Fix untranslated speakers

This commit is contained in:
JovialFeline
2024-07-17 12:11:20 -04:00
committed by Gustas
parent a5dd4ffe36
commit 0138bc9b3f
8 changed files with 9 additions and 6 deletions

View File

@@ -45,10 +45,12 @@ eliminate-ordos-units-reinforcements = Eliminate all Ordos units and reinforceme
destroy-harkonnen = Destroy the Harkonnen.
## atreides-04
fremen-leader = Fremen Leader
sietch-integrity = Sietch structural integrity: { $integrity }%
protect-fremen-sietch = Protect the Fremen Sietch.
keep-sietch-intact = Keep the Sietch { $integrity }% intact!
fremen-sietch-southeast = Fremen Sietch detected to the southeast.
harkonnen-units-approaching = Harkonnen units approaching!
sietch-destroyed = Sietch destroyed!
fremen-sietch-under-attack = The Fremen Sietch is under attack!

View File

@@ -36,7 +36,7 @@ SendAttack = function(owner, size)
Utils.Do(units, IdleHunt)
if #units > 0 then
Media.DisplayMessage("Harkonnen units approaching!", "Fremen Leader")
Media.DisplayMessage(UserInterface.Translate("harkonnen-units-approaching"), UserInterface.Translate("fremen-leader"))
end
Trigger.OnAllRemovedFromWorld(units, function()

View File

@@ -164,6 +164,7 @@ clear-enemy-submarines = Clear the area of enemy submarine activity.
## fort-lonestar
no-more-waves = You almost survived the onslaught! No more waves incoming.
defend-fort-lonestar = Defend Fort Lonestar at all costs!
lonestar-ai-sold-its-walls = Lonestar AI { $id } sold its walls for a better combat experience.
## in-the-nick-of-time
friendlies-coming-out = Friendlies coming out!

View File

@@ -220,7 +220,7 @@ SendSpy = function()
end
Trigger.AfterDelay(DateTime.Seconds(3), function()
Media.DisplayMessage(UserInterface.Translate("disguise-spy"), "Spy")
Media.DisplayMessage(UserInterface.Translate("disguise-spy"), UserInterface.Translate("spy"))
end)
end

View File

@@ -50,7 +50,7 @@ SendSpy = function()
Trigger.OnKilled(Spy, function() USSR.MarkCompletedObjective(USSRObj) end)
Trigger.AfterDelay(DateTime.Seconds(3), function()
Media.DisplayMessage(UserInterface.Translate("disguise-spy"), "Spy")
Media.DisplayMessage(UserInterface.Translate("disguise-spy"), UserInterface.Translate("spy"))
if SpecialCameras then
SpyCameraA = Actor.Create("camera", true, { Owner = Greece, Location = SpyCamera1.Location })
SpyCameraB = Actor.Create("camera", true, { Owner = Greece, Location = SpyCamera2.Location })

View File

@@ -184,7 +184,7 @@ FreeTanya = function()
if TanyaType == "e7.noautotarget" then
Trigger.AfterDelay(DateTime.Seconds(1), function()
Media.DisplayMessage(UserInterface.Translate("tanya-rules-of-engagement"), "Tanya")
Media.DisplayMessage(UserInterface.Translate("tanya-rules-of-engagement"), UserInterface.Translate("tanya"))
end)
end

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@@ -154,7 +154,7 @@ RepairBarracks = function(id)
end
SellWalls = function(id)
Media.DisplayMessage("Lonestar AI " .. id .. " sold its walls for better combat experience.")
Media.DisplayMessage(UserInterface.Translate("lonestar-ai-sold-its-walls", { ["id"] = id }))
local walls = AIPlayers[id].GetActorsByType("brik")
Utils.Do(walls, function(wall)

View File

@@ -90,7 +90,7 @@ SetupTriggers = function()
end)
Trigger.OnInfiltrated(BioLab, function()
Media.DisplayMessage("plans-stolen-erase-data", "scientist")
Media.DisplayMessage(UserInterface.Translate("plans-stolen-erase-data"), UserInterface.Translate("scientist"))
Trigger.AfterDelay(DateTime.Seconds(5), function()
USSR.MarkCompletedObjective(InfiltrateLab)
LabInfiltrated = true