callout_Organ1" "Your spleen!"
"Callout_Organ2" "Your lungs!"
"Callout_Organ3" "Your liver!"
"Callout_Organ4" "Your pancreas!"
"Callout_Organ5" "Your kidney!"
"Callout_Organ6" "Your appendix!"

"WaitingForPlayersPanel_WaitOnPlayers" "Waiting for other players"


"WaitingForPlayersPanel_WaitEnding" "Starting Game"

"ControlPointIconCappers" "x%numcappers%"

"game_WaitingForPlayers" "Waiting For Players"


"game_Overtime" "Overtime"
"game_Setup" "Setup"
"EnterStalemate" "Sudden Death Mode!\nNo more respawning!"
"game_SuddenDeath" "Sudden Death"
"game_stalemate_cant_change_class" "%s1 seconds have passed.\nYou can't change
class in Sudden Death Mode now!"
"TF_CantChangeClassNow" "You can't change class at this time."
"TF_CantChangeTeamNow" "You can't change team at this time."

//---------------------------------------------------------------------------------
-------
// Intro

"Gametype_CTF" "Capture the Flag"


"Gametype_CP" "Control Points"

"Gametype_AttackDefense" "Attack / Defense"


"Gametype_TC" "Territorial Control"
"Gametype_Escort" "Payload"
"Gametype_Arena" "Arena"
"Gametype_EscortRace" "Payload Race"
"Gametype_Koth" "King of the Hill"
"Gametype_MedAttackDefense" "Attack / Defense (Medieval)"
"Gametype_Training" "Training Mode"
"Gametype_SD" "Special Delivery"

// TF2C gamemodes
"Gametype_VIP" "VIP"
"Gametype_VIPRace" "VIP Race"
"Gametype_Espionage" "Espionage"
"Gametype_Domination" "Domination"
"Gametype_CP_Domination" "Control Points (Domination)"
"Gametype_MedDomination" "Domination (Medieval)"
"Gametype_TD" "Territorial Domination"
"Gametype_KOTF" "King of the Flag"

"Gametype_VIP_FourTeam" "VIP (Four-Team)"


"Gametype_VIPRace_FourTeam" "VIP Race (Four-Team)"
"Gametype_Domination_FourTeam" "Domination (Four-Team)"
"Gametype_CP_Domination_FourTeam" "Control Points (Four-Team Domination)"
"Gametype_MedDomination_FourTeam" "Domination (Four-Team Medieval)"
"Gametype_TD_FourTeam" "Territorial Domination (Four-Team)"
"Gametype_KOTF_FourTeam" "King of the Flag (Four-Team)"

"Gametype_CTF_FourTeam" "Capture the Flag (Four-Team)"


"Gametype_CP_FourTeam" "Control Points (Four-Team)"

"Gametype_AttackDefense_FourTeam" "Attack / Defense (Four-Team)"


"Gametype_Escort_FourTeam" "Payload (Four-Team)"
"Gametype_Arena_FourTeam" "Arena (Four-Team)"
"Gametype_EscortRace_FourTeam" "Payload Race (Four-Team)"
"Gametype_Koth_FourTeam" "King of the Hill (Four-Team)"
"Gametype_Training_FourTeam" "Training Mode (Four-Team)"
"Gametype_SD_FourTeam" "Special Delivery (Four-Team)"

"Gametype_CTF_Penguin" "Capture the Penguin"

"Intro_Title" "Game Mode Introduction: %gamemode%"

"Intro_CaptureIntro" "Welcome to the Capture Point game mode


introduction."
"Intro_capturepoints" "Your team must own 5 Capture Points to win.\
nThe HUD shows which team owns each capture point."
"Intro_fakecapture" "Stand near the Capture Point to capture it.\
nThe HUD shows your capture progress."
"Intro_multcapture" "Multiple team members capture points faster!\
nHelp your team out!"
"Intro_yourpoint" "Don't let the enemy capture your last point!\nDefend
it or you lose!"

// Capture the Files Intro


"Intro_ctf_intro" "Game Mode Introduction: Each team must capture the enemy's
secret files, while defending their own."
"Intro_ctf_red_assault_base" "Assault the enemy base to steal their secret files."
"Intro_ctf_red_steal_files" "Steal the briefcase from the basement of the enemy
base."
"Intro_ctf_red_return_and_cap" "Return the briefcase to the desk in your
team's basement to capture it and score."
"Intro_ctf_red_defend" "Don't forget to help defend your team's briefcase from the
enemy!"
"Intro_ctf_blue_assault_base" "Assault the enemy base to steal their secret files."
"Intro_ctf_blue_steal_files" "Steal the briefcase from the basement of the enemy
base."
"Intro_ctf_blue_return_and_cap" "Return the briefcase to the desk in your
team's basement to capture it and score."
"Intro_ctf_blue_defend" "Don't forget to help defend your team's briefcase from the
enemy!"

// Gravelpit intro

"Intro_attack_defense_intro" "This is an attack defense map, \nBLU tries to


capture areas while RED tries to stop them."
"Intro_attack_defense_capping" "BLU must stand near the Capture Point to
capture it.\nThe HUD shows your capture progress."
"Intro_attack_defense_cap_a" "BLU must capture both Capture point A ..."
"Intro_attack_defense_cap_b" "and also Capture point B. \nBLU can capture
the points in any order."
"Intro_attack_defense_cap_final" "After BLU owns capture point A and capture
point B the final Capture point unlocks"
"Intro_attack_defense_cap_timer" "BLU earns 3 minutes on the timer for each
succesful captured point. RED cannot capture points back once BLU own them."

//---------------------------------------------------------------------------------
-------
// Hints
"Hint_spotted_a_friend" "You have spotted a teammate!"
"Hint_spotted_an_enemy" "You have spotted an enemy!"
"Hint_killing_enemies_is_good" "You killed an enemy!"
"Hint_out_of_ammo" "Your weapon is out of ammo!"
"Hint_turn_off_hints" "You can turn off hints in the options
menu,\n under Options -> Multiplayer -> Advanced -> 'Auto Help'"
"Hint_pickup_ammo" "Pick up ammo from fallen weapons!"

"Hint_Cannot_Teleport_With_Flag" "You cannot teleport when you have the


briefcase."
"Hint_Cannot_Cloak_With_Flag" "You cannot cloak when you have the briefcase."
"Hint_Cannot_Disguise_With_Flag" "You cannot disguise when you have the
briefcase."
"Hint_Cannot_Attack_While_Cloaked" "You cannot attack while cloaked."
"Hint_Cannot_Invuln_With_Flag" "You cannot go invulnerable when you have
the briefcase."
"Hint_ClassMenu" "Press '%changeclass%' to change your
player class."

// Altfires
"Hint_altfire_sniperrifle" "You can hit '%attack2%' to zoom with
your Sniper Rifle."
"Hint_altfire_grenadelauncher" "You can hit '%attack2%' to detonate
stickybombs even while using your Grenade Launcher."
"Hint_altfire_pipebomblauncher" "You can hit '%attack2%' to detonate
stickybombs launched with your Stickybomb Launcher."
"Hint_altfire_rotate_building" "You can hit '%attack2%' to rotate
buildings before you place them."

// Soldier specific
"Hint_Soldier_rpg_reload" "Hit '%reload%' to reload your Rocket
Launcher.\nReload it whenever you're out of combat!"

// Engineer specific
"Hint_Engineer_use_wrench_onown" "Hit constructing objects with your Wrench\nto
make them build faster!"
"Hint_Engineer_use_wrench_onother" "Hit your teammate's constructing objects with
your Wrench\nto help them build faster!"
"Hint_Engineer_build_sentrygun" "Build Sentry Guns to defend your team's
base.\nThe fourth slot in your weapon selection holds buildables."
"Hint_Engineer_build_dispenser" "Build Dispensers to help your teammates
to resupply.\nThe fourth slot in your weapon selection holds buildables."
"Hint_Engineer_build_teleporters" "Build Teleporters to help your team defend
forward areas.\nThe fourth slot in your weapon selection holds buildables."
"Hint_Engineer_pickup_metal" "Pick up metal from fallen weapons\nto use in
building objects!"
"Hint_Engineer_repair_object" "Hit damaged objects with your Wrench to repair
them!"
"Hint_Engineer_metal_to_upgrade" "You need more metal to upgrade your Sentry
Gun!"
"Hint_Engineer_upgrade_sentrygun" "Upgrade Sentry Guns by hitting them with your
Wrench.\nThey can be upgraded all the way to level 3!"
"Hint_object_has_sapper" "This building is being destroyed by a sapper!\
n Shoot the sapper to destroy it!"

"Hint_object_your_object_sapped" "One of your buildings is being destroyed!"


"Hint_enemy_using_dispenser" "An enemy is using your Dispenser!"
"Hint_enemy_using_tp_entrance" "An enemy is near your Teleporter
entrance!"
"Hint_enemy_using_tp_exit" "An enemy is near your Teleporter exit!"

"WinPanel_Red_Team_Wins" "RED Team Wins"


"WinPanel_Blue_Team_Wins" "BLU Team Wins"
"WinPanel_Stalemate" "STALEMATE!"
"WinPanel_Green_Team_Wins" "GRN Team Wins"
"WinPanel_Yellow_Team_Wins" "YLW Team Wins"

"StatPanel_Title_Dead" "On the bright side..."


"StatPanel_Title_Alive" "Well, that was impressive! Last round:"

"StatPanel_Format_Close" "That round: %s1 Your best: %s2"

"StatPanel_Kills_Best" "You had more kills as %s1 that round


than your previous best."
"StatPanel_Captures_Best" "You had more captures as %s1 that round
than your previous best."
"StatPanel_Defenses_Best" "You defended more points as %s1 that
round than your previous best."
"StatPanel_DamageDealt_Best" "You've caused more damage as %s1 than
your previous best."
"StatPanel_PlayTime_Best" "You stayed alive as %s1 longer that
round than your previous best."
"StatPanel_Healing_Best" "You healed more as %s1 that round than
your previous best."
"StatPanel_Invulnerable_Best" "You had more ÜberCharges that round than
your previous best."
"StatPanel_KillAssists_Best" "You had more kill assists that round as
%s1 than your previous best."
"StatPanel_Backstabs_Best" "You had more backstabs that round than
your previous best."
"StatPanel_HealthLeached_Best" "You stole more health from enemy
Medics and Dispensers that round than your previous best."
"StatPanel_BuildingsBuilt_Best" "You built more buildings that
round than your previous best."
"StatPanel_BuildingsDestroyed_Best" "You destroyed more buildings that round
as %s1 than your previous best."
"StatPanel_Headshots_Best" "You had more headshots that round than
your previous best."
"StatPanel_SentryKills_Best" "Your Sentry Gun had more kills that
round than your previous best."
"StatPanel_Teleports_Best" "Your Teleporter was used more that round
than your previous best."
"StatPanel_Dominations_Best" "You dominated more new opponents that
round as %s1 than your previous best."
"StatPanel_Revenge_Best" "You got revenge on more opponents that
round as %s1 than your previous best."
"StatPanel_PointsScored_Best" "You scored more points that round as %s1
than your previous best."
"StatPanel_Jumppad_Jumps_Best" "Your jump pads were used more that
round than your previous best."

"StatPanel_Kills_Tie" "You tied your record for kills as %s1


that round."
"StatPanel_Captures_Tie" "You tied your record for captures as %s1
that round."
"StatPanel_Defenses_Tie" "You tied your record for defenses as %s1
that round."
"StatPanel_DamageDealt_Tie" "You tied your record for damage dealt as
%s1 that round."
"StatPanel_PlayTime_Tie" "You tied your record for time alive as
%s1 that round."
"StatPanel_Healing_Tie" "You tied your record for healing as %s1
that round."
"StatPanel_Invulnerable_Tie" "You tied your record for ÜberCharges
that round."
"StatPanel_KillAssists_Tie" "You tied your record for kill assists as
%s1 that round."
"StatPanel_Backstabs_Tie" "You tied your record for backstabs that
round."
"StatPanel_HealthLeached_Tie" "You tied your record for health stolen
from the enemy that round."
"StatPanel_BuildingsBuilt_Tie" "You tied your record for buildings
built that round."
"StatPanel_BuildingsDestroyed_Tie" "You tied your record for buildings
destroyed as %s1 that round."
"StatPanel_Headshots_Tie" "You tied your record for headshots that
round."
"StatPanel_SentryKills_Tie" "You tied your record for kills by your
Sentry Gun that round."
"StatPanel_Teleports_Tie" "You tied your record for teleports that
round."
"StatPanel_Dominations_Tie" "You tied your record for opponents
dominated as %s1 that round."
"StatPanel_Revenge_Tie" "You tied your record for revenge as %s1
that round."
"StatPanel_PointsScored_Tie" "You tied your record for points scored
as %s1 that round."
"StatPanel_Jumppad_Jumps_Tie" "You tied your record for jump pad usages
that round."

"StatPanel_Kills_Close" "You came close to your record for kills


as %s1 that round."
"StatPanel_Captures_Close" "You came close to your record for
captures as %s1 that round."
"StatPanel_Defenses_Close" "You came close to your record for
defenses as %s1 that round."
"StatPanel_DamageDealt_Close" "You came close to your record for damage
dealt as %s1 that round."
"StatPanel_PlayTime_Close" "You came close to your record for time
alive as %s1 that round."
"StatPanel_Healing_Close" "You came close to your record for
healing as %s1 that round."
"StatPanel_Invulnerable_Close" "You came close to your record for
ÜberCharges that round."
"StatPanel_KillAssists_Close" "You came close to your record for kill
assists as %s1 that round."
"StatPanel_Backstabs_Close" "You came close to your record for
backstabs that round."
"StatPanel_HealthLeached_Close" "You came close to your record for
health stolen from the enemy that round."
"StatPanel_BuildingsBuilt_Close" "You came close to your record for
buildings built that round."
"StatPanel_BuildingsDestroyed_Close" "You came close to your record for
buildings destroyed as %s1 that round."
"StatPanel_Headshots_Close" "You came close to your record for
headshots that round."
"StatPanel_SentryKills_Close" "You came close to your record for kills
by your Sentry Gun that round."
"StatPanel_Teleports_Close" "You came close to your record for
teleports that round."
"StatPanel_Dominations_Close" "You came close to your record for
opponents dominated as %s1 that round."
"StatPanel_Revenge_Close" "You came close to your record for
revenge as %s1 that round."
"StatPanel_PointsScored_Close" "You came close to your record for
points scored as %s1 that round."
"StatPanel_Jumppad_Jumps_Close" "You came close to your record for
jump pad usages that round."

"StatPanel_Label_Kills" "# Kills: "


"StatPanel_Label_DamageDealt" "Damage dealt: "
"StatPanel_Label_PlayTime" "Play time: "
"StatPanel_Label_Healing" "Health points healed: "
"StatPanel_Label_Invulnerable" "ÜberCharges activated: "
"StatPanel_Label_Backstabs" "# Backstabs: "
"StatPanel_Label_HealthLeached" "Health leached: "
"StatPanel_Label_Buildings_Built" "# Buildings built: "
"StatPanel_Label_SentryKills" "# Kills by Sentry: "
"StatPanel_Label_Teleports" "# uses of Teleporter: "
"StatPanel_Label_Jumppad_Jumps" "# uses of Jump Pads: "

"StatSummary_Label_PerformanceReport" "YOUR PERFORMANCE REPORT"


"StatSummary_Label_BestMoments" "YOUR BEST MOMENTS"
"StatSummary_Label_AsAnyClass" "As any class:"
"StatSummary_Label_TIP" "TIP"
"StatSummary_ScoreAsClassFmt" "%s1 (as %s2)"
"StatSummary_Records" "RECORDS:"
"StatSummary_StatTitle_MostPoints" "Most points"
"StatSummary_StatTitle_AvgPoints" "Avg. points"
"StatSummary_StatTitle_MostKills" "Most kills"
"StatSummary_StatTitle_AvgKills" "Avg. kills"
"StatSummary_StatTitle_MostCaptures" "Most captures"
"StatSummary_StatTitle_AvgCaptures" "Avg. captures"
"StatSummary_StatTitle_MostAssists" "Most assists"
"StatSummary_StatTitle_AvgAssists" "Avg. assists"
"StatSummary_StatTitle_MostDamage" "Most damage"
"StatSummary_StatTitle_AvgDamage" "Avg. damage"
"StatSummary_StatTitle_TotalPlaytime" "Total playtime"
"StatSummary_StatTitle_LongestLife" "Longest life"

"Tip_Fmt" "Tip: %s1"

"Tip_1_Count" "9"
"Tip_1_1" "As a Scout, you can double jump in mid-air to quickly
change direction and avoid enemy fire."
"Tip_1_2" "As a Scout, you capture Control Points twice as fast as
other classes."
"Tip_1_3" "As a Scout, you're most effective when you stay moving and
use your speed to your advantage."
"Tip_1_4" "As a Scout, you're an excellent distraction. Catch the
attention of dangerous classes like Heavies and Snipers to allow your team to move
forward."
"Tip_1_5" "As a Scout, the Scattergun is lethal at point blank
range."
"Tip_1_6" "As a Scout, your Pistol is great for picking off enemies
at a distance."
"Tip_1_7" "As a Scout, your Bat does less damage than normal melee
weapons, but swings much faster."
"Tip_1_8" "As a Scout, your Nail Gun is great for holding off enemies
that are chasing after you."
"Tip_1_9" "As a Scout, the Brick deals large knockback and consistent
damage to enemies."

"Tip_2_Count" "10"
"Tip_2_1" "As a Sniper, the longer you spend zoomed in the scope, the
more damage the shot will do."
"Tip_2_2" "As a Sniper, aim for the head to do critical damage."
"Tip_2_3" "As a Sniper, a fully charged Sniper Rifle headshot can
kill most classes instantly."
"Tip_2_4" "As a Sniper, zoom with the Sniper Rifle by hitting
%attack2%."
"Tip_2_5" "As a Sniper, use your SMG to deal with nearby enemies."
"Tip_2_6" "As a Sniper, the Huntsman can be used for more reliable
close-range combat, at the cost of accuracy."
"Tip_2_7" "As a Sniper, your shot will usually miss if the Huntsman
is pulled back longer than five seconds. Reset it by hitting %attack2%."
"Tip_2_8" "As a Sniper, movement speed while scoped in with the
Hunting Revolver is higher than with the Sniper Rifle. Move around while aiming to
be a harder target to hit."
"Tip_2_9" "As a Sniper, the Hunting Revolver is a great mid-range
option. Use it to deal damage while quickly moving in and out of the frontline."
"Tip_2_10" "As a Sniper, the Fishwhacker will cause bleeding damage to
the enemy being hit. Use it to fight cloaked Spies!"

"Tip_3_Count" "9"
"Tip_3_1" "Hit %voicemenu 0 0% to call for a Medic if you get hurt.
Nearby Medics will be notified of your need."
"Tip_3_2" "As a Soldier, you can rocket jump to great heights by
firing a rocket at your feet while jumping."
"Tip_3_3" "As a Soldier, aim rockets at enemies' feet to ensure they
can't avoid the explosion damage."
"Tip_3_4" "As a Soldier, make sure you keep your Rocket Launcher
loaded. Hit %reload% to reload it at any time."
"Tip_3_5" "As a Soldier, your rockets have strong knockback. Use this
to jostle enemies or knock them airborne."
"Tip_3_6" "As a Soldier, use your Shotgun to conserve rockets and
avoid waiting for your Rocket Launcher to reload in the middle of combat."
"Tip_3_7" "As a Soldier, use your Shovel to deal consistent close-
range damage without having to worry about reloading."
"Tip_3_8" "As a Soldier, the Gunboats greatly reduce health loss from
rocket jumps. Use them when positioning and mobility are especially important."
"Tip_3_9" "As a Soldier, your R.P.G.'s rockets can shoot over cover.
Be sure to aim your rockets carefully."

"Tip_4_Count" "12"
"Tip_4_1" "As a Demoman, use your Grenade Launcher for direct combat.
Grenades detonate upon impact with an enemy unless they touch the ground first."
"Tip_4_2" "As a Demoman, hit %attack% to fire Stickybombs and then
use %attack2% to detonate them later."
"Tip_4_3" "As a Demoman, the longer you hold down the fire button
with the Stickybomb Launcher, the farther the shot will go."
"Tip_4_4" "As a Demoman, set off Stickybombs beneath your feet to
Stickybomb jump up to great heights."
"Tip_4_5" "As a Demoman, shoot Stickybombs onto walls and ceilings
where they're hard to spot."
"Tip_4_6" "As a Demoman, crouch when preparing for a Stickybomb jump
in order to achieve maximum height."
"Tip_4_7" "As a Demoman, your Bottle can be used for close combat
without having to worry about aiming or detonation times."
"Tip_4_8" "As a Demoman, your Bottle does the same amount of damage
whether it is smashed open or not."
"Tip_4_9" "As a Demoman, throw your Dynamite Pack onto Control Points
in order to clear off enemies."
"Tip_4_10" "As a Demoman, the Gunboats greatly reduce health loss from
Stickybomb jumps. Use them when positioning and mobility are especially important."
"Tip_4_11" "As a Demoman, the Mine Layer shoots proximity mines that
detonate if an enemy is standing close to them. Use it when the Grenade Launcher is
your main weapon of choice."
"Tip_4_12" "As a Demoman, the Mine Layer's mines can be deactivated
all at once by pressing %attack2%."

"Tip_5_Count" "13"
"Tip_5_1" "As a Medic, you fill your ÜberCharge faster by healing
teammates who are more hurt."
"Tip_5_2" "As a Medic, your ÜberCharge will build much faster during
setup time."
"Tip_5_3" "As a Medic, fill your ÜberCharge meter by healing
teammates, then hit %attack2% to ÜberCharge."
"Tip_5_4" "As a Medic, keep alert for teammates calling for your
help. Use the cross speech bubbles onscreen to find them."
"Tip_5_5" "As a Medic, remember that syringes travel in arcs and have
a travel time. Lead your targets and aim higher in order to land successful hits."
"Tip_5_6" "As a Medic, your Medi Gun's ÜberCharge makes both you and
your target invulnerable for a short time."
"Tip_5_7" "As a Medic, use your Medi Gun to heal teammates, and buff
them up to 150%% of their normal health."
"Tip_5_8" "As a Medic, you cannot capture a Control Point or pick up
the Intelligence briefcase while invulnerable."
"Tip_5_9" "As a Medic, your Bonesaw can be used in defensive
situations when you are separated from your target."
"Tip_5_10" "As a Medic, your Kritzkrieg gives your target guaranteed
crits. Use it in areas where there are a lot of enemies."
"Tip_5_11" "As a Medic, when using the Überspritze, be sure to watch
your health. You have 10 less maximum health when equipped with it."
"Tip_5_12" "As a Medic, the Shock Therapy will deal more damage the
more it's charged. Its charge will be fully depleted on any hit you land on
enemies."
"Tip_5_13" "As a Medic, the Shock Therapy can be used to fully heal a
teammate at full charge, but lowers your main heal rate."

"Tip_6_Count" "14"
"Tip_6_1" "Hit %voicemenu 0 0% to call for a Medic if you get hurt.
Nearby Medics will be notified of your need."
"Tip_6_2" "As a Heavy, you're a great Medic buddy. Keep a clear line
of sight to your Medic to keep the Medi Gun on you."
"Tip_6_3" "As a Heavy, you're a prime target for Spies. Use your
arsenal to keep them at bay, and look behind yourself often."
"Tip_6_4" "As a Heavy, hold %attack2% to keep your Minigun spinning,
ready for approaching enemies."
"Tip_6_5" "As a Heavy, your Minigun chews up a lot of ammo. Pick up
fallen weapons to refill your supply."
"Tip_6_6" "As a Heavy, you don't lose momentum while spinning up your
Minigun in the air. Use this to surprise enemies around corners!"
"Tip_6_7" "As a Heavy, your Shotgun can deal high burst damage, and
allows you to move faster while attacking compared to spinning your Minigun."
"Tip_6_8" "As a Heavy, your high health allows you to win most melee
fights. Don't be afraid to use your Fists!"
"Tip_6_9" "As a Heavy, with the Sandvich equipped, be sure to press
%attack2% in order to heal your teammates."
"Tip_6_10" "As a Heavy, be sure to find a safe place to eat your
Sandvich, otherwise you may be rudely interrupted."
"Tip_6_11" "As a Heavy, your Anti-Aircraft Cannon deals high burst
damage, and is ideal for handling crowds."
"Tip_6_12" "As a Heavy, your Anti-Aircraft Cannon deals mini-crits to
airborne enemies. Use it to knock down Soldiers or enemies using jump pads."
"Tip_6_13" "As a Heavy, the Chekhov's Punch will store critical hits
on successful hit. Use it with your Minigun for guaranteed critical hits!"
"Tip_6_14" "As a Heavy, the Chekhov's Punch will cause you to take
guaranteed critical damage from enemy melee attacks. Be cautious during close
combat."

"Tip_7_Count" "14"
"Tip_7_1" "As a Pyro, you cannot be ignited by fire-based weapons.
Use your Shotgun or melee weapons against enemy Pyros in order to counter this."
"Tip_7_2" "As a Pyro, you can often set enemies on fire and retreat,
leaving them to die from the burning."
"Tip_7_3" "As a Pyro, your Flame Thrower does more damage the closer
you are to the enemy."
"Tip_7_4" "As a Pyro, your Flame Thrower chews up a lot of ammo. Pick
up fallen weapons to refill your supply."
"Tip_7_5" "As a Pyro, ambush enemies to catch them in the short range
of your Flame Thrower. Use corners to your advantage."
"Tip_7_6" "As a Pyro, the Flame Thrower's compression blast
(%attack2%) is a very useful tool. Use it to push enemies, even invulnerable Medics
and their buddies, away or into environmental hazards."
"Tip_7_7" "As a Pyro, your Flame Thrower can extinguish burning
teammates with %attack2%."
"Tip_7_8" "As a Pyro, switch to your Shotgun if enemies retreat
beyond the short range of your Flame Thrower."
"Tip_7_9" "As a Pyro, your Fire Axe is a great choice for dealing
with enemy Pyros."
"Tip_7_10" "As a Pyro, your Flare Gun can catch enemies on fire at
long range. This works well against enemy Snipers."
"Tip_7_11" "As a Pyro, the Twin Barrel can be used to close the gap
between you and your target. Propel yourself upward or towards your enemies!"
"Tip_7_12" "As a Pyro, the Twin Barrel does not deal damage as
reliably as your Shotgun. If you're losing in an encounter, use it to propel
yourself away in retreat!"
"Tip_7_13" "As a Pyro, the Harvester can generate a guaranteed
critical hit, and allows you to heal from your enemies."
"Tip_7_14" "As a Pyro, dying with the Harvester equipped will
extinguish any enemies you've set on fire."

"Tip_8_Count" "14"
"Tip_8_1" "As a Spy, disguise yourself as an enemy with your Disguise
Kit. Beware, attacking will remove your disguise."
"Tip_8_2" "As a Spy, call for enemy Medics by hitting %voicemenu 0 0%
while disguised."
"Tip_8_3" "As a Spy, try to act like an enemy while disguised.
Observe where enemy team members are, and disguise as one of them."
"Tip_8_4" "As a Spy, press %speed% to run at normal speed while
disguised as slower classes."
"Tip_8_5" "As a Spy, your Revolver is a very useful tool for when a
stealth operation doesn't go your way."
"Tip_8_6" "As a Spy, place your Sapper on enemy buildings to disable
and destroy them. Disguises aren't lost when placing sappers."
"Tip_8_7" "As a Spy, your Sapper disables Sentry Guns before
destroying them. Sap a Sentry Gun before attacking the Engineer."
"Tip_8_8" "As a Spy, use your Knife to backstab enemies from behind,
killing them instantly."
"Tip_8_9" "As a Spy, hit %attack2% to cloak and become fully
invisible for a short period of time."
"Tip_8_10" "As a Spy, use your cloak to get behind enemy lines, and
your disguise to move around amongst them."
"Tip_8_11" "As a Spy, your Tranquilizer Gun slows down your target and
decreases their ranged gun damage. This helps create an opening for an escape."
"Tip_8_12" "As a Spy, the darts from your Tranquilizer Gun cause your
target to take guaranteed critical hits from melee damage. Let your teammates gang
up on them."
"Tip_8_13" "As a Spy, the L'escampette allows you to move quickly to
or from the enemy base. Make quick escapes, or quick infiltrations!"
"Tip_8_14" "As a Spy, you lose cloak taking damage with the
L'escampette equipped. Stay out of the line of fire."

"Tip_9_Count" "17"
"Tip_9_1" "As an Engineer, you need metal to build, repair, and
upgrade your buildings. Collect fallen weapons to get more metal."
"Tip_9_2" "As an Engineer, you can do more than just maintain your
buildings. Use your Shotgun and your Pistol to assist in fights and to defend your
buildings."
"Tip_9_3" "As an Engineer, your Pistol has a lot of reserve ammo. Use
it to lead enemies towards you and your Sentry Gun, or go for a more offensive
approach."
"Tip_9_4" "As an Engineer, keep an eye out for enemy Spies attaching
Sappers to your buildings. Use your Wrench to remove Sappers."
"Tip_9_5" "As an Engineer, you are able to defuse the Dynamite Pack
by hitting it with a Wrench."
"Tip_9_6" "As an Engineer, use the Construction PDA to place Sentry
Guns and other supportive buildings."
"Tip_9_7" "As an Engineer, hit your Sentry Guns with your Wrench to
upgrade it with metal. Each level adds more health and firepower."
"Tip_9_8" "As an Engineer, Sentry Guns aren't restricted to just
defensive measures. Deploy them quickly in hidden locations in order to aid in an
offensive push."
"Tip_9_9" "As an Engineer, build Dispensers to provide your teammates
with health and ammo. They also generate metal for you to use."
"Tip_9_10" "As an Engineer, build Teleporters to help your team reach
the front line faster."
"Tip_9_11" "As an Engineer, remember to upgrade your buildings. Level
3 Teleporters recharge much faster, allowing your team to keep the pressure on."
"Tip_9_12" "As an Engineer, hit either the entrance or the exit of
your Teleporter with your Wrench in order to repair and upgrade both sides."
"Tip_9_13" "As an Engineer, hit %attack2% to rotate building
blueprints before you hit %attack% to build. Use this in order to orient
Teleporters away from walls."
"Tip_9_14" "As an Engineer, fully charged shots from your Coilgun can
ricochet off walls and deal more damage."
"Tip_9_15" "As an Engineer, the Coilgun will cause an explosion if you
overcharge it. Use it to reach previously inaccessible areas."
"Tip_9_16" "As an Engineer, you can swap out your Teleporter in favor
of Jump Pads. Jump Pads allow you and your team to reach high places."
"Tip_9_17" "As an Engineer, your Jump Pads allow your teammates to
jump forward with a lot of momentum. Deploy them in places that allow for quick
rollouts."

"Tip_10_Count" "11"
"Tip_10_1" "As a Civilian, keep up with your teammates to have a
better chance of survival."
"Tip_10_2" "As a Civilian, you're rather slow. Try your best to keep
up with your teammates!"
"Tip_10_3" "As a Civilian, you are the shortest class in the game.
This can be useful when hiding behind teammates."
"Tip_10_4" "As a Civilian, you are the only class capable of capturing
Control Points in VIP mode."
"Tip_10_5" "As a Civilian, be sure to watch out for enemy Spies, as
they're capable of killing you instantly."
"Tip_10_6" "As a Civilian, nearby teammates will be protected from
damage within your morale boost's radius. You yourself however, remain excluded."
"Tip_10_7" "As a Civilian, your morale boost passes through walls and
heals teammates too. Try to keep out of enemy sight lines."
"Tip_10_8" "As a Civilian, hit %attack2% on a teammate to boost them,
giving them a great advantage in battle."
"Tip_10_9" "As a Civilian, your Umbrella isn't very effective as a
weapon. Let your teammates fight for you."
"Tip_10_10" "As a Civilian, your Umbrella grants mini-crits to a
teammate of your choosing. Boost classes that are capable of dealing high amounts
of damage."
"Tip_10_11" "As a Civilian, your mini-crit boost also gives Medics 35%
faster healing and ÜberCharge gain."

"Tip_HLTV" "You are watching SourceTV."

"Tip_arena_Count" "9"
"Tip_arena_1" "Keep an eye on the player count at the top of the screen
in order to tell if your team has an advantage."
"Tip_arena_2" "There are very few sources of replenishing your health in
Arena, so be sure to protect your Medics and Engineers!"
"Tip_arena_3" "The capture point in the middle of the map will become
active after 60 seconds have elapsed once the round begins."
"Tip_arena_4" "You don't respawn in Arena, so don't die!"
"Tip_arena_5" "No single class is the most important in Arena. Focus on
countering your enemies' entire composition."
"Tip_arena_6" "You can only change your class at the start of an Arena
match before the gates open."
"Tip_arena_7" "As an Engineer, make sure you're building Dispensers in
order to heal your teammates and generate metal."
"Tip_arena_8" "As a Medic, your ÜberCharge will not carry over between
lives."
"Tip_arena_9" "As a Pyro, Spy check teammates vigorously in order to
prevent Spies from giving the enemies a strategic advantage."

"Tip_Abuse_Report" "To report abusive imagery or behavior, press


%abuse_report_queue% to take a screenshot and gather game information to send it
directly to Customer Support via the Abuse Reporter."

"TF_ClassRecord_MostPoints" "Most points:"


"TF_ClassRecord_MostKills" "Most kills:"
"TF_ClassRecord_MostAssists" "Most assists:"
"TF_ClassRecord_MostCaptures" "Most captures:"
"TF_ClassRecord_MostDefenses" "Most defenses:"
"TF_ClassRecord_MostDamage" "Most damage:"
"TF_ClassRecord_MostDestruction" "Most destruction:"
"TF_ClassRecord_MostDominations" "Most dominations:"
"TF_ClassRecord_LongestLife" "Longest life:"
"TF_ClassRecord_MostHealing" "Most healing:"
"TF_ClassRecord_MostInvulns" "Most ÜberCharges:"
"TF_ClassRecord_MostSentryKills" "Most kills by Sentry:"
"TF_ClassRecord_MostTeleports" "Most teleports:"
"TF_ClassRecord_MostHeadshots" "Most headshots:"
"TF_ClassRecord_MostBackstabs" "Most backstabs:"
"TF_ClassRecord_MostJumppadJumps" "Most pad jumps:"

"TF_Name_change_limit_exceeded" "Name change denied (rate exceeded)."

"Building_hud_building" "Building..."
"Building_hud_sentry_shells" "Shells:"
"Building_hud_sentry_rockets" "Rockets:"
"Building_hud_sentry_upgrade" "Upgrade:"
"Building_hud_sentry_numkills" "Kills:\n%numkills%"
"Building_hud_sentry_numassists" "Assists: %numassists%"
"Building_hud_sentry_kills_assists" "%numkills% (%numassists%)"
"Building_hud_dispenser_ammo" "Metal:"
"Building_hud_tele_charging" "Charging..."
"Building_hud_tele_times_used" "Times Used:\n%timesused%"

"Building_hud_tele_times_used_360" "Used:\n%timesused%"

"Building_hud_sentry_not_built" "Sentry\nNot Built"


"Building_hud_disp_sentry_not_built" "Disposable Sentry\nNot Built"
"Building_hud_dispenser_not_built" "Dispenser\nNot Built"
"Building_hud_tele_enter_not_built" "Entrance\nNot Built"
"Building_hud_tele_exit_not_built" "Exit\nNot Built"
"Building_hud_tele_not_built" "Teleporter Entrance\nNot Built"

"Building_hud_sentry_not_built_360" "Sentry\nNot Built"


"Building_hud_tele_enter_not_built_360" "Entrance\nNot Built"
"Building_hud_tele_exit_not_built_360" "Exit\nNot Built"

"Hud_Menu_Build_Title" "Build"
"Hud_Menu_Demolish_Title" "Demolish"
"Hud_Menu_Build_Demolish_Title" "Engineering"
"Hud_Menu_Disguise_Title" "Disguise"

"Hud_Menu_Build_Cant_Afford" "Not Enough\nMetal"


"Hud_Menu_Build_Already_Built" "Already Built"
"Hud_Menu_Build_Cancel" "Hit '%lastinv%' to Cancel"

"Hud_Menu_Spy_Minus_Toggle" "Hit '%disguiseteam%' or '%reload%'


to Toggle Team"

"Hud_Menu_Taunt_Title" "Taunt"
"Hud_Menu_Taunt_Cancel" "Hit '%lastinv%' to Cancel"
"Hud_Menu_Taunt_Weapon" "Hit '%taunt%' to Weapon Taunt or
join a partner taunt"
"Hud_Menu_Taunt_NoItem" "No Item"
"Hud_Menu_Taunt_Weapon_NoKey" "Weapon Taunt"

// hud menu actions


"Hud_Menu_Spy_Toggle" "Toggle Teams"
"Hud_Menu_Spy_Select_Disguise" "Select Disguise"
"Hud_Menu_Build_Action_Demolish" "Demolish"
"Hud_Menu_Build_Action_Build" "Build"

// prefix for subtitle


"Voice" "Voice"

"Cancel" "Cancel"

"LoadingMap" "You're on your way to:"

"TF_Ubercharge" "ÜBERCHARGE: %charge%%%"


"TF_UberchargeRateBonus" "+%buildratebonus%%%"
"TF_UberchargeRateBonusStacks" "STACKS: %buildratebonusstacks%%%"
"TF_UberchargeMinHUD" "%charge%%%"
"TF_IndividualUbercharges" "ÜBERCHARGES: %charge_count%"
"TF_IndividualUberchargesMinHUD" "%charge_count%"
"TF_NotBuilt" "Not Built"

// Voice Menu
"Voice_Menu_Medic" "MEDIC!"
"Voice_Menu_Go" "Go! Go! Go!"
"Voice_Menu_Help" "Help!"
"Voice_Menu_Yes" "Yes"
"Voice_Menu_No" "No"
"Voice_Menu_MoveUp" "Move Up!"
"Voice_Menu_Left" "Go Left"
"Voice_Menu_Right" "Go Right"
"Voice_Menu_Incoming" "Incoming"
"Voice_Menu_CloakedSpy" "Spy!"
"Voice_Menu_SentryAhead" "Sentry Ahead!"
"Voice_Menu_TeleporterHere" "Teleporter Here"
"Voice_Menu_DispenserHere" "Dispenser Here"
"Voice_Menu_SentryHere" "Sentry Here"
"Voice_Menu_ActivateCharge" "Activate Charge!"

"Voice_Menu_ChargeReady" "MEDIC: ÜberCharge Status"


"Voice_Menu_ChargeReadySubtitle" "ÜberCharge Ready! (100%)"
"Voice_Menu_ChargeAlmostReadySubtitle" "ÜberCharge Almost Ready (%s1%)"
"Voice_Menu_ChargeNotReadySubtitle" "ÜberCharge Isn't Ready! (%s1%)"

"Voice_Menu_Cheers" "Cheers"
"Voice_Menu_Jeers" "Jeers"
"Voice_Menu_Positive" "Positive"
"Voice_Menu_Negative" "Negative"
"Voice_Menu_NiceShot" "Nice Shot"
"Voice_Menu_GoodJob" "Good Job"
"Voice_Menu_BattleCry" "Battle Cry"
"Voice_Menu_Thanks" "Thanks!"

"TF_CurrentPlayers" "Current Players"

//Spectator Panel
"TF_Spectator_ChangeClass" "Press [ %changeclass% ] to Change Class"
"TF_Spectator_ChangeTeam" "Press [ %changeteam% ] to Change Team"
"TF_Spectator_ChangeClass_NoKey" "Change Class"
"TF_Spectator_ChangeTeam_NoKey" "Change Team"
"TF_Spectator_AutoDirector" "Press [ %strafe% ] for Auto Director"
"TF_Spectator_SwitchCamModeKey" "[%jump%]"
"TF_Spectator_SwitchCamMode" "Switch Camera Mode"
"TF_Spectator_CycleTargetFwdKey" "[%attack%]"
"TF_Spectator_CycleTargetFwd" "Cycle Targets (fwd)"
"TF_Spectator_CycleTargetRevKey" "[%attack2%]"
"TF_Spectator_CycleTargetRev" "Cycle Targets (rev)"
"TF_Spectator_Spectating" "Spectating:"

"TF_teambalanced" "The teams have been auto-balanced"


"TF_teamswitch" "The teams have been switched"
"TF_teamswitch_attackers" "You are now Attacking!"
"TF_teamswitch_defenders" "You are now Defending!"
"TF_teamswitch_red" "You are now on RED!"
"TF_teamswitch_blue" "You are now on BLU!"
"TF_teamswitch_green" "You are now on GRN!"
"TF_teamswitch_yellow" "You are now on YLW!"
"TF_suddendeath" "SUDDEN DEATH!"
"TF_suddendeath_mode" "SUDDEN DEATH MODE!"
"TF_suddendeath_join" "Sit back and relax while you wait for this petty
conflict to end."
"TF_suddendeath_timer" "You've run out of time. Watch your back and finish
'em off. No more spawning."
"TF_suddendeath_limit" "Map time limit reached. No more spawning, so make
this count."

// Intro Movies

"TF_IM_WellCTF_Intro" "Well (CTF) is a Capture the Flag map"


"TF_IM_WellCTF_ToWin" "To win a point, steal the enemies intelligence briefcase
and return it to your capture point"
"TF_IM_WellCTF_IntelDrop" "Dropped briefcases will return to their base in 60
seconds"

"TF_IM_2Fort_Intro" "2Fort is a Capture the Flag map"


"TF_IM_2Fort_ToWin" "To win a point, steal the enemies intelligence briefcase
and return it to your basement"
"TF_IM_2Fort_IntelStatus" "The status and location of both intelligence
briefcases can be found at the base of your screen"
"TF_IM_2Fort_IntelDrop" "Dropped briefcases will return to their basement in 60
seconds"

"TF_IM_Gravelpit_Intro" "Gravel Pit is an Attack/Defend Control Point map"


"TF_IM_Gravelpit_RedWin" "Team RED wins by defending their Control Points"
"TF_IM_Gravelpit_BlueWin" "Team BLU wins by capturing all Control Points before
the time runs out"

"TF_IM_Dustbowl_Intro" "Dustbowl is an Attack/Defend Control Point map"


"TF_IM_Dustbowl_ToWin" "Team BLU must advance through three stages to win"
"TF_IM_Dustbowl_Stages" "Each stage contains two Control Points"

"TF_IM_Hydro_Intro" "Hydro is a Territorial Control Point map"


"TF_IM_Hydro_ToWin" "A team must control all six territories to win"
"TF_IM_Hydro_ToWin2" "Each team starts with three territories"
"TF_IM_Hydro_Stages" "Stages will be played with two Control points at a time"
"TF_IM_Hydro_CP" "Capture the enemy Control Point in a stage to win the
territory"

"TF_IM_Well_Intro" "Well (CP) is a Control Point map"


"TF_IM_Granary_Intro" "Granary is a Control Point map"
"TF_IM_Badlands_Intro" "Badlands is a Control Point map"

"TF_IM_CP_ToWin" "To win, each team must own all Control Points"
"TF_IM_CP_Capture" "To capture a Control Point, stand within the Capture Zone
boundaries until you own the Control Point"
"TF_IM_CP_TimeAdd" "Time is added to the clock when a Control Point is
captured"
"TF_IM_CP_Locked" "Control Points cannot be captured while they are locked"

"TF_IM_Goldrush_Intro" "Gold Rush is a Payload map with three stages"


"TF_IM_Goldrush_BlueWin" "BLU team wins by escorting the cart to RED team's
final point before the time runs out"
"TF_IM_Goldrush_RedWin" "RED team wins by preventing the cart from reaching their
final point"
"TF_IM_Goldrush_MoveCart" "The cart moves along the track when BLU players are
near it"
"TF_IM_Goldrush_CartHeals" "The cart dispenses health and ammo to the BLU team"
"TF_IM_Goldrush_RollsBack" "If the cart doesn't move for 30 seconds it will
start to roll backwards"
"TF_IM_Goldrush_TimeAdd" "Time is added to the clock when the cart reaches
each check point"

"TF_IM_Basin_Intro" "Badwater Basin is a Payload map with just one stage"


"TF_IM_Basin_BlueWin" "BLU team wins by escorting the cart to RED team's final
point before the time runs out"
"TF_IM_Basin_RedWin" "RED team wins by preventing the cart from reaching their
final point"
"TF_IM_Basin_MoveCart" "The cart moves along the track when BLU players are near
it"
"TF_IM_Basin_CartHeals" "The cart dispenses health and ammo to the BLU team"
"TF_IM_Basin_RollsBack" "If the cart doesn't move for 30 seconds it will start to
roll backwards"
"TF_IM_Basin_TimeAdd" "Time is added to the clock when the cart reaches each
check point"

"TF_IM_Arena_Intro" "Welcome to Team Fortress Arena"


"TF_IM_Arena_RandomTeam" "In Arena mode you will be randomly assigned to a team"
"TF_IM_Arena_ToWin" "To win, your team must either eliminate all players on
the opposing team..."
"TF_IM_Arena_OrCapture" "...or capture the Control Point that will be activated
during the round"
"TF_IM_Arena_NoDie" "There is no respawning in Arena mode, so don't die!"
"TF_IM_Arena_Losing" "Players on the losing team may have to sit out the next
round if other players are waiting to play"
"TF_IM_Arena_Scramble" "The teams will be scrambled after one team reaches the
win limit"

"TF_IM_Coldfront_Intro" "Coldfront is a Control Point map"

"TF_IM_Steel_Intro" "Steel is an attack and defend map."


"TF_IM_Steel_BlueWin" "BLU has to capture point E in order to win the round."
"TF_IM_Steel_PlotTwist" "However..."
"TF_IM_Steel_FinalCap" "Point E is always in play. BLU can capture it at any
time."
"TF_IM_Steel_Points" "Capturing points A, B, C, and D will make E easier to
take!"
"TF_IM_Steel_CapA" "Capturing A opens additional paths to B and E."
"TF_IM_Steel_CapB" "Capturing B moves RED's spawnroom and also opens an
additional route to C. "
"TF_IM_Steel_CapC" "Capturing C extends bridges to E."
"TF_IM_Steel_CapD" "Capturing D blocks RED from easily reaching E."
"TF_IM_Steel_Bridge" "Without the bridges, E cannot be reached by everyone."
"TF_IM_Steel_Pit" "Watch out for the pit!"

// TF2C Achievements
// Team Fortress 2 Classic Pack
// 2.0.0
"TF2C_KILL_WITH_DISTANTRPG_NAME" "A Calculated Accident"
"TF2C_KILL_WITH_DISTANTRPG_DESC" "Kill an enemy player from a great
distance with an arcing rocket."
"TF2C_KILL_BUILDINGS_WITH_MIRV_NAME" "KA-BLOOIE!"
"TF2C_KILL_BUILDINGS_WITH_MIRV_DESC" "Take out 5 Engineer buildings with
the Dynamite Pack."
"TF2C_DEFUSE_MIRV_NAME" "Fuse Refusal"
"TF2C_DEFUSE_MIRV_DESC" "Defuse an enemy Demoman's
Dynamite Pack with the Wrench."
"TF2C_PLAY_GAME_CLASSICMAPS_1_NAME" "An Experienced World Traveler"
"TF2C_PLAY_GAME_CLASSICMAPS_1_DESC" "Play a complete game on these
classic maps."
"TF2C_DOMINATE_DEVELOPER_NAME" "Destructive Criticism"
"TF2C_DOMINATE_DEVELOPER_DESC" "Dominate a player with a
contributor medal."
"TF2C_KILL_WITH_BLINDCOILRICOCHET_NAME" "Texan Predictability"
"TF2C_KILL_WITH_BLINDCOILRICOCHET_DESC" "Kill an enemy you can't see with a
ricocheted Coilgun shot."
"TF2C_ACHIEVEMENT_TRANQ_MELEE_KILL_NAME" "Deep Sleep"
"TF2C_ACHIEVEMENT_TRANQ_MELEE_KILL_DESC" "As a Spy, kill 10 tranquilized players
with your melee weapon."
"TF2C_ACHIEVEMENT_EXTINGUISH_BOMBLETS_NAME" "Birthday Blowout"
"TF2C_ACHIEVEMENT_EXTINGUISH_BOMBLETS_DESC" "Extinguish 20 Dynamite Pack sticks
by airblasting them."

// Gamemodes and Maps Pack


// 2.0.0
"TF2C_WIN_CIVILIAN_NODEATHS_NAME" "The Entrepreneur"
"TF2C_WIN_CIVILIAN_NODEATHS_DESC" "Win a round of VIP as the Civilian
without dying once."
"TF2C_HEAL_CIVILIAN_NAME" "Loyal Servant"
"TF2C_HEAL_CIVILIAN_DESC" "Accumulate 5000 points from
healing the Civilian."
"TF2C_DOMINATE_CIVILIAN_NAME" "Restraining Order Violation"
"TF2C_DOMINATE_CIVILIAN_DESC" "Dominate the Civilian within a
round of VIP."
"TF2C_PLAY_GAME_VIPMAPS_1_NAME" "On The Run!"
"TF2C_PLAY_GAME_VIPMAPS_1_DESC" "Play a complete game on
these VIP maps."
"TF2C_KILL_CIVILIAN_DISGUISEBOOST_NAME" "Fraudulent Transaction"
"TF2C_KILL_CIVILIAN_DISGUISEBOOST_DESC" "As a Spy, kill the Civilian using
the boost given by him."
"TF2C_HOLD_ALLPOINTS_DOMINATION_NAME" "Total Domination"
"TF2C_HOLD_ALLPOINTS_DOMINATION_DESC" "Have your team own every Control
Point during a round of Domination."
"TF2C_PLAY_GAME_DOMMAPS_1_NAME" "Oil and Water"
"TF2C_PLAY_GAME_DOMMAPS_1_DESC" "Play a complete game on
these Domination maps."

// 2.1.0
"TF2C_ACHIEVEMENT_VIP_PROTECT_UNSEEN_NAME" "Under
cover Boss"
"TF2C_ACHIEVEMENT_VIP_PROTECT_UNSEEN_DESC" "As
the Civilian, help your teammates resist 2000 damage from enemies while you're
behind cover."
"TF2C_ACHIEVEMENT_KILLSTREAK_WHILE_VIP_BOOSTED_NAME" "Employee of the
Month"
"TF2C_ACHIEVEMENT_KILLSTREAK_WHILE_VIP_BOOSTED_DESC" "Kill 3 enemies
while under the effect of your VIP's buff."
"TF2C_ACHIEVEMENT_VIP_TEAMMATE_KILLSTREAK_DAMAGE_BOOST_NAME" "World's Best
Boss"
"TF2C_ACHIEVEMENT_VIP_TEAMMATE_KILLSTREAK_DAMAGE_BOOST_DESC" "Have a teammate
buffed by your Umbrella kill 3 enemies."
"TF2C_ACHIEVEMENT_VIP_KILL_CRIT_KILLSTREAK_NAME" "Hostile
Takeover"
"TF2C_ACHIEVEMENT_VIP_KILL_CRIT_KILLSTREAK_DESC" "Kill 2
enemies with the crit boost provided by killing the enemy team's VIP."
"TF2C_ACHIEVEMENT_KILL_VIP_DAMAGERS_NAME" "Look Out
for the Little Guy"
"TF2C_ACHIEVEMENT_KILL_VIP_DAMAGERS_DESC" "Kill 20
enemies that recently damaged your VIP while he is still alive."
"TF2C_ACHIEVEMENT_PROTECT_VIP_AS_MEDIC_NAME" "Urgent
Care"
"TF2C_ACHIEVEMENT_PROTECT_VIP_AS_MEDIC_DESC" "As a Medic,
kill an enemy who is attacking your VIP."
"TF2C_ACHIEVEMENT_4TEAM_BACKSTAB_NAME" "Tripl
e Agent"
"TF2C_ACHIEVEMENT_4TEAM_BACKSTAB_DESC" "Backs
tab players from all three enemy teams in a single Four-Team round."
"TF2C_ACHIEVEMENT_ARCHAEOLOGY_NAME" "Archa
eology"
"TF2C_ACHIEVEMENT_ARCHAEOLOGY_DESC" "Disco
ver the buried treasure in Jinn."

// Stock Pack
// 2.1.0
"TF2C_ACHIEVEMENT_REVOLVER_KILLS_SINGLE_LIFE_NAME" "Je Suis James"
"TF2C_ACHIEVEMENT_REVOLVER_KILLS_SINGLE_LIFE_DESC" "Get 3 kills with the
Revolver in a single life."
"TF2C_ACHIEVEMENT_STICKY_PRIMED_KILLS_NAME" "Aged Like Wine"
"TF2C_ACHIEVEMENT_STICKY_PRIMED_KILLS_DESC" "Get 30 kills
using Stickybombs you placed more than 5 seconds ago."
"TF2C_ACHIEVEMENT_FISTS_MELEE_DUEL_NAME" "If He Dies..."
"TF2C_ACHIEVEMENT_FISTS_MELEE_DUEL_DESC" "Win a melee duel using
your Fists outside of Medieval mode."
"TF2C_ACHIEVEMENT_FIRE_AXE_DEATH_AFTERBURN_NAME" "A Burning Memory"
"TF2C_ACHIEVEMENT_FIRE_AXE_DEATH_AFTERBURN_DESC" "As a Pyro, deal 1000
afterburn damage while you're dead."
"TF2C_ACHIEVEMENT_INVIS_RECHARGE_CLOAKED_NAME" "Full Transparency"
"TF2C_ACHIEVEMENT_INVIS_RECHARGE_CLOAKED_DESC" "Fully recharge your
Invisibility Watch at an enemy Dispenser while cloaked."
"TF2C_ACHIEVEMENT_TELEPORTER_PROGRESSION_NAME" "Tele Tourism"
"TF2C_ACHIEVEMENT_TELEPORTER_PROGRESSION_DESC" "Teleport other players
over 10 kilometers."
"TF2C_ACHIEVEMENT_TELEPORTER_ENEMY_SPY_KILL_NAME" "Phony Express"
"TF2C_ACHIEVEMENT_TELEPORTER_ENEMY_SPY_KILL_DESC" "Kill an Engineer
shortly after taking an enemy Teleporter."
"TF2C_ACHIEVEMENT_PYRO_SHOTGUN_CORESHOT_STREAK_NAME" "Shotgun Messenger"
"TF2C_ACHIEVEMENT_PYRO_SHOTGUN_CORESHOT_STREAK_DESC" "As a Pyro, land 3 Shotgun
meat-shots in 5 seconds, 6 times."
"TF2C_ACHIEVEMENT_FLARE_CRIT_TEAMWORK_NAME" "Molten Steal"
"TF2C_ACHIEVEMENT_FLARE_CRIT_TEAMWORK_DESC" "Land a Flare Gun
crit on an enemy that somebody else set on fire."
"TF2C_ACHIEVEMENT_MINIGUN_DUEL_NAME" "Mine's Bigger
Than Yours"
"TF2C_ACHIEVEMENT_MINIGUN_DUEL_DESC" "Kill 10 revved-up
enemy Heavies with your Minigun."

// Death and Taxes Pack


// 2.1.0
"TF2C_ACHIEVEMENT_TRANQ_KILL_NAME" "I'm Just Needling
You"
"TF2C_ACHIEVEMENT_TRANQ_KILL_DESC" "Get a long-
distance kill with the Tranquilizer Gun."
"TF2C_ACHIEVEMENT_TRANQ_SUPPORT_PROGRESSION_NAME" "Enter Sandman"
"TF2C_ACHIEVEMENT_TRANQ_SUPPORT_PROGRESSION_DESC" "Earn 2000 support
points with the Tranquilizer Gun."
"TF2C_ACHIEVEMENT_TRANQ_MELEE_KILL_AS_TEAMMATE_NAME" "Rude Awakening"
"TF2C_ACHIEVEMENT_TRANQ_MELEE_KILL_AS_TEAMMATE_DESC" "Using your melee weapon,
help a friendly Spy finish off a tranquilized enemy."
"TF2C_ACHIEVEMENT_TRANQ_HIT_BLASTJUMP_NAME" "Air Sickness"
"TF2C_ACHIEVEMENT_TRANQ_HIT_BLASTJUMP_DESC" "Knock an airborne
enemy out of the sky with your Tranquilizer Gun."
"TF2C_ACHIEVEMENT_TRANQ_COUNTER_KILL_NAME" "Sleepwalker"
"TF2C_ACHIEVEMENT_TRANQ_COUNTER_KILL_DESC" "Kill 5 enemy
Spies who tranquilized you."
"TF2C_ACHIEVEMENT_MINES_UNSEEN_DAMAGE_NAME" "Turn a Blind Eye"
"TF2C_ACHIEVEMENT_MINES_UNSEEN_DAMAGE_DESC" "Deal a total of
5000 damage with Mines you couldn't see."
"TF2C_ACHIEVEMENT_MINES_STREAK_SINGLE_LIFE_NAME" "Prime of Your Life"
"TF2C_ACHIEVEMENT_MINES_STREAK_SINGLE_LIFE_DESC" "Damage enemies with 16
Mines that are at least 5 seconds old in a single life."
"TF2C_ACHIEVEMENT_MINES_TRIGGER_WITHOUT_HURT_NAME" "Like A Little Bunny"
"TF2C_ACHIEVEMENT_MINES_TRIGGER_WITHOUT_HURT_DESC" "Trigger 8 enemy Mines
that are at least 5 seconds old by walking near them without getting hurt."
"TF2C_ACHIEVEMENT_SANDVICH_MINES_NAME" "Disarmament"
"TF2C_ACHIEVEMENT_SANDVICH_MINES_DESC" "As a Heavy,
safely trigger an enemy Mine that is at least 5 seconds old without walking near
it."
"TF2C_ACHIEVEMENT_SURF_ENEMY_MINE_NAME" "Bourbon Flight"
"TF2C_ACHIEVEMENT_SURF_ENEMY_MINE_DESC" "Blast jump a long
distance off an enemy Demoman's Mine."
"TF2C_ACHIEVEMENT_TAUNT_KILL_MIRV_NAME" "1, 1, 1, Uhh..."
"TF2C_ACHIEVEMENT_TAUNT_KILL_MIRV_DESC" "Kill an enemy
with an explosives configuration gone wrong."

// Fight or Flight Pack


// 2.1.0
"TF2C_ACHIEVEMENT_AIR_COMBAT_NAME" "Fight or Flight"
"TF2C_ACHIEVEMENT_AIR_COMBAT_DESC" "Kill an enemy
while both of you are airborne."
"TF2C_ACHIEVEMENT_HEADSHOT_KILL_MIDFLIGHT_NAME" "Dead Air"
"TF2C_ACHIEVEMENT_HEADSHOT_KILL_MIDFLIGHT_DESC" "Kill an enemy with a
headshot while they are airborne."
"TF2C_ACHIEVEMENT_HARVESTER_COLLECT_DECAP_NAME" "Summary Execution"
"TF2C_ACHIEVEMENT_HARVESTER_COLLECT_DECAP_DESC" "Decapitate all 9
classes with the Harvester."
"TF2C_ACHIEVEMENT_HARVESTER_DECAP_SINGLE_LIFE_NAME" "Head Rush"
"TF2C_ACHIEVEMENT_HARVESTER_DECAP_SINGLE_LIFE_DESC" "Decapitate 3 enemies
with the Harvester in a single life."
"TF2C_ACHIEVEMENT_HARVESTER_COUNTER_LOW_HEALTH_NAME" "Don't Fear the Reaper"
"TF2C_ACHIEVEMENT_HARVESTER_COUNTER_LOW_HEALTH_DESC" "Save 5 teammates from
burning to death by killing enemy Pyros wielding the Harvester."
"TF2C_ACHIEVEMENT_HARVESTER_COUNTER_SPY_NAME" "No, Time to Die"
"TF2C_ACHIEVEMENT_HARVESTER_COUNTER_SPY_DESC" "As a Spy, extinguish
yourself by killing a Pyro wielding the Harvester."
"TF2C_ACHIEVEMENT_CHEKHOV_CRIT_KILL_NAME" "Setup and Payoff"
"TF2C_ACHIEVEMENT_CHEKHOV_CRIT_KILL_DESC" "Get a crit kill with
Chekhov's Punch at maximum crit storage."
"TF2C_ACHIEVEMENT_HEAVY_SHOTGUN_CRITS_NAME" "Chekhov's What?"
"TF2C_ACHIEVEMENT_HEAVY_SHOTGUN_CRITS_DESC" "As a Heavy, get
20 critical kills with the Shotgun."
"TF2C_ACHIEVEMENT_CHEKHOV_SHOCK_NAME" "It's Dead!"
"TF2C_ACHIEVEMENT_CHEKHOV_SHOCK_DESC" "Give an enemy
Heavy who has the Chekhov's Punch equipped a heart attack!"
"TF2C_ACHIEVEMENT_JUMPPAD_STOMP_NAME" "Terminal
Velocity"
"TF2C_ACHIEVEMENT_JUMPPAD_STOMP_DESC" "Kill someone by
landing on them after using a Jump Pad."
"TF2C_ACHIEVEMENT_JUMPPAD_ENEMY_SPY_BACKSTAB_NAME" "Skyfall"
"TF2C_ACHIEVEMENT_JUMPPAD_ENEMY_SPY_BACKSTAB_DESC" "Get a backstab kill
shortly after using an enemy Jump Pad."
"TF2C_ACHIEVEMENT_JUMPPAD_EXTINGUISH_NAME" "Fan the Flames"
"TF2C_ACHIEVEMENT_JUMPPAD_EXTINGUISH_DESC" "Extinguish
yourself with a Jump Pad."
"TF2C_ACHIEVEMENT_JUMPPAD_PROGRESSION_NAME" "Fan Service"
"TF2C_ACHIEVEMENT_JUMPPAD_PROGRESSION_DESC" "Have other
players use your Jump Pads 1,000 times."
"TF2C_ACHIEVEMENT_JUMPPAD_PROGRESSION_ASSIST_NAME" "Jumpstarter"
"TF2C_ACHIEVEMENT_JUMPPAD_PROGRESSION_ASSIST_DESC" "Have teammates get 20
kills shortly after using your Jump Pads."
"TF2C_ACHIEVEMENT_JUMPPAD_PROGRESSION_DESTROYED_NAME" "Out of Circulation"
"TF2C_ACHIEVEMENT_JUMPPAD_PROGRESSION_DESTROYED_DESC" "Destroy 40 Jump Pads."
"TF2C_ACHIEVEMENT_SPEEDWATCH_SPEED_KILL_NAME" "Back in a Flash"
"TF2C_ACHIEVEMENT_SPEEDWATCH_SPEED_KILL_DESC" "Using L'escampette,
backstab an enemy within 15 seconds of spawning."
"TF2C_ACHIEVEMENT_SPEEDWATCH_RECOVERY_NAME" "Speedy Recovery"
"TF2C_ACHIEVEMENT_SPEEDWATCH_RECOVERY_DESC" "Using
L'escampette, recover your lost cloak without decloaking after taking damage from
an enemy."
"TF2C_ACHIEVEMENT_SPEEDWATCH_COUNTER_NAME" "Hunt Down the
Frenchman"
"TF2C_ACHIEVEMENT_SPEEDWATCH_COUNTER_DESC" "Expose an
invisible L'escampette Spy by damaging him."
"TF2C_ACHIEVEMENT_AA_VS_AIRBORNE_NAME" "Duck Season"
"TF2C_ACHIEVEMENT_AA_VS_AIRBORNE_DESC" "Kill 9 airborne
enemies with the A.A. Cannon's mini-crits."
"TF2C_ACHIEVEMENT_AA_GUN_SPLASH_NAME" "Collective
Punishment"
"TF2C_ACHIEVEMENT_AA_GUN_SPLASH_DESC" "Using the A.A.
Cannon, deal 2000 splash damage to enemies by landing direct hits on their
teammates."
"TF2C_ACHIEVEMENT_AA_GUN_CHALLENGE_NAME" "Policy of Containment"
"TF2C_ACHIEVEMENT_AA_GUN_CHALLENGE_DESC" "Using the A.A. Cannon,
deal 2000 damage in a single life without hitting yourself."
"TF2C_ACHIEVEMENT_AA_GUN_BLAST_SUICIDE_NAME" "Red Scare"
"TF2C_ACHIEVEMENT_AA_GUN_BLAST_SUICIDE_DESC" "Make an enemy Heavy
blow himself up with his A.A. Cannon."
"TF2C_ACHIEVEMENT_SSG_SCOUT_HIT_PELLETS_NAME" "Rabbit Season"
"TF2C_ACHIEVEMENT_SSG_SCOUT_HIT_PELLETS_DESC" "Hit a Scout with every
pellet from a Twin Barrel shot."
"TF2C_ACHIEVEMENT_SSG_MEATSHOTS_NAME" "Rip and Tear!"
"TF2C_ACHIEVEMENT_SSG_MEATSHOTS_DESC" "Get 10 meat-shot
kills with the Twin Barrel."
"TF2C_ACHIEVEMENT_SSG_POUNCE_NAME" "Bringing the
Heat"
"TF2C_ACHIEVEMENT_SSG_POUNCE_DESC" "Kill 5 enemies
after closing the distance with a Twin Barrel jump."

//"Achievement_Group_All" "All (%s1 of %s2)"


"Achievement_Group_2" "Team Fortress 2 Classic Pack (%s1
of %s2)"
"Achievement_Group_12" "Gamemodes and Maps Pack (%s1 of
%s2)"
"Achievement_Group_162" "Stock Pack (%s1 of %s2)"
"Achievement_Group_262" "Death and Taxes Pack (%s1 of %s2)"
"Achievement_Group_362" "Fight or Flight Pack (%s1 of %s2)"

"TF_Achievement_Unlocked" "Achievement Unlocked"

"round_info_header" "Territorial Control Map"

"Hydro_BLU_captured_Dam" "BLU has captured the Dam"


"Hydro_BLU_captured_RadarDish" "BLU has captured the Radar Dish"
"Hydro_BLU_captured_PowerPlant" "BLU has captured the Power Plant"
"Hydro_BLU_captured_Warehouse" "BLU has captured the Warehouse"

"Hydro_RED_captured_Dam" "RED has captured the Dam"


"Hydro_RED_captured_RadarDish" "RED has captured the Radar Dish"
"Hydro_RED_captured_PowerPlant" "RED has captured the Power Plant"
"Hydro_RED_captured_Warehouse" "RED has captured the Warehouse"

"Hydro_attack_Dam" "Prepare to attack the Dam!"


"Hydro_attack_RadarDish" "Prepare to attack the Radar Dish!"
"Hydro_attack_PowerPlant" "Prepare to attack the Power Plant!"
"Hydro_attack_Warehouse" "Prepare to attack the Warehouse!"
"Hydro_attack_BLU_base" "Prepare to attack the BLU Base!"
"Hydro_attack_RED_base" "Prepare to attack the RED Base!"
"Hydro_defend_BLU_base" "Prepare to defend the BLU Base!"
"Hydro_defend_RED_base" "Prepare to defend the RED Base!"

// Chapter titles used for commentary loading


"GAMEUI_Commentary_Console_Explanation" "'Commentary nodes' contain commentary by
the Valve development team. To start or stop a node, aim at any balloon icon and
press your PRIMARY FIRE button."
"tf_Chapter1_Title" "Hydro"
"tf_Chapter2_Title" "Gravel Pit"
"tf_Chapter3_Title" "Well"
"tf_Chapter4_Title" "Granary"
"tf_Chapter5_Title" "2Fort"
"tf_Chapter6_Title" "Dustbowl"

// Strings used in materials


"TF_Battlements" "Battlements"
"TF_ControlPoint" "Control Point"
"TF_CapturePoint" "Capture Point"
"TF_CaptureZone" "Capture Zone"
"TF_Resupply" "Resupply"
"TF_Intelligence" "Intelligence"
"TF_Exit" "Exit"

"Leaderboard_BestMoments" "BEST MOMENTS"

"TF_Timelimit" "Time per map (minutes)"


"TF_WinLimit" "Win limit (rounds)"
"TF_MaxRounds" "Round limit (rounds)"

"TF_BotQuota" "Amount of bots"


"TF_BotDifficulty" "Bot difficulty"
"TF_BotDifficulty_Easy" "Easy"
"TF_BotDifficulty_Normal" "Normal"
"TF_BotDifficulty_Hard" "Hard"
"TF_BotDifficulty_Expert" "Expert"
"TF_BotLoadouts" "Bots equip random items?"
"TF_BotJoinAfterPlayer" "Bots wait until player joins?"

"TF_TeamCount" "Other players on your team"

"Cannot_Be_Spectator" "This server does not allow spectating"

//---------------------------------------------------------------------------------
-------
// Items

"TF_Open_Charinfo" "Open Character Loadout"


"TF_Open_Charinfo_Backpack" "Open Backpack"

"EditLoadout" "EDIT LOADOUT"

//---------------------------------------------------------------------------------
-------
// Attribute descriptions
"Attrib_ClipSize_Positive" "+%s1% clip size"
"Attrib_ClipSize_Negative" "%s1% clip size"
"Attrib_UberchargeRate_Positive" "+%s1% ÜberCharge rate"
"Attrib_UberchargeRate_Negative" "%s1% ÜberCharge rate"
"Attrib_OverhealUberchargeRate_Negative" "%s1% ÜberCharge rate on Overhealed
patients"
"Attrib_DamageDone_Positive" "+%s1% damage bonus"
"Attrib_DamageDone_Negative" "%s1% damage penalty"
"Attrib_HealRate_Positive" "+%s1% heal rate"
"Attrib_HealRate_Negative" "%s1% heal rate"
"Attrib_FireRate_Positive" "+%s1% faster firing speed"
"Attrib_FireRate_Negative" "%s1% slower firing speed"
"Attrib_OverhealAmount_Positive" "+%s1% max Medi Gun overheal"
"Attrib_OverhealDecay_Disabled" "Overheal bonus doesn't
decay"
"Attrib_OverhealDecay_Positive" "+%s1% longer overheal time"
"Attrib_OverhealDecay_Negative" "%s1% shorter overheal time"
"Attrib_HealOnHit_Positive" "On Hit: Gain up to +%s1
health"
"Attrib_HealOnHit_Negative" "On Hit: %s1 health"
"Attrib_HealthOnRadiusDamage" "On Hit: Gain up to +%s1 health per
attack"
"Attrib_CritChance_Positive" "+%s1 critical hit chance"
"Attrib_CritChance_Negative" "%s1 critical hit chance"
"Attrib_CritChance_Disabled" "No random critical hits"
"Attrib_AddUber_OnHit_Positive" "On Hit: %s1% ÜberCharge
added"
"Attrib_Medigun_CritBoost" "ÜberCharge grants 100%
critical chance"
"Attrib_DamageDoneBonus_Positive" "On Hit: +%s1% damage bonus"
"Attrib_CritVsBurning" "100% critical hit vs burning
players"
"Attrib_AxtinguisherProperties" "100% critical hits burning
players from behind.\nMini-crits burning players from the front."
"Attrib_DmgPenaltyVsNonBurning" "%s1% damage vs non-burning
players"
"Attrib_NoCritVsNonBurning" "No critical hits vs non-
burning players"
"Attrib_ModFlamethrowerPush" "No compression blast"
"Attrib_ModFlamethrower_BackCrits" "100% critical hits from behind"
"Attrib_MaxHealth_Positive" "+%s1 max health on wearer"
"Attrib_MaxHealth_Negative" "%s1 max health on wearer"
"Attrib_FistsHaveRadialBuff" "On Kill: +50 health on nearby
teammates\nOn Kill: +10% Crit Chance on nearby teammates"
"Attrib_CritBoost_OnKill" "On Kill: %s1 seconds of 100%
critical chance"
"Attrib_Slow_Enemy_OnHit" "On Hit: %s1% chance to slow
target"
"Attrib_CloakMeterConsumeRate" "+%s1% cloak drain rate"
"Attrib_CloakMeterRegenRate" "+%s1% cloak regen rate"
"Attrib_Spread_Negative" "%s1% less accurate"
"Attrib_Spread_Positive" "%s1% more accurate"
"Attrib_BatLaunchesBalls" "Alt-Fire: Launches a ball
that stuns opponents"
"Attrib_DmgPenaltyVsNonStunned" "%s1% damage vs non-stunned
players"
"Attrib_ZoomSpeedMod_Disabled" "No move speed penalty from
zoom"
"Attrib_SniperCharge_Per_Sec" "+%s1% charge rate"
"Attrib_SniperNoHeadshots" "No headshots"
"Attrib_Scattergun_HasKnockback" "Knockback on the target and
shooter"
"Attrib_BulletsPerShot_Bonus" "+%s1% bullets per shot"
"Attrib_BulletsPerShot_Penalty" "%s1% bullets per shot"
"Attrib_SniperZoom_Penalty" "%s1% zoom reduction"
"Attrib_SniperNoCharge" "No zoom or damage charge"
"Attrib_CloakIsFeignDeath" "Cloak Type: Feign Death.\
nLeave a fake corpse on taking damage\nand temporarily gain invisibility, speed and
damage resistance."
"Attrib_CloakIsMovementBased" "Cloak Type: Motion Sensitive.\
nCloak drain rate based on movement speed."
"Attrib_NoDoubleJump" "Disables double jump"
"Attrib_AbsorbDmgWhileCloaked" "Absorbs %s1% damage while
cloaked"
"Attrib_RevolverUseHitLocations" "Crits on headshot"
"Attrib_FireRetardant" "Wearer cannot ignite"
"Attrib_BackstabShield" "Blocks a single backstab
attempt"
"Attrib_MoveSpeed_Penalty" "%s1% slower move speed on
wearer"
"Attrib_Jarate_Description" "Coated enemies take mini-
crits\nAlso handy for putting out a fire"
"Attrib_HealthRegen" "+%s1 health regenerated per
second on wearer"
"Attrib_HealthDrain" "%s1 health drained per
second on wearer"
"Attrib_SelfDmgPush_Increased" "+%s1% self damage force"
"Attrib_SelfDmgPush_Decreased" "%s1% self damage force"
"Attrib_DmgTaken_From_Fire_Reduced" "+%s1% fire damage resistance on
wearer"
"Attrib_DmgTaken_From_Fire_Increased" "%s1% fire damage vulnerability on
wearer"
"Attrib_DmgTaken_From_Crit_Reduced" "+%s1% critical hit damage
resistance on wearer"
"Attrib_DmgTaken_From_Crit_Increased" "%s1% critical hit damage
vulnerability on wearer"
"Attrib_DmgTaken_From_Blast_Reduced" "+%s1% explosive damage resistance
on wearer"
"Attrib_DmgTaken_From_Blast_Increased" "%s1% explosive damage
vulnerability on wearer"
"Attrib_DmgTaken_From_Bullets_Reduced" "+%s1% bullet damage resistance on
wearer"
"Attrib_DmgTaken_From_Bullets_Increased" "%s1% bullet damage vulnerability on
wearer"
"Attrib_DmgTaken_Increased" "%s1% damage vulnerability on
wearer"
"Attrib_CaptureValue_Increased" "+%s1 capture rate on wearer"
"Attrib_HealthFromHealers_Reduced" "%s1% health from healers on
wearer"
"Attrib_HealthFromHealers_Increased" "+%s1% health from healers on
wearer"
"Attrib_WpnBurnDmg_Increased" "+%s1% afterburn damage bonus"
"Attrib_WpnBurnDmg_Reduced" "%s1% afterburn damage
penalty"
"Attrib_WpnBurnTime_Increased" "+%s1% afterburn duration"
"Attrib_WpnBurnTime_Reduced" "%s1% afterburn duration"
"Attrib_GestureSpeed_Increase" "+%s1% faster taunt speed on
wearer"
"Attrib_AimingMoveSpeed_Increased" "+%s1% faster move speed while
deployed"
"Attrib_AimingMoveSpeed_Decreased" "%s1% slower move speed while
deployed"
"Attrib_MaxammoPrimary_Increased" "+%s1% max primary ammo on wearer"
"Attrib_MaxammoPrimary_Reduced" "%s1% max primary ammo on
wearer"
"Attrib_MaxammoSecondary_Increased" "+%s1% max secondary ammo on
wearer"
"Attrib_MaxammoSecondary_Reduced" "%s1% max secondary ammo on wearer"
"Attrib_MaxammoMetal_Increased" "+%s1% max metal on wearer"
"Attrib_MaxammoMetal_Reduced" "%s1% max metal on wearer"
"Attrib_CloakConsumeRate_Increased" "+%s1% faster cloak consumption"
"Attrib_CloakConsumeRate_Decreased" "-%s1% slower cloak consumption"
"Attrib_CloakRegenRate_Increased" "+%s1% cloak regeneration rate"
"Attrib_CloakRegenRate_Decreased" "%s1% cloak regeneration rate"
"Attrib_MinigunSpinup_Increased" "%s1% slower spin up time"
"Attrib_MinigunSpinup_Decreased" "%s1% faster spin up time"
"Attrib_MaxPipebombs_Increased" "+%s1 max pipebombs out"
"Attrib_MaxPipebombs_Decreased" "%s1 max pipebombs out"
"Attrib_SRifleChargeRate_Increased" "%s1% faster power charge"
"Attrib_SRifleChargeRate_Decreased" "%s1% slower power charge"
"Attrib_ConstructionRate_Increased" "Construction hit speed boost
increased by %s1%"
"Attrib_ConstructionRate_Decreased" "Construction hit speed boost
decreased by %s1%"
"Attrib_RepairRate_Increased" "%s1% faster repair rate"
"Attrib_RepairRate_Decreased" "%s1% slower repair rate"
"Attrib_UpgradeRate_Decreased" "%s1% slower upgrade rate"
"Attrib_metal_pickup_decreased" "%s1% less metal from pickups
and Dispensers"
"Attrib_ReloadTime_Increased" "%s1% slower reload time"
"Attrib_ReloadTime_Decreased" "%s1% faster reload time"
"Attrib_BlastRadius_Increased" "+%s1% explosion radius"
"Attrib_BlastRadius_Decreased" "%s1% explosion radius"
"Attrib_ProjectileRange_Increased" "+%s1% projectile range"
"Attrib_ProjectileRange_Decreased" "%s1% projectile range"
"Attrib_ProjectileSpeed_Increased" "+%s1% projectile speed"
"Attrib_ProjectileSpeed_Decreased" "%s1% projectile speed"
"Attrib_OverhealAmount_Negative" "-%s1% max Medi Gun overheal"
"Attrib_MoveSpeed_Bonus" "+%s1% faster move speed on
wearer"
"Attrib_HealthFromPacks_Increased" "+%s1% health from packs on wearer"
"Attrib_HealthFromPacks_Decreased" "%s1% health from packs on wearer"
"Attrib_AmmoRegen" "+%s1% ammo regenerated
every 5 seconds on wearer"
"Attrib_MetalRegen" "+%s1 metal regenerated
every 5 seconds on wearer"
"Attrib_RocketLauncherSeeker" "Fires laser guided rockets"
"Attrib_ShovelDamageBoost" "Damage increases as the user
becomes injured"
"Attrib_ShovelSpeedBoost" "Move speed increases as the
user becomes injured"
"Attrib_WeaponBlocksHealing" "Blocks healing while in use"
"Attrib_Dmg_Falloff_Decreased" "%s1% splash damage fall off"
"Attrib_Dmg_Falloff_Increase" "+%s1% splash damage fall off"
"Attrib_StickyDetonateMode" "Detonates stickybombs near
the crosshair and directly under your feet"
"Attrib_StickyAirBurstMode" "Launched bombs shatter on
surfaces"
"Attrib_StickyArmTimePenalty" "%s1 sec slower bomb arm time"
"Attrib_StickyArmTimeBonus" "%s1 sec faster bomb arm
time"
"Attrib_MiniCritAirborneEnemies" "Mini-crits airborne enemies"
"Attrib_MiniCritAirborneEnemiesDeploy" "Mini-crits airborne targets for
%s1 seconds after being deployed"
"Attrib_CritWhileAirborne" "Deals crits while the
wielder is rocket jumping"
"Attrib_StickiesDetonateStickies" "Able to destroy enemy stickybombs"
"Attrib_SpeedBoostWhenActive" "%s1% speed boost while active
weapon"
"Attrib_WrenchBuildsMiniSentry" "Replaces the Sentry with a
Mini-Sentry"
"Attrib_GunslingerPunchCombo" "Third successful punch in a row
always crits."
"Attrib_ProvideOnActive" "When weapon is active:"
"Attrib_MedicRegenBonus" "+%s1% natural regen rate"
"Attrib_MedicRegenPenalty" "-%s1% natural regen rate"
"Attrib_RocketJumpDmgReduction" "%s1% blast damage from
explosive jumps"
"Attrib_SetItemTintRGB" "Item tint color code: %s1"
"Attrib_SentryKilledRevenge" "Gain 2 revenge crits for each
Sentry kill and\n1 for each Sentry assist when your Sentry is destroyed.\nRevenge
crits are lost on death"
"Attrib_ExtinguishRevenge" "Alt-Fire: Extinguish
teammates to gain guaranteed critical hits"
"Attrib_BurnDamageEarnsRage" "All fire damage charges 'Mmmph',
activate to refill health and crit for several seconds"
"Attrib_DmgVsBuilding_Increased" "+%s1% damage vs buildings"
"Attrib_DmgVsPlayer_Decreased" "%s1% damage vs players"
"Attrib_LunchboxAddsMaxHealth" "Adds +50 max health for 30
seconds"
"Attrib_LunchboxAddsMinicrits" "Sets weapon mode #%s1"
"Attrib_EmployeeNumber" "Hire Date: %s1"
"Attrib_WrenchNumber" "Wrench no. %s1"
"Attrib_DmgAppliesToSappers" "Damage removes Sappers"
"Attrib_BuildingCostReduction" "%s1 metal reduction in
building cost"
"Attrib_BleedingDuration" "On Hit: Bleed for %s1
seconds"
"Attrib_TurnToGold" "Imbued with an ancient
power"
"Attrib_DisguiseOnBackstab" "Upon a successful backstab
against a human target, you rapidly disguise as your victim"
"Attrib_CannotDisguise" "Wearer cannot disguise"
"Attrib_SilentKiller" "Silent Killer: No attack
noise from backstabs"
"Attrib_DisguiseSpeedPenalty" "%s1 sec slower disguise speed"
"Attrib_DisguiseNoBurn" "Immune to fire damage while
disguised"
"Attrib_AddCloakOnKill" "+%s1% cloak on kill"
"Attrib_AddCloakOnHit" "+%s1% cloak on hit"
"Attrib_CloakBlinkTimePenalty" "%s1 sec longer cloak blink
time"
"Attrib_QuietUnstealth" "Reduced decloak sound
volume"
"Attrib_FlameSize_Negative" "%s1% less flame spread area"
"Attrib_FlameSize_Positive" "+%s1% more flame spread
area"
"Attrib_FlameLife_Negative" "%s1% less flame distance"
"Attrib_FlameLife_Positive" "+%s1% more flame distance"
"Attrib_ChargedAirblast" "Airblast can now be charged,
which will push enemies further"
"Attrib_AirblastDisabled" "No airblast"
"Attrib_DmgFromSentryReduced" "+%s1% Sentry damage resistance on
wearer"
"Attrib_AirblastCost_Increased" "+%s1% airblast cost"
"Attrib_AirblastCost_Decreased" "%s1% airblast cost"
"Attrib_InUse" "Currently In Use"
"Attrib_FlameAmmoPerSec_Increased" "+%s1% Flame Thrower ammo consumed
per second"
"Attrib_FlameAmmoPerSec_Decreased" "%s1% Flame Thrower ammo consumed
per second"
"Attrib_JarateDuration" "On Scoped Hit: Jarate target
for 2 to %s1 seconds based on amount charged"
"Attrib_NoDeathFromHeadshots" "The wearer cannot be killed by
headshots"
"Attrib_DeployTime_Increased" "%s1% longer weapon switch"
"Attrib_DeployTime_Decreased" "%s1% faster weapon switch"
"Attrib_SingleWepDeployBonus" "This weapon deploys %s1% faster"
"Attrib_DeployTime_DecreasedSingle" "Deploys %s1% faster"
"Attrib_MinicritsBecomeCrits" "Crits whenever it would normally
mini-crit"
"Attrib_HealOnKill" "+%s1 health restored on
kill"
"Attrib_NoSelfBlastDmg" "No self inflicted blast
damage taken"
"Attrib_Slow_Enemy_OnHit_Major" "On Hit: Slow target movement
by 40% for %s1s"
"Attrib_PreserveUbercharge" "On death up to %s1% of your
stored\nÜberCharge is retained"
"Attrib_FiresHealingBolts" "Fires special bolts that
heal teammates and deal damage based on distance traveled"
"Attrib_EnablesAOEHeal" "On Taunt: Applies a healing
effect to all nearby teammates"
"Attrib_ChargeTime_Increase" "%s1 sec increase in charge
duration"
"Attrib_DropHealthPackOnKill" "On Kill: A small health pack is
dropped"
"Attrib_HitSelfOnMiss" "On Miss: Hit yourself.
Idiot."
"Attrib_DmgFromRanged_Reduced" "%s1% damage from ranged
sources while active"
"Attrib_DmgFromMelee_Increased" "+%s1% damage from melee
sources while active"
"Attrib_BlastDamageToSelf_Increased" "+%s1% damage to self"
"Attrib_SetDamageType_Ignite" "On Hit: target is engulfed in
flames"
"Attrib_Minicrit_Vs_Burning_Player" "100% mini-crits vs burning
players"
"Attrib_Sanguisuge" "On Backstab: Absorbs
the health from your victim."
"Attrib_Honorbound" "Honorbound: Once drawn
cannot be sheathed until it kills."
"Attrib_MarkForDeath" "On Hit: One target at a time
is marked for death, causing all damage taken to be mini-crits"
"Attrib_RestoreHealthOnKill" "On Kill: Restores you to %s1%
health"
"Attrib_MultSniperChargeAfterBodyshot" "On Scoped Bodyshot: Rifle charge
rate increased by %s1%"
"Attrib_MultSniperChargeAfterMiss" "On Scoped Miss: Rifle charge rate
decreased by %s1%"
"Attrib_MultSniperChargeAfterHeadshot" "On Scoped Headshot: Rifle charge
rate increased by %s1%"
"Attrib_MultSniperChargePenalty" "Base charge rate decreased by
%s1%"
"Attrib_MultDmgBonusWhileHalfDead" "%s1% increase in damage when
health <50% of max"
"Attrib_MultDmgPenaltyWhileHalfAlive" "%s1% decrease in damage when
health >50% of max"
"Attrib_Medigun_MegaHeal" "ÜberCharge increases healing
by 300% and grants immunity to movement-impairing effects"
"Attrib_Medigun_Resists" "Press your reload key to
cycle through resist types.\nWhile healing, provides you and your target with a
constant 10% resistance to the selected damage type.\nYou are healed for 10% of the
matched incoming damage on your patient."
"Attrib_MedicKilledRevenge" "When the medic healing you
is killed you\ngain 2 revenge crits"
"Attrib_MedicKilledMiniCritBoost" "When the medic healing you is
killed\nyou gain mini-crit boost for %s1 seconds"
"Attrib_MedicHealedDamageBonus" "While a medic is healing
you,\nthis weapon's damage is increased by %s1%"
"Attrib_MedicHealedDeployTimePenalty" "While not being healed by a
medic,\nyour weapon switch time is %s1% longer"
"Attrib_MinigunNoSpinSounds" "Silent Killer: No barrel spin
sound"
"Attrib_UberchargeRate_ForHealer" "+%s1% ÜberCharge rate for the
medic healing you\nThis effect does not work in the respawn room"
"Attrib_ReloadTime_Decreased_While_Healed" "%s1% faster reload time while
being healed"
"Attrib_MedicKilledMarkedForDeath" "When the medic healing you is
killed\nthe killer becomes marked for death"
"Attrib_RageOnHitPenalty" "%s1% rage lost on hit"
"Attrib_RageOnHitBonus" "%s1% rage gained on hit"
"Attrib_RageDamageBoost" "Gains a damage bonus as rage
increases, up to %s1%"
"Attrib_RageOnDamage" "Generate Rage by dealing
damage. When fully charged, press the Special-Attack key to activate knockback."
"Attrib_ChargeTurnControl" "+%s1% increase in turning
control while charging"
"Attrib_ChargeTurnControlFull" "Full turning control while
charging"
"Attrib_NoChargeImpactRange" "Can deal charge impact damage at
any range"
"Attrib_ChargeImpactDamageIncreased" "+%s1% increase in charge impact
damage"
"Attrib_ChargeRechargeRateIncreased" "+%s1% increase in charge recharge
rate"
"Attrib_AirDashCountIncreased" "Grants Triple Jump: The
third jump deals 10 damage when used"
"Attrib_SpeedBuffAlly" "On Hit Ally: Boosts both
players' speed for several seconds"
"Attrib_DamageForceReduction" "%s1% reduction in push force taken
from damage"
"Attrib_DamageForceIncrease" "%s1% increase in push force taken
from damage"
"Attrib_DamageForceIncreaseString" "Increase in push force taken from
damage and airblast"
"Attrib_CloakRate" "%s1 sec increase in
time to cloak"
"Attrib_NoCloakWhenCloaked" "No cloak meter from ammo
boxes when invisible"
"Attrib_ReducedCloakFromAmmo" "%s1% cloak meter from ammo boxes"
"Attrib_AmmoBecomesHealth" "Ammo collected from ammo
boxes becomes health"
"Attrib_BootsFallingStomp" "Deals 3x falling damage to
the player you land on"
"Attrib_SeeEnemyHealth" "Allows you to see enemy
health"
"Attrib_HideEnemyHealth" "Unable to see enemy health"
"Attrib_PowerupCharges" "Currently holds %s1 charges"
"Attrib_PowerupMaxCharges" "Holds a maximum of %s1
charges"
"Attrib_PowerupDuration" "Each charge lasts %s1
seconds"
"Attrib_CritBoost" "Consumable: Become Crit
Boosted for 5 seconds\n(and double your Sentry's firing speed)"
"Attrib_Ubercharge" "Consumable: Become
ÜberCharged for 5 seconds\n(and shield your Sentry from damage)"
"Attrib_CancelFallingDamage" "Wearer never takes falling damage"
"Attrib_EffectBarRechargeRateIncreased" "+%s1% increase in recharge rate"
"Attrib_MaxammoGrenades1_Increased" "+%s1% max misc ammo on wearer"
"Attrib_EnergyWeaponNoAmmo" "Does not require ammo"
"Attrib_EnergyWeaponNoHurtBuilding" "Deals only 20% damage to
buildings"
"Attrib_EnergyWeaponChargedShot" "Alt-Fire: A charged shot that\
nmini-crits players, sets them on fire\nand disables buildings for 4 sec"
"Attrib_EnergyWeaponPenetration" "Projectile penetrates enemy
targets"
"Attrib_EnergyWeaponNoDeflect" "Projectile cannot be
deflected"
"Attrib_EngyBuildingHealthBonus" "+%s1% max building health"
"Attrib_EngyBuildingHealthPenalty" "%s1% max building health"
"Attrib_EngySentryDamageBonus" "+%s1% Sentry Gun damage
bonus"
"Attrib_EngySentryDamagePenalty" "%s1% Sentry Gun damage penalty"
"Attrib_NoCritBoost" "Cannot be crit boosted"
"Attrib_SniperOnlyFireZoomed" "Cannot fire unless zoomed"
"Attrib_Penetration" "Projectiles penetrate enemy
players"
"Attrib_AmmoPerShot" "Per Shot: -%s1 ammo"
"Attrib_OnHit_AddAmmo" "On Hit: damage dealt is returned
as ammo"
"Attrib_UseMetalAmmoType" "Uses metal for ammo"
"Attrib_Sniper_FullChargeBonus" "On Full Charge: +%s1% damage per
shot"
"Attrib_Sniper_NoHeadShot" "No headshots when not fully
charged"
"Attrib_NoReload" "No reload necessary"
"Attrib_SniperFullChargePenetration" "On Full Charge: Projectiles penetrate
players"
"Attrib_DrawBeamWhenScoped" "Uses laser sight"
"Attrib_Recall" "Consumable: Instantly
teleport to spawn"
"Attrib_SapperKillsCollectCrits" "Gives one guaranteed critical hit for
each\nbuilding destroyed with your sapper attached\nor backstab kill"
"Attrib_Sniper_FiresTracer" "Fires tracer rounds"
"Attrib_ElectricalAirblast" "Alt-Fire: -15 ammo, destroy
projectiles"
"Attrib_Unlimited" "Unlimited use"
"Attrib_UberDurationBonus" "ÜberCharge duration increased %s1
seconds"
"Attrib_RefillAmmo" "Consumable: Instantly refill
all weapon clips and ammo"
"Attrib_FastReload" "+%s1% faster reload time"
"Attrib_BuffTime_Increased" "+%s1% buff duration"
"Attrib_BuildRateBonus" "+%s1% faster build speed"
"Attrib_AttackProjectiles" "Bullets destroy rockets and
grenades in-flight. Increased accuracy and frequency per-level."
"Attrib_AccurScalesDmg" "Accuracy scales damage"
"Attrib_CurrencyBonus" "+%s1% bonus currency from packs"
"Attrib_RoboSapper" "Increased robot Sapper
radius and duration"
"Attrib_JumpHeightBonus" "+%s1% greater jump height when
active"
"Attrib_AppliesSnareEffect" "%s1% movement speed on targets"
"Attrib_BuildingInstaUpgrade" "Consumable: Instantly upgrade all
buildings to max level"
"Attrib_BiDirectionalTP" "Teleporters can be used in both
directions"
"Attrib_AirBlastPushScale" "+%s1% airblast push force"
"Attrib_AirBlastVulnerabilityMultipier" "+%s1% increased airblast vulnerability"
"Attrib_BombinomiconEffectOnDeath" "Explode spectacularly on death"
"Attrib_CritKillWillGib" "Killing an enemy with a critical
hit will dismember your victim. Painfully."
"Attrib_SubtractVictimCloakOnHit" "On Hit: Victim loses up to %s1% cloak"
"Attrib_SubtractVictimMedigunChargeOnHit" "On Hit: Victim loses up to %s1% Medi Gun
charge"
"Attrib_RevealCloakedVictimOnHit" "On Hit Spy: Reveal cloaked Spy"
"Attrib_RevealDisguisedVictimOnHit" "On Hit Spy: Reveal disguised Spy"
"Attrib_JarateBackstabber" "When backstabbed: Jarate attacker"
"Attrib_SentryFireRate_Increased" "+%s1% Sentry firing speed"
"Attrib_SentryRadius_Increased" "+%s1% Sentry range"
"Attrib_DispenserRadius_Increased" "+%s1% Dispenser range"
"Attrib_BatLaunchesOrnaments" "Alt-Fire: Launches a festive ornament
that shatters causing bleed"
"Attrib_FreezeBackstabVictim" "Backstab turns victim to ice"
"Attrib_VictimsBecomeAsh" "Victims turn to ash!"
"Attrib_EngyDisposableSentries" "Build +%s1 additional disposable-
Sentry"
"Attrib_AltFireTeleportToSpawn" "Press your reload key to choose to
teleport to spawn or your exit Teleporter"
"Attrib_CannotPickUpBuildings" "Cannot carry buildings"
"Attrib_StunEnemiesWieldingSameWeapon" "Stuns enemies who are also wielding this
weapon"
"Attrib_TickleEnemiesWieldingSameWeapon" "On Hit: Force enemies to laugh who are
also wearing this item"
"Attrib_CritForcesLaugh" "Critical hit forces victim to
laugh"
"Attrib_MeltsInFire" "Melts in fire, regenerates in %s1
seconds and by picking up ammo"
"Attrib_BecomeFireproofOnHitByFire" "On Hit by Fire: Fireproof for 1 second
and Afterburn immunity for %s1 seconds"
"Attrib_CritFromBehind" "Always critical hit from behind"
"Attrib_CritDoesNoDamage" "Critical hits do no damage"
"Attrib_AddJingleToFootsteps" "Jingle all the way"
"Attrib_StunWaistHighAirborne" "On Hit: If enemy's belt is at or
above eye level,\nstun them for %s1 seconds"
"Attrib_DamageAllConnected" "All players connected via Medi Gun
beams are hit"
"Attrib_AimingNoFlinch" "No flinching when aiming"
"Attrib_AimingKnockbackResistance" "Knockback reduced by %s1% when aiming"
"Attrib_SniperAimingMoveSpeed_Decreased" "%s1% slower move speed when aiming"
"Attrib_RageGainOnKill" "Gain Focus on kills and assists"
// Text is made for sniper only, fix this
//"Attrib_RageGainOnAssists" ""
"Attrib_ShotPenetration" "Shots go through multiple enemies"
"Attrib_HeadshotDamageIncrease" "Headshots deal an extra +%s1%
damage"
"Attrib_MysterySolvingTimeDecrease" "Reduces mystery solving time by up to
%s1%"
"Attrib_DamageDone_Bodyshot_Negative" "%s1% damage on body shot"
"Attrib_SniperRageDisplayOnly" "Press 'Reload' to activate focus\
nIn Focus: +25% faster charge and no unscoping."
"Attrib_ExplosiveSniperShot" "Increased headshot explosion radius and
damage to nearby enemies"
"Attrib_MeleeRate_Positive" "+%s1% faster melee attack speed"
"Attrib_MeleeRate_Negative" "%s1% slower melee attack speed"
"Attrib_Penetration_Heavy" "Bullets penetrate +%s1 enemies"
"Attrib_ArmorPiercing" "Increase backstab damage against
Giant Robots by %s1%"
"Attrib_CannotPickUpIntelligence" "Wearer cannot carry the intelligence
briefcase"
"Attrib_ChanceOfHungerDecrease" "Reduces chance of hunger by up to
%s1%"
"Attrib_CannotBeBackstabbed" "Cannot be backstabbed"
"Attrib_ShareConsumable" "Using your Power Up Canteen will
apply the same bonus effect to your heal target"
"Attrib_CritVsDisguised" "100% critical hit vs disguised
players"
"Attrib_CritVsNonBurning" "100% critical hit vs non-burning
players"
"Attrib_KillForcesAttackerLaugh" "On Kill: Burst into joyous laughter"
"Attrib_DmgBonus_Disguised" "+%s1% damage bonus while
disguised"
"Attrib_Projectile_Spread_Angle_Negative" "+%s1 degrees random projectile
deviation"
"Attrib_AutoFiresFullClip" "Hold Fire to load up to three
rockets\nRelease Fire to unleash the barrage"
"Attrib_SelfMarkForDeath" "You are marked for death while
active, and for short period after switching weapons"
"Attrib_FlaregunPelletsWithKnockback" "Flare knocks back target on
hit\nand explodes when it hits the ground.\nIncreased knock back on burning
players"
"Attrib_CanOverload" "Overloading the chamber will cause
a misfire"
"Attrib_HypeOnDamage" "On Hit: Builds Boost\nRun speed
increased with Boost"
"Attrib_HypeResetsOnJump" "Boost reduced on air jumps"
"Attrib_losehypeontakedamage" "Boost reduced when hit"
"Attrib_NoPrimaryAmmoFromDispensers" "No ammo from Dispensers when active"
"Attrib_Sapper_Damage_Bonus" "+%s1% sapper damage bonus"
"Attrib_Sapper_Damage_Penalty" "%s1% sapper damage penalty"
"Attrib_Sapper_Leaches_Health" "+%s1 health regenerated per second
for each active sapper"
"Attrib_Sapper_Health_Bonus" "%s1% sapper health bonus"
"Attrib_Sapper_Health_Penalty" "%s1% sapper health penalty"
"Attrib_Ring_Of_Fire_While_Aiming" "Creates a ring of flames while spun up"
"Attrib_Uses_Ammo_While_Aiming" "Consumes an additional %s1 ammo
per second while spun up"
"Attrib_Sapper_Degenerates_Buildings" "Reverses enemy building construction"
"Attrib_Cleaver_Description" "Throw at your enemies to make them
bleed!\nLong distance hits cause mini-crits"
"Attrib_BrickExplain" "Long distance hits deal mini-crits"
"Attrib_CritVsStunned" "100% critical hit vs stunned
players"
"Attrib_CritVsWet" "100% critical hit vs wet
players"
"Attrib_ClipSize_Atomic" "+%s1 clip size"
"Attrib_SoldierBackpackRange" "Effect Radius +%s1%"
"Attrib_LifeleechOnDamage" "Lifeleech %s1%"
"Attrib_SentryAmmo" "Sentry Ammo +%s1"
"Attrib_CritChance" "Crit Chance +%s1%"
"Attrib_AOEHealChance_Small" "Small Chance to heal teammates around
you when you deal damage."
"Attrib_AOEHealChance_Large" "Large Chance to heal teammates around
you when you deal damage."
"Attrib_StunChance_Small" "Small Chance to stun enemies you
damage."
"Attrib_StunChance_Large" "Large Chance to stun enemies you
damage."
"Attrib_AOEDamageChance_Small" "Small Chance to shock enemies near
targets you damage."
"Attrib_AOEDamageChance_Large" "Large Chance to shock enemies near
targets you damage."
"Attrib_CritStreakChance_Small" "Small Chance to become Crit
Boosted when you deal damage."
"Attrib_CritStreakChance_Large" "Large Chance to become Crit
Boosted when you deal damage."
"Attrib_UberOnHitChance" "+%s1% Chance to become ÜberCharged
when enemies damage you."
"Attrib_DamageSameClass" "+%s1% Damage to Enemies of the
Same Class"
"Attrib_TeleportInsteadOfDie" "+%s1% Chance to Teleport to base when
taking damage that would otherwise kill you."
"Attrib_MeleeCleaveAttack" "Cleave Attack"
"Attrib_Sentry_Build_Rate" "Increases Sentry build speed by
%s1%"
"Attrib_Dispenser_Build_Rate" "Increases Dispenser build speed by %s1%"
"Attrib_Teleporter_Build_Rate" "Increases Teleporter build speed
by %s1%"
"Attrib_Grenade_Launcher_Mortar_Mode" "Cannonballs have a fuse time of 1
second; fuses can be primed to explode earlier by holding down the fire key."
"Attrib_Grenade_Not_Explode_On_Impact" "Cannonballs do not explode on impact"
"Attrib_Grenade_Damage_Reduction_On_World_Contact" "%s1% damage on contact with
surfaces"
"Attrib_Building_Telporting_PickUp" "Alt-Fire: Use %s1 metal to pick up your
targeted building from long range"
"Attrib_EngineerBuildingRescueRage" "Generate building rescue energy on
damage"
"Attrib_MarkedForDeathOnBuildingPickup" "Self mark for death when hauling
buildings"
"Attrib_ArrowHealsBuildings" "Fires a special bolt that can repair
friendly buildings"
"Attrib_Cannonball_Push_Back" "Cannonballs push players back on impact"
"Attrib_Overheal_Fill_Rate_Reduced" "%s1% Overheal build rate."
"Attrib_Healing_Provided_Resistance" "When healing, provides you and your
target with a constant 10% resistance to the selected damage type."
"Attrib_Canteen_Specialist" "Share Canteens with your heal
target.\n+1 duration, -10 price per point (minimum cost: 5)"
"Attrib_Overheal_Expert" "+25% more overheal, +50% longer
duration per point."
"Attrib_Medic_MadMilkSyringes" "Syringes deliver a highly
concentrated dose of Mad Milk. Duration increases per hit to a max of 4 seconds."
"Attrib_Rocket_Specialist" "+15% rocket speed per point. On
direct hits: rocket does maximum damage, stuns target, and blast radius increased
+15% per point."
"Attrib_Healing_Mastery" "+25% heal rate for patient, +25%
faster revive rate, and +25% self heal rate, per point."
"Attrib_RageOnHeal" "Build energy by healing
teammates. When fully charged, press the Special-Attack key to deploy a frontal
projectile shield."
"Attrib_HealingReceivedBonus" "+%s1% health from healers on wearer"
// new copy of live string
"Attrib_HealingReceivedPenalty" "%s1% health from healers on
wearer" // new copy of live string
"Attrib_HealingFromMedics_Negative" "%s1% less healing from Medic sources"
"Attrib_AfterburnImmunity" "Immune to the effects of
afterburn."
"Attrib_TauntParticles" "Extra effects when taunting."
"Attrib_CallingCardOnKill" "Leave a Calling Card on your
victims."
"Attrib_AmmoPerShotMissed" "Per Shot Missed: -%s1 ammo"
"Attrib_MiniCritBoost_OnKill" "On Kill: Gain mini-crits for %s1
seconds."
"Attrib_NoMetalFromDispensersWhileActive" "No metal from Dispensers when active."
"Attrib_SniperCritNoScope" "Charge and fire shots independent
of zoom"
"Attrib_SniperIndependentZoom" "Zoom does not affect charge"
"Attrib_KillsRefillMeter" "Melee kills refill %s1% of your
charge meter."
"Attrib_AirControl" "%s1% increased air control."
"Attrib_HypeDecays" "Hype Decays Over Time."
"Attrib_RocketJumpAttackRateBonus" "Increased attack speed while blast
jumping"
"Attrib_AirBombardment" "Fires 3 barrages while explosive
jumping"
"Attrib_IncreaesBlastJumpForce" "Increased blast jump force"
"Attrib_ExtraRocketsOnKill" "Clip size increased on kill"
"Attrib_stickybomb_fizzle_time" "Stickybombs fizzle %s1
seconds after landing"
"Attrib_stickybomb_charge_rate" "Max charge time decreased by
%s1%"
"Attrib_stickybomb_charge_damage_increase" "Up to +%s1% damage based on
charge"
"Attrib_grenade_no_bounce" "Grenades have very little
bounce and roll"
"Attrib_GrenadeDetonationDamagePenalty" "%s1% damage on grenades that
explode on timer"
"Attrib_LoseDemoChargeOnDamageWhenCharging" "Taking damage while shield
charging reduces remaining charging time"
"Attrib_PanicAttack" "Hold fire to load up to 4 shells"
"Attrib_FireRateBonusWithReducedHealth" "Fire rate increases as health decreases"
"Attrib_PanicAttackNegative" "Weapon spread increases as health
decreases"
"Attrib_SentryTargetOverride" "Your Sentry prioritizes
targets shot with this gun."
"Attrib_AutoFiresFullClipNegative" ""
"Attrib_AutoFiresWhenFull" ""
"Attrib_SpeedBoostOnKill" "Gain a speed boost on kill"
"Attrib_SpeedBoostOnHit" "Gain a speed boost on hit"
"Attrib_spup_damage_resistance" "%s1% damage resistance when spun
up"
"Attrib_MeleeRangeMultiplier" "%s1% increased melee attack range"

// TF2C Attributes
// 2.0.0
"Attrib_HeadshotDamageDecrease" "%s1% headshot damage"
"Attrib_NoScope" "No scope"
"Attrib_RocketGravity" "Rockets travel in an arc"
"Attrib_SniperNoDmdCharge" "No damage charge"
"Attrib_ViewPunchOnHit" "On Hit: Shake victim's view"
"Attrib_TranqOnHit" "On Hit: Color blind victim, slow their
movement, and decrease ranged gun damage for %s1s"
"Attrib_TranqOnHitPart2" "Tranquilized enemies take
guaranteed crits from melee attacks" // New line, breaking them apart
"Attrib_SoftZoom" "Reduced zoom"
"Attrib_SniperSlowerScopeSpeed" "Slower firing speed when scoped"
"Attrib_KeepDisguise" "Attacking does not undisguise"
"Attrib_ProximityMine" "Proximity mines explode near
enemies"
"Attrib_NoDetonation" "Stickies can't be detonated"
"Attrib_StickyFizzles" "Stickies fizzle on a detonation
attempt"
"Attrib_SentryProjectile" "Sentry shoots projectiles"
"Attrib_HealOnBurn_Positive" "Afterburn damage is returned as health"
"Attrib_CritVsBleed" "100% critical hit vs bleeding
players"
"Attrib_TeleporterJumpPad" "Replaces Teleporter Entrance and
Exit with Jump Pads"
"Attrib_Explosive_Bullets" "Fires explosive shells"
"Attrib_AirblastRefireTime" "%s1% shorter airblast cooldown"
"Attrib_AirblastNoPushPlayer" "Airblast cannot push players"
"Attrib_MoveSpeed_Bonus_Cloaked" "+%s1% faster move speed while cloaked"
"Attrib_RemoteDeploy" "Buildings don't auto-construct
until either given the signal or hit by a Wrench."
"Attrib_LoseCloakOnDamage" "-%s1% cloak when damaged under
cloak"
"Attrib_HealOnHitVsBurn" "On Hit vs burning players: +%s1
health"
"Attrib_CloakIsSpeed" "Cloak Type: Speedy"

// 2.1.0
"Attrib_SelfMarkForDeath_OnMiss" "On Miss: Mark yourself for death for
%s1s"
"Attrib_SelfMarkForDeath_OnDetonatorActivation" "On Activation: Mark yourself
for hyper death. Take ranged mini-crits and melee crits!"
"Attrib_SelfDamagePenetratesUber" "Self damage penetrates uber"
"Attrib_ExplodeOnSmack" "Explode violently on use!"
"Attrib_MeleeRangeMultiplierIncreased" "+%s1% melee range" // The next 4 strings
are actually just new description for already defined attributes
"Attrib_MeleeBoundMultiplierIncreased" "+%s1% melee width"
"Attrib_CritsBecomeMinicrits" "Mini-crits whenever it would normally
crit"
"Attrib_DmgVsBuilding_Decreased" "%s1% damage vs buildings"
"Attrib_Mod_Horizontal_Spread" "Has horizontal spread"
"Attrib_ApplySelfKnockback" "Applies reverse self-knockback on
a shot"
"Attrib_ApplySelfKnockbackSwing" "Applies reverse self-knockback on a
swing"
"Attrib_LimitedRange" "Weapon has limited range"
"Attrib_CritAirborneEnemies" "Crits airborne enemies"
"Attrib_UberchargeRate_Positive_Wearer" "+%s1% ÜberCharge rate on wearer"
"Attrib_UberDurationDecreased_Wearer" "%s1% ÜberCharge duration on wearer"
"Attrib_UberDurationDecreased" "%s1% ÜberCharge duration"
"Attrib_CannotUseStoredCrits" "This weapon cannot use stored crits"
"Attrib_GainStoredCritsOnHit" "On Hit: Store %s1 critical hit"
"Attrib_GainStoredCritsOnKill" "On Kill: Store %s1 critical hit"
"Attrib_LoseStoredCritsOnMiss" "On Miss: Lose %s1 stored critical
hit"
"Attrib_CanReloadInCloak" "Can reload while cloaked"
"Attrib_SilentKillerNoKillfeed" "Silent Killer: Show no killfeed
for enemy team"
"Attrib_SilentKillerNoScream" "Silent Killer: Killed target doesn't
scream"
"Attrib_UpgradeCost" "Buildings require %s1 metal to
upgrade"
"Attrib_BuildingsMaxLevel" "Buildings have %s1 max level"
"Attrib_AddUber_OnHit_ChargeRateModifier" "Uber gain is affected by ubercharge rate
modifiers"
"Attrib_AlwaysCritsFullStoredCrits" "This weapon cannot use stored
crits unless at full capacity"
"Attrib_RussianRouletteExplain" "Melee will crit only at full
capacity"
"Attrib_RussianRouletteExplain_Positive" "On Hit: Store up to 3 critical hits"
"Attrib_RussianRouletteExplain_Positive2" "Stored crits are consumed by all
weapons"
"Attrib_MeleeTakenBecomesMiniCritWearer" "Melee damage taken will mini-crit on
wearer"
"Attrib_MeleeTakenBecomesCritWearer" "Melee damage taken will crit on
wearer"
"Attrib_MeleeTakenBecomesMiniCritActive" "Melee damage taken will mini-crit on
active"
"Attrib_MeleeTakenBecomesCritActive" "Melee damage taken will crit on
active"
"Attrib_CloakBlinkTimePercentagePenalty" "+%s1% longer cloak blink time"
"Attrib_DamageDone_Flat_Positive" "+%s1 damage bonus"
"Attrib_DamageDone_Flat_Negative" "%s1 damage penalty"
"Attrib_MinicritWhileDisguised" "Attack deals mini-crits
while you are disguised"
"Attrib_TakeMinicritsWhileDisguised" "Suffer mini-crit damage while
disguised"
"Attrib_MinicritOnDisguiseRemoved" "Attack deals mini-crit damage if
it removes your disguise"
"Attrib_OnDeathRemoveTargetsAfterburn" "On Death: Enemies are
extinguished"
"Attrib_FlatHealOnAfterburn_Active" "+%s1 health gain per afterburn
tick on active"
"Attrib_FlatHealOnAfterburn_Wearer" "+%s1 health gain per afterburn
tick on wearer"
"Attrib_BurnDmg_Reduced_Wearer" "%s1% afterburn damage on
wearer"
"Attrib_BurnDmg_Increased_Wearer" "+%s1% afterburn damage on wearer"
"Attrib_BurnDmg_Reduced_Active" "%s1% afterburn damage on
active"
"Attrib_BurnDmg_Increased_Active" "+%s1% afterburn damage on active"
"Attrib_RememberTargetsRemainingAfterburn" "Tracks remaining afterburn off
dead targets"
"Attrib_HealthFromPacks_Active_Increased" "+%s1% health from packs on active"
"Attrib_HealthFromPacks_Active_Decreased" "%s1% health from packs on active"
"Attrib_HealthKitsCanOverhealOnActive" "Packs can overheal on active"
"Attrib_HealthKitsCanOverhealOnWearer" "Packs can overheal on wearer"
"Attrib_PatientOverheal_Penalty" "%s1% maximum overheal on wearer"
"Attrib_PatientOverheal_Active_Penalty" "%s1% maximum overheal on active"
"Attrib_PatientOverheal_Bonus" "+%s1% maximum overheal on
wearer"
"Attrib_PatientOverheal_Active_Bonus" "+%s1% maximum overheal on active"
"Attrib_HealingReceivedActiveBonus" "+%s1% health from healers on
active"
"Attrib_HealingReceivedActivePenalty" "%s1% health from healers on
active"
"Attrib_DisguiseSpeed_Positive" "%s1% disguise time bonus"
"Attrib_DisguiseSpeed_Negative" "%s1% disguise time penalty"
"Attrib_HealingMedigunReceivedBonus" "+%s1% health from Medi Gun on
wearer"
"Attrib_HealingMedigunReceivedPenalty" "%s1% health from Medi Gun on
wearer"
"Attrib_HealingMedigunReceivedActiveBonus" "+%s1% health from Medi Gun
on active"
"Attrib_HealingMedigunReceivedActivePenalty" "%s1% health from Medi Gun on
active"
"Attrib_HealingDispenserReceivedBonus" "+%s1% health from Dispensers on
wearer"
"Attrib_HealingDispenserReceivedPenalty" "%s1% health from Dispensers on wearer"
"Attrib_HealingDispenserReceivedActiveBonus" "+%s1% health from Dispensers on
active"
"Attrib_HealingDispenserReceivedActivePenalty" "%s1% health from Dispensers on
active"
"Attrib_DispensersCanOverhealOnActive" "Dispensers can overheal on active"
"Attrib_DispensersCanOverhealOnWearer" "Dispensers can overheal on wearer"
"Attrib_EverythingCanOverhealOnActive" "Can be overhealed by anything on
active"
"Attrib_EverythingCanOverhealOnWearer" "Can be overhealed by anything on
wearer"
"Attrib_InstantReloadOnDirectHit" "On Direct Hit: Reload up to %s1
ammo instantly"
"Attrib_InstantReloadOnHit" "On Hit: Reload up to %s1
ammo instantly"
"Attrib_InstantReloadOnDirectHitKill" "On Direct Hit Kill: Reload up to
%s1 ammo instantly"
"Attrib_InstantReloadOnKill" "On Kill: Reload up to %s1 ammo
instantly"
"Attrib_AddAmmoOnDirectHit" "On Direct Hit: Gain %s1
ammo"
"Attrib_AddAmmoOnHit" "On Hit: Gain %s1 ammo"
"Attrib_AddAmmoOnDirectHitKill" "On Direct Hit Kill: Gain %s1
ammo"
"Attrib_AddAmmoOnKill" "On Kill: Gain %s1 ammo"
"Attrib_DmgTaken_From_Blast_Direct_Reduced" "+%s1% direct explosive
damage resistance on wearer"
"Attrib_DmgTaken_From_Blast_Direct_Increased" "%s1% direct explosive damage
vulnerability on wearer"
"Attrib_DmgTaken_From_Blast_Splash_Reduced" "+%s1% explosive splash
damage resistance on wearer"
"Attrib_DmgTaken_From_Blast_Splash_Increased" "%s1% explosive splash damage
vulnerability on wearer"
"Attrib_CannotPickupDroppedWeaponsWhileCloaked" "Cannot pick up dropped weapons
while cloaked"
"Attrib_CannotPickupAmmoPacksWhileCloaked" "Cannot pick up ammo packs
while cloaked"
"Attrib_HealthKitsCannotOverhealUnlessInjuredModifier" "Health packs don't
overheal when below full health"
"Attrib_AmmoFromAmmoPacks_Bonus" "+%s1% ammo from ammo packs"
"Attrib_AmmoFromAmmoPacks_Penalty" "%s1% ammo from ammo packs"
"Attrib_AmmoFromDroppedWeapons_Bonus" "+%s1% ammo from dropped weapons"
"Attrib_AmmoFromDroppedWeapons_Penalty" "%s1% ammo from dropped weapons"
"Attrib_InstantReloadAllWeaponsOnDirectHit" "On Direct Hit: Reload
all weapons instantly"
"Attrib_InstantReloadAllWeaponsOnHit" "On Hit: Reload all
weapons instantly"
"Attrib_InstantReloadAllWeaponsOnDirectHitKill" "On Direct Hit Kill: Reload
all weapons instantly"
"Attrib_InstantReloadAllWeaponsOnKill" "On Kill: Reload all
weapons instantly"
"Attrib_ApplyWeaponDamageBoostOnKill" "On Kill: Gain %s1 seconds of
weapon damage boost"
"Attrib_DmgTakenFromBurningTarget_Reduced_Active" "+%s1% damage resistance from
burning targets on active"
"Attrib_SelfKnockbackAffectedByDamageBoostModifier" "Self-Knockback is affected
by damage boost"
"Attrib_LoseCloakOnDecloak" "Lose %s1% of cloak on
decloak"
"Attrib_SmokeBombOnFullCloak" "On cloak with 100% cloak: Release
smoke bomb: Cloak instantly and invulnerable for %s1 seconds"
"Attrib_GrenadesBounce" "Grenades bounce up to %s1
times before becoming rollers"
"Attrib_ResidualHealDuration" "Applies a residual healing effect
for %s1 seconds"
"Attrib_HealOnExplosion" "On Hit: Heal target for up
to %s1 health"
"Attrib_AntiGravityBoots" "Double Jump to reverse your
vertical velocity"
"Attrib_ModMinCloakToActivate" "Requires at least %s1% cloak
to activate"
"Attrib_ExplodeOnImpact" "Grenades explode on contact
with world"
"Attrib_MedigunChargeIsPushBuff" "ÜberCharge grants mini-crits and
damage resistance"
"Attrib_BlastSplashDamage_Increased" "+%s1% explosion splash damage"
"Attrib_BlastSplashDamage_Decreased" "%s1% explosion splash damage"
"Attrib_MetalOnSentryKill" "On Sentry Kill: +%s1 metal"
"Attrib_BonusSentryRangeTargetOverriden" "+%s1% Sentry range when target is
overriden"
"Attrib_BonusUberBuildRateOnHit" "On Hit: Medi Gun builds ÜberCharge
+%s1% faster for 6 seconds. Stacks up to 8 times"
"Attrib_UsesAmmoMeter" "This weapon reloads
automatically over time, even when inactive"
"Attrib_BackpackPassiveHeal" "Medi Gun backpack will heal up to
%s1 marked targets nearby on active"
"Attrib_WeaponRangePositive" "+%s1% range"
"Attrib_WeaponRangeNegative" "%s1% range"
"Attrib_UberchargeRateMultihealNegative" "%s1% backpack ÜberCharge build rate"
"Attrib_HealRateMultihealNegative" "%s1% backpack heal rate"
"Attrib_MedigunRangeBackpackNegative" "%s1% backpack healing range"
"Attrib_MedigunRangeBackpackPositive" "+%s1% backpack healing range"
"Attrib_UberchargeRate_Negative_Wearer" "%s1% ÜberCharge build rate"
"Attrib_NoCritHeals" "No Crit-Heals: Heal rate
does not increase when healing an out-of-combat target"
"Attrib_NoBackpackOverheal" "Medi Gun backpack cannot
overheal"
"Attrib_ModCritAirborneDirectHitOnly" "Crits airborne enemies on direct
hit only"
"Attrib_ModMiniCritAirborneDirectHitOnly" "Mini-crits airborne enemies on direct
hit only"
"Attrib_NoUbercharge" "No ÜberCharge"
"Attrib_BackpackAutoHealDuration" "Marked targets are automatically
healed for %s1 seconds"
"Attrib_TakeMiniCritsProjectileBlastJump" "Take mini-crits from projectile direct
hits during blast jump"
"Attrib_TakeCritsProjectileBlastJump" "Take crits from projectile direct
hits during blast jump"
"Attrib_DeflectOnSmack" "On Swing: Deflects airborne
projectiles"
"Attrib_ScopedFireRatePenalty" "%s1% fire rate while scoped"
"Attrib_MarkedTargetsBonusHeal" "Marked allies receive 50%
more healing for %s1 seconds"
"Attrib_SentriesNoAggro" "Sentries don't target you
unless you've performed a disguise-breaking action in the last 3 seconds"
"Attrib_BurningTargetsChargeCrit" "Burning targets charge up crit
while active"
"Attrib_StreakAddsDamageBonus" "On Direct Hit: Gives +5
extra damage"
"Attrib_HealOnSmack" "Hit teammates at maximum
charge to fully heal them"
"Attrib_WeaponEnemyKnockback_Bonus" "+%s1% knockback on enemy"
"Attrib_WeaponEnemyKnockback_Penalty" "%s1% knockback on enemy"
"Attrib_MoveSpeed_Active_Penalty" "%s1% slower move speed on active"
"Attrib_ObjectivesGiveMiniCrits" "Deals mini-crits to enemies
capturing or defending objectives, or while you or the enemy are carrying the Flag"
"Attrib_ObjectivesGiveCrits" "Deals crits to enemies capturing
or defending objectives, or while you or the enemy are carrying the Flag"
"Attrib_NoHeadshot" "No headshots"
"Attrib_CanHeadshot" "Can headshot"
"Attrib_HeadshotIsMinicrit" "Headshots are minicrits"
"Attrib_DmgTaken_From_Fall_Reduced" "+%s1% fall damage resistance on
wearer"
"Attrib_DmgTaken_From_Fall_Increased" "%s1% fall damage vulnerability on
wearer"
"Attrib_Earthquake_Wearer" "Taking fall damage creates
an earthquake on wearer"
"Attrib_Earthquake_Active" "Taking fall damage creates
an earthquake while active"
"Attrib_Gravity_Active_Increased" "+%s1% gravity while active"
"Attrib_Gravity_Active_Reduced" "%s1% gravity while active"
"Attrib_Gravity_Wearer_Increased" "+%s1% gravity on wearer"
"Attrib_Gravity_Wearer_Reduced" "%s1% gravity on wearer"
"Attrib_CritAirborneEnemiesBlast" "Crits targets launched airborne by
explosions or jump pads"
"Attrib_MiniCritAirborneEnemiesBlast" "Mini-crits targets launched
airborne by explosions or jump pads"
"Attrib_MiniCritAirborneEnemiesBlastDirectHit" "Mini-crits airborne enemies on
direct hit"
"Attrib_DamageDelaysRegeneration" "Taking damage delays HP regen by
%s1s"
"Attrib_Fuse_Bonus" "%s1% fuse time"
"Attrib_DeployedCrouchwalk" "Can walk while crouching and
deployed"
"Attrib_AirblastSelfKnockback" "Airblast deals knockback on
user"
"Attrib_DeployedJumpMinigun" "Can jump while deployed"
"Attrib_ZoomingCanJump" "Jumping does not unzoom"
"Attrib_BurningTargetsChargeCritAlways" "Burning targets charge up crit"
"Attrib_HealOnKillCritBeacon" "+%s1 health restored on
decapitation"
"Attrib_HealOnKillCrit" "+%s1 health restored on crit
kill"
"Attrib_Lifesteal" "On Hit: Absorbs the
health from your victim"
"Attrib_LifestealCrit" "On Crit: Absorbs the health
from your victim"
"Attrib_BurstFire" "Fires a %s1 round
burst"
"Attrib_CloakCapacity" "%s1% cloak capacity"
// 2.1.3
"Attrib_HarvesterMK4Explain1" "Heal +%s1 health each tick while
charging"
"Attrib_HarvesterMK4Explain2" "Charged crit absorbs your victim's
health"
"Attrib_FishwhackerSweep" "Deals knockback to nearby enemies"

"TF_ItemName_Item" "Item"

// Formatted strings
"ItemNameNormalOrUniqueQualityFormat" "%s1%s2%s3%s4%s5" //
szQuality, szIsFestive, szKillStreak, szAustraliumSkin, szDuckBadge
"ItemNameQualityFormat" "%s1%s2%s3%s4%s5" //
szQuality, szIsFestive, szKillStreak, szAustraliumSkin, szDuckBadge
"ItemNameFormat" "%s1%s6%s5%s2%s4%s3"
// will turn into "The Battalion's Backup #1"; foreign languages that have
gender/declension can change this to be "Shotgun #1" or whatever

"TF_ClassLimitUnder" "%s1 (Max %s2)"


"TF_ClassLimitHit" "%s1 (Full)"
"TF_ClassLimitHit_None" "(Full)"

//---------------------------------------------------------------------------------
-------
// TF Advanced options
"TF_AdvancedOptions" "TF2C Advanced Options"

// TF2C options
// General purpose
"TFOption_Never" "Never"
"TFOption_SpecialEvents" "On special events only (e.g.
crits)"
"TFOption_Always" "Always"
"TFOption_Default" "Default"
"TFOption_Electro" "Electro"
"TFOption_Notes" "Notes"
"TFOption_Percussion" "Percussion"
"TFOption_Retro" "Retro"
"TFOption_Space" "Space"
"TFOption_Beepo" "Beepo"
"TFOption_Vortex" "Vortex"
"TFOption_Squasher" "Squasher"
"TFOption_Classic" "Classic"
"TFOption_Basic" "Basic"
"TFOption_Fancy" "Fancy"
"TFOption_HL2Health" "Half-Life 2 Health Charger"
"TFOption_HL2Energy" "Half-Life 2 Energy Charger"
"TFOption_Beam" "Beam"
"TFOption_Ticker" "Ticker"
"TFOption_Disabled" "Disabled"
"TFOption_Enabled" "Enabled"
"TFOption_RightClickEnable" "Right-click to enable"
"TFOption_BottomLeft" "Bottom left"
"TFOption_BottomCenter" "Bottom center"
"TFOption_BottomRight" "Bottom right"
"TFOption_Everyone" "Everyone"
"TFOption_FriendsOnly" "Friends only"
"TFOption_DisableAndAsk" "Disable and ask on next startup"
"TFOption_TopLeft" "Top left"
"TFOption_TopRight" "Top right"
"TFOption_GamemodeSpecific" "Gamemode specific"
"TFOption_ShowGameStatus" "Show game status only"
"TFOption_ShowEverything" "Show everything"

// category0
"TFOption_Category_Advanced" "Advanced Options"
"TFOption_DeveloperConsole" "Enable developer console"
"TFOption_DeveloperConsole_Tip" "If set, enables accessing the
developer console"
"TFOption_FastSwitchCheck" "Fast weapon switch"
"TFOption_FastSwitchCheck_Tip" "If set, you can change weapons
without using the weapon selection menu"
"TFOption_ColorBlindPattern" "Enable colorblind patterns"
"TFOption_ColorBlindPattern_Tip" "If set, enables colorblind patterns on
players; currently incompatible with anti-aliasing"
"TFOption_LoadoutGrid" "Enable loadout grid"
"TFOption_LoadoutGrid_Tip" "If set, the weapon loadout page will be
shown as a grid"

// category1
"TFOption_Category_Combat" "Combat Options"
"TFOption_AutoReload" "Automatically reload weapons when
not firing"
"TFOption_AutoReload_Tip" "If set, you'll automatically
reload your weapon when you're not firing, as long as the weapon has ammo"
"TFOption_RememberActiveWeapon" "Remember active weapon between
lives"
"TFOption_RememberActiveWeapon_Tip" "If set, you'll respawn holding the same
weapon you were holding when you died"
"TFOption_RememberLastWeapon" "Remember previous weapon between lives"
"TFOption_RememberLastWeapon_Tip" "If set, your previously held weapon will
be remembered when you respawn"
"TFOption_FixedSpreadPreference" "Prefer fixed bullet spread"
"TFOption_FixedSpreadPreference_Tip" "If set, uses your preference on servers
that have tf_use_fixed_weaponspreads set to 2; requires player to be disconnected
or spectating to apply"
"TFOption_CenterFirePreference" "Prefer projectiles to fire from the
center"
"TFOption_CenterFirePreference_Tip" "If set, projectiles' spawn position Y
coordinate is set to 0 for player; requires player to be disconnected or spectating
to apply"
"TFOption_ThirdPerson" "Enable third person camera when
allowed"
"TFOption_ThirdPerson_Tip" "If set, enables third person
camera by default in servers that allow it"
"TFOption_BurningDeathAnim" "Enable burning death animations"
"TFOption_BurningDeathAnim_Tip" "If set, ragdolls will have a
chance to play a special death animation when dying from fire"

// category2
"TFOption_Category_CombatSounds" "Combat Sound Options"
"TFOption_Hitbeeps" "Play a hit sound when
hitting an enemy"
"TFOption_Hitbeeps_Tip" "If set, you'll hear a 'hit sound'
that's played whenever you damage an enemy."
"TFOption_HitbeepsEffect" "Hit sound"
"TFOption_HitbeepsVolume" "Hit sound volume"
"TFOption_HitbeepsVolume_Tip" "The volume for hit sounds"
"TFOption_HitbeepsPitchLowDmg" "Hit sound low damage pitch"
"TFOption_HitbeepsPitchLowDmg_Tip" "Hit sound pitch for attacks that deal 10
damage or less; pitch scales between high and low values"
"TFOption_HitbeepsPitchHighDmg" "Hit sound high damage pitch"
"TFOption_HitbeepsPitchHighDmg_Tip" "Hit sound pitch for attacks that deal
150 damage or more; pitch scales between high and low values"
"TFOption_LastHitbeeps" "Play a last hit sound when killing
an enemy"
"TFOption_LastHitbeeps_Tip" "If set, you'll hear a 'kill sound'
that's played whenever you kill an enemy."
"TFOption_LastHitbeepsEffect" "Last hit sound"
"TFOption_LastHitbeepsHitVolume" "Last hit sound volume"
"TFOption_LastHitbeepsHitVolume_Tip" "The volume for last hit sounds"
"TFOption_LastHitbeepsPitchLowDmg" "Last hit sound low damage pitch"
"TFOption_LastHitbeepsPitchLowDmg_Tip" "Last hit sound pitch for attacks that
deal 10 damage or less; pitch scales between high and low values"
"TFOption_LastHitbeepsPitchHighDmg" "Last hit sound high damage pitch"
"TFOption_LastHitbeepsPitchHighDmg_Tip" "Last hit sound pitch for attacks that
deal 150 damage or more; pitch scales between high and low values"
"TFOption_LowHealth" "Enable low health warning sound"
"TFOption_LowHealth_Tip" "If set, a warning sound will play
when at low health"
"TFOption_LowHealthThreshold" "Low health warning sound threshold"
"TFOption_LowHealthThreshold_Tip" "Threshold for playing the low health
warning sound"

// category3
"TFOption_Category_CombatText" "Combat Text Options"
"TFOption_CombatText" "Display damage done as text over
your target"
"TFOption_CombatText_Tip" "If set, you'll see damage numbers
appear over the heads of enemies whenever you damage them"
"TFOption_CombatTextBatching" "Accumulate combat text into a single
number"
"TFOption_CombatTextBatching_Tip" "If set, consecutive damage done to the
same target will be added together into a single combat text number"
"TFOption_CombatTextBatchingTime" "Combat text accumulation time"
"TFOption_CombatTextBatchingTime_Tip" "Combat text batching will be accumulated
over this many seconds"
"TFOption_CombatTextRed" "Combat text color red channel"
"TFOption_CombatTextColor_Tip" "Change the color of text that
appears over your target's head"
"TFOption_CombatTextGreen" "Combat text color green channel"
"TFOption_CombatTextBlue" "Combat text color blue channel"
"TFOption_ShowDamageBlocked" "Display resisted damage on teammates as
blue combat text"
"TFOption_ShowDamageBlocked_Tip" "If set, damage resisted on teammates
will be shown as blue combat text"
"TFOption_CombatTextDoesntBlock" "Allow overhead effects with combat text"
"TFOption_CombatTextDoesntBlock_Tip" "If set, combat text won't prevent
overhead effect text from appearing above players' heads, such as critical hits"

// category4
"TFOption_Category_ClassSpecific" "Class-Specific Options"
"TFOption_SapperAwareness" "ENGINEER: Sapper awareness"
"TFOption_SapperAwareness_Tip" "If set, most audio will be greatly
lowered when your buildings are being sapped"
"TFOption_MedigunAutoheal" "MEDIC: Medi Gun locks onto healing
target"
"TFOption_MedigunAutoheal_Tip" "If set, your Medi Gun will stay
locked onto your target until you press the fire button again"
"TFOption_HealTargetMarker" "MEDIC: Display a marker over the
player you're healing"
"TFOption_HealTargetMarker_Tip" "If set, an arrow marker will be
displayed above the target that you're currently healing with your Medi Gun"
"TFOption_AutoMedicCallers" "MEDIC: Injured teammates
automatically call out"
"TFOption_AutoMedicCallers_Tip" "If set, you'll receive an
automatic request for assistance from any nearby teammates when their health falls
below a set threshold"
"TFOption_AutoMedicCallThreshold" "MEDIC: Auto-call health percentage"
"TFOption_AutoMedicCallThreshold_Tip" "When your teammates fall below this
percentage of health, they will automatically request assistance"
"TFOption_HealingProgress" "MEDIC: Enable Medi Gun heal
progress sound"
"TFOption_HealingProgress_Tip" "If set, enables a healing sound
that changes pitch based on your target's health"
"TFOption_HealingProgressEffect" "MEDIC: Medi Gun heal progress sound"
"TFOption_Autozoom" "SNIPER: Sniper Rifles will
re-scope after firing a scoped shot"
"TFOption_Autozoom_Tip" "If set, Sniper Rifles will
automatically scope back in if you were scoped in when you shot"
"TFOption_ZoomHoldSniper" "SNIPER: Hold to scope"
"TFOption_ZoomHoldSniper_Tip" "If set, Sniper Rifles will only scope in
when the scope button is held"
"TFOption_NoCrosshairOnScopeZoom" "SNIPER: Hide crosshair when scoped"
"TFOption_NoCrosshairOnScopeZoom_Tip" "If set, crosshairs will automatically
disappear when scoped in with a Sniper Rifle"
"TFOption_Sniperbell" "SNIPER: Play a sound when Sniper
Rifle is fully charged"
"TFOption_Sniperbell_Tip" "If set, Sniper Rifles will
automatically play a sound when fully charged"
"TFOption_SimpleDisguiseMenu" "SPY: Enable concise disguise menu"
"TFOption_SimpleDisguiseMenu_Tip" "If set, enables a concise disguise menu
that requires less controls"
"TFOption_SpywalkInverted" "SPY: Use Spywalk by default"
"TFOption_SpywalkInverted_Tip" "If set, uses Spywalk speed by
default, and normal movement speed with the Spywalk bind"
"TFOption_SpywalkHUD" "SPY: Enable Spywalk indicator"
"TFOption_SpywalkHUD_Tip" "If set, enables an indicator next
to the disguise HUD that shows whether you are currently spywalking"
"TFOption_AvoidBecomingVIP" "Avoid becoming the VIP"
"TFOption_AvoidBecomingVIP_Tip" "If set, you won't be usually
considered when the game chooses a VIP; you can be still picked if everyone has
this option set or if you are voted"

// category5
"TFOption_Category_Viewmodel" "Viewmodel Options"
"TFOption_DrawViewmodel" "Show viewmodels"
"TFOption_DrawViewmodel_Tip" "If set, the first person view of your
active weapon will be shown"
"TFOption_ViewmodelFOV" "Viewmodel field of view"
"TFOption_ViewmodelFOV_Tip" "The field of view to use on the
first person view of your active weapon; larger values will make the viewmodel
appear smaller onscreen"
"TFOption_FlipViewmodels" "Flip viewmodels"
"TFOption_FlipViewmodels_Tip" "If set, the first person view of
your active weapon will be shown on the opposite side of the screen; requires
player to be disconnected or spectating to apply"
"TFOption_UseMinViewmodels" "Use minimized viewmodels"
"TFOption_UseMinViewmodels_Tip" "If set, the first person view of
your active weapon will be drawn using minimal screen space"
"TFOption_InvisibleArms" "Enable invisible viewmodel arms"
"TFOption_InvisibleArms_Tip" "If set, makes your arms... invisible?!"
"TFOption_ViewmodelOffsetX" "Viewmodel offset X"
"TFOption_ViewmodelOffset_Tip" "Change the offset of your
viewmodel"
"TFOption_ViewmodelOffsetY" "Viewmodel offset Y"
"TFOption_ViewmodelOffsetZ" "Viewmodel offset Z"

// category6
"TFOption_Category_HUD" "HUD Options"
"TFOption_MinimalHUD" "Enable minimal HUD"
"TFOption_MinimalHUD_Tip" "The minimal HUD is a smaller,
denser HUD that allows you to see more gameplay; some explanatory information is
removed"
"TFOption_Ammobucket" "Show weapon icon in ammo HUD"
"TFOption_Ammobucket_Tip" "If set, the current active
weapon's backpack icon will be shown next to the ammo HUD"
"TFOption_HighlightObjectives" "Display glow outlines on
objectives"
"TFOption_HighlightObjectives_Tip" "If set, objectives will have glow
outlines to highlight their locations"
"TFOption_HighlightAmmo" "Display glow outlines on dropped
weapons"
"TFOption_HighlightAmmo_Tip" "If set, dropped weapons will have glow
outlines to highlight their locations"
"TFOption_HudUsePlayerModel" "Use player model in player class HUD"
"TFOption_HudUsePlayerModel_Tip" "If set, the player class HUD will use
the player's actual model"
"TFOption_MessageAlert" "Enable chat message sound"
"TFOption_MessageAlert_Tip" "If set, a sound will play when a
chat message is received"
"TFOption_MessageVolume" "Chat message sound volume"
"TFOption_MessageVolume_Tip" "Sets the volume of chat message sounds"
"TFOption_StatusIcons" "Show status icons"
"TFOption_StatusIcons_Tip" "If set, shows icons that appear
near the health HUD element while you're under certain conditions"
"TFOption_ScoreBoardMouseModeList" "Mouse input in the scoreboard"
"TFOption_ScoreboardScreenshots" "Auto-save a scoreboard screenshot at the
end of a map"
"TFOption_ScoreboardScreenshots_Tip" "If set, you'll automatically have a
screenshot taken of the final scoreboard at the end of every map you play"
"TFOption_NemesisRelationships" "Show dominations"
"TFOption_NemesisRelationships_Tip" "If set, shows nemesis relationships such
as dominations and revenge"
"TFOption_FreezeCamHide" "Hide HUD during freezecam
screenshots"
"TFOption_FreezeCamHide_Tip" "If set, the HUD will be hidden during
freezecam screenshots"
"TFOption_FreezecamModel" "Enable beta freezecam screenshot
animation"
"TFOption_FreezecamModel_Tip" "If set, enables the beta freezecam
screenshot animation"
"TFOption_SpectatorTargetIDLocation" "Spectator target ID location"
"TFOption_TargetIDAlpha" "Spectator target ID alpha"
"TFOption_TargetIDAlpha_Tip" "Set the transparency of the target ID
element"
"TFOption_TargetIDAvatar" "Show spectator target ID avatars"

// category7
"TFOption_Category_Privacy" "Privacy Options"
"TFOption_SendErrorReports" "Send error reports to the TF2C
team"
"TFOption_StreamerMode" "Enable streamer mode"
"TFOption_StreamerMode_Tip" "If set, disables the chat (except
for voice chat) and anonymizes everyone in the match"
"TFOption_ShowPublicIP" "Show public IP when creating
server"
"TFOption_ShowPublicIP_Tip" "Shows your public IP for giving
out to whoever you want to join you"

// category8
"TFOption_Category_Misc" "Miscellaneous Options"
"TFOption_DisableWeatherParticles" "Disable weather effects"
"TFOption_DisableWeatherParticles_Tip" "If set, you won't see particle effects
marked as weather by the level designer who created the map you're on, such as rain
or snow"
"TFOption_DisableHTMLMOTD" "Disable HTML MOTDs"
"TFOption_DisableHTMLMOTD_Tip" "If set, you won't be shown HTML
versions of servers' Message Of The Day welcome screens"
"TFOption_DisableSprays" "Disable sprays"
"TFOption_DisableSprays_Tip" "If set, you won't see other player's
spraypaint images"
"TFOption_MultiplayerDecalLimit" "Multiplayer decal limit"
"TFOption_MultiplayerDecalLimit_Tip" "The maximum amount of decals that can
exist at once, such as bullet impacts or sprays"
"TFOption_FlushSprays" "Flush sprays on disconnect"
"TFOption_FlushSprays_Tip" "If set, deletes all cached sprays
when disconnecting from a server"
"TFOption_FlushDownloads" "Flush downloads on disconnect"
"TFOption_FlushDownloads_Tip" "If set, deletes all cached downloaded
files when disconnecting from a server"
"TFOption_ClassAutoKill" "Suicide after choosing a player
class"
"TFOption_ClassAutoKill_Tip" "If set, you'll immediately suicide
whenever you change class while not in a spawn room"
"TFOption_LoadoutRespawn" "Automatically respawn after
loadout changes in respawn zones"
"TFOption_LoadoutRespawn_Tip" "If set, you'll respawn immediately
whenever you change your loadout while in a spawn room"
"TFOption_SteamScreenshots" "Save screenshots to Steam"
"TFOption_SteamScreenshots_Tip" "If set, screenshots will
automatically be saved to Steam"
"TFOption_SteamNotificationPosition" "Steam notification position"
"TFOption_ProximityVoice" "Enable proximity voice for
yourself"
"TFOption_ProximityVoice_Tip" "If set, your voice output will be
proximity based for other players"
"TFOption_MusicCues" "Enable in-game music cues"
"TFOption_MusicCues_Tip" "If set, enables in-game music cues
such as during round setup"
"TFOption_ClassMenu_Music" "Class selection menu music"
"TFOption_ClassMenu_Jingle" "Class selection menu jingle"
"TFOption_ClassMenu_Focus" "Class selection menu focus"
"TFOption_ClassMenu_Focus_Tip" "If set, background audio is
greatly reduced while in the class selection menu"
"TFOption_ModelMuzzleFlash" "Enable beta model muzzleflash"
"TFOption_ModelMuzzleFlash_Tip" "If set, muzzleflashes will use
models instead of particles"
"TFOption_Boioing" "Enable custom suicide ragdoll effects"
"TFOption_Boioing_Tip" "If set, allows custom suicide commands to
increase ragdoll velocity"

// category9
"TFOption_Category_Discord" "Discord Rich Presence Options"
"TFOption_Discord_ShowMapInfo" "Show map info"
"TFOption_Discord_ShowMapInfo_Tip" "If set, allows other Discord users to
see your current map info"
"TFOption_Discord_ShowLocation" "Show location"
"TFOption_Discord_ShowPlayerInfo" "Show class info"
"TFOption_Discord_ShowPlayerInfo_Tip" "If set, allows other Discord users to
see your current class and team"
"TFOption_Discord_SwapInfo" "Swap icons"
"TFOption_Discord_SwapInfo_Tip" "If set, swaps the rich presence
game status and class info icons"

// video options
"GameUI_FOV_Hint" "In degrees, the angular extent of
what the player can see."
"GameUI_BloomSlider" "Light and Specular Blooms"
"GameUI_BloomSlider_Hint" "An effect where brightly glowing
objects \"spill\" light into the surrounding area."
"GameUI_NewLighting" "New Lighting Method"
"GameUI_NewLighting_Hint" "Enables Full-Lambertian lighting, which
causes models to only highlight directly-lit areas"

"GameUI_TitleSettings" "Settings"
"GameUI_TitleAdvanced" "Advanced"
"GameUI_TitleKeyboard" "Keyboard"
"GameUI_TitleMouse" "Mouse"
"GameUI_TitleJoystick" "Joystick"
"GameUI_TitleAudio" "Audio"
"GameUI_TitleVolume" "Volume"
"GameUI_TitleVoice" "Voice"
"GameUI_TitleVideo" "Video"

//---------------------------------------------------------------------------------
-------
// Arena
"TF_Arena_Team_Layout" "Your Team"
"TF_Arena_F4_ChangeClass" "Press 'F4' to re-roll your class!"
"TF_Arena_ClientDisconnect" "%s1 is joining team %s2 to replace %s3"
"TF_Arena_ProTip" "Tip: Winning teams never have to sit out"
"TF_Arena_Careful" "Careful! If you lose this round you might have to
sit out the next!"
"TF_Arena_SitOut" "Your team lost. You're sitting out this round because
other people were waiting to play."
"TF_Arena_Welcome" "Team Fortress 2 Arena"
"TF_Arena_NoPlayers" "Waiting for 1 more player before the round starts."
"TF_Arena_TeamSizeIncreased" "Team size is increasing to %s1 to accommodate the
current player count."
"TF_Arena_TeamSizeDecreased" "Team size is decreasing to %s1 to accommodate the
current player count."
"TF_Arena_SuddenDeathPanel" "Arena Mode!"
"TF_Arena_SuddenDeathPanelReason" "Sit back and relax. You will get your chance
as soon as this round ends."
"TF_Arena_NoRespawning" "No respawning in Arena Mode"
"TF_Arena_PlayingTo" "Playing to %s1 wins in a row"
"TF_Arena_MaxStreak" "Team %s1 reached #%s2# wins! Teams are now being
scrambled."
"TF_Arena_FlawlessVictory" "Flawless Victory!"
"TF_Arena_Winpanel_DamageThisRound" "Damage:"
"TF_Arena_Winpanel_HealingThisRound" "Healing:"
"TF_Arena_Winpanel_TimeAliveThisRound" "Lifetime:"
"TF_Arena_Winpanel_KillingBlows" "Kills:"
"TF_Arena_Menu_Fight" "Fight!"
"TF_Arena_NoClassChange" "You can't change classes after the round has
started."
"TF_Arena_ScoreBoard_Spectator" "%s1 player waiting to play: %s2"
"TF_Arena_ScoreBoard_Spectators" "%s1 players waiting to play: %s2"

//---------------------------------------------------------------------------------
-------
// Map descriptions
// CP
"default_cp_description" "Objective:
To win, each team must own all Control Points.

Other Notes:
Control Points cannot be captured while they are locked."

"cp_coldfront_description" "A community map created by \"Icarus\"

Objective:
To win, each team must own all Control Points.

Other Notes:
Control Points cannot be captured while they are locked."

"cp_fastlane_description" "A community map created by \"skdr\"

Objective:
To win, each team must own all Control Points.

Other Notes:
Control Points cannot be captured while they are locked."

"cp_process_final_description" "A community map created by Ian


'Scorpio Uprising' Cuslidge

Objective:
To win, each team must own all Control Points.

Other Notes:
Control Points cannot be captured while they are locked."

"cp_standin_final_description" "A community map created by Ian


'Scorpio Uprising' Cuslidge

Objective:
To win, each team must own all Control Points."

"cp_snakewater_final1_description" "A community map created by Toivo


'chojje' Sawen

Objective:
To win, each team must own all Control Points.

Other Notes:
Control Points cannot be captured while they are locked."

"cp_gullywash_final1_description" "A community map created by Jan 'Arnold' Laroy


Objective:
To win, each team must own all Control Points.

Other Notes:
Control Points cannot be captured while they are locked."

// CP (Attack/Defend)
"cp_dustbowl_description" "Objective:
BLU team wins by capturing both Control Points on each of three stages before the
time runs out. RED team wins by preventing all the points from being captured.

Other Notes:
Control Points cannot be captured while they are locked."

"cp_degrootkeep_description" "Objective:
RED team wins by defending the final Control Point. BLU team wins by capturing the
final Control Point before time runs out.

To get inside the keep, capture Control Point A and B. Capture Control Point C
before the gate closes again!

Other Notes:
Honorable hand to sword combat only!"

"cp_gorge_description" "Objective:
RED team wins by defending their Control Points. BLU team wins by capturing all
Control Points before the time runs out.

Other Notes:
Control Points cannot be captured while they are locked. RED team cannot regain
control of a point once BLU has captured it."

"cp_gravelpit_description" "Objective:
RED team wins by defending their Control Points. BLU team wins by capturing all
Control Points before the time runs out.

Other Notes:
Control Points cannot be captured while they are locked. RED team cannot regain
control of a point once BLU has captured it."

"cp_manor_event_description" "A community map created by \"YM\" and \"Rexy\"

Objective:
RED team wins by defending their Control Points. BLU team wins by capturing all
Control Points before the time runs out.

Other Notes:
Control Points cannot be captured while they are locked. RED team cannot regain
control of a point once BLU has captured it."

"cp_mountainlab_description" "A community map created by \"3Dnj\"

Objective:
RED team wins by defending their Control Points. BLU team wins by capturing all
Control Points before the time runs out.

Other Notes:
Control Points cannot be captured while they are locked. RED team cannot regain
control of a point once BLU has captured it."
"cp_steel_description" "Attack and Defend variant!
RED team has 60 seconds to set up the defense before BLU team is allowed to attack.
Defend the middle point E - under the rocket - until the time runs out!

Objective:
BLU must capture RED's middle point E at any time to win the game. Capturing the
surrounding points will make taking the middle point easier. The five points do
these things:

A) - Opens easier routes to points E and D


B) - Moves RED spawn point further away from BLU
C) - Extends 3 bridges to the middle point
D) - Blocks RED's spawn exit to point E and extends rails to E
E) - BLU can capture this point at any time to win the game

Other Notes:
Control Points cannot be captured while they are locked."

// CTF
"default_ctf_description" "Objective:
To win a point, steal the enemy's intelligence briefcase and return it to your
base.

Other Notes:
Players drop the intelligence when they die. Dropped intelligence returns to its
Base after 60 seconds."

"ctf_2fort_description" "Objective:
To win a point, steal the enemy's intelligence briefcase and return it to your
basement.

Other Notes:
Players drop the intelligence when they die. Dropped intelligence returns to its
Base after 60 seconds."

"ctf_turbine_description" "A community map created by \"Flobster\"

Objective:
To win a point, steal the enemy's intelligence briefcase and return it to your
base.

Other Notes:
Players drop the intelligence when they die. Dropped intelligence returns to its
Base after 60 seconds."

// TC
"tc_hydro_description" "Objective:
To win the round, a team must control all six territories. Win new territories by
capturing the enemy's Control Point in each stage.

Other Notes:
New stages will be selected until one team owns all territories."

// PL
"default_payload_description" "Objective:
Escort the payload to the enemy base. Stand near the payload to make it move.

Other Notes:
Enemies can block the payload by getting close to it."

// PLR
"default_payload_race_description" "Objective:
Escort your payload cart to the finish line before the opposing team can deliver
theirs. Stand near the cart to make it move.

Other Notes:
Enemies can block the cart by getting close to it."

"plr_pipeline_description" "Objective:
Escort your payload cart to the finish line before the opposing team can deliver
theirs. Stand near the cart to make it move.

Other Notes:
Win either of the first two rounds to have your cart's starting position advance in
the following round.

Enemies can block the cart by getting close to it."

"plr_hightower_event_description" "Objective:
Help Blutarch or Redmond Mann's ghost win the Gravel Wars once and for all! Push an
old dead man in a wheelchair to hell before the opposing team can do the same.
Gather up and cast deadly spells. Stand near the cart to make it move.

Other Notes:
Enemies can block the cart by getting close to it."

// Arena
"default_arena_description" "Objective:
Your team must either eliminate all players on the opposing team or capture the
Control Point that will be activated during the round.

Other Notes:
There is no respawning in Arena mode."

// KOTH
"default_koth_description" "Objective:
Capture the Control Point and defend it until your team's timer runs out.

Other Notes:
The Control Point cannot be captured while locked.

If the enemy team captures the Control Point, your team's timer will pause until
you recapture the point."

"koth_viaduct_event_description" "Objective:
Capture the Control Point and defend it until your team's timer runs out.

Beware MONOCULUS!

Other Notes:
The Control Point cannot be captured while locked.

If the enemy team captures the Control Point, your team's timer will pause until
you recapture the point.

MONOCULUS! will reset ownership of the Control Point while he is lurking about."
"koth_lakeside_event_description" "Objective:
Capture the Control Point and defend it until your team's timer runs out.

Beware MERASMUS!

Other Notes:
The Control Point cannot be captured while locked.

If the enemy team captures the Control Point, your team's timer will pause until
you recapture the point.

MERASMUS! will reset ownership of the Control Point while he is lurking about."

// SD
"sd_doomsday_description" "Objective:
Deliver the Australium to the rocket warhead to win the round.

Other Notes:
Players drop the Australium when they die. Dropped Australium returns to its home
after 15 seconds."

"sd_doomsday_event_description" "Objective:

Get the tickets and deliver them to the top of the Strongmann! Get ready to test
your strength!

Other Notes:
Players drop the tickets when they die.
Dropped tickets return to their home after 15 seconds."

// VIP
"default_vip_description" "Objective:
BLU team wins by escorting the VIP to the escape zone before the time runs out. RED
team wins by preventing him from reaching the escape zone.

Other Notes:
BLU team can freeze the capture progress of a Control Point if the VIP isn't
present."

"vip_mineside_description" "Objective:
RED team wins by preventing the VIP from reaching the Escape Zone. BLU team wins by
escorting the VIP to the Escape Zone.

Other Notes:
The Escape Zone can't open until you deliver the Suitcase Device to the Control
Room next to the Escape Zones gate.

If BLU delivers the Suitcase Device, the gates timer will count down from 60
seconds before closing again."

// VIPR
"default_vipr_description" "Objective:
The team who escorts the VIP to the escape zone while stopping the enemy team from
doing the same before the time runs out wins.

Other Notes:
Either team can freeze the capture progress of a Control Point if their VIP isn't
present.

If Sudden Death occurs, the enemy VIP can be killed to win the round!"

// DOM
"default_dom_description" "Objective:
To win, each team must capture and hold Control Points to gain points. The more
Control Points you own, the faster you gain points.

Other Notes:
Contesting a Control Point stops the enemy from gaining points using that Control
Point."

"dom_krepost_description" "Objective:
To win, each team must capture and hold the currently active Control Point to gain
points.

The active Control Point switches to a random team's base every 60 seconds.

Other Notes:
Contesting the Control Point stops the enemy from gaining points.

The active Control Point will lock when a new Control Point is chosen.

Honorable hand to sword combat only!"

// TD
"default_td_description" "Objective:
To win, each team must own all Control Points.

Other Notes:
You spawn at the Control Points you own.

Team ownership of Control Points is randomized at the start of each round."

//---------------------------------------------------------------------------------
-------
// Voting - mod-specific issue strings (see gameui_english.txt for base strings)
//---------------------------------------------------------------------------------
-------
"TF_Vote_Title" "Vote Setup"

"TF_Vote_Column_Issue" "Vote Issue"


"TF_Vote_Column_Name" "Vote Target"
"TF_Vote_Column_Properties" ""

"TF_vote_yes_binding" "Yes: %s1"


"TF_vote_no_binding" "No: %s1"

"TF_vote_kick_player_other" "Kick player: %s1?\n(no reason given)"


"TF_vote_kick_player_cheating" "Kick player: %s1?\n(accused of
cheating)"
"TF_vote_kick_player_idle" "Kick player: %s1?\n(accused of being idle)"
"TF_vote_kick_player_scamming" "Kick player: %s1?\n(accused of
scamming)"
"TF_vote_kick_player" "Kick player: %s1?"
"TF_vote_passed_kick_player" "Kicking player: %s1..."
"TF_vote_passed_ban_player" "Player %s1 has been banned."
"TF_vote_restart_game" "Restart the map?"
"TF_vote_passed_restart_game" "Restarting the map..."

"TF_vote_autobalance_enable" "Enable team auto-balancing?"


"TF_vote_passed_autobalance_enable" "Auto-balance enabled..."
"TF_vote_autobalance_disable" "Disable team auto-balancing?"
"TF_vote_passed_autobalance_disable" "Auto-balance disabled..."

"TF_vote_classlimits_enable" "Enable class limit of %s1?"


"TF_vote_passed_classlimits_enable" "Class limits enabled..."
"TF_vote_classlimits_disable" "Disable class limits?"
"TF_vote_passed_classlimits_disable" "Class limits disabled..."

"TF_vote_no_maps" "No maps available"


"TF_vote_changelevel" "Change current level to %s1?"
"TF_vote_nextlevel" "Set the next level to %s1?"
"TF_vote_passed_changelevel" "Changing level to %s1..."
"TF_vote_passed_nextlevel" "Next level set to %s1..."
"TF_vote_passed_nextlevel_extend" "Extending the current level"
"TF_vote_nextlevel_choices" "Vote for the next map!"

"TF_vote_scramble_teams" "Scramble teams and restart round?"


"TF_vote_passed_scramble_teams" "Teams will be scrambled."
"TF_vote_scramble_next_round" "Teams are already set to be scrambled."
"TF_vote_should_scramble_round" "Scramble teams next round?"

"TF_VoteKickReason" "Kick Reason:"


"TF_VoteKickReason_Other" "No Reason Given"
"TF_VoteKickReason_Cheating" "Player is Cheating"
"TF_VoteKickReason_Idle" "Player is Idle"
"TF_VoteKickReason_Scamming" "Player is Scamming"

"TF_vote_td_start_round" "Start the current round?"


"TF_vote_passed_td_start_round" "Starting the round..."

"TF_vote_extendlevel" "Extend the current level?"

// TF2C
"TF_vote_change_civilian" "Choose player %s1 to be the VIP?"
"TF_vote_change_civilian_caller" "Player %s1 wants to be the VIP."
"TF_vote_passed_change_civilian" "The VIP will be player: %s1..."

"Vote_notification_title" "Vote Called"


"Vote_notification_text" "#%initiator% wants to call a vote"
"Vote_notification_view" "View"

"Vote_RestartGame" "Restart Game"


"Vote_Kick" "Kick"
"Vote_ChangeLevel" "Change Level"
"Vote_NextLevel" "Next Level"
"Vote_ExtendLevel" "Extend Current Map"
"Vote_ScrambleTeams" "Scramble and Restart"
"Vote_ChangeMission" "Change Mission"
"Vote_Eternaween" "Eternaween"
"Vote_TeamAutoBalance_Enable" "Enable Team AutoBalance"
"Vote_TeamAutoBalance_Disable" "Disable Team AutoBalance"
"Vote_ClassLimit_Enable" "Enable Class Limits"
"Vote_ClassLimit_Disable" "Disable Class Limits"
// TF2C
"Vote_ChangeCivilian" "Change VIP"

"TF_ServerNoSteamConn_Title" "WARNING!"
"TF_ServerNoSteamConn_Explanation" "The server you are playing on has lost
connection to the item server. As a result, your loadout will not be available on
this server."

"TF_Highlander_Mode" "Highlander\nMode"
"TF_Teams_Full" "Teams\nAre Full"

"TF_PartnerTaunt_TooHigh" "You are too high up for any potential


taunt partner."
"TF_PartnerTaunt_Blocked" "There is something in the way."
"TF_HighFive_Hint" "Press '%taunt%' in front of this player to
join the taunt."

//---------------------------------------------------------------------------------
-------
// TF2C Main Menu
"TF_Menu_Welcome" "Welcome back,"
"TF_Menu_Achievements" "Show Achievements"
"TF_Menu_CreateServer" "Create Server"
"TF_Menu_Mute" "Mute Players"
"TF_Menu_Vote" "Call a Vote"
"TF_Menu_Loadout" "LOADOUT"
"TF_Menu_LegacyOptions" "Legacy Options Menu"
"TF_Menu_Stats" "Player Stats"
"TF_Menu_MusicToggle" "Toggle Music"
"TF_Menu_RandomMusic" "Random Music"
"TF_Menu_BlogPanel" "Toggle Blog"
"TF_Menu_ServerListPanel" "Toggle Server List"
"TF_Menu_FriendsListPanel" "Toggle Friends List"
"TF_Menu_ShowNotification" "Show Notifications"
"TF_Menu_RefreshServerList" "Refresh Server List"
"TF_Menu_Version" "Version: %version%"

"MMenu_Notifications_Show" "ALERTS (%s1)"


"MMenu_Notifications_Hide" "X"
"MMenu_Notifications_Empty" "You have no pending alerts."
"MMenu_GC_TotalUsers" "Total Users Online: %gcusercount%"

"Notification_System_Message" "#System Message:# %message%"

// Notifications
"Notification_CanTrigger_Help" "Press [ #%cl_trigger_first_notification%# ] to
#VIEW#.\nPress [ #%cl_decline_first_notification%# ] to #CLOSE#."
"Notification_Remove_Help" "Press [ #%cl_decline_first_notification%# ] to
#CLOSE#."
"Notification_AcceptOrDecline_Help" "Press [ #%cl_trigger_first_notification
%# ] to #ACCEPT#.\nPress [ #%cl_decline_first_notification%# ] to #DECLINE#."
"Notification_Accept_Help" "Press [ #%cl_trigger_first_notification%# ] to
#ACCEPT#."
"Notifications_View" "View"
"Notifications_Accept" "Accept"
"Notifications_Decline" "Decline"
"Notifications_Present" "You have pending alerts! Go to the Main Menu to view
them."
"TF_Notification_Trigger" "View/Accept the topmost alert."
"TF_Notification_Decline" "Remove/Decline the topmost alert."

"TF_Notification_Close" "Close"
"TF_Notification_Prev" "Previous"
"TF_Notification_Next" "Next"
"TF_Notification_Remove" "Remove"
"TF_Notification_Counter" "(%current%/%count%)"

"TF_Loadout_Modifier_StockItemsOnly" "Stock Items Only!"


"TF_Loadout_Modifier_MedievalItemsOnly" "\"Medieval\" Items Only!"
"TF_Loadout_Modifier_RandomizerClasses" "Randomized Classes!"
"TF_Loadout_Modifier_RandomizerItems" "Randomized Items!"
"TF_Loadout_Modifier_RandomizerAttributes" "Randomized Attributes!"
"TF_Loadout_Modifier_RandomizerMayhem" "Randomizer Mayhem!"

// Item Selector Slot Names


"TF_Loadout_Slot_Invalid" "Invalid"
"TF_Loadout_Slot_Primary" "Primary"
"TF_Loadout_Slot_Secondary" "Secondary"
"TF_Loadout_Slot_Melee" "Melee"
"TF_Loadout_Slot_Utility" "Utility"
"TF_Loadout_Slot_Building" "Building"
"TF_Loadout_Slot_PDA1" "PDA"
"TF_Loadout_Slot_PDA2" "PDA2"
"TF_Loadout_Slot_Hat" "Hat"
"TF_Loadout_Slot_Misc" "Misc"
"TF_Loadout_Slot_Action" "Action"
"TF_Loadout_Slot_Taunt" "Taunt"

// Item Selector Slot Aliases


"TF_Loadout_Slot_Secondary_Medic" "Medi Gun"
"TF_Loadout_Slot_Building_Spy" "Sapper"
"TF_Loadout_Slot_PDA2_Spy" "Watch"

"TF_Loadout_Close" "Close"
"TF_Loadout_Back" "Back"
"TF_Loadout_ResetInventory" "Reset Inventory"

"TF_Stats_Reset" "Reset stats" // R


"TF_Stats_Close" "Close" // Q

"TF_DevBlog_Title" "Development Blog"


"TF_Blog_Title" "Blog"

"TF_ServerList_Title" "Official Servers"


"TF_ServerList_Title_Beta" "Beta Servers"
"TF_ServerList_Ping" "Ping"
"TF_ServerList_Servers" "Servers"
"TF_ServerList_Players" "Players"
"TF_ServerList_Map" "Map"
"TF_ServerList_Connect" "Connect"

"TF_ConfirmShowIP_Title" "Public IP"


"TF_ConfirmShowIP_Message" "Do you want your computer's public IP to display in
Create Server?\nNext time you want to change this setting, look into the Options
menu.\n\nNOTE: It will always be hidden when in Streamer Mode."
"TF_ConfirmShowIP_Yes" "Okay"
"TF_ConfirmShowIP_No" "Nope!"
"TF_CreateServer_Type" "Server type"
"TF_CreateServer_Type_NET" "Internet"
"TF_CreateServer_Type_LAN" "LAN"
"TF_CreateServer_Internal" "Private IP: %iipaddress%"
"TF_CreateServer_External" "Public IP: %pipaddress%"
"TF_CreateServer_Failed" "N\A"

"TF_Friends_Title" "Friends (%friend_count%)"

"TF_Friends_Status_InTF2C" "Playing TF2 Classic"


"TF_Friends_Status_Idle_InTF2C" "Idle in TF2 Classic"
"TF_Friends_Status_InMod" "Playing other mod"
"TF_Friends_Status_Idle_InMod" "Idle in other mod"
"TF_Friends_Status_InGame" "Playing other game"
"TF_Friends_Status_Idle" "Idle in other game"
"TF_Friends_Status_Online" "Online"
"TF_Friends_Status_Away" "Away"
"TF_Friends_Status_Offline" "Offline"

"TF_UnsupportedDXLevel_Title" "Unsupported DirectX Level"


"TF_UnsupportedDXLevel_Message" "You're running this game with an unsupported
DirectX level. Would you like to attempt to use a higher DirectX level?\nYou may
run into graphical issues by declining, and this prompt won't show again while
using this unsupported DirectX level."
"TF_SentryReport_Title" "Send Error Reports?"
"TF_SentryReport_Message" "Would you like to allow sending anonymous
error reports to the Team Fortress 2 Classic team?"

"TF_ScoreBoard_Kills" "Kills"
"TF_ScoreBoard_Deaths" "Deaths"
"TF_ScoreBoard_Mute" "Mute"
"TF_ScoreBoard_Unmute" "Unmute"
"TF_ScoreBoard_Kick" "Vote kick"
"TF_ScoreBoard_Spectate" "Spectate"
"TF_ScoreBoard_ShowProfile" "Show Steam profile"

"TF_Achievement_ShowDetails" "Show Details"


"TF_Achievement_HideDetails" "Hide Details"
"TF_Achievement_Reduce" "Reduce"
"TF_Achievement_Expand" "Expand"

// TF2C Miscellaneous
"TF_GameOutdatedTitle" "Update!"
"TF_GameOutdated" "Your game is out of date. The newest
version of TF2C is %s1, released on %s2. For more information, please visit
https://tf2classic.com/download"

// VIP
"TF_VIP_Assigned" "##%s1# is now the VIP!"
"TF_VIP_Tutorial_Annotation_1" "This is the VIP." // Now unused, the
above is used instead.
"TF_VIP_Tutorial_Annotation_2" "He provides a defensive boost to those
around him and\ncan also temporarily buff a member of his team with Mini-Crits!"
"TF_VIP_Tutorial_Annotation_3" "But remember, his life is more important
than yours, so don't let him die!"

"TR_DistanceToObject" "Distance to %s1: %s2"


"TR_DistanceTo" "Distance: %s1"
"TF_Achievements_Title" "My Achievements"

// CS:GO
"SFUI_SteamToast_Location" "Community Notification Location"
"SFUI_SteamToast_Location_TL" "Top Left"
"SFUI_SteamToast_Location_BL" "Bottom Left"
"SFUI_SteamToast_Location_BR" "Bottom Right"
"SFUI_SteamToast_Location_TR" "Top Right"

// Discord Rich Presence


"Discord_InOfficialMap" "Official Map: %s1"
"Discord_InCommunityMap" "Community Map: %s1"
"Discord_InMap_Hidden" "Map: HIDDEN"

"Discord_InMenu" "In menus"


"Discord_InMenu_ToolTip" "Main Menu"

"Discord_IsLoading" "Is currently loading..."


"Discord_IsLoading_ToolTip" "Loading..."

"Discord_InServer" "In a server"


"Discord_InServer_Info" "On server: %s1"

"Discord_InServer_NoSteam" "In a non-Steam server"


"Discord_InServer_NoSteam_ToolTip" ""

"Discord_Player_Dead" "*DEAD*"

}
}

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy