// Actor Sub Names
EDSTR_ACTORSUBNAME_Abil_Abil_Attach=Attach
EDSTR_ACTORSUBNAME_Abil_Abil_BuiltStart=Built Start
EDSTR_ACTORSUBNAME_Abil_Abil_BuiltStop=Built Stop
EDSTR_ACTORSUBNAME_Abil_Abil_Delay=Delay
EDSTR_ACTORSUBNAME_Abil_Abil_Detach=Detach
EDSTR_ACTORSUBNAME_Abil_Abil_FinishStart=Finish Start
EDSTR_ACTORSUBNAME_Abil_Abil_FinishStop=Finish Stop
EDSTR_ACTORSUBNAME_Abil_Abil_Launch=Launch
EDSTR_ACTORSUBNAME_Abil_Abil_LoadAllSuccess=Load All Success
EDSTR_ACTORSUBNAME_Abil_Abil_PassengerKilled=Passenger Killed
EDSTR_ACTORSUBNAME_Abil_Abil_Pause=Pause
EDSTR_ACTORSUBNAME_Abil_Abil_ReadyStart=Ready Start
EDSTR_ACTORSUBNAME_Abil_Abil_ReadyStop=Ready Stop
EDSTR_ACTORSUBNAME_Abil_Abil_Reattach=Reattach
EDSTR_ACTORSUBNAME_Abil_Abil_Reset=Reset
EDSTR_ACTORSUBNAME_Abil_Abil_Resume=Resume
EDSTR_ACTORSUBNAME_Abil_Abil_Return=Return
EDSTR_ACTORSUBNAME_Abil_Abil_Source=Source
EDSTR_ACTORSUBNAME_Abil_Abil_SourceApproachStart=Source Approach Start
EDSTR_ACTORSUBNAME_Abil_Abil_SourceApproachStop=Source Approach Stop
EDSTR_ACTORSUBNAME_Abil_Abil_SourceBailStart=Source Bail Start
EDSTR_ACTORSUBNAME_Abil_Abil_SourceBailStop=Source Bail Stop
EDSTR_ACTORSUBNAME_Abil_Abil_SourceCancel=Source Cancel
EDSTR_ACTORSUBNAME_Abil_Abil_SourceCastStart=Source Cast Start
EDSTR_ACTORSUBNAME_Abil_Abil_SourceCastStop=Source Cast Stop
EDSTR_ACTORSUBNAME_Abil_Abil_SourceChannelStart=Source Channel Start
EDSTR_ACTORSUBNAME_Abil_Abil_SourceChannelStop=Source Channel Stop
EDSTR_ACTORSUBNAME_Abil_Abil_SourceFinishStart=Source Finish Start
EDSTR_ACTORSUBNAME_Abil_Abil_SourceFinishStop=Source Finish Stop
EDSTR_ACTORSUBNAME_Abil_Abil_SourcePause=Source Pause
EDSTR_ACTORSUBNAME_Abil_Abil_SourcePrecastCancel=Source Precast Cancel
EDSTR_ACTORSUBNAME_Abil_Abil_SourcePrecastStart=Source Precast Start
EDSTR_ACTORSUBNAME_Abil_Abil_SourcePrecastStop=Source Precast Stop
EDSTR_ACTORSUBNAME_Abil_Abil_SourcePrepStart=Source Prepare Start
EDSTR_ACTORSUBNAME_Abil_Abil_SourcePrepStop=Source Prepare Stop
EDSTR_ACTORSUBNAME_Abil_Abil_SourceStart=Source Start
EDSTR_ACTORSUBNAME_Abil_Abil_SourceStop=Source Stop
EDSTR_ACTORSUBNAME_Abil_Abil_SourceTransferStart=Source Transfer Start
EDSTR_ACTORSUBNAME_Abil_Abil_SourceTransferStop=Source Transfer Stop
EDSTR_ACTORSUBNAME_Abil_Abil_SourceUnpause=Source Unpause
EDSTR_ACTORSUBNAME_Abil_Abil_SourceWaitStart=Source Wait Start
EDSTR_ACTORSUBNAME_Abil_Abil_SourceWaitStop=Source Wait Stop
EDSTR_ACTORSUBNAME_Abil_Abil_Start=Start
EDSTR_ACTORSUBNAME_Abil_Abil_Stop=Stop
EDSTR_ACTORSUBNAME_Abil_Abil_Target=Target
EDSTR_ACTORSUBNAME_Abil_Abil_TargetApproachStart=Target Approach Start
EDSTR_ACTORSUBNAME_Abil_Abil_TargetApproachStop=Target Approach Stop
EDSTR_ACTORSUBNAME_Abil_Abil_TargetBailStart=Target Bail Start
EDSTR_ACTORSUBNAME_Abil_Abil_TargetBailStop=Target Bail Stop
EDSTR_ACTORSUBNAME_Abil_Abil_TargetCastStart=Target Cast Start
EDSTR_ACTORSUBNAME_Abil_Abil_TargetCastStop=Target Cast Stop
EDSTR_ACTORSUBNAME_Abil_Abil_TargetChannelStart=Target Channel Start
EDSTR_ACTORSUBNAME_Abil_Abil_TargetChannelStop=Target Channel Stop
EDSTR_ACTORSUBNAME_Abil_Abil_TargetFinishStart=Target Finish Start
EDSTR_ACTORSUBNAME_Abil_Abil_TargetFinishStop=Target Finish Stop
EDSTR_ACTORSUBNAME_Abil_Abil_TargetPrepStart=Target Prepare Start
EDSTR_ACTORSUBNAME_Abil_Abil_TargetPrepStop=Target Prepare Stop
EDSTR_ACTORSUBNAME_Abil_Abil_TargetStart=Target Start
EDSTR_ACTORSUBNAME_Abil_Abil_TargetStop=Target Stop
EDSTR_ACTORSUBNAME_Abil_Abil_TargetTransferStart=Target Transfer Start
EDSTR_ACTORSUBNAME_Abil_Abil_TargetTransferStop=Target Transfer Stop
EDSTR_ACTORSUBNAME_Abil_Abil_TargetWaitStart=Target Wait Start
EDSTR_ACTORSUBNAME_Abil_Abil_TargetWaitStop=Target Wait Stop
EDSTR_ACTORSUBNAME_Abil_Abil_TransportEmpty=Transport Empty
EDSTR_ACTORSUBNAME_Abil_Abil_TransportOccupy=Transport Occupy
EDSTR_ACTORSUBNAME_Abil_Abil_TransportUnloadStart=Transport Unload Start
EDSTR_ACTORSUBNAME_Abil_Abil_TransportUnloadStop=Transport Unload Stop
EDSTR_ACTORSUBNAME_Abil_Abil_WorkerCancel=Worker Cancel
EDSTR_ACTORSUBNAME_Abil_Abil_WorkerStart=Worker Start
EDSTR_ACTORSUBNAME_Abil_Abil_WorkerStop=Worker Stop
EDSTR_ACTORSUBNAME_Abil_AbilCharge_Regen=Regen
EDSTR_ACTORSUBNAME_Abil_AbilCharge_Spend=Spend
EDSTR_ACTORSUBNAME_Abil_AbilCooldown_Regen=Regen
EDSTR_ACTORSUBNAME_Abil_AbilCooldown_Spend=Spend
EDSTR_ACTORSUBNAME_Abil_AbilMorph_Cancel=Cancel
EDSTR_ACTORSUBNAME_Abil_AbilMorph_Finish=Finish
EDSTR_ACTORSUBNAME_Abil_AbilMorph_Start=Start
EDSTR_ACTORSUBNAME_Abil_AbilRally_Clear=Clear
EDSTR_ACTORSUBNAME_Abil_AbilRally_Place=Place
EDSTR_ACTORSUBNAME_Abil_AbilTrain_Cancel=Cancel
EDSTR_ACTORSUBNAME_Abil_AbilTrain_Finish=Finish
EDSTR_ACTORSUBNAME_Abil_AbilTrain_Start=Start
EDSTR_ACTORSUBNAME_Abil_AbilTrain_Trained=Trained
EDSTR_ACTORSUBNAME_Abil_AbilTransport_CargoLoad=Cargo Load
EDSTR_ACTORSUBNAME_Abil_AbilTransport_CargoLoadSuppressed=Cargo Load Suppressed
EDSTR_ACTORSUBNAME_Abil_AbilTransport_CargoUnload=Cargo Unload
EDSTR_ACTORSUBNAME_Abil_AbilTransport_TransportLoad=Transport Load
EDSTR_ACTORSUBNAME_Abil_AbilTransport_TransportLoadSuppressed=Transport Load Suppressed
EDSTR_ACTORSUBNAME_Abil_AbilTransport_TransportUnload=Transport Unload
EDSTR_ACTORSUBNAME_Abil_Weapon_PreswingBeforeAttackCancel=Preswing Before Attack Cancel
EDSTR_ACTORSUBNAME_Abil_Weapon_PreswingBeforeAttackStart=Preswing Before Attack Start
EDSTR_ACTORSUBNAME_Abil_Weapon_PreswingBeforeAttackStop=Preswing Before Attack Stop
EDSTR_ACTORSUBNAME_Actor_Actor_AddedFirst=Added First
EDSTR_ACTORSUBNAME_Actor_Actor_RemovedLast=Removed Last
EDSTR_ACTORSUBNAME_Actor_AnimBracketState_AfterClosing=After Closing
EDSTR_ACTORSUBNAME_Actor_AnimBracketState_AfterOpening=After Opening
EDSTR_ACTORSUBNAME_Actor_AnimBracketState_BeforeClosing=Before Closing
EDSTR_ACTORSUBNAME_Actor_AnimBracketState_BeforeOpening=Before Opening
EDSTR_ACTORSUBNAME_Actor_AnimDone_Cleared=Cleared
EDSTR_ACTORSUBNAME_Actor_AnimDone_Complete=Complete
EDSTR_ACTORSUBNAME_Actor_AnimDone_Missing=Missing
EDSTR_ACTORSUBNAME_Actor_PropertyCurveDone_Complete=Complete
EDSTR_ACTORSUBNAME_Actor_PropertyCurveDone_LoopComplete=Loop Complete
EDSTR_ACTORSUBNAME_Actor_PropertyCurveDone_Stopped=Stopped
EDSTR_ACTORSUBNAME_Actor_TurretRotationUpdate_StartRotatingLeft=Start Rotating Left
EDSTR_ACTORSUBNAME_Actor_TurretRotationUpdate_StartRotatingRight=Start Rotating Right
EDSTR_ACTORSUBNAME_Actor_TurretRotationUpdate_Stop=Stop
EDSTR_ACTORSUBNAME_Behavior_Behavior_AttributeChange=Attribute Change
EDSTR_ACTORSUBNAME_Behavior_Behavior_Batch=Batch
EDSTR_ACTORSUBNAME_Behavior_Behavior_Cancel=Cancel
EDSTR_ACTORSUBNAME_Behavior_Behavior_Create=Create
EDSTR_ACTORSUBNAME_Behavior_Behavior_DamageExhausted=Damage Exhausted
EDSTR_ACTORSUBNAME_Behavior_Behavior_DamageHandled=Damage Handled
EDSTR_ACTORSUBNAME_Behavior_Behavior_Delay=Delay
EDSTR_ACTORSUBNAME_Behavior_Behavior_Deplete=Deplete
EDSTR_ACTORSUBNAME_Behavior_Behavior_Destroy=Destroy
EDSTR_ACTORSUBNAME_Behavior_Behavior_Extract=Extract
EDSTR_ACTORSUBNAME_Behavior_Behavior_Fly=Fly
EDSTR_ACTORSUBNAME_Behavior_Behavior_FlyStart=Fly Start
EDSTR_ACTORSUBNAME_Behavior_Behavior_HostClear=Host Clear
EDSTR_ACTORSUBNAME_Behavior_Behavior_HostFinish=Host Finish
EDSTR_ACTORSUBNAME_Behavior_Behavior_HostStart=Host Start
EDSTR_ACTORSUBNAME_Behavior_Behavior_LandDown=Land Down
EDSTR_ACTORSUBNAME_Behavior_Behavior_LandDownDone=Land Down Done
EDSTR_ACTORSUBNAME_Behavior_Behavior_LandUp=Land Up
EDSTR_ACTORSUBNAME_Behavior_Behavior_LandUpDone=Land Up Done
EDSTR_ACTORSUBNAME_Behavior_Behavior_Launch=Launch
EDSTR_ACTORSUBNAME_Behavior_Behavior_Off=Off
EDSTR_ACTORSUBNAME_Behavior_Behavior_On=On
EDSTR_ACTORSUBNAME_Behavior_Behavior_PlayerChange=Player Change
EDSTR_ACTORSUBNAME_Behavior_Behavior_Restore=Restore
EDSTR_ACTORSUBNAME_Behavior_Behavior_Spawn=Spawn
EDSTR_ACTORSUBNAME_Behavior_Behavior_Start=Start
EDSTR_ACTORSUBNAME_Behavior_Behavior_Stop=Stop
EDSTR_ACTORSUBNAME_Behavior_BehaviorLevel_Start=Start
EDSTR_ACTORSUBNAME_Behavior_BehaviorLevel_Stop=Stop
EDSTR_ACTORSUBNAME_Behavior_BehaviorStackItem_Add=Add
EDSTR_ACTORSUBNAME_Behavior_BehaviorStackItem_Remove=Remove
EDSTR_ACTORSUBNAME_Effect_Effect_Abort=Abort Effect
EDSTR_ACTORSUBNAME_Effect_Effect_Caster=Caster
EDSTR_ACTORSUBNAME_Effect_Effect_Create=Create
EDSTR_ACTORSUBNAME_Effect_Effect_Expire=Expire
EDSTR_ACTORSUBNAME_Effect_Effect_Impact=Impact
EDSTR_ACTORSUBNAME_Effect_Effect_Initial=Initial
EDSTR_ACTORSUBNAME_Effect_Effect_Launch=Launch
EDSTR_ACTORSUBNAME_Effect_Effect_Return=Return
EDSTR_ACTORSUBNAME_Effect_Effect_Source=Source
EDSTR_ACTORSUBNAME_Effect_Effect_SourceStart=Source Start
EDSTR_ACTORSUBNAME_Effect_Effect_SourceStop=Source Stop
EDSTR_ACTORSUBNAME_Effect_Effect_Start=Start
EDSTR_ACTORSUBNAME_Effect_Effect_Stop=Stop
EDSTR_ACTORSUBNAME_Effect_Effect_Target=Target
EDSTR_ACTORSUBNAME_Effect_Effect_TargetStart=Target Start
EDSTR_ACTORSUBNAME_Effect_Effect_TargetStop=Target Stop
EDSTR_ACTORSUBNAME_Effect_Effect_UpdateSource=Update Source
EDSTR_ACTORSUBNAME_Effect_Effect_UpdateTarget=Update Target
EDSTR_ACTORSUBNAME_Unit_UnitBirth_EditorPlaced=Editor Placed
EDSTR_ACTORSUBNAME_Unit_UnitBirth_EditorPlacementCursor=Editor Placement Cursor
EDSTR_ACTORSUBNAME_Unit_UnitBirth_Normal=Normal
EDSTR_ACTORSUBNAME_Unit_UnitBirth_Suppressed=Suppressed
EDSTR_ACTORSUBNAME_Unit_UnitBlipUpdate_Start=Start
EDSTR_ACTORSUBNAME_Unit_UnitBlipUpdate_Stop=Stop
EDSTR_ACTORSUBNAME_Unit_UnitConstruction_Cancel=Cancel
EDSTR_ACTORSUBNAME_Unit_UnitConstruction_Finish=Finish
EDSTR_ACTORSUBNAME_Unit_UnitConstruction_Start=Start
EDSTR_ACTORSUBNAME_Unit_UnitDetectedByViewer_Off=Off
EDSTR_ACTORSUBNAME_Unit_UnitDetectedByViewer_On=On
EDSTR_ACTORSUBNAME_Unit_UnitHeightUpdate_Land=Land
EDSTR_ACTORSUBNAME_Unit_UnitHeightUpdate_Lift=Lift
EDSTR_ACTORSUBNAME_Unit_UnitHighlight_Start=Start
EDSTR_ACTORSUBNAME_Unit_UnitHighlight_Stop=Stop
EDSTR_ACTORSUBNAME_Unit_UnitMovementUpdate_Stand=Stand
EDSTR_ACTORSUBNAME_Unit_UnitMovementUpdate_StandIntroStart=Stand Intro Start
EDSTR_ACTORSUBNAME_Unit_UnitMovementUpdate_StandIntroStop=Stand Intro Stop
EDSTR_ACTORSUBNAME_Unit_UnitMovementUpdate_Walk=Walk
EDSTR_ACTORSUBNAME_Unit_UnitMovementUpdate_WalkIntroStart=Walk Intro Start
EDSTR_ACTORSUBNAME_Unit_UnitMovementUpdate_WalkIntroStop=Walk Intro Stop
EDSTR_ACTORSUBNAME_Unit_UnitMovementUpdate_WalkOutroStart=Walk Outro Start
EDSTR_ACTORSUBNAME_Unit_UnitMovementUpdate_WalkOutroStop=Walk Outro Stop
EDSTR_ACTORSUBNAME_Unit_UnitPoints_Killed=Killed
EDSTR_ACTORSUBNAME_Unit_UnitPoints_Made=Made
EDSTR_ACTORSUBNAME_Unit_UnitPoints_Tech=Tech
EDSTR_ACTORSUBNAME_Unit_UnitPortrait_Configure=Configure
EDSTR_ACTORSUBNAME_Unit_UnitPortrait_Customize=Customize
EDSTR_ACTORSUBNAME_Unit_UnitPortrait_Destruction=Destruction
EDSTR_ACTORSUBNAME_Unit_UnitPortrait_LoadDone=Load Done
EDSTR_ACTORSUBNAME_Unit_UnitRegen_EnergyOff=Energy Off
EDSTR_ACTORSUBNAME_Unit_UnitRegen_EnergyOn=Energy On
EDSTR_ACTORSUBNAME_Unit_UnitRegen_LifeOff=Life Off
EDSTR_ACTORSUBNAME_Unit_UnitRegen_LifeOn=Life On
EDSTR_ACTORSUBNAME_Unit_UnitRegen_ShieldsOff=Shields Off
EDSTR_ACTORSUBNAME_Unit_UnitRegen_ShieldsOn=Shields On
EDSTR_ACTORSUBNAME_Unit_UnitShrubUpdate_EnteringShrub=Entering Shrub
EDSTR_ACTORSUBNAME_Unit_UnitShrubUpdate_LeavingShrub=Leaving Shrub
EDSTR_ACTORSUBNAME_Unknown_Abil_ButtonHoverOff=Button Hover On
EDSTR_ACTORSUBNAME_Unknown_Abil_ButtonHoverOn=Button Hover Off
EDSTR_ACTORSUBNAME_Unknown_Abil_Cursor=Cursor
EDSTR_ACTORSUBNAME_Unknown_Abil_Guide=Guide
EDSTR_ACTORSUBNAME_Unknown_Abil_Placement=Placement
EDSTR_ACTORSUBNAME_Unknown_Abil_TargetOff=Target Off
EDSTR_ACTORSUBNAME_Unknown_Abil_TargetOn=Target On
EDSTR_ACTORSUBNAME_Unknown_CommandUI_Done=Done
EDSTR_ACTORSUBNAME_Unknown_Confirmation_Start=Start
EDSTR_ACTORSUBNAME_Unknown_Confirmation_Stop=Stop
EDSTR_ACTORSUBNAME_Unknown_Creep_Decay=Creep Decay
EDSTR_ACTORSUBNAME_Unknown_Creep_Gone=Creep Gone
EDSTR_ACTORSUBNAME_Unknown_Creep_Grow=Grow
EDSTR_ACTORSUBNAME_Unknown_Creep_Place=Place
EDSTR_ACTORSUBNAME_Unknown_CursorUpdate_Start=Start
EDSTR_ACTORSUBNAME_Unknown_CursorUpdate_Stop=Stop
EDSTR_ACTORSUBNAME_Unknown_HerdLevel_Decrease=Decrease
EDSTR_ACTORSUBNAME_Unknown_HerdLevel_Increase=Increase
EDSTR_ACTORSUBNAME_Unknown_HerdSpeed_Decrease=Decrease
EDSTR_ACTORSUBNAME_Unknown_HerdSpeed_Increase=Increase
EDSTR_ACTORSUBNAME_Unknown_PreSelectionUpdate_Start=Start
EDSTR_ACTORSUBNAME_Unknown_PreSelectionUpdate_StartEditorGround=Start Editor Ground
EDSTR_ACTORSUBNAME_Unknown_PreSelectionUpdate_Stop=Stop
EDSTR_ACTORSUBNAME_Unknown_PreTargetingUpdate_Start=Start
EDSTR_ACTORSUBNAME_Unknown_PreTargetingUpdate_Stop=Stop
EDSTR_ACTORSUBNAME_Unknown_ProgressLevel_Pause=Pause
EDSTR_ACTORSUBNAME_Unknown_ProgressLevel_Resume=Resume
EDSTR_ACTORSUBNAME_Unknown_ProgressLevel_Start=Start
EDSTR_ACTORSUBNAME_Unknown_ProgressLevel_Stop=Stop
EDSTR_ACTORSUBNAME_Unknown_SelectionLocalSubgroupUpdate_Start=Start
EDSTR_ACTORSUBNAME_Unknown_SelectionLocalSubgroupUpdate_Stop=Stop
EDSTR_ACTORSUBNAME_Unknown_SelectionLocalUpdate_Start=Start
EDSTR_ACTORSUBNAME_Unknown_SelectionLocalUpdate_StartEditorGround=Start Editor Ground
EDSTR_ACTORSUBNAME_Unknown_SelectionLocalUpdate_Stop=Stop
EDSTR_ACTORSUBNAME_Unknown_SelectionLocalUpdate_VisibleOff=Visible Off
EDSTR_ACTORSUBNAME_Unknown_SelectionLocalUpdate_VisibleOn=Visible On
EDSTR_ACTORSUBNAME_Unknown_SelectionSyncSubgroupUpdate_Add=Add
EDSTR_ACTORSUBNAME_Unknown_SelectionSyncUpdate_Add=Add
EDSTR_ACTORSUBNAME_Unknown_SelectionSyncUpdate_Remove=Remove
EDSTR_ACTORSUBNAME_Unknown_UnitRefund_Build=Build
EDSTR_ACTORSUBNAME_Unknown_UnitRefund_Morph=Morph
EDSTR_ACTORSUBNAME_Unknown_UnitRefund_Salvage=Salvage
EDSTR_ACTORSUBNAME_Unknown_UnitTaunt_Execute=Unit Taunt Execute
EDSTR_ACTORSUBNAME_Unknown_UnitTaunt_Start=Start
EDSTR_ACTORSUBNAME_Unknown_UnitTaunt_Stop=Stop
EDSTR_ACTORSUBNAME_Upgrade_Upgrade_Add=Add
EDSTR_ACTORSUBNAME_Upgrade_Upgrade_Remove=Remove
EDSTR_ACTORSUBNAME_Weapon_Weapon_PreswingBetweenAttacksCancel=Preswing Between Attacks Cancel
EDSTR_ACTORSUBNAME_Weapon_Weapon_PreswingBetweenAttacksStart=Preswing Between Attacks Start
EDSTR_ACTORSUBNAME_Weapon_Weapon_PreswingBetweenAttacksStop=Preswing Between Attacks Stop
EDSTR_ACTORSUBNAME_Weapon_WeaponCriticalUpdate_Off=Off
EDSTR_ACTORSUBNAME_Weapon_WeaponCriticalUpdate_On=On
EDSTR_ACTORSUBNAME_Weapon_WeaponStart_AttackStart=Attack Start
EDSTR_ACTORSUBNAME_Weapon_WeaponStop_AttackStop=Attack Stop

// Actor Sub Name Hints

// Actor System Keys
EDSTR_ACTORSYSTEMKEY_*=(Any)
EDSTR_ACTORSYSTEMKEY_Actor=Actor
EDSTR_ACTORSYSTEMKEY_Contents=Contents
EDSTR_ACTORSYSTEMKEY_ContentsAdd=Contents Add
EDSTR_ACTORSYSTEMKEY_Creator=Creator
EDSTR_ACTORSYSTEMKEY_CreepSubject=Creep Subject
EDSTR_ACTORSYSTEMKEY_Host=Host
EDSTR_ACTORSYSTEMKEY_HostBearings=Host Bearings
EDSTR_ACTORSYSTEMKEY_HostCaster=Host Caster
EDSTR_ACTORSYSTEMKEY_HostCreator=Host Creator
EDSTR_ACTORSYSTEMKEY_HostEnd=Host End
EDSTR_ACTORSYSTEMKEY_HostEye=Host Eye
EDSTR_ACTORSYSTEMKEY_HostForProps=Host For Props
EDSTR_ACTORSYSTEMKEY_HostForward=Host Forward
EDSTR_ACTORSYSTEMKEY_HostHeight=Host Height
EDSTR_ACTORSYSTEMKEY_HostImpact=Host Impact
EDSTR_ACTORSYSTEMKEY_HostImpactInternal=Host Impact Internal
EDSTR_ACTORSYSTEMKEY_HostImpactSource=Host Impact Source
EDSTR_ACTORSYSTEMKEY_HostIncoming=Host Incoming
EDSTR_ACTORSYSTEMKEY_HostInitial=Host Initial
EDSTR_ACTORSYSTEMKEY_HostInternal=Internal Host
EDSTR_ACTORSYSTEMKEY_HostLaunch=Host Launch
EDSTR_ACTORSYSTEMKEY_HostLaunchInternal=Host Launch Internal
EDSTR_ACTORSYSTEMKEY_HostMissile=Host Missile
EDSTR_ACTORSYSTEMKEY_HostMotion=Host Motion
EDSTR_ACTORSYSTEMKEY_HostOffset=Host Offset
EDSTR_ACTORSYSTEMKEY_HostReturn=Host Return
EDSTR_ACTORSYSTEMKEY_HostTurretBody=Host Turret Body
EDSTR_ACTORSYSTEMKEY_HostUp=Host Up
EDSTR_ACTORSYSTEMKEY_HostZ=Host Z
EDSTR_ACTORSYSTEMKEY_HoverTarget=Hover Target
EDSTR_ACTORSYSTEMKEY_LastCreated=Last Created
EDSTR_ACTORSYSTEMKEY_LastCreatedActual=Last Created Actual
EDSTR_ACTORSYSTEMKEY_Main=Main
EDSTR_ACTORSYSTEMKEY_OuterUnit=Outer Unit
EDSTR_ACTORSYSTEMKEY_PortraitGame=Portrait Game
EDSTR_ACTORSYSTEMKEY_PortraitGameSelf=Portrait Game Self
EDSTR_ACTORSYSTEMKEY_PortraitGameUnit=Portrait Game Unit
EDSTR_ACTORSYSTEMKEY_QueryCaster=Query Caster
EDSTR_ACTORSYSTEMKEY_QueryDirector=Query Director
EDSTR_ACTORSYSTEMKEY_QuerySubject=Query Subject
EDSTR_ACTORSYSTEMKEY_Receiver=Receiver
EDSTR_ACTORSYSTEMKEY_Scene=Scene
EDSTR_ACTORSYSTEMKEY_ScopeContents=Scope Contents
EDSTR_ACTORSYSTEMKEY_Selection=Selection
EDSTR_ACTORSYSTEMKEY_Self=Self
EDSTR_ACTORSYSTEMKEY_Sender=Sender
EDSTR_ACTORSYSTEMKEY_Supporter=Supporter
EDSTR_ACTORSYSTEMKEY_Terrain=Terrain
EDSTR_ACTORSYSTEMKEY_User=User

// Actor System Key Hints

// Entry Types
EDSTR_ENTRYTYPE_CAbil=Generic
EDSTR_ENTRYTYPE_CAbilArmMagazine=Arm Magazine
EDSTR_ENTRYTYPE_CAbilAttack=Attack
EDSTR_ENTRYTYPE_CAbilAugment=Augment
EDSTR_ENTRYTYPE_CAbilBattery=Battery
EDSTR_ENTRYTYPE_CAbilBeacon=Beacon
EDSTR_ENTRYTYPE_CAbilBehavior=Behavior
EDSTR_ENTRYTYPE_CAbilBuild=Build
EDSTR_ENTRYTYPE_CAbilBuildable=Buildable
EDSTR_ENTRYTYPE_CAbilEffect=Effect
EDSTR_ENTRYTYPE_CAbilEffectInstant=Effect - Instant
EDSTR_ENTRYTYPE_CAbilEffectTarget=Effect - Target
EDSTR_ENTRYTYPE_CAbilHarvest=Harvest
EDSTR_ENTRYTYPE_CAbilInteract=Interact
EDSTR_ENTRYTYPE_CAbilInventory=Inventory
EDSTR_ENTRYTYPE_CAbilLearn=Learn
EDSTR_ENTRYTYPE_CAbilMerge=Merge
EDSTR_ENTRYTYPE_CAbilMergeable=Mergeable
EDSTR_ENTRYTYPE_CAbilMorph=Morph
EDSTR_ENTRYTYPE_CAbilMorphPlacement=Morph Placement
EDSTR_ENTRYTYPE_CAbilMove=Move
EDSTR_ENTRYTYPE_CAbilPawn=Pawn
EDSTR_ENTRYTYPE_CAbilProgress=Progress
EDSTR_ENTRYTYPE_CAbilQueue=Queue
EDSTR_ENTRYTYPE_CAbilQueueable=Queueable
EDSTR_ENTRYTYPE_CAbilRally=Rally
EDSTR_ENTRYTYPE_CAbilRedirect=Redirect
EDSTR_ENTRYTYPE_CAbilRedirectInstant=Redirect Instant
EDSTR_ENTRYTYPE_CAbilRedirectTarget=Redirect Target
EDSTR_ENTRYTYPE_CAbilResearch=Research
EDSTR_ENTRYTYPE_CAbilRevive=Revive
EDSTR_ENTRYTYPE_CAbilSpecialize=Specialize
EDSTR_ENTRYTYPE_CAbilStop=Stop
EDSTR_ENTRYTYPE_CAbilTrain=Train
EDSTR_ENTRYTYPE_CAbilTransport=Transport
EDSTR_ENTRYTYPE_CAbilWarpable=Warpable
EDSTR_ENTRYTYPE_CAbilWarpTrain=Warp Train
EDSTR_ENTRYTYPE_CAchievement=Generic
EDSTR_ENTRYTYPE_CAchievementTerm=Generic
EDSTR_ENTRYTYPE_CAchievementTermAbil=Ability
EDSTR_ENTRYTYPE_CAchievementTermAbilInteract=Ability Interact
EDSTR_ENTRYTYPE_CAchievementTermAbilLoad=Ability Load
EDSTR_ENTRYTYPE_CAchievementTermAbilUse=Ability Use
EDSTR_ENTRYTYPE_CAchievementTermAchievement=Achievement
EDSTR_ENTRYTYPE_CAchievementTermBehavior=Behavior
EDSTR_ENTRYTYPE_CAchievementTermBehaviorAbsorbed=Behavior Absorbed
EDSTR_ENTRYTYPE_CAchievementTermBehaviorCount=Behavior Count
EDSTR_ENTRYTYPE_CAchievementTermBehaviorElapsed=Behavior Elapsed
EDSTR_ENTRYTYPE_CAchievementTermBehaviorState=Behavior State
EDSTR_ENTRYTYPE_CAchievementTermCombine=Combine
EDSTR_ENTRYTYPE_CAchievementTermEffect=Effect
EDSTR_ENTRYTYPE_CAchievementTermEffectAbsorbed=Effect Absorbed
EDSTR_ENTRYTYPE_CAchievementTermEffectDamaged=Effect Damaged
EDSTR_ENTRYTYPE_CAchievementTermEffectDodged=Effect Dodged
EDSTR_ENTRYTYPE_CAchievementTermEffectHealed=Effect Healed
EDSTR_ENTRYTYPE_CAchievementTermEffectKilled=Effect Killed
EDSTR_ENTRYTYPE_CAchievementTermEffectUse=Effect Use
EDSTR_ENTRYTYPE_CAchievementTermGeneric=Generic
EDSTR_ENTRYTYPE_CAchievementTermReplay=Replay
EDSTR_ENTRYTYPE_CAchievementTermScoreValue=Score Value
EDSTR_ENTRYTYPE_CAchievementTermTime=Time
EDSTR_ENTRYTYPE_CAchievementTermUnit=Unit
EDSTR_ENTRYTYPE_CAchievementTermUnitBirth=Unit Birth
EDSTR_ENTRYTYPE_CAchievementTermUnitDeath=Unit Death
EDSTR_ENTRYTYPE_CAchievementTermUnitKills=Unit Kills
EDSTR_ENTRYTYPE_CAchievementTermUnitRegen=Unit Regeneration
EDSTR_ENTRYTYPE_CAchievementTermUnitSupplyLoss=Unit Supply Loss
EDSTR_ENTRYTYPE_CActor=Generic
EDSTR_ENTRYTYPE_CActorAction=Action
EDSTR_ENTRYTYPE_CActorArc=Arc
EDSTR_ENTRYTYPE_CActorBase=Actor Base
EDSTR_ENTRYTYPE_CActorBeam=Beam
EDSTR_ENTRYTYPE_CActorBeamSimple=Beam (Simple)
EDSTR_ENTRYTYPE_CActorBeamStandard=Beam (Standard)
EDSTR_ENTRYTYPE_CActorBearings=Bearings
EDSTR_ENTRYTYPE_CActorCamera=Camera
EDSTR_ENTRYTYPE_CActorCameraModel=Camera Model
EDSTR_ENTRYTYPE_CActorCreep=Creep
EDSTR_ENTRYTYPE_CActorDoodad=Doodad
EDSTR_ENTRYTYPE_CActorDoodadPreserver=Doodad Preserver
EDSTR_ENTRYTYPE_CActorEditorCamera=Editor Camera
EDSTR_ENTRYTYPE_CActorEditorPoint=Editor Point
EDSTR_ENTRYTYPE_CActorEventMacro=Event Macro
EDSTR_ENTRYTYPE_CActorEventMacroRunnable=Macro
EDSTR_ENTRYTYPE_CActorFoliageFXSpawner=Doodad Effect Spawner
EDSTR_ENTRYTYPE_CActorForce=Force
EDSTR_ENTRYTYPE_CActorForceBox=Force (Box)
EDSTR_ENTRYTYPE_CActorForceConeRoundedEnd=Force (Cone Rounded End)
EDSTR_ENTRYTYPE_CActorForceCylinder=Force (Cylinder)
EDSTR_ENTRYTYPE_CActorForceLineSegment=Force (Line Segment)
EDSTR_ENTRYTYPE_CActorForceSphere=Force (Sphere)
EDSTR_ENTRYTYPE_CActorGlobalConfig=Global Configuration
EDSTR_ENTRYTYPE_CActorLight=Light
EDSTR_ENTRYTYPE_CActorLightModel=Light (Model)
EDSTR_ENTRYTYPE_CActorLightOmni=Light (Omni)
EDSTR_ENTRYTYPE_CActorLightOmniModel=Light (Omni Model)
EDSTR_ENTRYTYPE_CActorLightSpot=Light (Spot)
EDSTR_ENTRYTYPE_CActorLightSpotModel=Light (Spot Model)
EDSTR_ENTRYTYPE_CActorList=Actor List
EDSTR_ENTRYTYPE_CActorLookAt=Look At
EDSTR_ENTRYTYPE_CActorMissile=Missile
EDSTR_ENTRYTYPE_CActorModel=Model
EDSTR_ENTRYTYPE_CActorOverrides=Overrides
EDSTR_ENTRYTYPE_CActorPortrait=Portrait
EDSTR_ENTRYTYPE_CActorPower=Power
EDSTR_ENTRYTYPE_CActorProgress=Progress
EDSTR_ENTRYTYPE_CActorPropertyCurveSet=Curve Set
EDSTR_ENTRYTYPE_CActorQuad=Quad
EDSTR_ENTRYTYPE_CActorQueryResponse=Query Response
EDSTR_ENTRYTYPE_CActorRange=Range
EDSTR_ENTRYTYPE_CActorRegion=Region
EDSTR_ENTRYTYPE_CActorRegionArc=Region (Arc)
EDSTR_ENTRYTYPE_CActorRegionCircle=Region (Circle)
EDSTR_ENTRYTYPE_CActorRegionCombine=Region (Combine)
EDSTR_ENTRYTYPE_CActorRegionGame=Region (Game)
EDSTR_ENTRYTYPE_CActorRegionPolygon=Region (Polygon)
EDSTR_ENTRYTYPE_CActorRegionQuad=Region (Rectangle)
EDSTR_ENTRYTYPE_CActorRegionWater=Region (Water)
EDSTR_ENTRYTYPE_CActorScene=Scene
EDSTR_ENTRYTYPE_CActorSelection=Selection
EDSTR_ENTRYTYPE_CActorSetQueried=Queried
EDSTR_ENTRYTYPE_CActorShadow=Shadow
EDSTR_ENTRYTYPE_CActorShield=Shield
EDSTR_ENTRYTYPE_CActorShieldImpact=Shield Impact
EDSTR_ENTRYTYPE_CActorSimple=Simple
EDSTR_ENTRYTYPE_CActorSite=Site
EDSTR_ENTRYTYPE_CActorSiteBillboard=Billboard
EDSTR_ENTRYTYPE_CActorSiteMover=Site (Mover)
EDSTR_ENTRYTYPE_CActorSiteOp=Site Operation
EDSTR_ENTRYTYPE_CActorSiteOp2DRotation=Site Operation (2D Rotation)
EDSTR_ENTRYTYPE_CActorSiteOpAction=Site Operation (Action)
EDSTR_ENTRYTYPE_CActorSiteOpAttach=Site Operation (Attachment)
EDSTR_ENTRYTYPE_CActorSiteOpAttachVolume=Site Operation (Attachment Volume)
EDSTR_ENTRYTYPE_CActorSiteOpBanker=Site Operation (Banker)
EDSTR_ENTRYTYPE_CActorSiteOpBankerUnit=Banker (Unit)
EDSTR_ENTRYTYPE_CActorSiteOpBase=Site Operation (Site Operation Base)
EDSTR_ENTRYTYPE_CActorSiteOpBasic=Site Operation (Basic)
EDSTR_ENTRYTYPE_CActorSiteOpDeathMotion=Site Operation (Death Motion)
EDSTR_ENTRYTYPE_CActorSiteOpEffect=Site Operation (Effect)
EDSTR_ENTRYTYPE_CActorSiteOpForward=Site Operation (Forward Vector)
EDSTR_ENTRYTYPE_CActorSiteOpHeight=Site Operation (Height)
EDSTR_ENTRYTYPE_CActorSiteOpHigherOfTerrainAndWater=Site Operation (Higher Of Terrain And Water)
EDSTR_ENTRYTYPE_CActorSiteOpHostBearings=Site Operation (Host Bearings)
EDSTR_ENTRYTYPE_CActorSiteOpHostedOffset=Site Operation (Hosted Offset)
EDSTR_ENTRYTYPE_CActorSiteOpIncoming=Site Operation (Incoming)
EDSTR_ENTRYTYPE_CActorSiteOpLocalOffset=Site Operation (Local Offset)
EDSTR_ENTRYTYPE_CActorSiteOpOrbiter=Orbiter
EDSTR_ENTRYTYPE_CActorSiteOpOrientAttachPointTo=Site Operation (Orient Attach Point To)
EDSTR_ENTRYTYPE_CActorSiteOpPatch=Site Operation (Patch)
EDSTR_ENTRYTYPE_CActorSiteOpPersistentOffset=Site Operation (Persistent Offset)
EDSTR_ENTRYTYPE_CActorSiteOpPhysicsImpact=Site Operation (Physics Impact)
EDSTR_ENTRYTYPE_CActorSiteOpRandomPointInCircle=Site Operation (Random Point In Circle)
EDSTR_ENTRYTYPE_CActorSiteOpRandomPointInCrossbar=Site Operation (Random Point In Crossbar)
EDSTR_ENTRYTYPE_CActorSiteOpRandomPointInSphere=Site Operation (Random Point In Sphere)
EDSTR_ENTRYTYPE_CActorSiteOpRotationExplicit=Site Operation (Explicit Rotation)
EDSTR_ENTRYTYPE_CActorSiteOpRotationRandom=Site Operation (Rotation Random)
EDSTR_ENTRYTYPE_CActorSiteOpRotationSmooth=Site Operation (Smooth Rotation)
EDSTR_ENTRYTYPE_CActorSiteOpRotationVariancer=Site Operation (Variance Rotation)
EDSTR_ENTRYTYPE_CActorSiteOpRotator=Site Operation (Rotator)
EDSTR_ENTRYTYPE_CActorSiteOpSelectionOffset=Site Operation (Selection Offset)
EDSTR_ENTRYTYPE_CActorSiteOpSerpentHead=Site Operation (Serpent Head)
EDSTR_ENTRYTYPE_CActorSiteOpSerpentSegment=Site Operation (Serpent Segment)
EDSTR_ENTRYTYPE_CActorSiteOpShadow=Site Operation (Shadow)
EDSTR_ENTRYTYPE_CActorSiteOpTilter=Site Operation (Tilter)
EDSTR_ENTRYTYPE_CActorSiteOpTipability=Site Operation (Tipability)
EDSTR_ENTRYTYPE_CActorSiteOpUp=Site Operation (Up Vector)
EDSTR_ENTRYTYPE_CActorSiteOpZ=Site Operation (Z)
EDSTR_ENTRYTYPE_CActorSiteOrbiter=Site (Orbiter)
EDSTR_ENTRYTYPE_CActorSiteRocker=Site (Rocker)
EDSTR_ENTRYTYPE_CActorSnapshot=Snapshot
EDSTR_ENTRYTYPE_CActorSound=Sound
EDSTR_ENTRYTYPE_CActorSplat=Splat
EDSTR_ENTRYTYPE_CActorSquib=Squib
EDSTR_ENTRYTYPE_CActorStateMonitor=State Monitor
EDSTR_ENTRYTYPE_CActorTerrain=Terrain
EDSTR_ENTRYTYPE_CActorTerrainDeformer=Terrain Deformer
EDSTR_ENTRYTYPE_CActorText=Text
EDSTR_ENTRYTYPE_CActorTurret=Turret
EDSTR_ENTRYTYPE_CActorUnit=Unit
EDSTR_ENTRYTYPE_CAlert=Generic
EDSTR_ENTRYTYPE_CArmyCategory=Generic
EDSTR_ENTRYTYPE_CArmyUnit=Generic
EDSTR_ENTRYTYPE_CArmyUpgrade=Generic
EDSTR_ENTRYTYPE_CAttachMethod=Generic
EDSTR_ENTRYTYPE_CAttachMethodArcTest=Arc Test
EDSTR_ENTRYTYPE_CAttachMethodAttachType=Attach Type
EDSTR_ENTRYTYPE_CAttachMethodFilter=Filter
EDSTR_ENTRYTYPE_CAttachMethodIncoming=Incoming
EDSTR_ENTRYTYPE_CAttachMethodLeastDeflection=Least Deflection
EDSTR_ENTRYTYPE_CAttachMethodNodeOccupancy=Node Occupancy
EDSTR_ENTRYTYPE_CAttachMethodNodeOccupancy2=Node Occupancy 2
EDSTR_ENTRYTYPE_CAttachMethodNumericField=Numeric Field
EDSTR_ENTRYTYPE_CAttachMethodPattern=Pattern
EDSTR_ENTRYTYPE_CAttachMethodPortAllocator=Port Allocator
EDSTR_ENTRYTYPE_CAttachMethodProximity=Proximity
EDSTR_ENTRYTYPE_CAttachMethodRandom=Random
EDSTR_ENTRYTYPE_CAttachMethodReduction=Reduction
EDSTR_ENTRYTYPE_CAttachMethodVolumesRequery=Volume Requery
EDSTR_ENTRYTYPE_CAttachMethodVolumesTargets=Volume Targets
EDSTR_ENTRYTYPE_CAttachMethodVolumesWeightedPick=Volumes Weighted
EDSTR_ENTRYTYPE_CBankCondition=Generic
EDSTR_ENTRYTYPE_CBankConditionCombine=Combine
EDSTR_ENTRYTYPE_CBankConditionCompare=Compare
EDSTR_ENTRYTYPE_CBankConditionCompareValueCount=Compare Value Count
EDSTR_ENTRYTYPE_CBankConditionCompareValueInteger=Compare Integer Value
EDSTR_ENTRYTYPE_CBankConditionCompareValueString=Compare String Value
EDSTR_ENTRYTYPE_CBankConditionCompareValueSum=Compare Value Sum
EDSTR_ENTRYTYPE_CBankConditionCurrentMap=Current Map
EDSTR_ENTRYTYPE_CBeam=Generic
EDSTR_ENTRYTYPE_CBeamAsync=Asynchronous
EDSTR_ENTRYTYPE_CBeamAsyncLinear=Asynchronous Linear
EDSTR_ENTRYTYPE_CBeamAsyncShadow=Asynchronous Shadow
EDSTR_ENTRYTYPE_CBeamSync=Synchronous
EDSTR_ENTRYTYPE_CBeamSyncSweeper=Synchronous Sweeper
EDSTR_ENTRYTYPE_CBehavior=Generic
EDSTR_ENTRYTYPE_CBehaviorAttribute=Attribute
EDSTR_ENTRYTYPE_CBehaviorBuff=Buff
EDSTR_ENTRYTYPE_CBehaviorClickResponse=Click Response
EDSTR_ENTRYTYPE_CBehaviorConjoined=Conjoined
EDSTR_ENTRYTYPE_CBehaviorCreepSource=Creep Source
EDSTR_ENTRYTYPE_CBehaviorJump=Jump
EDSTR_ENTRYTYPE_CBehaviorPowerSource=Power Source
EDSTR_ENTRYTYPE_CBehaviorPowerUser=Power User
EDSTR_ENTRYTYPE_CBehaviorResource=Resource
EDSTR_ENTRYTYPE_CBehaviorReveal=Reveal
EDSTR_ENTRYTYPE_CBehaviorSpawn=Spawn
EDSTR_ENTRYTYPE_CBehaviorVeterancy=Veterancy
EDSTR_ENTRYTYPE_CBehaviorWander=Wander
EDSTR_ENTRYTYPE_CBundle=Bundle
EDSTR_ENTRYTYPE_CButton=Generic
EDSTR_ENTRYTYPE_CCamera=Generic
EDSTR_ENTRYTYPE_CCharacter=Character
EDSTR_ENTRYTYPE_CCliff=Terrain Cliff
EDSTR_ENTRYTYPE_CCliffDoodad=Cliff Doodad
EDSTR_ENTRYTYPE_CCliffMesh=Terrain Cliff Mesh
EDSTR_ENTRYTYPE_CConfig=Generic
EDSTR_ENTRYTYPE_CConversation=Generic
EDSTR_ENTRYTYPE_CConversationState=Generic
EDSTR_ENTRYTYPE_CCursor=Generic
EDSTR_ENTRYTYPE_CDSP=Digital Effect
EDSTR_ENTRYTYPE_CDSPChorus=Chorus
EDSTR_ENTRYTYPE_CDSPCompressor=DSP Compressor
EDSTR_ENTRYTYPE_CDSPDistortion=Distortion
EDSTR_ENTRYTYPE_CDSPEcho=Echo
EDSTR_ENTRYTYPE_CDSPFlange=Flange
EDSTR_ENTRYTYPE_CDSPHighPass=High Pass
EDSTR_ENTRYTYPE_CDSPLimiter=Limiter
EDSTR_ENTRYTYPE_CDSPLowPass=Low Pass
EDSTR_ENTRYTYPE_CDSPLowPassSimple=Low Pass Simple
EDSTR_ENTRYTYPE_CDSPNormalize=Normalize
EDSTR_ENTRYTYPE_CDSPOscillator=DSP Oscillator
EDSTR_ENTRYTYPE_CDSPParamEQ=Equalize
EDSTR_ENTRYTYPE_CDSPPitchShift=Pitch Shift
EDSTR_ENTRYTYPE_CDSPReverb=Reverb
EDSTR_ENTRYTYPE_CEffect=Generic
EDSTR_ENTRYTYPE_CEffectApplyBehavior=Apply Behavior
EDSTR_ENTRYTYPE_CEffectApplyForce=Apply Force
EDSTR_ENTRYTYPE_CEffectCancelOrder=Cancel Order
EDSTR_ENTRYTYPE_CEffectCreateHealer=Create Healer
EDSTR_ENTRYTYPE_CEffectCreatePersistent=Create Persistent
EDSTR_ENTRYTYPE_CEffectCreateUnit=Create Unit
EDSTR_ENTRYTYPE_CEffectDamage=Damage
EDSTR_ENTRYTYPE_CEffectDestroyHealer=Destroy Healer
EDSTR_ENTRYTYPE_CEffectDestroyPersistent=Destroy Persistent
EDSTR_ENTRYTYPE_CEffectEnumArea=Search Area
EDSTR_ENTRYTYPE_CEffectEnumInventory=Iterate Inventory
EDSTR_ENTRYTYPE_CEffectEnumMagazine=Iterate Magazine
EDSTR_ENTRYTYPE_CEffectEnumTransport=Iterate Transport
EDSTR_ENTRYTYPE_CEffectIssueOrder=Issue Order
EDSTR_ENTRYTYPE_CEffectLaunchMissile=Launch Missile
EDSTR_ENTRYTYPE_CEffectModifyPlayer=Modify Player
EDSTR_ENTRYTYPE_CEffectModifyUnit=Modify Unit
EDSTR_ENTRYTYPE_CEffectRedirectMissile=Redirect Missile
EDSTR_ENTRYTYPE_CEffectReleaseMagazine=Release Magazine
EDSTR_ENTRYTYPE_CEffectRemoveBehavior=Remove Behavior
EDSTR_ENTRYTYPE_CEffectResponse=Response
EDSTR_ENTRYTYPE_CEffectReturnMagazine=Return Magazine
EDSTR_ENTRYTYPE_CEffectSet=Set
EDSTR_ENTRYTYPE_CEffectSwitch=Switch
EDSTR_ENTRYTYPE_CEffectTeleport=Teleport
EDSTR_ENTRYTYPE_CEffectTransferBehavior=Transfer Behavior
EDSTR_ENTRYTYPE_CEffectUseCalldown=Use Calldown
EDSTR_ENTRYTYPE_CEffectUseMagazine=Use Magazine
EDSTR_ENTRYTYPE_CFootprint=Generic
EDSTR_ENTRYTYPE_CFoW=Generic
EDSTR_ENTRYTYPE_CGame=Generic
EDSTR_ENTRYTYPE_CGameUI=Generic
EDSTR_ENTRYTYPE_CHerd=Herd
EDSTR_ENTRYTYPE_CHerdNode=Herd Node
EDSTR_ENTRYTYPE_CHero=Generic
EDSTR_ENTRYTYPE_CHeroAbil=Generic
EDSTR_ENTRYTYPE_CHeroStat=Generic
EDSTR_ENTRYTYPE_CItem=Generic
EDSTR_ENTRYTYPE_CItemAbil=Ability
EDSTR_ENTRYTYPE_CItemClass=Generic
EDSTR_ENTRYTYPE_CItemContainer=Generic
EDSTR_ENTRYTYPE_CItemEffect=Effect
EDSTR_ENTRYTYPE_CItemEffectInstant=Instant
EDSTR_ENTRYTYPE_CItemEffectTarget=Target
EDSTR_ENTRYTYPE_CLight=Generic
EDSTR_ENTRYTYPE_CLocation=Generic
EDSTR_ENTRYTYPE_CLoot=Generic
EDSTR_ENTRYTYPE_CLootEffect=Effect
EDSTR_ENTRYTYPE_CLootItem=Item
EDSTR_ENTRYTYPE_CLootSet=Set
EDSTR_ENTRYTYPE_CLootSpawn=Spawn
EDSTR_ENTRYTYPE_CLootUnit=Unit
EDSTR_ENTRYTYPE_CMap=Generic
EDSTR_ENTRYTYPE_CModel=Generic
EDSTR_ENTRYTYPE_CModelFoliage=Foliage
EDSTR_ENTRYTYPE_CMount=Generic
EDSTR_ENTRYTYPE_CMover=Generic
EDSTR_ENTRYTYPE_CMoverAvoid=Avoid
EDSTR_ENTRYTYPE_CMoverFlock=Flock
EDSTR_ENTRYTYPE_CMoverMissile=Missile
EDSTR_ENTRYTYPE_CMoverNull=Null
EDSTR_ENTRYTYPE_CObjective=Generic
EDSTR_ENTRYTYPE_CPhysicsMaterial=Physics Material
EDSTR_ENTRYTYPE_CPreload=Generic
EDSTR_ENTRYTYPE_CPreloadActor=Actor
EDSTR_ENTRYTYPE_CPreloadAsset=Asset
EDSTR_ENTRYTYPE_CPreloadConversation=Conversation
EDSTR_ENTRYTYPE_CPreloadModel=Model
EDSTR_ENTRYTYPE_CPreloadScene=Scene
EDSTR_ENTRYTYPE_CPreloadSound=Sound
EDSTR_ENTRYTYPE_CPreloadUnit=Unit
EDSTR_ENTRYTYPE_CRace=Generic
EDSTR_ENTRYTYPE_CRequirement=Generic
EDSTR_ENTRYTYPE_CRequirementAllowAbil=Allow Ability
EDSTR_ENTRYTYPE_CRequirementAllowBehavior=Allow Behavior
EDSTR_ENTRYTYPE_CRequirementAllowUnit=Allow Unit
EDSTR_ENTRYTYPE_CRequirementAllowUpgrade=Allow Upgrade
EDSTR_ENTRYTYPE_CRequirementAnd=And
EDSTR_ENTRYTYPE_CRequirementConst=Constant
EDSTR_ENTRYTYPE_CRequirementCountAbil=Ability Count
EDSTR_ENTRYTYPE_CRequirementCountBehavior=Behavior Count
EDSTR_ENTRYTYPE_CRequirementCountEffect=Effect Count
EDSTR_ENTRYTYPE_CRequirementCountUnit=Unit Count
EDSTR_ENTRYTYPE_CRequirementCountUpgrade=Upgrade Count
EDSTR_ENTRYTYPE_CRequirementDiv=Division
EDSTR_ENTRYTYPE_CRequirementEq=Equal To
EDSTR_ENTRYTYPE_CRequirementGT=Greater Than
EDSTR_ENTRYTYPE_CRequirementGTE=Greater Than or Equal To
EDSTR_ENTRYTYPE_CRequirementLT=Less Than
EDSTR_ENTRYTYPE_CRequirementLTE=Less Than or Equal To
EDSTR_ENTRYTYPE_CRequirementMod=Modulus
EDSTR_ENTRYTYPE_CRequirementMul=Multiplication
EDSTR_ENTRYTYPE_CRequirementNE=Not Equal To
EDSTR_ENTRYTYPE_CRequirementNode=Node
EDSTR_ENTRYTYPE_CRequirementNot=Not
EDSTR_ENTRYTYPE_CRequirementOdd=Odd Number
EDSTR_ENTRYTYPE_CRequirementOr=Or
EDSTR_ENTRYTYPE_CRequirementSum=Sum
EDSTR_ENTRYTYPE_CRequirementXor=Exclusive Or
EDSTR_ENTRYTYPE_CReverb=Generic
EDSTR_ENTRYTYPE_CReward=Generic
EDSTR_ENTRYTYPE_CRewardBadge=Badge
EDSTR_ENTRYTYPE_CRewardDecal=Decal
EDSTR_ENTRYTYPE_CRewardIcon=Icon
EDSTR_ENTRYTYPE_CRewardModel=Model
EDSTR_ENTRYTYPE_CRewardPoints=Points
EDSTR_ENTRYTYPE_CRewardPortrait=Portrait
EDSTR_ENTRYTYPE_CScoreResult=Generic
EDSTR_ENTRYTYPE_CScoreResultBuildOrder=Build Order
EDSTR_ENTRYTYPE_CScoreResultCallouts=Callouts
EDSTR_ENTRYTYPE_CScoreResultExperience=Experience
EDSTR_ENTRYTYPE_CScoreResultGraph=Graph
EDSTR_ENTRYTYPE_CScoreResultPane=Pane
EDSTR_ENTRYTYPE_CScoreResultPerformance=Performance
EDSTR_ENTRYTYPE_CScoreResultRoot=Root
EDSTR_ENTRYTYPE_CScoreResultScore=Standard
EDSTR_ENTRYTYPE_CScoreValue=Generic
EDSTR_ENTRYTYPE_CScoreValueCombine=Combine
EDSTR_ENTRYTYPE_CScoreValueConstant=Score Value Constant
EDSTR_ENTRYTYPE_CScoreValueCustom=Custom
EDSTR_ENTRYTYPE_CScoreValueStandard=Standard
EDSTR_ENTRYTYPE_CSkin=Generic
EDSTR_ENTRYTYPE_CSound=Generic
EDSTR_ENTRYTYPE_CSoundExclusivity=Sound Exclusivity
EDSTR_ENTRYTYPE_CSoundtrack=Generic
EDSTR_ENTRYTYPE_CStore=Generic
EDSTR_ENTRYTYPE_CTacCooldown=Tactical AI Cooldown
EDSTR_ENTRYTYPE_CTactical=Generic
EDSTR_ENTRYTYPE_CTacticalOrder=Order
EDSTR_ENTRYTYPE_CTacticalSet=Set
EDSTR_ENTRYTYPE_CTalent=Generic
EDSTR_ENTRYTYPE_CTalentProfile=Generic
EDSTR_ENTRYTYPE_CTargetFind=Generic
EDSTR_ENTRYTYPE_CTargetFindBestPoint=Best Point
EDSTR_ENTRYTYPE_CTargetFindEffect=Effect
EDSTR_ENTRYTYPE_CTargetFindEnumArea=Enumerate Area
EDSTR_ENTRYTYPE_CTargetFindLastAttacker=Last Attacker
EDSTR_ENTRYTYPE_CTargetFindOffset=Offset
EDSTR_ENTRYTYPE_CTargetFindOrder=Order
EDSTR_ENTRYTYPE_CTargetFindRallyPoint=Rally Point
EDSTR_ENTRYTYPE_CTargetFindSet=Set
EDSTR_ENTRYTYPE_CTargetFindWorkerRallyPoint=Rally Point (Worker)
EDSTR_ENTRYTYPE_CTargetSort=Generic
EDSTR_ENTRYTYPE_CTargetSortAlliance=Alliance
EDSTR_ENTRYTYPE_CTargetSortAngle=Angle
EDSTR_ENTRYTYPE_CTargetSortBehaviorCount=Behavior Count
EDSTR_ENTRYTYPE_CTargetSortBehaviorDuration=Behavior Duration
EDSTR_ENTRYTYPE_CTargetSortChargeCount=Charge Count
EDSTR_ENTRYTYPE_CTargetSortChargeRegen=Charge Regeneration
EDSTR_ENTRYTYPE_CTargetSortCooldown=Cooldown
EDSTR_ENTRYTYPE_CTargetSortDistance=Distance
EDSTR_ENTRYTYPE_CTargetSortField=Field
EDSTR_ENTRYTYPE_CTargetSortInterruptible=Interruptible
EDSTR_ENTRYTYPE_CTargetSortMarker=Marker
EDSTR_ENTRYTYPE_CTargetSortPowerSourceLevel=Power Source Level
EDSTR_ENTRYTYPE_CTargetSortPowerUserLevel=Power User Level
EDSTR_ENTRYTYPE_CTargetSortPriority=Priority
EDSTR_ENTRYTYPE_CTargetSortRandom=Random
EDSTR_ENTRYTYPE_CTargetSortVeterancy=Veterancy
EDSTR_ENTRYTYPE_CTargetSortVital=Vital
EDSTR_ENTRYTYPE_CTargetSortVitalFraction=Vital Fraction
EDSTR_ENTRYTYPE_CTerrain=Generic
EDSTR_ENTRYTYPE_CTerrainObject=Terrain Object
EDSTR_ENTRYTYPE_CTerrainTex=Generic
EDSTR_ENTRYTYPE_CTexture=Generic
EDSTR_ENTRYTYPE_CTile=Generic
EDSTR_ENTRYTYPE_CTurret=Generic
EDSTR_ENTRYTYPE_CUnit=Generic
EDSTR_ENTRYTYPE_CUpgrade=Generic
EDSTR_ENTRYTYPE_CUser=User Type
EDSTR_ENTRYTYPE_CValidator=Generic
EDSTR_ENTRYTYPE_CValidatorCombine=Combine
EDSTR_ENTRYTYPE_CValidatorCondition=Condition
EDSTR_ENTRYTYPE_CValidatorFunction=Function
EDSTR_ENTRYTYPE_CValidatorGameCompareTerrain=Terrain
EDSTR_ENTRYTYPE_CValidatorGameCompareTimeOfDay=Time Of Day
EDSTR_ENTRYTYPE_CValidatorLocation=Location
EDSTR_ENTRYTYPE_CValidatorLocationArc=Location Arc
EDSTR_ENTRYTYPE_CValidatorLocationCompareCliffLevel=Location Compare Cliff Level
EDSTR_ENTRYTYPE_CValidatorLocationComparePower=Location Power
EDSTR_ENTRYTYPE_CValidatorLocationCompareRange=Location Range
EDSTR_ENTRYTYPE_CValidatorLocationCreep=Location Creep
EDSTR_ENTRYTYPE_CValidatorLocationCrossChasm=Location Crosses Chasm
EDSTR_ENTRYTYPE_CValidatorLocationCrossCliff=Location Crosses Cliff
EDSTR_ENTRYTYPE_CValidatorLocationEnumArea=Enumerate Area
EDSTR_ENTRYTYPE_CValidatorLocationInPlayableMapArea=Location In Playable Map Area
EDSTR_ENTRYTYPE_CValidatorLocationPathable=Location Pathable
EDSTR_ENTRYTYPE_CValidatorLocationPlacement=Placement Location
EDSTR_ENTRYTYPE_CValidatorLocationShrub=Location Shrub
EDSTR_ENTRYTYPE_CValidatorLocationType=Location Type
EDSTR_ENTRYTYPE_CValidatorLocationVision=Location Vision
EDSTR_ENTRYTYPE_CValidatorPlayer=Player
EDSTR_ENTRYTYPE_CValidatorPlayerAlliance=Player Alliance
EDSTR_ENTRYTYPE_CValidatorPlayerCompare=Player Compare
EDSTR_ENTRYTYPE_CValidatorPlayerCompareDifficulty=Player Compare Difficulty
EDSTR_ENTRYTYPE_CValidatorPlayerCompareFoodAvailable=Player Compare Food Available
EDSTR_ENTRYTYPE_CValidatorPlayerCompareFoodMade=Player Compare Food Made
EDSTR_ENTRYTYPE_CValidatorPlayerCompareFoodUsed=Player Compare Food Used
EDSTR_ENTRYTYPE_CValidatorPlayerCompareRace=Player Race
EDSTR_ENTRYTYPE_CValidatorPlayerCompareResource=Player Compare Resource
EDSTR_ENTRYTYPE_CValidatorPlayerCompareResult=Player Game Result
EDSTR_ENTRYTYPE_CValidatorPlayerCompareType=Player Type
EDSTR_ENTRYTYPE_CValidatorPlayerRequirement=Player Requirement
EDSTR_ENTRYTYPE_CValidatorPlayerTalent=Player Talent
EDSTR_ENTRYTYPE_CValidatorUnit=Unit
EDSTR_ENTRYTYPE_CValidatorUnitAbil=Unit Ability
EDSTR_ENTRYTYPE_CValidatorUnitAI=Unit AI
EDSTR_ENTRYTYPE_CValidatorUnitBehaviorState=Unit Behavior State
EDSTR_ENTRYTYPE_CValidatorUnitCombatAI=Unit Combat AI
EDSTR_ENTRYTYPE_CValidatorUnitCompare=Unit Compare
EDSTR_ENTRYTYPE_CValidatorUnitCompareAbilLevel=Unit Compare Ability Level
EDSTR_ENTRYTYPE_CValidatorUnitCompareAIAreaEvalRatio=Unit Compare AI Area Evaluation
EDSTR_ENTRYTYPE_CValidatorUnitCompareAttackPriority=Unit Compare Attack Priority
EDSTR_ENTRYTYPE_CValidatorUnitCompareBehaviorCount=Unit Compare Behavior Count
EDSTR_ENTRYTYPE_CValidatorUnitCompareCargo=Unit Compare Cargo
EDSTR_ENTRYTYPE_CValidatorUnitCompareChargeUsed=Unit Compare Charge Used
EDSTR_ENTRYTYPE_CValidatorUnitCompareCooldown=Unit Compare Cooldown
EDSTR_ENTRYTYPE_CValidatorUnitCompareDamageDealtTime=Unit Compare Damage Dealt Time
EDSTR_ENTRYTYPE_CValidatorUnitCompareDamageTakenTime=Unit Compare Damage Taken Time
EDSTR_ENTRYTYPE_CValidatorUnitCompareDeath=Unit Compare Death
EDSTR_ENTRYTYPE_CValidatorUnitCompareDetectRange=Detect Range
EDSTR_ENTRYTYPE_CValidatorUnitCompareField=Unit Compare Field
EDSTR_ENTRYTYPE_CValidatorUnitCompareKillCount=Unit Compare Kill Count
EDSTR_ENTRYTYPE_CValidatorUnitCompareMarkerCount=Unit Compare Marker Count
EDSTR_ENTRYTYPE_CValidatorUnitCompareMoverPhase=Unit Compare Mover Phase
EDSTR_ENTRYTYPE_CValidatorUnitCompareOrderCount=Unit Compare Order Count
EDSTR_ENTRYTYPE_CValidatorUnitCompareOrderTargetRange=Unit Compare Order Target Range
EDSTR_ENTRYTYPE_CValidatorUnitComparePowerSourceLevel=Unit Compare Power Source Level
EDSTR_ENTRYTYPE_CValidatorUnitComparePowerUserLevel=Unit Compare Power Levels
EDSTR_ENTRYTYPE_CValidatorUnitCompareRallyPointCount=Unit Compare Rally Point Count
EDSTR_ENTRYTYPE_CValidatorUnitCompareResourceContents=Unit Compare Resource Contents
EDSTR_ENTRYTYPE_CValidatorUnitCompareResourceHarvesters=Unit Compare Resource Harvesters
EDSTR_ENTRYTYPE_CValidatorUnitCompareSpeed=Unit Compare Speed
EDSTR_ENTRYTYPE_CValidatorUnitCompareVeterancyLevel=Unit Compare Veterancy Levels
EDSTR_ENTRYTYPE_CValidatorUnitCompareVital=Unit Compare Vital
EDSTR_ENTRYTYPE_CValidatorUnitCompareVitality=Unit Compare Vitality
EDSTR_ENTRYTYPE_CValidatorUnitDetected=Unit Detected
EDSTR_ENTRYTYPE_CValidatorUnitFilters=Unit Filters
EDSTR_ENTRYTYPE_CValidatorUnitFlying=Unit Flying
EDSTR_ENTRYTYPE_CValidatorUnitInventory=Unit Inventory
EDSTR_ENTRYTYPE_CValidatorUnitInventoryContainsItem=Unit Inventory Contains Item
EDSTR_ENTRYTYPE_CValidatorUnitInventoryIsFull=Unit Inventory Is Full
EDSTR_ENTRYTYPE_CValidatorUnitLastDamagePlayer=Unit Last Damage Player
EDSTR_ENTRYTYPE_CValidatorUnitMissileNullified=Unit Missile Nullified
EDSTR_ENTRYTYPE_CValidatorUnitMover=Unit Mover
EDSTR_ENTRYTYPE_CValidatorUnitOrder=Unit Order
EDSTR_ENTRYTYPE_CValidatorUnitOrderQueue=Unit Order Queue
EDSTR_ENTRYTYPE_CValidatorUnitOrderTargetPathable=Unit Order Target Pathable
EDSTR_ENTRYTYPE_CValidatorUnitOrderTargetType=Unit Order Target Type
EDSTR_ENTRYTYPE_CValidatorUnitPathable=Unit Pathable
EDSTR_ENTRYTYPE_CValidatorUnitPathing=Unit Pathing
EDSTR_ENTRYTYPE_CValidatorUnitScanning=Unit Scan
EDSTR_ENTRYTYPE_CValidatorUnitType=Unit Type
EDSTR_ENTRYTYPE_CValidatorUnitWeaponAnimating=Unit Weapon Animating
EDSTR_ENTRYTYPE_CValidatorUnitWeaponFiring=Unit Weapon Firing
EDSTR_ENTRYTYPE_CValidatorUnitWeaponPlane=Unit Weapon Plane
EDSTR_ENTRYTYPE_CVoiceOver=Generic
EDSTR_ENTRYTYPE_CWater=Water
EDSTR_ENTRYTYPE_CWeapon=Generic
EDSTR_ENTRYTYPE_CWeaponLegacy=Legacy
EDSTR_ENTRYTYPE_CWeaponStrafe=Strafe

// Enum Hints
EDSTR_ENUMHINT_e_abilAlignmentNegative=Enemy units are preferred while targeting.
EDSTR_ENUMHINT_e_abilAlignmentNeutral=No preference is given to pick either friendly or enemy units when targeting with this ability.
EDSTR_ENUMHINT_e_abilAlignmentPositive=Friendly units are preferred while targeting.
EDSTR_ENUMHINT_e_abilAttackCmdBarrage=Weapons with effects that can target a point will be fired continuously towards the targeted location. The attacker will move within maximum range of the targeted location if it is out of range. If it can't move towards it then it will display an error.
EDSTR_ENUMHINT_e_abilAttackCmdExecute=Used to continuously attack a specific unit or move to a targeted location with acquiring enabled.
EDSTR_ENUMHINT_e_abilAttackCmdTowards=Weapons with effects that can target a point will be fired continuously towards the targeted location. The location fired at will be clamped between the minimum and maximum range. The attacker will not move while executing this command.
EDSTR_ENUMHINT_e_abilCmdAllowSelfCast=If the self cast hotkey is used when issuing this command, it will pick the caster as the target without going into targeting mode.
EDSTR_ENUMHINT_e_abilCmdHidden=Prevents this command from being shown in the command card.
EDSTR_ENUMHINT_e_abilCmdHidePath=This command will not be used by the path display UI.
EDSTR_ENUMHINT_e_abilCmdIgnoreUser=Ignore any user requests to issue this command.
EDSTR_ENUMHINT_e_abilCmdShowInGlossary=This command will be displayed in the unit help glossary ability section.
EDSTR_ENUMHINT_e_abilCmdStateAvailable=This command will be available unless triggers explicitly restrict it.
EDSTR_ENUMHINT_e_abilCmdStateRestricted=This command is explicitly restricted until triggers make it available.
EDSTR_ENUMHINT_e_abilCmdStateSuppressed=This command will only be available if other commands not currently restricted require it.
EDSTR_ENUMHINT_e_abilCmdToSelection=This command will be issued to all units in the selection who can handle it even if they aren't in the active subgroup.
EDSTR_ENUMHINT_e_abilSharedFlagDisableWhileDead=If set, this ability will be disabled while the unit that has it is dead.
EDSTR_ENUMHINT_e_abilSharedFlagTargetSnapToUnitRadius=If set, the target cursor will target the unit radius circle of a unit instead of the unit center when targeting a unit.
EDSTR_ENUMHINT_e_abilTechPlayerOwner=Refers to the primary player that has control of the unit that has this ability.
EDSTR_ENUMHINT_e_abilTechPlayerUpkeep=Refers to the primary player which this unit and ability provide tech to (i.e. a Supply Depot provides tech to allow a player to build a Barracks).
EDSTR_ENUMHINT_e_actorActionFlagAlignedImpactsAndDamages=Used for beam attacks to ensure that subsequent damage pulses produce FX at the beam's impact position, which is where the beam first struck the target.
EDSTR_ENUMHINT_e_actorActionFlagIgnoresShields=Causes attacks to bypass shields entirely.  The Viper's Consume beam is an example, since it drains health from the core building, not it's shields.
EDSTR_ENUMHINT_e_actorActionFlagImpactForceSite=Forces the CActorAction to create a CActorSite at the impact position.  This enables multiple FX to easily share a single bearings for as long as any of the FX exist.
EDSTR_ENUMHINT_e_actorActionFlagImpactMonitorsTeleports=Forces the CActorAction to remain alive at least as long as any impact-related beams or impact model FX that it has spawned remain alive.  This enables it to route ActionTargetTeleport messages to these actors, so they can be configured to kill themselves when a target has teleported far out of range.
EDSTR_ENUMHINT_e_actorActionFlagLaunchForceSite=Forces the CActorAction to create a CActorSite at the launch position.  This enables multiple FX to easily share a single bearings for as long as any of the FX exist.
EDSTR_ENUMHINT_e_actorActionFlagVictimRevealsAttacker=Marks the attack as temporarily revealing the attacker when a player can see the victim of the attack.  Useful for tentacles.  If a Viper that is under the fog of war Abducts a victim unit the player can see, it makes more sense visually for the victim unit's owner to be able to see the owner of the tentacle while this is happening.
EDSTR_ENUMHINT_e_actorAnimPropMatchTypeContains=Returns true if a set of anim props contains all the anim props being tested.
EDSTR_ENUMHINT_e_actorAnimPropMatchTypeFullMatch=Returns true if a set of anim props has exactly the anim props being tested, no more and no less, excluding variations.
EDSTR_ENUMHINT_e_actorAnimTransitionTypeClearToPlay=Applies a blend time when a specific animation A is finishing and being replaced by specific animation B.  Specifies the blend out time for animation A and the blend in time for animation B.
EDSTR_ENUMHINT_e_actorAnimTransitionTypeClearWhilePlaying=Applies when animation A is cleared while animation B is playing.  Specifies the blend out time for animation A.
EDSTR_ENUMHINT_e_actorAnimTransitionTypePlayWhilePlaying=Applies when animation A is played while animation B is playing.  Specifies the blend in time for animation A.
EDSTR_ENUMHINT_e_actorBaselineStand=The baseline that plays when a CActorUnit is not moving.
EDSTR_ENUMHINT_e_actorBaselineStateStand=Any standing baseline.
EDSTR_ENUMHINT_e_actorBaselineStateWalk=Any walking baseline, whether WalkIntro (Walk Start), WalkMiddle or WalkOutro (Walk Stop).
EDSTR_ENUMHINT_e_actorBaselineStateWalkIntro=The Walk Start part of the Walk baseline animation.
EDSTR_ENUMHINT_e_actorBaselineStateWalkMiddle=The middle part of the walk animation that is neither the Walk Start nor the Walk Stop.
EDSTR_ENUMHINT_e_actorBaselineStateWalkOutro=The Walk Stop part of the Walk baseline animation.
EDSTR_ENUMHINT_e_actorBaselineWalk=The baseline that plays when a CActorUnit is moving.
EDSTR_ENUMHINT_e_actorBlendBounce=The color blend bounces back and forth between two colors, for example by shifting gradually from red to blue and then shifting gradually back to red again.
EDSTR_ENUMHINT_e_actorBlendCycle=The color blend cycles between two colors, for example by shifting from red to blue, then jumping immediately back to red and starting the process again.
EDSTR_ENUMHINT_e_actorBlendOneShot=The color blend happens a single time gradually from one color to the next.
EDSTR_ENUMHINT_e_actorCameraShakeTargetPlayerAll=All players witness the camera shake.
EDSTR_ENUMHINT_e_actorCameraShakeTargetPlayerOwner=The owner of the actor receiving the camera shake message is the only player to witness the camera shake.
EDSTR_ENUMHINT_e_actorCloakEffectAlly=The unit is cloaked and being observed by an ally.
EDSTR_ENUMHINT_e_actorCloakEffectDetected=The unit is cloaked and being observed by an enemy that has detected it.
EDSTR_ENUMHINT_e_actorCloakEffectEnemy=The unit is cloaked and being observed by an enemy that has no detector within detection range.
EDSTR_ENUMHINT_e_actorCloakEffectNone=The unit is not cloaked.
EDSTR_ENUMHINT_e_actorCombatRevealDurationByVictim=The attacker is combat revealed for as long as a player can see the victim of the attack.  This makes it possible to see an Infestor that Neural Parasites a player's unit from under the fog of war, so that the Infestor's tentacle does not appear to hang in space, disconnected from its body.
EDSTR_ENUMHINT_e_actorCombatRevealDurationOneShot=A single attack reveals the attacker for a short period of time.
EDSTR_ENUMHINT_e_actorCrossbarDistributionGaussian=Generates positions with a Gaussian distribution.  Tends to distribute positions towards the center of the crossbar.
EDSTR_ENUMHINT_e_actorCrossbarDistributionGaussianInverse=Generates positions with a Gaussian distribution, but flips the resulting distribution curve.  Tends to distribute positions towards the ends of the crossbar.
EDSTR_ENUMHINT_e_actorCrossbarDistributionUniform=Equally distributes positions along the crossbar.
EDSTR_ENUMHINT_e_actorDeathSequenceFlagPreventKill=Prevents unit death from automatically killing the unit's current CActorUnit, possibly so that it can be killed manually at a later time.
EDSTR_ENUMHINT_e_actorDestroyTypeImmediate=Immediately destroys the actor and any of its subcomponents.  Prevents particles from lingering afterwards, which may be necessary, for instance, to prevent cutscene transitions from seeing particles from models that were just removed prior to the camera's arrival.
EDSTR_ENUMHINT_e_actorDestroyTypeNormal=Destroy the actor normally.  For a CActorModel, this means that a model's particles may remain briefly after destruction, so that the model appears to fade out smoothly rather than simply blinking off.
EDSTR_ENUMHINT_e_actorDestroyTypeWhenReady=Commands the actor to destroy itself as soon as it has finished some kind of important processing.
EDSTR_ENUMHINT_e_actorDoodadFlagFootprintOnly=Marks a doodad to apply its footprint to the map, but not create any visuals.
EDSTR_ENUMHINT_e_actorDoodadFlagPauseAnimsWhileFogged=Largely static models generally look fine when paused, but highly dynamic models, such as waterfalls and windmills, do not.
EDSTR_ENUMHINT_e_actorEffectScopeCaster=Returns true if used the caster's scope.
EDSTR_ENUMHINT_e_actorEffectScopeCasterOuter=Returns true if used in either the caster's container's scope (e.g. a Bunker's scope instead of the scope of the Marine inside the Bunker), if it exists, or the caster's scope itself.
EDSTR_ENUMHINT_e_actorEffectScopeEffect=Returns true if used in the effect tree's scope.
EDSTR_ENUMHINT_e_actorEffectScopeMissile=Returns true if used in the missile's unit scope, provided the corresponding effect fired a missile.
EDSTR_ENUMHINT_e_actorEffectScopeOuter=Returns true if used in either the source's container's scope (e.g. a Bunker or a Medivac) scope, if it exists, or the source's scope itself.
EDSTR_ENUMHINT_e_actorEffectScopeOuterContainer=Returns true if used in the source's container's scope.
EDSTR_ENUMHINT_e_actorEffectScopeSource=Returns true if used in the source's scope.
EDSTR_ENUMHINT_e_actorEffectScopeSourceInside=Returns true if used inside the source's scope, but only if the source is currently inside a container, like a Bunker or a Medivac.
EDSTR_ENUMHINT_e_actorEffectScopeSourceOutside=Returns true if used inside the source's scope, but only if the source is currently not inside any container units, like a Bunker or a Medivac.
EDSTR_ENUMHINT_e_actorEffectScopeTarget=Returns true if used in the target's scope.
EDSTR_ENUMHINT_e_actorEffectScopeTargetOuter=Returns true if used in either the target's container's scope (e.g. a Bunker's scope instead of the scope of the Marine inside the Bunker), if it exists, or the target's scope itself.
EDSTR_ENUMHINT_e_actorFilterAll=When on, prevents the actor from being seen by anyone.  Typically used to mask an actor from everyone, followed by several player-specific unmask operations.  (It is less data to filter out all players and then un-filter two than it is to filter 14 players individually.)
EDSTR_ENUMHINT_e_actorFilterAlly=When on, prevents the actor from being seen by allied players.
EDSTR_ENUMHINT_e_actorFilterEnemy=When on, prevents the actor from being seen by enemy players.
EDSTR_ENUMHINT_e_actorFilterNeutral=When on, prevents the actor from being seen by neutral players.
EDSTR_ENUMHINT_e_actorFilterSelf=When on, prevents the actor from being seen by its owning player.
EDSTR_ENUMHINT_e_actorFlagAddToExternalFinder=Add this actor to the external finder when it is created.  The external finder enables any actor within a scene to find any other actor within that scene, regardless of which scope it is in.
EDSTR_ENUMHINT_e_actorFlagRespondsToUnitPlayerChange=Enables an actor to update its player id dynamically in response to UnitPlayerChange messages sent from the game.  Can be used to keep colors in sync when a unit changes sides.
EDSTR_ENUMHINT_e_actorFlagSuppressCreationErrors=Prevents this actor from generating an error message when it cannot be created.  Error messages are typically helpful during development, but some kinds of code and/or data can benefit from being able to have objects silently fail to create.
EDSTR_ENUMHINT_e_actorFlagSuppressSaveLoad=Prevents this actor from being restored during the load of a save game.  Can improve save/load speed and shrink save file size when used on actors the player won't notice are missing after a load.
EDSTR_ENUMHINT_e_actorFlagVisionTestCenterOnly=Tests only the center part of the actor for vision tests, without taking the radius into account.
EDSTR_ENUMHINT_e_actorForceDirectionForward=Force points in the direction of the parent actor's forward vector.
EDSTR_ENUMHINT_e_actorForceDirectionUp=Force points in the direction of the parent actor's up vector.
EDSTR_ENUMHINT_e_actorForceFieldDirectional=Force travels from one side of the CActorForce to the other, generally in the direction of the CActorForce's forward vector (though this direction can be configured on some actors).
EDSTR_ENUMHINT_e_actorForceFieldRadial=Force travels from the center position of the CActorForce outwards.  The center is typically the geometric center of the volume, but it is at the pointy end of the CActorForceConeRoundedEnd, and at the center of the cap next to the origin for CActorForceCylinder.
EDSTR_ENUMHINT_e_actorForceFlagFallOff=When on, decays the strength of a force rapidly as the distance increases between the center of the force and the point of its application.  When off, force strength is uniform throughout its entire volume of effect.
EDSTR_ENUMHINT_e_actorForceFlagStacks=When on, CActorForces with the same catalog link name have an cumulative effect on a target physics body when applied simultaneously (as in the real world).  When off, only the CActorForce (with a given catalog id) with the strongest affect on a given physics body applies to that body at any one time.  Turning this flag on with forces that are likely to be applied in large numbers simultaneously at the same point can produce unintended and visually jarring (though sometimes hilarious) results.
EDSTR_ENUMHINT_e_actorForceOriginAtBottom=The bottom of the force box is centered at the actor's position (i.e. its origin).
EDSTR_ENUMHINT_e_actorForceOriginAtCenter=The center of the force box is at the actor's position.
EDSTR_ENUMHINT_e_actorGameLocal=Confirmation message is asynchronous.
EDSTR_ENUMHINT_e_actorGameSync=Confirmation message is synchronous.
EDSTR_ENUMHINT_e_actorHeightSourceAsyncFast=Raycasts against asynchronous terrain.  Avoids some interpolation for faster, but less accurate results.
EDSTR_ENUMHINT_e_actorHeightSourceAsyncPrecise=Raycasts against asynchronous terrain.  Uses interpolation to smooth results between points in the height map.
EDSTR_ENUMHINT_e_actorHeightSourceSyncAir=Raycasts against the synchronous flier height map.  This height map has significant smoothing applied to it, to make air units gently rise over cliffs.
EDSTR_ENUMHINT_e_actorHeightSourceSyncGround=Raycasts against the synchronous ground unit height map. 
EDSTR_ENUMHINT_e_actorHeightTestAverage=Use the average of all the heights in the sample set.
EDSTR_ENUMHINT_e_actorHeightTestHighest=Use the highest height in the sample set.
EDSTR_ENUMHINT_e_actorHeightTestLowest=Use the lowest height in the sample set.
EDSTR_ENUMHINT_e_actorHostedPropBaseModelScale=BaseModelScale enables artists and designers to quickly modify the scale of an in game model by modifying its ModelData.xml entry, rather than going to MAX and re-exporting the art.  This is very useful, though it has some unexpected consequences.  For instance, it would be useful to have a model with a baseModelScale be treated as if it were the 'real' object at scale 1; i.e. if a user sets its scale to 2 the system should not lose the baseModelScale if the user decides to scale of the object's CActorModel back to 1.  The user would expect the model to go back to its original baseModelScale scale, not the actual MAX scale of 1.  This means it is not possible to simply incorporate BaseModelScale into the main Scale hosted prop -- it must be kept separate, so it can easily be removed or added as necessary.  As an other example, if the user hosts a Zealot of of itself, he'd expect the models to both be the same size, rather than having the hosted one be a different size -- but this is exactly what happens if baseModelScale isn't stripped from the multiplication chain -- the child Zealot model is a different size than the parent model.   On the other hand, inheriting baseModelScale is perfectly appropriate for cases like splats, where the user typically wants to scale the splat to the model above it, including baseModelScale.
EDSTR_ENUMHINT_e_actorHostedPropCastShadows=Determines whether a model casts shadows or not.  This is useful for UI-oriented models in the game world, since it can be visually confusing if they cast shadows.
EDSTR_ENUMHINT_e_actorHostedPropCloakEffect=Determines the kind of cloaking FX displayed by the model.  A cloaked unit looks different to allies and enemies, and has another set of visuals when it is detected by enemies.
EDSTR_ENUMHINT_e_actorHostedPropCreepEngulfment=Controls whether a model has creep appear on its surface, if creep is on the terrain beneath the model.
EDSTR_ENUMHINT_e_actorHostedPropDecal=Enables hosted models to inherit the decal textures of the models off of which they are hosted.
EDSTR_ENUMHINT_e_actorHostedPropInheritContinuous=Inherit hosted props on an ongoing basis, whenever the actor has a host.
EDSTR_ENUMHINT_e_actorHostedPropInheritNone=Do not inherit any hosted props ever.
EDSTR_ENUMHINT_e_actorHostedPropInheritOneShot=Inherit hosted props once during initialization, but never again after that.
EDSTR_ENUMHINT_e_actorHostedPropLocalTintColor=Adds a tint color to an actor that only shows for the local player.
EDSTR_ENUMHINT_e_actorHostedPropOpacity=Controls the alpha value of the actor.  Supports multiple parallel named animated opacities simultaneously, so that multiple clients (engine code or user data) can affect an actor's transparency without interfering with one another.
EDSTR_ENUMHINT_e_actorHostedPropScale=Controls the scale of the actor.  Supports multiple parallel named, animated, blended scales simultaneously, so that multiple clients (engine code or user data) can affect an actor's scale without interfering with one another.
EDSTR_ENUMHINT_e_actorHostedPropTeamColor=Controls the team color of the actor.  Supports multiple parallel named, animated, blended team colors simultaneously, so that multiple clients (engine code or user data) can affect an actor's team color without interfering with one another.
EDSTR_ENUMHINT_e_actorHostedPropTimeScale=Enables an actor to inherit the global animation time scale from another actor.  Supports multiple parallel named global time scales simultaneously, so that multiple clients (engine code or user data) can affect the actor's animation time scale without interfering with one another.  This means a spell can temporarily increase a unit's apparent speed without having to restore upon completion whatever time scale existed on the actor before the spell was cast.
EDSTR_ENUMHINT_e_actorHostedPropTintColor=Controls the tint color of the actor.  Supports multiple parallel named, animated, blended tint colors simultaneously, so that multiple clients (engine code or user data) can affect an actor's tint color without interfering with one another.  Can be used to create many types of exotic strobing visual FX.
EDSTR_ENUMHINT_e_actorHostedPropVisibility=Determines whether a model appears or not.  An invisible unit does not render at all.
EDSTR_ENUMHINT_e_actorHostedPropWarpGroup=Enables a child actor in a unit's scope to be warped by the Vortex distortion FX, if it inherits from its parent CActorUnit.
EDSTR_ENUMHINT_e_actorHostSiteOpsListPositionHead=Add or remove the site op at the beginning of the site op chain.
EDSTR_ENUMHINT_e_actorHostSiteOpsListPositionTail=Add or remove the site op at the end of the site op chain.
EDSTR_ENUMHINT_e_actorHostSiteOpsRemoveDelayDelay=Delay the removal of the site op until it is ready to be removed.  This can prevent visual glitches in some circumstance, like when CActorSiteOpTilter needs to finish tilting a unit upright for a brief moment after an ability that causes tilting is complete.
EDSTR_ENUMHINT_e_actorHostSiteOpsRemoveDelayImmediate=Removes the site op immediately, regardless of whether it causes visual glitches.  The preferred option for the vast majority of site ops.
EDSTR_ENUMHINT_e_actorIncomingDirect=The attack the site op is gathering data from is a direct ranged attack that happens instantly.  Examples:  Marine and Viking ground attacks.
EDSTR_ENUMHINT_e_actorIncomingMissile=The attack the site op is gathering data from is a ranged attack with a missile.  Examples:  Stalker and Hydralisk attacks.
EDSTR_ENUMHINT_e_actorIntersectAgainstCenter=An actor is found by the query if its center is within the query region.
EDSTR_ENUMHINT_e_actorIntersectAgainstRadiusContact=An actor is found by the query if its contact radius intersects the query region.  (For a tree, the contact radius might be the radius of its trunk, instead of the radius of its crown of leaves, since the trunk is what game units would 'contact'.)
EDSTR_ENUMHINT_e_actorIntersectAgainstRadiusGame=An actor is found by the query if its synchronous game radius intersects the query region.
EDSTR_ENUMHINT_e_actorIntersectAgainstRadiusVisual=An actor is found by the query if its visual radius intersects the query region.  (For a tree, the visual radius might be its crown of leaves, since it would be useful to treat the tree as 'seen' as soon as one of its leaves came into view.)
EDSTR_ENUMHINT_e_actorModelFlagAllowHitTest=Determines whether an actor can be clicked on or selected by the player.
EDSTR_ENUMHINT_e_actorModelFlagAutomateGlobalLoops=Cause the actor to look through the animations of its model and automatically start them when the actor is created.  Global loops are animation brackets with GLbirth, GLstand, GLdeath and/or GLdead animations that can be played automatically when a model is created.  They are typically used for continuous 'background' anims that need to play regardless of what the unit is doing.  The spinning rotor blades on the Banshee are an example.
EDSTR_ENUMHINT_e_actorModelFlagIgnoreWalkables=Prevents 'walkable' models from adjusting the height of this actor.  Can be useful when positioning doodad actors such that they intersect with a walkable model to varying degrees, rather than always being on top of it (this can make maps feel more natural).
EDSTR_ENUMHINT_e_actorModelFlagNeedsVolumeMonitoring=Marks an actor as containing target attach volumes (TAVs) that the engine must monitor during attacks. (TAVs cause an attack to appear to hit the surface of its target, rather than its center.)  For instance, a unit attacking a Command Center during construction must be aware of the construction scaffolding TAVs -- even though they are part of a separate model -- so that it can appear to impact the scaffolding while it is present.
EDSTR_ENUMHINT_e_actorModelFlagOutlineEmitter=The model generates an outline when obscured by a model with the OutlineOccluder flag set.  In other words, the player can see an outline of the model through other models, almost as if he had X-ray vision.
EDSTR_ENUMHINT_e_actorModelFlagOutlineOccluder=The model causes models marked by the OutlineEmitter flag to generate an outline that appears through the OutlineOccluder.  Useful for large buildings and other models behind which players might lose units.
EDSTR_ENUMHINT_e_actorModelFlagSuppressMissingAttachErrors=Prevents errors when an attach query does not find any results and attempts to use a fallback attach point that is missing.  Useful for widely used default CActorModels that may be used with some models that do not have a complete set of basic attach points.
EDSTR_ENUMHINT_e_actorModelFlagSuppressPlayerDecals=Prevents decal textures from appearing on the model contained by this actor.
EDSTR_ENUMHINT_e_actorModelFlagUpdateVisibility=Enables the actor to update its visibility in response to whether it is under the fog of war and various other factors.  It is almost always true, but is often turned off for death models.  In this case, the visibility is set once during the actor's creation and then never updated.  (This is so the player can see the full death animation, even when the target disappears under the fog of war.)
EDSTR_ENUMHINT_e_actorModelFlagUseConstSyncSeed=Causes the model to use a synchronous random number seed from the game when choosing its model variation.  This seed is always the same for the lifetime of the actor's parent scope and cannot be accidentally made asynchronous.  Enables different Dark Templar variations to always appear the same on all machines participating in the game.
EDSTR_ENUMHINT_e_actorModelFlagUseSyncSeed=Causes the model to use a synchronous random number seed from the game when choosing its model variation.  After it is used, the seed is modified and written back to the parent scope, such that if all model-setting events are synchronous, then all model variations on that particular model actor will be the same on all machines.  Used to ensure that some unit-related models like building attachments look the same on all machines.
EDSTR_ENUMHINT_e_actorModelFlagWireframeRender=Causes the model to render as a wireframe, rather than with textures.  Good for displaying debugging actors, such as those that represent a camera's bearings.
EDSTR_ENUMHINT_e_actorModelSwapFlagPreventAllDynamicTextureTransfers=Prevents any dynamic textures from being copied over from the original model to the new model.
EDSTR_ENUMHINT_e_actorMsgAbil=Sent whenever a game ability does something that might want to modify actors, such as playing a spell on the caster when the ability starts.
EDSTR_ENUMHINT_e_actorMsgActionDamage=Target: CActorAction.  Enables game effects to trigger damage FX (impact squibs, blood, sounds, etc.) on each unit that is struck by AoE.  The damage FX are configured in the target CActorAction.
EDSTR_ENUMHINT_e_actorMsgActionDamagePhysics=Target: CActorAction.  Enables game effects to trigger damage physics FX (impact squibs, blood, etc.) on each unit that is struck by AoE.  The damage physics FX are configured in the target CActorAction.  It is separate from the ActionDamage message, because the ActionDamage message is typically applied at the start of an effect, whereas the physics are typically applied at the end of the effect, after the effect has had a chance to kill a target.  (It is common for live units to have no physics associated with them, whereas unit death models frequently do have physics.  Thus, it is necessary to send ActionDamagePhysics after the effect has killed the target and swapped in the physics-ready death model.)  Damage physics are far less common than impact physics, because it is frequently better to create a single large physics force for an AoE effect rather than a smaller physics force for each target struck by the AoE.
EDSTR_ENUMHINT_e_actorMsgActionImpact=Target: CActorAction.  Enables game effects to trigger impact FX (impact squibs, blood, sounds, etc.) for the unit that is the target of an attack.  The impact FX are configured in the target CActorAction.
EDSTR_ENUMHINT_e_actorMsgActionImpactPhysics=Target: CActorAction.  Enables game effects to trigger damage physics FX (impact squibs, blood, etc.) on each unit that is struck by AoE.  The impact physics FX are configured in the target CActorAction.  It is separate from the ActionImpact message, because the ActionImpact message is typically applied at the start of an effect, whereas the physics are typically applied at the end of the effect, after the effect has had a chance to kill a target.  (It is common for live units to have no physics associated with them, whereas unit death models frequently do have physics.  Thus, it is necessary to send ActionImpactPhysics after the effect has killed the target and swapped in the physics-ready death model.)
EDSTR_ENUMHINT_e_actorMsgActorSiteOpDump=Dumps the site ops and their bearings for a specified host variable on a target actor.  If no host is specified, the message dumps the site ops on all the hosts possessed by the actor.  Useful for debugging position and rotation issues with site op chains.
EDSTR_ENUMHINT_e_actorMsgAliasAdd=Adds an alias to an actor.  An alias is a name that can be used to refer to the actor.  Multiple actors can be given the same alias, so that a single message can automatically target every actor in that group.  A single alias can point to a succession of actors, so that client data does not have to care about specific actor names when trying to send a message.  (In this regard, aliases can be used as a form of indirection.)
EDSTR_ENUMHINT_e_actorMsgAliasDump=Lists all the aliases currently associated with the target actor.
EDSTR_ENUMHINT_e_actorMsgAliasRemove=Removes an alias from an actor.
EDSTR_ENUMHINT_e_actorMsgAnimBaselineStart=Target: CActorUnit.  Starts the baseline animation for a CActorUnit.  There are two main baseline anims -- Walk and Stand, which play continuously, depending on whether the unit is moving or standing still.  Other higher priority animations may play on top of the CActorUnit's baseline animations, depending on the situation.
EDSTR_ENUMHINT_e_actorMsgAnimBaselineStop=Target: CActorUnit.  Stops the baseline animation for a CActorUnit.  This is not a common operation, because a unit without a baseline or any other animations appears in a rigid default pose and can look visually jarring.  However, it can be useful to temporarily not have a baseline animation if it causes specific animations (such as Birth) to blend in awkwardly.
EDSTR_ENUMHINT_e_actorMsgAnimBaselineSuppressWalk=Target: CActorUnit.  Prevents the baseline from playing the Walk anim even while the unit is walking; the unit will only ever play Stand anims as its baseline while SuppressWalk is active.
EDSTR_ENUMHINT_e_actorMsgAnimBlendTimeApply=Target: CActorModel.  Sets the default blend in and blend out times for all subsequent animations played on the model.
EDSTR_ENUMHINT_e_actorMsgAnimBlendTimeRemove=Target: CActorModel.  Removes any user-set blend in and blend out times for all animations played on the model and restores the blend times to the default 150 ms.
EDSTR_ENUMHINT_e_actorMsgAnimBracketClear=Target: CActorModel.  Clears an anim bracket.  Unlike the AnimBracketStop message, this removes the bracket immediately, rather than letting it transition out with a closing animation.  In this regard, it is the anim bracket version of the AnimClear message.
EDSTR_ENUMHINT_e_actorMsgAnimBracketResume=Target: CActorModel.  Restarts an already running anim bracket with the same parameters specified for the bracket when it was originally started.  Typically used when an anim bracket has been stopped and is in the process of playing its closing animation.  The resume operation will play the opening animation considering the closing animation's progress, such that an animated closing door will appear to smoothly reopen from its animated closing position (provided the underlying animations are designed to support this).
EDSTR_ENUMHINT_e_actorMsgAnimBracketStart=Target: CActorModel.  Specifies the parameters for an anim bracket and starts it.  An anim bracket automates a very common animation pattern: when an animated action has three parts - a beginning (opening), a middle (content) and an end (closing).  The middle is commonly of indeterminate length, and therefore loops repeatedly, until the anim bracket is stopped, at which point the end animation plays and completes the anim bracket.
EDSTR_ENUMHINT_e_actorMsgAnimBracketStop=Target: CActorModel.  Stops an anim bracket by blending out the middle content animation and ending the bracket with a closing animation.
EDSTR_ENUMHINT_e_actorMsgAnimCancelActiveBlends=Target: CActorModel.  Completes all animation blends instantly, either blending in the animation completely or fully clearing it.
EDSTR_ENUMHINT_e_actorMsgAnimClear=Target: CActorModel.  Clears an animation, either with the default or a supplied blend out time.  If no animation name is supplied, the message clears all animations.  Cannot be used to stop a CActorUnit's baseline animation.
EDSTR_ENUMHINT_e_actorMsgAnimClearAllBut=Target: CActorModel.  Clears all animations on the model but the one specified, either with the default or a supplied blend out time.
EDSTR_ENUMHINT_e_actorMsgAnimClearTimeScaleGlobal=Target: CActorModel.  Clears the global time scale that is being factored into all animations played on the model.  Animation time scale is a hosted prop, so this may additionally clear the global time on relevantly configured child actors.
EDSTR_ENUMHINT_e_actorMsgAnimContinue=Target: CActorModel.  Supports several operations.  Can jump within an animation by clearing and replaying the animation, thereby blending out the old animation position and blending in the new one as a means of smoothing the transition.  Can also transition from one animation to another, while keep the animation variations the same.  In particular, this can be used for preswings, where data can start a particular preswing variation, then jump further into the animation and play the main attack swing -- all in one smooth sequence and regardless of the preswing's duration.  In order to look correct for attack swings that alternate hands, the jump must be blended and keep the same variation.
EDSTR_ENUMHINT_e_actorMsgAnimCopy=Target: CActorModel.  Copies the entire animation stack from a source model and attempts to replicate it on the CActorModel that is the target of the message.  The copy operation attempts to play the exact same animation for each entry in the source animation stack.  If a given animation does not exist in the target model, the copy attempts to best match search for a new animation using the anim props of the source animation.  If it cannot find a match at all, the copy plays nothing for that animation.
EDSTR_ENUMHINT_e_actorMsgAnimDumpDB=Target: CActorModel.  Lists all of the animations available in the current model, along with their durations and whether they are marked as looping.
EDSTR_ENUMHINT_e_actorMsgAnimGlobalLoopsClear=Target: CActorModel.  Clears all of the global loop animations that are playing on the current model.  A flag enables the global loops to be either stopped instantly or blended out.
EDSTR_ENUMHINT_e_actorMsgAnimGlobalLoopsStart=Target: CActorModel.  Starts all of the global loop animations built into the current model.  Global loops are animation brackets with GLbirth, GLstand, GLdeath and/or GLdead animations that can be played automatically when a model is created.  They are typically used for continuous 'background' anims that need to play regardless of what the unit is doing.  The spinning rotor blades on the Banshee are an example.
EDSTR_ENUMHINT_e_actorMsgAnimGlobalLoopsStop=Target: CActorModel.  Stops all of the global loop animations that are playing on the current model.  This causes global loops to start playing GLdeath and then either finish altogether or play GLdead from then on (if it exists).
EDSTR_ENUMHINT_e_actorMsgAnimGroupApply=Target: CActorModel.  Adds a global anim prop to the CActorModel.  This global anim prop becomes a part of the anim props associated with each animation playing currently and in the future.  The addition of the new prop can automatically change each animation that is playing, for example: changing a Stand animation to Stand, Work if the unit suddenly starts performing a work action.  The AnimGroupApply message also optionally creates an anim bracket so that the model can smoothly transition to and from the altered animation state.  The name of this bracket automatically comes from the prop that is being applied.  For instance, the 'AnimGroupApply Fly Fly,Start Fly,Stop' message sent to a standing unit plays an animation called Fly that plays a Fly, Start animation during the opening phase, while the underlying Stand baseline animation changes to Stand, Fly with the addition of the new Fly global prop.  Then, when the opening animation finishes, it reveals the underlying Stand, Fly animation that had already started playing.  Finally, when the global anim prop is later removed via AnimGroupRemove, the associated anim bracket plays a Fly, Stop animation.  When this is complete, the model is again playing a normal Stand animation.  As such, the anim bracket created by the AnimGroupApply message does not contain a content animation (the middle part), because it is expected that the changed animations that are already playing will serve as the content animation instead.
EDSTR_ENUMHINT_e_actorMsgAnimGroupRemove=Target: CActorModel.  Removes a global anim prop and plays a transition out animation to cover the change, if such an animation has been specified in a prior AnimGroupApply message.
EDSTR_ENUMHINT_e_actorMsgAnimGroupRemoveAll=Target: CActorModel.  Removes all global anim props and instantly clears all anim brackets that were created by AnimGroupApply messages.
EDSTR_ENUMHINT_e_actorMsgAnimHookClear=Target: CActorModel.  Clears a named anim hook that has previously been set.
EDSTR_ENUMHINT_e_actorMsgAnimHookDump=Target: CActorModel.  Lists the anim hooks on the target actor.
EDSTR_ENUMHINT_e_actorMsgAnimHookSet=Target: CActorModel.  Creates an animation that mimics the anim props, play position and timescale of another animation on a target actor.
EDSTR_ENUMHINT_e_actorMsgAnimPlay=Target: CActorModel.  Plays an animation on the target model.  Every animation created by this animation requires a name, so that client data and code can easily refer to the animation for subsequent operations.  Supports a number of parameters for specifying blend times, play rate and other animation behaviors.
EDSTR_ENUMHINT_e_actorMsgAnimPlaySequence=Target: CActorModel.  Plays an animation on the target model, but unlike AnimPlay, specifies the animation name directly, rather than using anim props.  Supports a similar set of parameters to the AnimPlay message.
EDSTR_ENUMHINT_e_actorMsgAnimSetCompletion=Target: CActorModel.  Sets the play position of an animation via percentage completion time.  Expects values between 0.0 and 100.0.  A value of 75 indicates that the message should set the animation position to be 3/4 of the way to done.
EDSTR_ENUMHINT_e_actorMsgAnimSetDuration=Target: CActorModel.  Specifies how long an animation should take to play.  In this way, the AnimSetDuration message is another way of setting an animation's time scale.  A 2.0 second animation played across a duration of 4.0 seconds would effectively have a time scale of 0.5
EDSTR_ENUMHINT_e_actorMsgAnimSetLockedAll=Target: CActorModel.  Toggles the animation lock state.  While locked, a CActorModel ignores all incoming animation messages, though it continues to play whatever animations it has currently.
EDSTR_ENUMHINT_e_actorMsgAnimSetPaused=Target: CActorModel.  Toggles the pause state of the specified animation.  A paused animation holds its current frame until it is unpaused.
EDSTR_ENUMHINT_e_actorMsgAnimSetPausedAll=Target: CActorModel.  Toggles the pause state of all animations on the target CActorModel.  When pausing animations, the message additionally pauses all particle systems on the model in accordance with the PausedParticleSystemBehavior field in the ModelData.xml entry for the model contained by the target CActorModel.
EDSTR_ENUMHINT_e_actorMsgAnimSetTime=Target: CActorModel.  Sets the play position of the specified animation.  Supports flags for specifying how to interpret the time scale of the play time and for controlling whether animation events are triggered by time jumps within an already playing animation.
EDSTR_ENUMHINT_e_actorMsgAnimSetTimeScale=Target: CActorModel.  Sets the time scale of the specified animation.  Time scale is the rate at which the animation plays relative to normal game world time.  A time scale of 0.5 means the animation takes twice as long to complete, while a time scale of 3.0 means the animation finishes in one-third the normal time.
EDSTR_ENUMHINT_e_actorMsgAnimSetTimeScaleAbsolute=Target: CActorModel.  Sets the time scale of the specified animation, but unlike normal time scale, absolute time scale does not incorporate a model's global time scale into the final timing result for the animation.  This makes it possible to run an animation at a constant rate, regardless of how the global time scale of the unit is affected.
EDSTR_ENUMHINT_e_actorMsgAnimSetTimeScaleGlobal=Target: CActorModel.  Sets the global time scale for the entire model.  This time scale is multiplied with the time scale of each animation in the model, in order to determine that animation's final play speed.  Global time scale is also a hosted prop, which means that it can be inherited by child models.
EDSTR_ENUMHINT_e_actorMsgAnimSetUserWeight=Target: CActorModel.  Enables client code to scale the contribution of a particular animation with respect to other animations on the model.  The animation system multiplies user blend weight with a blend weight that is managed automatically by the animation system on a per animation basis, as a given animation blends in and out.  The system adds the final blend values of the animations on the top of the stack until a cutoff of 1.0, and then plays every animation incorporated into the calculation before the cutoff at a contribution level that corresponds to the animation's blend weight.  If the sum of the blend weights of all the animations on the animation stack does not reach 1.0, the blend weights are normalized, such that they add up to 1.0.
EDSTR_ENUMHINT_e_actorMsgArcSetAngle=Target: CActorArc, CActorRegionArc.  Sets the arc of a CActorArc, to control the angle covered by the pie-wedged model it contains.  For CActorRegionArc, controls the area covered by the region.
EDSTR_ENUMHINT_e_actorMsgAttach=Target: CActorModel.  Attaches a specified child CActorModel to the target parent CActorModel, using a supplied set of attach methods to specify the attach point, and an optional set of site ops to further configure the position and rotation of the child CActorModel (beyond simply using the attach point's built in position and rotation).  The SiteOps data field does not need to include a CActorSiteOpAttach, as that is automatically created, configured and placed at the head of the site op chain by the system.  A simplified version of the AttachOffset message.
EDSTR_ENUMHINT_e_actorMsgAttachDump=Target: CActorModel.  Lists all of the attach points in the target model, along with many of their details.  This includes (but is not limited to) each attach point's: internal name, attach method-compliant name and index, current position, current rotation, target attach volume details and visibility state.
EDSTR_ENUMHINT_e_actorMsgAttachModel=Target: CActorModel.  Creates a specified CActorModel with a given model and attaches it to a target CActorModel, in a manner similar to the Attach message.  This can be more convenient than the Attach message, since it does not require a separate actor to be defined for each type of model that is created.  This message is a simplified version of the AttachModelOffset message.
EDSTR_ENUMHINT_e_actorMsgAttachModelOffset=Target: CActorModel.  Creates a specified CActorModel with a given model and attaches it to a target CActorModel, like the AttachModel message.  Additionally supports a custom position and rotation offset from the attach point.
EDSTR_ENUMHINT_e_actorMsgAttachOffset=Target: CActorModel.  Attaches a specified child CActorModel to the target parent CActorModel, like the Attach message.  Additionally supports a custom position and rotation offset from the attach point.
EDSTR_ENUMHINT_e_actorMsgAttachSetBearings=Target: CActorModel.  Sets the bearings of a specified attach point to an explicit world bearings value.
EDSTR_ENUMHINT_e_actorMsgAttachSetBearingsFrom=Target: CActorModel.  Sets the bearings of a specified attach point to the bearings of a specified actor, with an optional set of temporary site ops to transform the value before it is set.
EDSTR_ENUMHINT_e_actorMsgAttachSetPosition=Target: CActorModel.  Sets the position of a specified attach point to an explicit world position value.
EDSTR_ENUMHINT_e_actorMsgAttachSetPositionFrom=Target: CActorModel.  Sets the position of a specified attach point to the position of a specified actor, with an optional set of temporary site ops to transform the value before it is set.
EDSTR_ENUMHINT_e_actorMsgAttachSetRotation=Target: CActorModel.  Sets the rotation of a specified attach point to an explicit world orientation value.
EDSTR_ENUMHINT_e_actorMsgAttachSetRotationFrom=Target: CActorModel.  Sets the rotation of a specified attach point to the rotation of a specified actor, with an optional set of temporary site ops to transform the value before it is set.
EDSTR_ENUMHINT_e_actorMsgBillboardSetTowardsCameraDistance=Target: CActorSiteBillboard.  Specifies how far towards the camera the billboarded model moves from the its input position (which comes from either its host actor, site ops, or a combination of the two).  Objects that are farther towards the camera appear larger.
EDSTR_ENUMHINT_e_actorMsgCameraSetActive=Target: CActorCamera.  If the Active parameter is 1, the message makes the target CActorCamera the active camera for the containing scene.  If the Active parameter is 0, it sets the camera back the default camera for the scene.
EDSTR_ENUMHINT_e_actorMsgCameraSetClipToBounds=Target: CActorCamera.  Toggles whether the camera's position (i.e. the position that the camera is looking at) is clipped to the camera bounds of its containing scene.  For the game camera, this is the edges of the map terrain.  Toggling clipping on immediately jumps the camera if it is looking at a point outside the camera bounds.
EDSTR_ENUMHINT_e_actorMsgCameraSetEyePosition=Target: CActorCamera.  Sets the position of the camera's eye.  The ray between the camera's eye position and the target position forms the direction the camera is looking.
EDSTR_ENUMHINT_e_actorMsgCameraSetLink=Target: CActorCamera.  Specifies the camera for the target CActorCamera to use.  Includes parameters for controlling the transition to the camera's initial camera param values.
EDSTR_ENUMHINT_e_actorMsgCameraSetParam=Target: CActorCamera.  Sets any of a number of different camera parameters such as field of view, distance, focal depth, yaw, pitch, roll, near and far clip planes, etc...  Includes parameters for controlling how the camera smoothly transitions to the new parameter value.
EDSTR_ENUMHINT_e_actorMsgCameraShakeStart=Starts a screen shake.  Parameters control who sees the screen shake, its intensity and duration, and how long it takes to blend in and out.
EDSTR_ENUMHINT_e_actorMsgCameraShakeStop=Stops the current screen shake.
EDSTR_ENUMHINT_e_actorMsgClearFilter=Clears the filter value applied to the actor via the Filter field and the SetFilter message.
EDSTR_ENUMHINT_e_actorMsgClearFilterPlayers=Clears all player id-specific filters on the target actor.  In other words, this message would clear a filter applied to player 3, but not a filter applied to all enemy players.
EDSTR_ENUMHINT_e_actorMsgClearLocalTintColor=Clears any local tint color that has been set on the target actor.  Does not affect any other blended tint colors applied to the actor.  Supports an optional blend out duration.
EDSTR_ENUMHINT_e_actorMsgClearOpacity=Clears a specific named opacity value or all externally set opacities, if no name is supplied.  Supports an optional blend out duration.
EDSTR_ENUMHINT_e_actorMsgClearScale=Clears a specific named scale value or all externally set scales, if no name is supplied.  Supports an optional blend out duration.
EDSTR_ENUMHINT_e_actorMsgClearTeamColor=Clears a specific named team color or all externally set team colors, if no name is supplied.  Supports an optional blend out duration.
EDSTR_ENUMHINT_e_actorMsgClearTintColor=Clears a specific named tint color or all externally set tint colors, if no name is supplied.  Supports an optional blend out duration.
EDSTR_ENUMHINT_e_actorMsgCombatRevealClearTimers=Target: CActorUnit.  Clears all sources of combat reveal on a target CActorUnit.  Combat reveal occurs when an enemy unit (like a sieged Siege Tank) attacks a player's unit from under the fog of war.  The game reveals the attacker temporarily, so the defending player can better understand why his units are taking damage.  This message is typically sent just before a unit teleports so that it does not temporarily stay combat revealed at its arrival location; this might reveal information that defender should not be privvy to.
EDSTR_ENUMHINT_e_actorMsgCombatRevealComplete=Target: CActorUnit.  Clears a particular named source of combat revelation on a target actor.  Enables tentacled-based attacks to clear combat reveal when the tentacle dies.  Spells such as the Infestor's Neural Parasite need to reveal the Infestor while it is controlling a player's unit and the victim player can still see the mind controlled unit.  Otherwise, the tentacle appears to be floating in space, disconnected from a mind controlling Infestor that is under the fog of war.
EDSTR_ENUMHINT_e_actorMsgCreate=Creates a named actor in the scope of the actor to which the message is sent.  Supports up to three optional content parameters that can dynamically configure the actor that the Create message spawns.  For a CActorModel, the first content parameter is a ModelLink specifying the model the CActorModel should create, instead of using whatever value, if any, is in the CActorModel's Model field.  The interpretation of content parameters varies by type of actor, but the first parameter for any asset-managing actor is always a catalog link that specifies the corresponding asset for that actor.
EDSTR_ENUMHINT_e_actorMsgCreateCopy=Like the Create message, the CreateCopy message creates a named actor in the scope of the actor to which the message is sent.  However, the CreateCopy message additionally configures the new actor by copying various specified fields from a source actor.  Data can specify what components of the source actor get duplicated via the newly created actor's AcceptedTransfers and AcceptedHostedPropTransfers fields.
EDSTR_ENUMHINT_e_actorMsgCreepEngulfmentStart=Target: CActorModel.  Tells a CActorModel to begin applying the creep engulfment visual FX.  Creep engulfment causes creep textures to appear to cover the bottom of models (e.g. buildings and sieged Siege Tanks) when they are on terrain that has been covered with creep.  The message includes parameters for configuring where creep engulfment starts vertically, what distance it covers, and then what distance across which it fades away.  This enables data to configure creep engulfment on a per-model basis, so that it crawls dramatically higher on large buildings, while leaving very short buildings (such as a retracted SupplyDepot) with some visually identifying elements not covered by creep.
EDSTR_ENUMHINT_e_actorMsgCreepEngulfmentStartTransition=Target: CActorModel.  Like the CreepEngulfmentStart message, but causes creep engulfment to proceed up the model with a specified rate.  Normally, creep appears on buildings at exactly the rate that the creep spreads to the surrounding vicinity.  In other words, when creep expands into a cell, it covers a building in that cell exactly as the terrain texture appears.  But in cases like a Siege Tank deploying on creep, this would lead to the creep instantly appearing on the tank as soon as it deployed, because the creep is already totally present on that cell.  In these situations, it is preferable to use the CreepEngulfmentStartTransition message to show the creep crawling up the Siege Tank as soon as it is done deploying.
EDSTR_ENUMHINT_e_actorMsgCreepEngulfmentStop=Target: CActorModel.  Tells a CActorModel to stop applying the creep engulfment visual FX.  Typically sent to a unit when creep recedes out of its vicinity, so as to not waste resources on FX that are no longer able to appear.
EDSTR_ENUMHINT_e_actorMsgCreepEngulfmentStopTransition=Target: CActorModel.  Tells a CActorModel to stop applying the creep engulfment visual FX, but with a transition that causes the creep to slide down the side of the model into the ground.  For instance, this message causes creep to appear to slide off of Terran buildings that lift of from a creep covered area.
EDSTR_ENUMHINT_e_actorMsgDeathCustomize=Target: CActorUnit.  Sent as a response to the UnitDeathCustomize message, as a way to pick a specific named custom death that matches the circumstances of the unit's death.  For example, to specify a specific blood burst death model for biological units that are killed while being held aloft by the Phoenix's Graviton Beam spell (without this, some units would appear to fall over in the middle of the air).
EDSTR_ENUMHINT_e_actorMsgDeathCustomsDump=Target: CActorUnit.  Lists all of the custom deaths that are associated with the target CActorUnit.  Useful for seeing the actual list of deaths applicable to a unit, given that the deaths can come from a range of sources, including the CActorUnit's definition, its parent actor definitions, or from a global list in CActorGlobalConfig.
EDSTR_ENUMHINT_e_actorMsgDeathCustomsEnablePhysics=Target: CActorUnit.  Turns physics deaths off (or back on) on the target CActorUnit.  For instance, this message is used to prevent campaign Dark Protoss units from triggering physics deaths with regular (light) Protoss death models.
EDSTR_ENUMHINT_e_actorMsgDeathSequenceExecute=Target: CActorUnit.  Tells the target CActorUnit to execute a manual death sequence because the appropriate specific custom death has been chosen and it is time to trigger its associated death models and FX.  See the DeathSequencePrepare message tooltip for an enumeration of the steps in the custom death sequence and where the DeathSequenceExecute message fits within that sequence.
EDSTR_ENUMHINT_e_actorMsgDeathSequencePrepare=Target: CActorUnit.  Enables triggers to manually trigger a CActorUnit's death sequence for cases where the unit appears to die, but is actually merely inactive and will potentially later be resurrected (e.g. a zombie that gets up after being 'killed', or a hero unit that later returns after being killed).  In this custom death case, the death sequence as is follows:  1) client code sends the DeathSequencePrepare message to the target CActorUnit from triggers, 2) the system sends the UnitDeathCustomize to the dying unit's CActorUnit, 3) client data responds by selecting the desired death via the DeathCustomize message from the CActorUnit's data (or even from triggers), 4) client code sends the DeathSequenceExecute message from triggers, and 5) the system sends the UnitDeath message to the dying CActorUnit, officially triggering the specified custom death art and FX.  The DeathSequencePrepare message and the entire custom death sequences are typically unnecessary when using revive-related functionality such as the UnitRevive trigger, since routines such as these can be used even when a unit dies normally.
EDSTR_ENUMHINT_e_actorMsgDestroy=Destroys the target actor.  This sends the ActorDestruction message to data and then purges the actor from memory soon afterwards.  The optional parameter to the message controls the timing of the actual destruction or the removal of assets controlled by the target actor.
EDSTR_ENUMHINT_e_actorMsgDestroyParticles=Target: CActorModel.  Immediately removes all of the individual particles created by particle systems within the model owned by the target CActorModel.  Used to clear extraneous FX in cinematics before a camera cut, for instance, when a scene displays a burning building, and then immediately afterwards shows the building several hours later after the fire has burned out.  Without being able to immediately eliminate particles, the building in the second shot might appear with several lingering bits of fire in the air near it.
EDSTR_ENUMHINT_e_actorMsgDestroyRibbons=Target: CActorModel.  Immediately removes all of the individual ribbons created within the model owned by the target CActorModel.  As with the DestroyParticles message, this message is frequently used to clear extraneous FX in cinematics before a camera cut.
EDSTR_ENUMHINT_e_actorMsgDoodadPreserve=Target: CActorDoodad.  Tells a doodad that is going to be visually changed (e.g. trees being set on fire by Nukes or bushes being poisoned by creep) to preserve its exact appearance if it is under the fog of war.  This causes the doodad to be appear unmolested to players with no nearby units, so that those players cannot unfairly know where Zerg creep is spreading through the fog of war (for instance).  Doodads that a player can see are unaffected by this message.
EDSTR_ENUMHINT_e_actorMsgEventMacroRun=Executes the messages in a CActorEventMacroRunnable macro.  The terms field enables the macro to test conditions to determine whether to send a given message.
EDSTR_ENUMHINT_e_actorMsgExternalFinderAdd=Adds an actor to the external finder, which enables it to be seen by actor requests from any actor in any actor scope anywhere within the same scene.  This is useful for enabling any actor to get references to well known global actors without having to maintain separate global references.  When added to the external finder, the actor can be referenced by its link name or any of its aliases, as long as they are prefaced with '::external.' (e.g. '::external.SMRaynor').
EDSTR_ENUMHINT_e_actorMsgExternalFinderRemove=Removes an actor from the external finder, so that it can no longer be found via that system.  Useful for ensuring that the external finder namespace does not become polluted by names referring to actors that no longer exist.
EDSTR_ENUMHINT_e_actorMsgFilterUpdate=Manually commands an actor to update its visibility filters, almost always in response to a UnitPlayerChange message.  Visibility filters control which players can see a particular actor, which is useful for spell AoE indicators (such as the Nuke AoE) that should only be visible to the casting player or some other subset of players.  Actors can be marked to automatically respond to this message via the 'RespondsToUnitPlayerChange' EActorFlag value.
EDSTR_ENUMHINT_e_actorMsgForceSetAngle=Target: CActorForceConeRoundedEnd.  Controls the arc covered by a target CActorForceConeRoundedEnd.  The CActorForceConeRoundedEnd actor applies a physics force in a volume shaped like an ice cream cone, where the point of the cone is at the center of an imaginary sphere with a radius equivalent to the height of the cone, and the rounded part of the cone is a circular region on the surface of the sphere.  The angle directly controls the radius of this circular region.
EDSTR_ENUMHINT_e_actorMsgForceSetHeight=Target: CActorForceBox.  Sets the height of the box, which is its size from end-to-end along the Z axis.  An optional blend parameter enables the force to transition to this height smoothly over time.
EDSTR_ENUMHINT_e_actorMsgForceSetLength=Target: CActorForceBox.  Sets the length of the box, which is its size from end-to-end along the Y axis.  An optional blend parameter enables the force to transition to this length smoothly over time.
EDSTR_ENUMHINT_e_actorMsgForceSetMagnitude=Target: CActorForce.  Sets the maximum strength of the force field, which is how much push it exerts on physics objects caught in its field.  A force with the FallOff ForceFlag exhibits diminishing force strengths that are less than the magnitude specified by this message at points that are increasingly distant from the force field's center (this varies across force types).
EDSTR_ENUMHINT_e_actorMsgForceSetRadius=Target: CActorCylinder, CActorSphere.  Sets the radius of the target force actor, which controls how much volume is affected by the force field emitted by the actor.
EDSTR_ENUMHINT_e_actorMsgForceSetWidth=Target: CActorForceBox.  Sets the width of the box, which is its size from end-to-end along the X axis.  An optional blend parameter enables the force to transition to this width smoothly over time.
EDSTR_ENUMHINT_e_actorMsgGlowStart=Target: CActorModel.  Starts a pulsing light and dark tinting cycle on the target model.  Useful for highlighting models to the player.
EDSTR_ENUMHINT_e_actorMsgGlowStop=Target: CActorModel.  Stops a glow started by the GlowStart message.
EDSTR_ENUMHINT_e_actorMsgHaloClearColor=Target: CActorModel.  Reverts an individual model's override halo color back to the default halo color for all models.  The default halo color is set by the engine to gold, but this can be overridden by sending the SceneHaloSetColor message to the ::Scene actor.
EDSTR_ENUMHINT_e_actorMsgHaloSetColor=Target: CActorModel.  Sets the color of the halo on an individual model.  Without sending this message, a model's halo uses the default global halo color.
EDSTR_ENUMHINT_e_actorMsgHaloSetColorFromAllianceType=Target: CActorModel.  Sets the color of the halo on the model based on the relationship between its owning player id and the player id of the local player.  For instance, 'HaloSetColorFromAllianceType Enemy' typically sets the halo color to red.  The colors chosen by each filter type can be modified from the defaults via the OverrideColors field in GameUIData.xml.  If color blind mode is on, the colors this message chooses are from the ColorBlindColors field in GameUIData.xml, but only when the game is in alliance color mode.
EDSTR_ENUMHINT_e_actorMsgHaloStart=Target: CActorModel.  Starts displaying a halo on the target model.  A halo is a colored outline that wraps around the edges of the owning model, which can sidestep the visual clutter associated with selection circles.  Various SceneHaloSet messages can be used to specify the width, color and strobe frequency used by all halos, in the absence of more specific settings having been applied on a per-model basis.
EDSTR_ENUMHINT_e_actorMsgHaloStop=Target: CActorModel.  Stops a halo started by the HaloStart message from displaying on the target model.
EDSTR_ENUMHINT_e_actorMsgHideWorkerCount=Target: CActorUnit.  Prevents units like the Command Center and Vespene Geyser harvesting buildings from displaying the number of workers using them for harvesting.
EDSTR_ENUMHINT_e_actorMsgHostedPropDump=Outputs the specified hosted prop's details on the target actor.  When true, the IncludeChildren parameter specifies to output the hosted prop details for the target actor and all its children.
EDSTR_ENUMHINT_e_actorMsgHostedPropDumpAll=Outputs the current details for all hosted props on the target actor.  When true, the IncludeChildren parameter specifies to output hosted prop values for the target actor and all its children.
EDSTR_ENUMHINT_e_actorMsgHostSetOffset=Target: CActorBearings.  Configures a host field on the target actor to host off the actor specified in the message parameters, but with extra parameters that make it easy to add position and rotation offsets without additional data.  An optional final parameter allows the addition of further siteOps after the position and rotation offsets, as necessary.
EDSTR_ENUMHINT_e_actorMsgHostSiteOpsAdd=Target: CActorBearings.  Dynamically adds a siteOp to the head or tail of an existing siteOp chain on the specified host.
EDSTR_ENUMHINT_e_actorMsgHostSiteOpsRemove=Target: CActorBearings.  Dynamically removes a siteOp from the head or tail of an existing siteOp chain on the specified host.
EDSTR_ENUMHINT_e_actorMsgHostSiteOpsSet=Target: CActorBearings.  Dynamically sets or replaces the siteOps on a host.  For instance, this enables client data to remove a weapon model attached to a unit's hand and position it on the ground.
EDSTR_ENUMHINT_e_actorMsgLightSetAmbientOcclusion=Target: CActorLight.  Determines whether a light is affected by ambient occlusion when it produces shadows.  This applies to both static texture-based ambient occlusion as well as dynamic screen space ambient occlusion (SSAO).  Ambient occlusion of any kind requires the extreme shaders graphics setting.
EDSTR_ENUMHINT_e_actorMsgLightSetAttenuationStart=Target: CActorLight.  Sets the distance at from the light source point at which which the light begins to fade away from maximum brightness.  Attenuation starts before the light's Range value and causes light intensity to reach zero at the Range of the light.
EDSTR_ENUMHINT_e_actorMsgLightSetColorMultiplier=Target: CActorLight.  Effectively sets the intensity of the light.  A value of zero disables the light, values below 1.0 are dim, and values above 1.0 have extra intensity.
EDSTR_ENUMHINT_e_actorMsgLightSetFalloff=Target: CActorLight.  Only applies to spot lights.  Sets the distance radially at which the spot light is fully dimmed.  In other words, attenuation affects the intensity of the light when moving parallel to the direction of the light, whereas falloff affects the intensity of the light when moving perpendicular to the direction of the light.
EDSTR_ENUMHINT_e_actorMsgLightSetHotspot=Target: CActorLight.  Only applies to spot lights.  Sets the size of the bright spot in the center of the spot light before the light begins to fall off.
EDSTR_ENUMHINT_e_actorMsgLightSetLightOpaque=Target: CActorLight.  Determines whether the light affects opaque materials.
EDSTR_ENUMHINT_e_actorMsgLightSetLightTransparent=Target: CActorLight.  Determines whether the light affects transparent materials.
EDSTR_ENUMHINT_e_actorMsgLightSetRange=Target: CActorLight.  For omni lights, sets the radius within which objects are affected by the light.  For spot lights, sets the distance between the point and end cap of the light's cone of effect.
EDSTR_ENUMHINT_e_actorMsgLightSetShadowCasting=Target: CActorLight.  Only applies to spot lights.  Determines whether the light casts shadows.  Requires the medium lighting setting or higher.
EDSTR_ENUMHINT_e_actorMsgLightSetSpecular=Target: CActorLight.  Determines whether light causes specular highlights.  Requires the ultra lighting setting.
EDSTR_ENUMHINT_e_actorMsgLightSetSpecularColor=Target: CActorLight.  Sets the color of the specular highlight created by the light.  This requires the specular setting to be enabled on the light as well as the ultra lighting setting.
EDSTR_ENUMHINT_e_actorMsgMessageForward=Target: CActor.  Sends whatever message was received to the target actor.  Useful for things like forwarding animation messages to child actors.
EDSTR_ENUMHINT_e_actorMsgSetFilter=Dynamically sets the filter value applied to the actor via the Filter field at creation time.  The filter value is one of a number of contributing values (including VisibleTo, FilterPlayers, VisibleToPlayers, FilterAtCreation, VisibleToAtCreation) that specifies how an actor will appear to its owner, allies, neutrals and enemies and/or individual players.
EDSTR_ENUMHINT_e_actorOverkillDamageOverInterval=Specifies that a unit was overkilled if it was taking greater than or equal to X amount of damage over Y time interval at its time of death.
EDSTR_ENUMHINT_e_actorOverkillDamagePastRemainingHealth=Specifies that a unit was overkilled if the killing blow inflicted greater than or equal to X amount of damage more than was necessary to kill the unit.
EDSTR_ENUMHINT_e_actorOverkillTestFixed=A killing blow counts as an overkill if it inflicts X points of damage or more past what was necessary to kill the unit.
EDSTR_ENUMHINT_e_actorOverkillTestPercentageOfMaxLife=Measures overkill as a percentage of maximum health.  Example: A unit being killed by an attack that inflicts damage beyond what was necessary to kill the target by at least 20% of the target unit's maximum health.
EDSTR_ENUMHINT_e_actorOverkillTestPercentageOfMaxLifePlusShields=Like the PercentageOfMaxLife option, but measures overkill as a percentage of maximum health plus maximum shields.
EDSTR_ENUMHINT_e_actorPhysicsImpactEnvironmentAny=Chooses any physics impact.  Ignores environment as a means of selecting them.
EDSTR_ENUMHINT_e_actorPhysicsImpactEnvironmentOnLand=Chooses physics impacts that occur on land or in the air.
EDSTR_ENUMHINT_e_actorPhysicsImpactEnvironmentUnderwater=Chooses physics impacts that occur underneath the water's surface.
EDSTR_ENUMHINT_e_actorPhysicsImpactMaterialRelativeHardnessDontCare=Hardness does not matter for filtering physics impacts.
EDSTR_ENUMHINT_e_actorPhysicsImpactMaterialRelativeHardnessEqual=The impacted material type of the testing actor's model is equal in hardness to the material it struck on the other model that participated in the collision.
EDSTR_ENUMHINT_e_actorPhysicsImpactMaterialRelativeHardnessHarder=The impacted material type of the testing actor's model is harder than the material it struck on the other model that participated in the collision.
EDSTR_ENUMHINT_e_actorPhysicsImpactMaterialRelativeHardnessHarderOrEqual=The impacted material type of the testing actor's model is harder or equal in hardness to the material it struck on the other model that participated in the collision.
EDSTR_ENUMHINT_e_actorPhysicsImpactMaterialRelativeHardnessSofter=The impacted material type of the testing actor's model is softer than the material it struck on the other model that participated in the collision.
EDSTR_ENUMHINT_e_actorPhysicsImpactMaterialRelativeHardnessSofterOrEqual=The impacted material type of the testing actor's model is softer or equal in hardness to the material it struck on the other model that participated in the collision.
EDSTR_ENUMHINT_e_actorPhysicsImpactMemberOther=Specifies the collision participant that is not the participant considered Self.  Example: If A and B have collided, and A is testing with a term against the PhysicsImpact message, then, for that Term, A is Self and B is Other.
EDSTR_ENUMHINT_e_actorPhysicsImpactMemberSelf=Specifies the collision participant from whose perspective a given term test is occurring.
EDSTR_ENUMHINT_e_actorPhysicsImpactRangeCollisionArea=Filter a physics impact by the surface area between the two collision participants at the time of collision.
EDSTR_ENUMHINT_e_actorPhysicsImpactRangeDontCare=Specifies that the data is not interested in any additional kinds of physics impact classifications.
EDSTR_ENUMHINT_e_actorPhysicsImpactRangeImpulse=Filter a physics impact by strength of the impulse transmitted by the collision.
EDSTR_ENUMHINT_e_actorPhysicsImpactRangeRelativeApproachSpeed=Filter a physics impact by the combined approach speed between the two collision participants.
EDSTR_ENUMHINT_e_actorPhysicsImpactSpyAutomatic=Specifies that the ScenePhysicsImpactSpy message toggles between no spying and spying on both terrain and model impacts at once.
EDSTR_ENUMHINT_e_actorPhysicsImpactSpyModelsOnly=Only monitors the PhysicsImpact messages that are seen by models, whether they are colliding with one another or with the terrain.
EDSTR_ENUMHINT_e_actorPhysicsImpactSpyOff=Do not monitor any physics impacts.
EDSTR_ENUMHINT_e_actorPhysicsImpactSpyTerrainOnly=Only monitors the terrain side of impacts between models and terrain.  This is often sufficient, and even preferred, for tracking what impact particles and sounds appear when a physics body strikes the terrain.  (ModelsOnly spying sees these impacts on the model side of the impact, as well, but mixes these impacts in with model-on-model collisions, which can make the model-on-terrain impacts more difficult to spot.
EDSTR_ENUMHINT_e_actorPlayerIdSourceAuto=The actor gets its player id from its creator.  This player id can come from the creating actor, or from game synchronous code, via Abil, Behavior, Effect and Item messages (and their various subclass messages, like AbilTransport and BehaviorLevel).
EDSTR_ENUMHINT_e_actorPlayerIdSourceContainingScope=Legacy behavior.  The actor gets its player id from its owning scope at creation time.  If a scope belongs to a unit, it has the player id of that unit.  The player ids of other kinds of scopes vary by situation.
EDSTR_ENUMHINT_e_actorPropertyCurveCameraEyePosition=The position of the scene's camera.
EDSTR_ENUMHINT_e_actorPropertyCurveCameraParams=Any of a range of parameters governing the camera's operation, as specified by the ECameraParams enum.  Include values like FieldOfView, DepthOfField, FocalDepth, and orientation Yaw, Pitch, and Roll.
EDSTR_ENUMHINT_e_actorPropertyCurveFlagLooping=Specifies that the added curve will loop to the beginning and play again upon completion.
EDSTR_ENUMHINT_e_actorPropertyCurveOffset=The x, y and z components of an offset to the actor's current position.
EDSTR_ENUMHINT_e_actorPropertyCurvePosition=The x, y and z components of the actor's position.
EDSTR_ENUMHINT_e_actorPropertyCurveRotation=The yaw, pitch and roll components of the actor's rotation.
EDSTR_ENUMHINT_e_actorPropertyCurveScale=The x, y and z components of the actor's scale.
EDSTR_ENUMHINT_e_actorPropertyCurveSoundParams=The volume and pitch of a sound.
EDSTR_ENUMHINT_e_actorPropertyCurveTangentAuto=Generates tangents that are similar to those created by the 3ds Max 'Auto Tangent' algorithm.
EDSTR_ENUMHINT_e_actorPropertyCurveTangentCustom=The client data specifies the tangent values directly in data.
EDSTR_ENUMHINT_e_actorPropertyCurveTangentFast=Specifies a tangent that causes the animated value to approach (in) or leave (out) the control point quickly.  This is the opposite of the Slow value.  Example:  Animated value is position with an 'in' tangent set to fast.  The moving object accelerates towards the control point.
EDSTR_ENUMHINT_e_actorPropertyCurveTangentFlat=Specifies a tangent that causes the animated value to remain constant whether approaching (in) or leaving (out) the control point.
EDSTR_ENUMHINT_e_actorPropertyCurveTangentLinear=Specifies a tangent that points towards the previous (in) or next (out) control point.  This creates a linear change in the animated value as it moves into or out of the control point.  It results in sawtooth-like curves comprised of straight line segments.
EDSTR_ENUMHINT_e_actorPropertyCurveTangentSlow=Specifies a tangent that causes the animated value to approach (in) or leave (out) the control point slowly.  This is the opposite of the Fast value.  Example:  Animated value is position with an 'in' tangent set to slow.  The moving object decelerates as it moves into the control point.
EDSTR_ENUMHINT_e_actorPropertyCurveTangentSmooth=Specifies a tangent that causes the animated value to move into or out of the control point with no sudden changes in direction or velocity.  The most commonly used option.
EDSTR_ENUMHINT_e_actorPropertyCurveTangentStep=Specifies a tangent that causes the animated value to jump in a disjointed way to or from the control point.  The animated value only ever changes once per segment.
EDSTR_ENUMHINT_e_actorPropertyCurveTeamColor=The various components of an actor's team color, including diffuse RGB, diffuse HDR RGB, emissive RGB and emissive HDR RGB.
EDSTR_ENUMHINT_e_actorPropertyCurveTintColor=The various components of an actor's tint color, including RGB and HDR RGB.
EDSTR_ENUMHINT_e_actorProximityCenterActor=The model stores itself in the proximity query system using its parent actor's position.
EDSTR_ENUMHINT_e_actorProximityCenterModelBounds=The model stores itself in the proximity query system using the center of its model bounds.  Can produce more accurate query results when a model is very large and its model bounds center is quite distant from its actor's center.
EDSTR_ENUMHINT_e_actorQuadDecorationFlagUseLaunchActorScale=If true, the decoration will use the scale of the launch actor.
EDSTR_ENUMHINT_e_actorQuadDecorationFunctionBias=Uses the Bias function to travel from point A to point B. A bias parameter value of 0.5 is linear.  A value greater than 0.5 will start fast and end slow.  A value less than 0.5 will start slow and end fast.
EDSTR_ENUMHINT_e_actorQuadDecorationFunctionGain=Uses the Gain function to travel from point A to point B. A gain parameter value of 0.5 is linear.  A value greater than 0.5 will be fast on the ends and slow in the middle.  A value less than 0.5 will be slow on the ends and fast in the middle.
EDSTR_ENUMHINT_e_actorQuadDecorationFunctionLinear=Travels linearly from point A to point B
EDSTR_ENUMHINT_e_actorQuadFlagForwardAnimMsgsCenterActor=If true, any animation messages the quad actor receives will be passed onto the center actor.
EDSTR_ENUMHINT_e_actorQuadFlagForwardAnimMsgsDecorationActor=If true, any animation messages the quad actor receives will be passed onto the decoration actor.
EDSTR_ENUMHINT_e_actorQuadFlagForwardAnimMsgsImpactActor=If true, any animation messages the quad actor receives will be passed onto the impact actor.
EDSTR_ENUMHINT_e_actorQuadFlagForwardAnimMsgsLaunchActor=If true, any animation messages the quad actor receives will be passed onto the launch actor.
EDSTR_ENUMHINT_e_actorQuadFlagPreserveProportionsDuringWidthScaling=Preserves the initial proportions of the target CActorQuad's launch, center and impact actors when the CActorQuad has been set to respect width scaling, and it has an X scale that is not 1.0.
EDSTR_ENUMHINT_e_actorQuadFlagRespectWidthScaling=By default, CActorQuad ignores X and Z scaling, so user data can easily change its size with a simple uniform scale.  When this option is set, X scaling affects the width of the target CActorQuad as is common with other actors.
EDSTR_ENUMHINT_e_actorRadialDistributionExponential=Positions follow an exponential distribution away from the center of the circle.  Exponential distributions often have very high values in the center and very low values at the radius.
EDSTR_ENUMHINT_e_actorRadialDistributionGaussian=Positions follow a Gaussian distribution (i.e. a bell curve) away from the center of the circle.  Gaussian distributions often produce similar results to exponential distributions but with slightly different control parameters.
EDSTR_ENUMHINT_e_actorRadialDistributionUniform=Positions are equally distributed across the radius.
EDSTR_ENUMHINT_e_actorRangeFlagGameWorld=Draws the range indicator in the game world.
EDSTR_ENUMHINT_e_actorRangeFlagMinimap=Draws the range indicator on the minimap.
EDSTR_ENUMHINT_e_actorRefSpaceActor=Refers to an actor's ref table, which is a ref space that enables an actor to store references to other actors within itself.
EDSTR_ENUMHINT_e_actorRefSpaceAny=Intended to represent any ref space.  Not currently used.
EDSTR_ENUMHINT_e_actorRefSpaceGlobal=Refers to the global ref table, which is a single ref space that any actor can reference at any time.
EDSTR_ENUMHINT_e_actorRefSpaceScope=Refers to a scope's ref table, which is a ref space that is shared by all actors within the scope.
EDSTR_ENUMHINT_e_actorRegionFlagUseEffectRange=When a CActorRegion is being used to drive the highlighting of units affected by AoE cursors, this automatically scales the region to match the range of the effect that the targeting ability would create.
EDSTR_ENUMHINT_e_actorRequestActorCreate=Create the specified actor in whatever scope is specified by the other parameters in the request.
EDSTR_ENUMHINT_e_actorRequestActorFind=Find the specified actor in whatever scopes are specified by the other parameters in the request.
EDSTR_ENUMHINT_e_actorRequestActorImplicit=Identical to the Find option.  It is more common to find actors through requests than to create them.
EDSTR_ENUMHINT_e_actorRequestCreateSharingAlways=Created if it doesn't exist, otherwise always shared.
EDSTR_ENUMHINT_e_actorRequestCreateSharingNone=Always created by requests.
EDSTR_ENUMHINT_e_actorRequestCreateSharingPerEffectTree=Functions like the Always setting, but only shared by effects in the same effect tree.
EDSTR_ENUMHINT_e_actorRequestScopeCaster=When a request's Actor field is 'Create': requires the creator to have been created by an effect.  Creates the actor in the caster scope of the effect that created the requesting actor, unless an Effect value is specified, then it can be any caster scope in the effect tree with respect to that effect name.  The effect must be in the requestor's effect ancestry, or it is ambiguous.  When the request's Actor field is 'Find': looks across all caster scopes in the effect tree.
EDSTR_ENUMHINT_e_actorRequestScopeCasterOuter=When a request's Actor field is 'Create': similar to 'Caster' but specifies the containing scope (i.e. a Medivac or a Bunker's scope, as opposed to the Marines inside it), if it exists.  When the request's Actor field is 'Find': similar to 'Caster', but specifies the containing scope.
EDSTR_ENUMHINT_e_actorRequestScopeEffect=When a request's Actor field is 'Create': creates the actor in the effect effect scope.  The request Effect field is unnecessary, since there is only one effect tree scope.  When the request's Actor field is 'Find': requires the requestor to have been created by an effect.  Looks only in the effect tree scope itself.
EDSTR_ENUMHINT_e_actorRequestScopeImplicit=When a request's Actor field is 'Create': this creates the actor in the creating actor's scope.  When the request's Actor field is 'Find': the behavior is as follows.  If the requesting actor was not created by an effect, the request looks in the requestor's owning scope.  If the requestor was created by an effect, the request looks in the effect tree's scope and all of its 'friend' scopes (friend scopes are the scopes of units that are somehow connected to the effect, typically because they are its targets).  It is possible to match against actors that are neither main actors, nor created by effects, but not actors created by other effects, unless they are missiles that are targets of an effect like a point defense laser.  While complex sounding, this option usually 'just works' and returns the most expected actor.
EDSTR_ENUMHINT_e_actorRequestScopeMissile=When a request's Actor field is 'Create': same as 'Caster', but only creates in missile scopes.  When the request's Actor field is 'Find': same as 'Caster', but only looks in missile scopes.
EDSTR_ENUMHINT_e_actorRequestScopeOuter=Same as 'SourceOuter'.  When a request's Actor field is 'Create': same as 'Caster', but only creates in source outer scopes.  When the request's Actor field is 'Find': same as 'Caster', but only looks in source outer scopes.
EDSTR_ENUMHINT_e_actorRequestScopeSource=When a request's Actor field is 'Create': same as 'Caster', but only creates in source scopes.  When the request's Actor field is 'Find': same as 'Caster', but only looks in source scopes.
EDSTR_ENUMHINT_e_actorRequestScopeTarget=When a request's Actor field is 'Create': same as 'Caster', but only creates in target scopes.  When the request's Actor field is 'Find': same as 'Caster', but only looks in target scopes.
EDSTR_ENUMHINT_e_actorRequestScopeTargetOuter=When a request's Actor field is 'Create': same as 'Caster', but only creates in target outer scopes.  When the request's Actor field is 'Find': same as 'Caster', but only looks in target outer scopes.
EDSTR_ENUMHINT_e_actorResponseScopeQueryDirector=Send the response message to the actor that received the query message.
EDSTR_ENUMHINT_e_actorResponseScopeQuerySubject=Send the response message to the actors that are the results of the query.
EDSTR_ENUMHINT_e_actorScopeBearingsTrackingAutomaticBySituation=Causes actors to determine whether they track their parent scope based on context.  For instance, by default, actors in a unit's scope or a doodad's scope in the editor automatically track the bearings of their parent scope.  (This is so they automatically follow their owning scope if no other data is added, since this is frequently the preferred behavior.)
EDSTR_ENUMHINT_e_actorScopeBearingsTrackingForceOff=Force an actor to NOT track the bearings of its parent scope, unless configured otherwise, perhaps via a Site Op.
EDSTR_ENUMHINT_e_actorScopeBearingsTrackingForceOn=Force an actor to track the bearings of its parent scope, if it is not configured otherwise (for example by hosting or using Site Ops).
EDSTR_ENUMHINT_e_actorScopeEffect=A scope containing all the FX for a game Effect tree triggered by an ability, a behavior, or some other source.
EDSTR_ENUMHINT_e_actorScopeFlagDisableSoundEmitters=Tests the corresponding scope flag, which enables an editor user to turn off sound emitters on specific doodads.
EDSTR_ENUMHINT_e_actorScopePortrait=A scope containing actors that display the visuals of a portrait window, whether it is the game portrait at the bottom of a screen or a popup portrait during the campaign.
EDSTR_ENUMHINT_e_actorScopeSnapshot=A scope the contains a snapshot and all the relevant visuals copied from the corresponding unit's scope.  Maintained separately from the unit scope for clarity, simplicity and cleanliness.
EDSTR_ENUMHINT_e_actorScopeStandalone=A catch-all scope category for a variety of scopes created throughout the game.  Examples includes scope that contain cursors, waypoints, placeholders, and the like.
EDSTR_ENUMHINT_e_actorScopeUnit=A scope associated with a game unit that contains a variety of unit-related actors like the unit itself, selection cursors, auras, buff art, unit sounds, death models and many others.
EDSTR_ENUMHINT_e_actorScopeUnitEditor=A scope that contains the representation of an actor in the Editor.
EDSTR_ENUMHINT_e_actorSelectionFlagIsFlash=The selection responds to flash messages.  These come from sources like alerts, triggers, and transmissions.
EDSTR_ENUMHINT_e_actorSelectionFlagIsSyncSelection=The selection responds to synchronous system messages to determine its color and visibility.  The player's unit selection is an example of a synchronous selection, whereas mouseover unit highlighting is an example of an asynchronous selection.
EDSTR_ENUMHINT_e_actorSelectionFlagUseCheapQuadSplat=The selection draws itself onto a simple quad, rather than trying to project itself onto more complex geometry.  This is often much faster, but it can cause the splat to intersect terrain in a visually unappealing way.
EDSTR_ENUMHINT_e_actorSelectionFlagUseCrescent=The selection draws itself as a crescent, which reduces visual clutter.
EDSTR_ENUMHINT_e_actorSerpentFlagUseAttachDistances=When animating attach points in a single model, this enables the data to specify how far the different attach points are supposed to be from one another during serpent motion by getting the attach point distances from each other when the model is first initialized.  When this flag is off, attach point radii must be specified in data, which can be time-consuming and error prone if there are numerous attach points being animated.
EDSTR_ENUMHINT_e_actorShieldFlashTypeFacer=The shield faces directly back towards the incoming attack vector.  The is the most realistic option.
EDSTR_ENUMHINT_e_actorShieldFlashTypeFull=Creates a full shield flash around the entire target.  Useful for when the attack does not have an obvious incoming direction, like when a Protoss unit is hit by an AoE spell such as Psi Storm.  Also useful if directional shield impacts would be confusing, such as when a unit attacks a Colossus from inside its shields.
EDSTR_ENUMHINT_e_actorShieldFlashTypeHeader=The shield impact faces horizontally toward the incoming attack.  Functions like the Facer option, but causes the shield flash to always be oriented facing parallel to the XY plane.  Useful when the Facer option is visually confusing, such as when a small unit like a Zergling attacks a large building from a very low position.  This causes a Facer impact to be oriented in a way that is partially obscured by terrain and not easy to visually parse to begin with.
EDSTR_ENUMHINT_e_actorShieldFlashTypeNone=Display no shield impact.  Useful for game actions that pass through them, like mind control.
EDSTR_ENUMHINT_e_actorSiteOpActionCenter=Selects the center of the corresponding CActorAction, which is typically the center of the game Effect that created it.
EDSTR_ENUMHINT_e_actorSiteOpActionImpact=Selects the synchronous game world impact point of the corresponding CActorAction.
EDSTR_ENUMHINT_e_actorSiteOpActionLaunch=Selects the synchronous game world launch point of the corresponding CActorAction.
EDSTR_ENUMHINT_e_actorSiteOpAttachSourceAutomatic=Act like the Host value in this enum if possible, otherwise act like the Chain value.
EDSTR_ENUMHINT_e_actorSiteOpAttachSourceChain=Look for the attach point inside a model actor referred to by a site op earlier in the site op chain containing the attach site op.  Starts at the beginning of the site op chain and asks each site op if it has a host variable pointing to a model actor.  The first site op with a valid model actor wins.
EDSTR_ENUMHINT_e_actorSiteOpAttachSourceHost=Look for the attach point inside the model actor that the site op's corresponding host reference is referring to.
EDSTR_ENUMHINT_e_actorSiteOpBasicActorBearings=Outputs the bearings of the parent actor.  This can be used by hosted attaches to offset attach point positions from the origin of the model.
EDSTR_ENUMHINT_e_actorSiteOpBasicActorPosition=Outputs only the position of the parent actor.
EDSTR_ENUMHINT_e_actorSiteOpBasicCreatorBearings=Outputs the bearings of the actor that created the site op's parent actor.
EDSTR_ENUMHINT_e_actorSiteOpBasicCreatorPosition=Outputs only the position of the actor that created the site op's parent actor.
EDSTR_ENUMHINT_e_actorSiteOpBasicInitialBearings=Outputs the bearings of the parent actor at the site op's initialization time.  The bearings output by the site op do not change even if the parent actor's bearings change later.
EDSTR_ENUMHINT_e_actorSiteOpBasicScopeBearings=Outputs the bearings of the scope containing the site op's parent actor.
EDSTR_ENUMHINT_e_actorSiteOpBasicScopePosition=Outputs only the position of the scope containing the site op's parent actor.
EDSTR_ENUMHINT_e_actorSiteOpBasicWorldPosition=Outputs an absolute world position specified in data, via the WorldPosition field.
EDSTR_ENUMHINT_e_actorSiteOpBillboardUnobstructable=Positions actors hosted off the billboard site right next to the camera, but scales them to appear to be at the site's host's location.  Makes the Ghost's Nuke laser spot show up, regardless of what is covering it.
EDSTR_ENUMHINT_e_actorSiteOpBillboardUseTowardsCameraDistance=Positions actors hosted off the billboard site a specified distance along the ray to the camera.  Can be used to make flying units appear to be on top of their ground position (so enemies may target them more easily), while also appearing to be flying.
EDSTR_ENUMHINT_e_actorSiteOpOrientAttachPointToBearings=Combines the functionality of the Position and Rotation options.
EDSTR_ENUMHINT_e_actorSiteOpOrientAttachPointToPosition=Output a position that causes the site op's parent actor's specified attach point to be at the position sent into the site op.  Can be used to connect a child model to a parent model at a child attach point that is other than the Origin.  With this site op, client data could attach a weapon handle attach point (rather than the weapon model's Origin attach point) to a parent model's Hand attach point.
EDSTR_ENUMHINT_e_actorSiteOpOrientAttachPointToRotation=Output a rotation that causes the site op's parent actor's specified attach point to have the same rotation as the rotation sent into the site op.  (This does not just rotate the attach point itself but instead orients the entire model around that attach point.)
EDSTR_ENUMHINT_e_actorSiteOpPhysicsImpactNormal=Output the position of the physics impact.
EDSTR_ENUMHINT_e_actorSiteOpRotatorAccumulateAndSetRotation=For cases where the rotation is the same every time it is passed to the site op.  We need to appear to be continuously rotating and advancing the rotation each frame, so we must accumulate previous rotations, because the rotation coming into the site op is always the same.  For instance, when we are rotating a simple standalone model in its own scope and the site op gets its input bearings from that scope.
EDSTR_ENUMHINT_e_actorSiteOpRotatorAddRotationChange=For cases where the rotation is different every time it is passed to the site op, because of the site op itself.  For instance, when a CActorSiteOpRotator rotates an actor and the CActorSiteOpRotator is the first site op in the site op chain.  In cases like this, the accumulated rotation is stored externally to the site op, rather that in the site op itself, as with the AccumulateAndSetRotation value.
EDSTR_ENUMHINT_e_actorSiteOpTerrainAndWaterFlagFollowWaves=Outputs a position that accounts for wave and trough height.  Enable actors to appear to float realistically on the surface of the water.  If this is not set, the output position merely captures the height of the water plane at the position sent into the site op.
EDSTR_ENUMHINT_e_actorSiteOpTerrainAndWaterFlagPassThroughIfNoWater=Causes the site op to act as if it was not in the site op chain if there is no water at the position sent into the site op.  Can be used to have blood appear on the ground if there is no water, but appear on the surface of the water if the point where the blood appears is underwater.
EDSTR_ENUMHINT_e_actorSiteOpTipabilityFlagNoLowerThanBaseHeight=Ensures the site op never outputs positions that are lower the map's base height.  Good for cursors that have to respect tipability, but should not disappear when the mouse moves over canyons.
EDSTR_ENUMHINT_e_actorSiteOpTipabilityFlagNoLowerThanScope=Ensures the site op never outputs positions that are lower than z value of their containing scope.  Good for cursors that have to respect tipability, but need to stay aligned with whatever other visuals are in the cursor's scope.
EDSTR_ENUMHINT_e_actorSiteOrbiterTypeAbsolute=Orbiting is relative to the default rotation in world space, regardless of incoming rotations.
EDSTR_ENUMHINT_e_actorSiteOrbiterTypeRelative=Orbiting is relative to an input rotation.  For CActorSiteOrbiter, this is typically the rotation of the parent actor.  For CActorSiteOpOrbiter it is the rotation passed into the site op.
EDSTR_ENUMHINT_e_actorSoundFlagUpdateVisibility=Enables the actor to update its visibility in response to whether or not it is under the fog of war, and various other factors.  It is almost always true, but is often turned off for death sounds.  In this case, the visibility is set once during the actor's creation and then never updated.  (This is so the player can hear the full death sound, even when the target disappears under the fog of war.)
EDSTR_ENUMHINT_e_actorSoundValueSourceActor=The value from the actor will be used.
EDSTR_ENUMHINT_e_actorSoundValueSourceCombine=The values from the actor and the sound will be combined.
EDSTR_ENUMHINT_e_actorSoundValueSourceSound=The value from the sound will be used.
EDSTR_ENUMHINT_e_actorSplatHeightAutomatic=Acts as the MinimumTerrain option for splats that are marked as AOELayer, and acts as the Normal option for splats that are not.
EDSTR_ENUMHINT_e_actorSplatHeightMinimumActor=At its lowest, the splat draws itself at the z value of its owning actor.
EDSTR_ENUMHINT_e_actorSplatHeightMinimumTerrain=At its lowest, the splat draws itself at the z value of the map's base height.
EDSTR_ENUMHINT_e_actorSplatHeightNormal=Unrestricted; the splat can draw itself at whatever height it finds terrain to map itself to.
EDSTR_ENUMHINT_e_actorTermPlayerId=Returns true if the target actor's controlling player Id falls within the specified range (inclusive).  An optional actor refKey can be provided to test against an arbitrary actor rather than the one with the event containing the term.
EDSTR_ENUMHINT_e_actorTerrainDeformerFlagDestroysFoliage=When the CActorTerrainDeformer modifies terrain, it destroys foliage within its area of effect.  Foliage is small ambient models like bits of grass that are auto-generated on the terrain to make the map feel more immersive.
EDSTR_ENUMHINT_e_actorTerrainDeformerFlagRestoreOnDestroy=Restores terrain to its original state when the CActorTerrainDeformer dies.  Enables spells to crater terrain temporarily, so that the map developer does not need to worry that repeated spell use will damage the playability and clarity of the map.
EDSTR_ENUMHINT_e_actorTerrainDeformerFlagRestoreOnHidden=Restores terrain to its original state when the CActorTerrainDeformer is hidden.
EDSTR_ENUMHINT_e_actorTerrainDeformerFlagRestoreOnMovement=Removes and then reapplies terrain deformation as the actor moves.  With this flag off, moving the CActorTerrainDeformer will appear to paint terrain deformation on the map.  When the flag is on, a single terrain deformation appears to move with the CActorTerrainDeformer.
EDSTR_ENUMHINT_e_actorTerrainDeformerFlagUseUnitFootprint=If this option is set, and the CActorTerrainDeformer belongs to a unit scope, it acquires the game synchronous footprint of the unit and uses that as its area of effect.
EDSTR_ENUMHINT_e_actorTerrainSquibVisualFlagOneShot=When on, terrain squibs are separate models that are created periodically as the unit moves.  When off, a single model plays continuously for as long as the unit moves across a particular terrain type.  OneShot terran squibs can look better than continuous ones, but they are typically far more costly from a performance perspective.
EDSTR_ENUMHINT_e_actorTextAlignmentBottom=Aligns text to the bottom of the containing region.  Considered right for horizontal alignment.
EDSTR_ENUMHINT_e_actorTextAlignmentCenter=Centers text.
EDSTR_ENUMHINT_e_actorTextAlignmentLeft=Left justification.  Considered top for vertical alignment.
EDSTR_ENUMHINT_e_actorTextAlignmentRight=Right justification.  Considered bottom for vertical alignment.
EDSTR_ENUMHINT_e_actorTextAlignmentTop=Aligns text to the top of the containing region.  Considered left for horizontal alignment.
EDSTR_ENUMHINT_e_actorTextOptionConformToTerrain=If on, draws the text as if it were texture mapped onto the terrain itself.  If off, draws text just above the terrain and billboards it towards the camera.
EDSTR_ENUMHINT_e_actorTextOptionUseTerrainHeight=Unsupported.
EDSTR_ENUMHINT_e_actorTextOptionUseWalkableHeight=Unsupported.
EDSTR_ENUMHINT_e_actorThresholdTestAbove=Return true if value the term is testing is equal to or above the term's input value.
EDSTR_ENUMHINT_e_actorThresholdTestBelow=Return true if value the term is testing is below the term's input value.
EDSTR_ENUMHINT_e_actorTiltTypeAny=Attempts to use the Mover option, but if there is no mover, uses the NoMover option.
EDSTR_ENUMHINT_e_actorTiltTypeMover=Gets velocity from the CUnit's mover associated with the scope that contains the CActorSiteOpTilter.
EDSTR_ENUMHINT_e_actorTiltTypeNoMover=Gets velocity from the CActorSiteOpTilter's parent actor.
EDSTR_ENUMHINT_e_actorTransferFlagAnimator=Copy as much of the source actor's animation stack as possible, given that the model of the new actor may not have all of the same animations available.
EDSTR_ENUMHINT_e_actorTransferFlagAnimProps=Copy persistent anim props that have been assigned via the AnimGroupApply message.
EDSTR_ENUMHINT_e_actorTransferFlagFOWColor=Copy the source actor's fog of war tinting color.
EDSTR_ENUMHINT_e_actorTransferFlagFOWShader=Copy from the source actor whether to use a shader to render fog of war.
EDSTR_ENUMHINT_e_actorTransferFlagModel=Copy the model contained by the source actor.
EDSTR_ENUMHINT_e_actorTransferFlagPosition=Copy the source actor's position.
EDSTR_ENUMHINT_e_actorTransferFlagRotation=Copy the source actor's rotation.
EDSTR_ENUMHINT_e_actorTransferFlagStatus=Copy the source actor's status variables, which can be created and manipulated with messages like StatusSet, StatusIncrement and StatusDecrement.
EDSTR_ENUMHINT_e_actorTransferFlagTextures=Copy the source actor's dynamic textures, to the extent that it is possible.  For example, this copies the source actor's decal textures, provided it is possible to display them on the newly created actor.
EDSTR_ENUMHINT_e_actorTransitionIn=Transition in the rocking motion, increasing it from nonexistent to fully in effect.
EDSTR_ENUMHINT_e_actorTransitionOut=Transition out the rocking motion, decreasing it from full effect to nonexistent.
EDSTR_ENUMHINT_e_actorUnitFlagShowBlobShadow=Marks a unit actor as displaying a blob shadow on the low shadow graphics setting.  This feature is implemented in data, not code.
EDSTR_ENUMHINT_e_actorUnitFlagStandAnimBirthVariation=Causes the unit to start at a random offset into its stand animation when it is first created.  With this flag, units that are created from a construction building do not all appear in the exact same pose when they first appear.
EDSTR_ENUMHINT_e_actorUnitFlagSuppressDefaultStatusBar=Prevents health bars from appearing on the unit.  Useful for large boss creatures, where a standard health bar would appear tiny in proportion.
EDSTR_ENUMHINT_e_actorUnitFlagSuppressStandIntro=Tells the unit to not play Stand, Start animations when it stops moving, even if it has them in its model.
EDSTR_ENUMHINT_e_actorUnitFlagSuppressWalkIntro=Tells the unit to not play Walk, Start animations when it starts moving, even if it has them in its model.
EDSTR_ENUMHINT_e_actorUnitFlagSuppressWalkOutro=Tells the unit to not play Walk, End animations when it starts moving, even if it has them in its model.
EDSTR_ENUMHINT_e_actorValidateUnitFlagIncludeDerivedSnapshot=Enables the ValidateUnit term to function even when the underlying synchronous game unit is not present.  It is probably always better to use this flag, but it is optional to ensure legacy compatibility.
EDSTR_ENUMHINT_e_actorViewerTreatsAsDetected=Returns true if the unit in the scope in which the ViewerTreatsUnitAs term is run is being observed as detected from the viewing player's perspective.  Used to tint detected Hallucinations.
EDSTR_ENUMHINT_e_actorVisibilityAtCreationCaster=The effect caster.
EDSTR_ENUMHINT_e_actorVisibilityAtCreationCasterAlly=Allies of the effect caster.
EDSTR_ENUMHINT_e_actorVisibilityAtCreationCasterEnemy=Enemies of the effect caster.
EDSTR_ENUMHINT_e_actorVisibilityAtCreationCasterNeutral=Players that are neutral to the effect caster.
EDSTR_ENUMHINT_e_actorVisibilityAtCreationSource=The effect source.
EDSTR_ENUMHINT_e_actorVisibilityAtCreationSourceAlly=Allies of the effect source.
EDSTR_ENUMHINT_e_actorVisibilityAtCreationSourceEnemy=Enemies of the effect source.
EDSTR_ENUMHINT_e_actorVisibilityAtCreationSourceNeutral=Players that are neutral to the effect source.
EDSTR_ENUMHINT_e_actorVisibilityAtCreationTarget=The effect target.
EDSTR_ENUMHINT_e_actorVisibilityAtCreationTargetAlly=Allies of the effect target.
EDSTR_ENUMHINT_e_actorVisibilityAtCreationTargetEnemy=Enemies of the effect target.
EDSTR_ENUMHINT_e_actorVisibilityAtCreationTargetNeutral=Players that are neutral to the effect target.
EDSTR_ENUMHINT_e_AIUIModeHidden=AI Beacons are not visible in the given situation, for example because there are no AI players.
EDSTR_ENUMHINT_e_AIUIModeSelectable=AI Beacons are visible on the map, and the player is currently communicating with the AI, meaning that the beacons are available for selection.
EDSTR_ENUMHINT_e_AIUIModeVisible=AI Beacons are visible on the map, but the player is not currently interacting with them.
EDSTR_ENUMHINT_e_animBracketStartFlagClosingFull=When on, specifies that the bracket animation should play its closing animation fully, regardless of whether it was still in its opening animation.  Useful when opening and closing animations are not mirror images of one another.  When off, a bracket animation plays its closing animation starting at a point that matches its progress into the opening animation (known as a rebounding bracket animation).  If the bracket got 25% of the way into opening a door, when it was told to close, a rebound bracket animation would start its closing door animation 75% of the way to completion.
EDSTR_ENUMHINT_e_animBracketStartFlagContentNonLooping=When on in conjunction with the ContentPlayOnce flag being off, indicates that the content animation is to play once and then hold in place on the final frame of the animation, until an AnimBracketStop message is sent.
EDSTR_ENUMHINT_e_animBracketStartFlagContentPlayOnce=When on, signifies that the content animation should be played just once.  When off, the content animation plays until the AnimBracketStop message is sent.
EDSTR_ENUMHINT_e_animBracketStartFlagFullMatch=When on, indicates that the anim props specified in the anim bracket are to find matching animations with FullMatch semantics.  This means that a bracket animation must have exactly the same props, excluding variations, as the props in the anim bracket messages.  This makes it possible to avoid accidentally matching unintended animations.  For example, when a model has an animation like GLstand, B, and no GLstand, and the situation calls for playing a GLstand animation if it is there, but not GLstand, B unless a global anim prop B has specifically been added.  Without FullMatch, it would not be possible for GLstand to avoid GLstand, B if no B global anim group prop had been added.
EDSTR_ENUMHINT_e_animBracketStartFlagInstant=When on, skips the opening animation and jumps straight to the content animation.  Useful in situations like when a map creates a flying Barracks at map initialization -- in this scenario the Barracks needs to appear to be flying instantly, rather than appearing as if it is transitioning to flying by lifting off.  This would not be possible without the ability to suppress the transitioning open animation that shows the Barracks lifting off and starting to fly.
EDSTR_ENUMHINT_e_animBracketStartFlagNoMismatchQueryProps=When on, indicates that the anim props specified in the anim bracket are to find matching animations with NoMismatchQueryProps semantics.  This means that a bracket animation is an animation where the resulting animation doesn't have any props that aren't specified in the query anim props (disregarding variation props), but the query anim props may have anim props that are not present in the resulting animation.
EDSTR_ENUMHINT_e_animBracketStartFlagOpeningPlayForever=When on, plays the opening animation until an AnimBracketStop message is sent.  Serves as a way to make bracket animations without a content animation; instead, the opening animation holds on its last frame and serves as a makeshift content animation.  When off, the opening animation finishes as normal and transitions to whatever animation is next, whether content or closing.
EDSTR_ENUMHINT_e_animBracketStateExitReasonCleared=The animation bracket state finished because the actor received the AnimBracketClear message.
EDSTR_ENUMHINT_e_animBracketStateExitReasonComplete=The animation bracket state finished because it completed normally.
EDSTR_ENUMHINT_e_animBracketStateExitReasonModelSwap=The animation bracket state finished because a model swap canceled the animation.  This case is not treated as a clear, because it is frequently necessary to keep the bracket animation running after the model swap.  It is common for data to kill an actor when its bracket animation is done, and it is necessary to be able to differentiate the model swap case so as not to do this.
EDSTR_ENUMHINT_e_animFlagAssetDrivenLooping=Uses the 'Looping' flag built into the asset to determine whether the animation is looping, rather than the PlayForever or NonLooping flags.
EDSTR_ENUMHINT_e_animFlagDontResetOnUnhide=The animation will not be reset when another animation that is hiding it is removed.
EDSTR_ENUMHINT_e_animFlagFullMatch=Playing an animation via actor message requires a set of anim props that the animation system uses to find matching animations (for example, 'Walk, Start').  This option specifies that the result animation must have associated anim props that exactly match the specified anim props, excluding variation props.  To match, an animation can have no additional anim props and cannot be missing anim props that are not in the requested set.
EDSTR_ENUMHINT_e_animFlagNoMismatchQueryProps=Playing an animation via actor message requires a set of anim props that the animation system uses to find matching animations (for example, 'Walk, Start').  This option specifies that the result animation must not have any props that aren't specified in the query anim props (disregarding variation props), but the query anim props may have anim props that are not present in the resulting animation.
EDSTR_ENUMHINT_e_animFlagNonLooping=If set, and the PlayForever flag is additionally set, this flag means that the animation should play normally, but then hold position indefinitely on the last frame.  If not set, and the PlayForever flag is set, this flag indicates that the animation should be treated as looping, and play repeatedly, choosing randomly from among that animation's variations each time it plays.
EDSTR_ENUMHINT_e_animFlagPlayForever=Tells the system to play the requested animation until told to stop.  If the anim is not marked as NonLooping, the system plays a randomly chosen variation of the animation every time it completes.  In this way, a Stand animation can play continuously on an idle unit, alternating randomly between different stand animation variations, to make the unit feel more like a real, living being.
EDSTR_ENUMHINT_e_animFlagRandomStartOffset=Tells the animation to start playing at a random offset when it first begins.  Used to make a group of walking units not all walk in lockstep when commanded to move at the same time.  Instead, they all start at different points in their respective walk animations (even if playing the exact same animation), which looks more natural.
EDSTR_ENUMHINT_e_animFlagVariationMatch=Requires a variation prop.  Best matches to the specified anim props without the variation, but then ensures that the result has the specified variation.  Ignored if the specified props contain no variation.
EDSTR_ENUMHINT_e_animGroupApplyFlagClosingFull=When on, specifies that the bracket animation should play its closing animation fully, regardless of whether it was still in its opening animation.  Useful when opening and closing animations are not mirror images of one another.  When off, a bracket animation plays its closing animation starting at a point that matches its progress into the opening animation (known as a rebounding bracket animation).  If the bracket got 25% of the way into opening a door, when it was told to close, a rebound bracket animation would start its closing door animation 75% of the way to completion.
EDSTR_ENUMHINT_e_animGroupApplyFlagInstant=When on, skips the opening animation and jumps straight to whatever animations are trigged by the addition of the new animation property group.  Useful in situations like when a map creates a flying Barracks at map initialization -- in this scenario the Barracks needs to appear to be flying instantly, rather than appearing as if it is transitioning to flying by lifting off.  This would not be possible without the ability to suppress the transitioning open animation that shows the Barracks lifting off and starting to fly.
EDSTR_ENUMHINT_e_animMatchTypeBest=Uses best match semantics.  The animation system finds an animation with the first requested anim prop and then attempts to match as many remaining anim props in the request to whatever anim props are present in the animation.  The animation(s) with the most matches and fewest mismatches wins.
EDSTR_ENUMHINT_e_animMatchTypeFull=Uses full match semantics.  The animation system finds an animation with exactly the specified request anim props.  Variations do not disqualify a request unless the request itself has a variation anim prop in it.  In other words, Stand, Start matches Stand, Start, 01 and Stand, Start, 02, but Stand, Start, 01 only matches Stand, Start, 01.
EDSTR_ENUMHINT_e_animMatchTypeNoMismatchQueryProps=Uses NoMismatchQueryProps semantics.  The animation system finds an animation where the resulting animation doesn't have any props that aren't specified in the query anim props (disregarding variation props), but the query anim props may have anim props that are not present in the resulting animation.  This rule is applied on top of best match semantics.
EDSTR_ENUMHINT_e_animSetTimeFlagScaled=When on, the time that is being sent is already in scaled time.  So a time of one second that is scaled sent into an animation that is two seconds long unscaled, but has a time scale of 0.5, means that the animation will be set to have progressed 25% of its duration.  When off, this option means that time is being sent into the animation unscaled.  So, a time of one second sent into an animation that is two seconds long would set the animation to have progressed 50% of its duration, regardless of what its time scale is.
EDSTR_ENUMHINT_e_animSetTimeFlagTriggerEventsOnScrub=When on, triggers any intervening events (such as ModelData events) built into the animation when it play time is changed.  In other words, when an animation play time is changed from A to B, this option ensures that the animation system fires off all that animation's events between A and B.  When off, changing the animations play time does not fire any events.
EDSTR_ENUMHINT_e_animSetTimeFromCloakChangeStart=Set the animation time to progress into the animation by the amount of time that has elapsed since the last cloak change on the CActorUnit.
EDSTR_ENUMHINT_e_animSetTimeFromMorphStart=Set the animation time to progress into the animation by the amount of time that has elapsed since the commencement of the last morph on the CActorUnit.
EDSTR_ENUMHINT_e_animTimeVariantAsAutomatic=Ignore the TimeVariant field and simply play the animation without any animation-specific time scaling.
EDSTR_ENUMHINT_e_animTimeVariantAsDuration=Interpret the TimeVariant field as a duration.  When the number in the TimeVariant field is twice as long as the duration of the animation being played, it effectively means to play the animation with a time scale of 0.5.
EDSTR_ENUMHINT_e_animTimeVariantAsTimeScale=Interpret the TimeVariant field as a time scale.  A fractional time scale means time is traveling at fractional speed, so it takes longer for the animation to complete.
EDSTR_ENUMHINT_e_animTimeVariantAsTimeScaleAbsolute=Interpret the TimeVariant field as an absolute time scale.  An animation played with an absolute time scale plays at that time scale regardless of the global time scale applied to the model.
EDSTR_ENUMHINT_e_animTransitionFlagInstant=When on, means transition the animation in or out instantly.  For instance, when on in the AnimBracketStart message, it means jump immediately to the end of the Opening animation and start playing the Content animation immediately.
EDSTR_ENUMHINT_e_createPersistentPersistUntilDestroyed=When this flag is enabled, the Period Count will be ignored, and the effect will persist until either the periodic validator fails, or the effect is destroyed.
EDSTR_ENUMHINT_e_flyerDisplayAll=The player sees flier helpers on all flying units.
EDSTR_ENUMHINT_e_flyerDisplayNone=The player does not see any flier helpers.
EDSTR_ENUMHINT_e_flyerDisplaySelected=The player only sees flier helpers on the units he has selected.
EDSTR_ENUMHINT_e_minimapShapeCircle=Draws as a circle.
EDSTR_ENUMHINT_e_minimapShapeQuad=Draws as a square.
EDSTR_ENUMHINT_e_modelFlagIgnorable=Makes it so a model will not be created in game if the asset has not finished loading yet.  Only useful for non-critical effects that are created more than once.
EDSTR_ENUMHINT_e_modelFlagPreventedWhenPhysicsPerformanceConstrained=Models that are purely ragdolls need to be marked with this flag, so they don't play when the game is in low performance situations.
EDSTR_ENUMHINT_e_modelFlagPreventTextureAutoUpdate=Prevents textures from dynamically updating as a result of changes to model global or scene global texture props.  This behavior can produce unexpected results for content authors who are unaware of the rules, so in some situations it is simpler to turn it off.
EDSTR_ENUMHINT_e_modelFlagPreventTextureFileTokenRecognition=Prevents texture slots and props from being automatically identified in a texture's filename.  The data must use TextureDeclare statements instead.  This can result in more data, but the data has no hidden rules and therefore causes no unexpected surprises.
EDSTR_ENUMHINT_e_participantObserver=The local player is an observer watching the game.  An observer can be either a referee or a a spectator.
EDSTR_ENUMHINT_e_participantParticipant=The local player is a participant in the game.
EDSTR_ENUMHINT_e_participantReferee=The local player is refereeing a match and has abilities beyond a regular spectator, including the ability to pause/resume the game and chat with participants.
EDSTR_ENUMHINT_e_participantSpectator=The local player is a spectator watching the game.  Spectators can chat among themselves, but not with players.
EDSTR_ENUMHINT_e_pathBlockVision=Cells flagged as Block Vision will prevent ground units from seeing into and beyond the cell.
EDSTR_ENUMHINT_e_pathBoostCliff=Cells flagged as Boost Cliff will adjust the cliff level to match the value used by the object placing the footprint.
EDSTR_ENUMHINT_e_pathCreep=A footprint that has cells flagged as Creep can be used in a Generate Creep behavior to control the size of the creep that will be generated
EDSTR_ENUMHINT_e_pathDropOff=Arbitrary flag.  Typically used on buildings that allow resource drop off to prevent them from being placed too close to resources.
EDSTR_ENUMHINT_e_pathFogged=This flag cannot be applied, it can only be checked against.  The game automatically applies this flag to cells covered by fog of war.
EDSTR_ENUMHINT_e_pathGroundNoSpawn=The game disallows placement of ground units on cells with this flag.
EDSTR_ENUMHINT_e_pathMasked=This flag cannot be applied, it can only be checked against.  The game automatically applies this flag to cells covered by black mask.
EDSTR_ENUMHINT_e_pathNearResources=Arbitrary flag.  Typically used on resource nodes to prevent them from being placed too close to resource drop off buildings.
EDSTR_ENUMHINT_e_pathNoBuild=Arbitrary flag.  Typically used on building footprints to prevent another building from being placed on top of it.  Also, when the map loads, any cell that is not completely pathable (due to terrain) is flagged as No Build.
EDSTR_ENUMHINT_e_pathNoCreep=Creep will not grow on cells flagged as No Creep.
EDSTR_ENUMHINT_e_pausedParticleSystemBehaviorAutomatic=The asset itself controls how particle systems pause.  This commonly freezes the emission rate of each particle system.
EDSTR_ENUMHINT_e_pausedParticleSystemBehaviorContinuous=The particle system plays normally even as the rest of the model's animations are paused.  Not currently supported.  Works correctly on particle systems that are not also animated.
EDSTR_ENUMHINT_e_pausedParticleSystemBehaviorFade=Stops particle emission, which typically causes all remaining particles to expire shortly thereafter, giving the effect of fading out the particle system.  Useful for fading out flames and sparks, so they do not look as if they are frozen unrealistically in mid-air.
EDSTR_ENUMHINT_e_pausedParticleSystemBehaviorFreezeAll=Freezes the particle system emission rate and freezes all particles as well.  Often makes snapshots appear more visually consistent, since the rest of the model is frozen as well.  Does not necessarily look visually appealing with highly dynamic particle systems, such as showers of sparks.
EDSTR_ENUMHINT_e_pausedParticleSystemBehaviorFreezeEmissionRate=Forces the model (regardless of how the asset is set up internally) to freeze the rate at which particles are spawned to the rate at the time that all animations were paused.  Since emission rate is typically animated, this is consistent conceptually, though it is sometimes not as useful as some of the other options.
EDSTR_ENUMHINT_e_serpentBasic=The serpent behaves like a string dragged from one end.
EDSTR_ENUMHINT_e_serpentSwimming=The serpent behaves like a snake swimming in water; it undulates side to side in a sinusoidal pattern as it moves forward.
EDSTR_ENUMHINT_e_soundDupePrevent=Prevent means that it will stop new instances from being created when at or above the maximum number.
EDSTR_ENUMHINT_e_soundDupeReplace=Replace means that the least important instance will be destroyed when a new instance is created.
EDSTR_ENUMHINT_e_soundExclusivityFlagSupressionInterrupts=If true, suppressed groups will have their currently playing sounds interrupted.
EDSTR_ENUMHINT_e_soundFlagAutoUnload=Auto Unload - indicates that the sound assets in this set will be unloaded when the current mission is finished.
EDSTR_ENUMHINT_e_soundFlagDownload=Download - indicates that the first sound in the set will be downloaded if it is not available locally.
EDSTR_ENUMHINT_e_soundFlagHideSubtitle=Hide Subtitle - prevents the subtitle from being displayed for this sound if the subtitle option is on or sound is disabled.
EDSTR_ENUMHINT_e_soundFlagIgnorable=Ignorable - indicates that requests to play this sound may be ignored if the category is muted, if there are too many sounds active, or if the sound is not available locally.
EDSTR_ENUMHINT_e_soundFlagManualOverride=Manual Override (Production Only) - sound entry is manually overridden and will not be automatically fixed or reset by the editor
EDSTR_ENUMHINT_e_soundFlagNeedsFXA=Needs FXA (Production Only) - facial animation needs to be processed.
EDSTR_ENUMHINT_e_soundFlagNeedsTTS=Needs TTS (Production Only) - text-to-speech needs to be processed.
EDSTR_ENUMHINT_e_soundFlagNeedsUpdate=Needs Update (Production Only) - indicates that text associated with the sound has changed and the sound may need to be updated.
EDSTR_ENUMHINT_e_soundFlagObsolete=Obsolete (Production Only) - no longer in used and should not be exported or processed.
EDSTR_ENUMHINT_e_soundFlagPurgable=Purgable - allows the sound to be interrupted while playing if the resource manager needs to make room for more important assets.
EDSTR_ENUMHINT_e_soundFlagRerecord=Rerecord (Production Only) - sound needs to be re-recorded to account for text changes.
EDSTR_ENUMHINT_e_soundFlagStream=Stream - indicates that FMOD will not attempt to store the entire waveform in memory while playing it. This should be used for any sounds with assets over several megabytes in compressed size. If a sound is configured to stream, only one instance may be played at a time. Existing instances will be replaced.
EDSTR_ENUMHINT_e_soundFlagTemporary=Temporary (Production Only) - indicates that the sound is not final.
EDSTR_ENUMHINT_e_soundFlagUnpausable=Unpausable - indicates that this sound won't be paused if the category or individual sound is requested to be paused. Normally only used for the loading screen music.
EDSTR_ENUMHINT_e_soundFlagWait=Wait - indicates that we want to ensure this sound has finished loading before the loading screen is finished.
EDSTR_ENUMHINT_e_soundMode2D=Play sound ignoring all position information. Useful for sounds that should appear to be coming from the UI.
EDSTR_ENUMHINT_e_soundMode3DHead=Play sound treating the position as an offset from the head of the listener. Allows directional sound that is not based on the position of the camera.
EDSTR_ENUMHINT_e_soundMode3DWorld=Play sound treating the position as a point in the world. The location and direction of the world camera determine whether and how the sound will be played.
EDSTR_ENUMHINT_e_soundSelectSequential=Sequential means that we will play each of the assets in the sound before repeating.
EDSTR_ENUMHINT_e_soundSelectShuffle=Shuffle means that we will randomly select assets until all of the assets have been played and then we will choose a new playlist.
EDSTR_ENUMHINT_e_texturePropsOpContainsAll=True if a set of texture props contains all of the submitted texture props.
EDSTR_ENUMHINT_e_texturePropsOpContainsAny=True if a set of texture props contains all of the submitted texture props.
EDSTR_ENUMHINT_e_texturePropsOpEquals=True if a set of texture props has exactly the same props (no more, and no less) as the submitted texture props.
EDSTR_ENUMHINT_e_textureSelectByUpdateLinkOpAppend=Append a string to the TextureLink currently assigned to a texture slot.  This changes the texture link, which causes a different texture to be loaded.
EDSTR_ENUMHINT_e_textureSelectByUpdateLinkOpReplace=Replaces a substring in the TextureLink currently assigned to a texture slot with another substring, changing the texture link and causing a different texture to be loaded.  Example: changing 'Decal_0001' to 'Background_0001'.
EDSTR_ENUMHINT_e_textureVideoPlayFlagLooping=Play the texture video in a continuous loop, repeating after each play through.
EDSTR_ENUMHINT_e_textureVideoPlayFlagSynced=Configures the texture video to skip frames if it cannot keep up with the rate at which sounds (or the game in general) are playing.
EDSTR_ENUMHINT_e_textureVideoSound2D=Play sound without any spatialization FX.
EDSTR_ENUMHINT_e_textureVideoSound3DAtAttach=Sound plays at the position of a specified attach point (via an associated attach query) on the containing model.
EDSTR_ENUMHINT_e_textureVideoSound3DAtOrigin=Sound plays at the origin of the containing model.
EDSTR_ENUMHINT_e_textureVideoSoundNone=Sound is muted on the texture video.
EDSTR_ENUMHINT_e_timeSourceGameTime=Game time drives the property's animation.  When the game is paused, the animation is paused.
EDSTR_ENUMHINT_e_timeSourceRealTime=Real world time drives the property's animation.  When the game is paused, the animation is not paused.
EDSTR_ENUMHINT_e_uiStatusFlagTypeIncapacitated=Marks a CActorUnit as belonging to a unit that has been incapacitated.
EDSTR_ENUMHINT_e_unitCollideAir1=Air collision flag.  A unit uses air collision if there are no ground collision flags set, and at least 1 air collision flag set.  Two units that use air collision and have at least 1 matching collision flag can occupy the same space, but will separate from each other.
EDSTR_ENUMHINT_e_unitCollideAir10=Air collision flag.  A unit uses air collision if there are no ground collision flags set, and at least 1 air collision flag set.  Two units that use air collision and have at least 1 matching collision flag can occupy the same space, but will separate from each other.
EDSTR_ENUMHINT_e_unitCollideAir11=Air collision flag.  A unit uses air collision if there are no ground collision flags set, and at least 1 air collision flag set.  Two units that use air collision and have at least 1 matching collision flag can occupy the same space, but will separate from each other.
EDSTR_ENUMHINT_e_unitCollideAir12=Air collision flag.  A unit uses air collision if there are no ground collision flags set, and at least 1 air collision flag set.  Two units that use air collision and have at least 1 matching collision flag can occupy the same space, but will separate from each other.
EDSTR_ENUMHINT_e_unitCollideAir13=Air collision flag.  A unit uses air collision if there are no ground collision flags set, and at least 1 air collision flag set.  Two units that use air collision and have at least 1 matching collision flag can occupy the same space, but will separate from each other.
EDSTR_ENUMHINT_e_unitCollideAir14=Air collision flag.  A unit uses air collision if there are no ground collision flags set, and at least 1 air collision flag set.  Two units that use air collision and have at least 1 matching collision flag can occupy the same space, but will separate from each other.
EDSTR_ENUMHINT_e_unitCollideAir15=Air collision flag.  A unit uses air collision if there are no ground collision flags set, and at least 1 air collision flag set.  Two units that use air collision and have at least 1 matching collision flag can occupy the same space, but will separate from each other.
EDSTR_ENUMHINT_e_unitCollideAir16=Air collision flag.  A unit uses air collision if there are no ground collision flags set, and at least 1 air collision flag set.  Two units that use air collision and have at least 1 matching collision flag can occupy the same space, but will separate from each other.
EDSTR_ENUMHINT_e_unitCollideAir2=Air collision flag.  A unit uses air collision if there are no ground collision flags set, and at least 1 air collision flag set.  Two units that use air collision and have at least 1 matching collision flag can occupy the same space, but will separate from each other.
EDSTR_ENUMHINT_e_unitCollideAir3=Air collision flag.  A unit uses air collision if there are no ground collision flags set, and at least 1 air collision flag set.  Two units that use air collision and have at least 1 matching collision flag can occupy the same space, but will separate from each other.
EDSTR_ENUMHINT_e_unitCollideAir4=Air collision flag.  A unit uses air collision if there are no ground collision flags set, and at least 1 air collision flag set.  Two units that use air collision and have at least 1 matching collision flag can occupy the same space, but will separate from each other.
EDSTR_ENUMHINT_e_unitCollideAir5=Air collision flag.  A unit uses air collision if there are no ground collision flags set, and at least 1 air collision flag set.  Two units that use air collision and have at least 1 matching collision flag can occupy the same space, but will separate from each other.
EDSTR_ENUMHINT_e_unitCollideAir6=Air collision flag.  A unit uses air collision if there are no ground collision flags set, and at least 1 air collision flag set.  Two units that use air collision and have at least 1 matching collision flag can occupy the same space, but will separate from each other.
EDSTR_ENUMHINT_e_unitCollideAir7=Air collision flag.  A unit uses air collision if there are no ground collision flags set, and at least 1 air collision flag set.  Two units that use air collision and have at least 1 matching collision flag can occupy the same space, but will separate from each other.
EDSTR_ENUMHINT_e_unitCollideAir8=Air collision flag.  A unit uses air collision if there are no ground collision flags set, and at least 1 air collision flag set.  Two units that use air collision and have at least 1 matching collision flag can occupy the same space, but will separate from each other.
EDSTR_ENUMHINT_e_unitCollideAir9=Air collision flag.  A unit uses air collision if there are no ground collision flags set, and at least 1 air collision flag set.  Two units that use air collision and have at least 1 matching collision flag can occupy the same space, but will separate from each other.
EDSTR_ENUMHINT_e_unitCollideLand1=Ground collision flag.  A unit uses ground collision if there are no collision flags set, or at least 1 ground collision flag set.  Two units that have at least 1 matching ground collision flag cannot occupy the same space.  The space a unit occupies is determined by its inner radius.
EDSTR_ENUMHINT_e_unitCollideLand10=Ground collision flag.  A unit uses ground collision if there are no collision flags set, or at least 1 ground collision flag set.  Two units that have at least 1 matching ground collision flag cannot occupy the same space.  The space a unit occupies is determined by its inner radius.
EDSTR_ENUMHINT_e_unitCollideLand11=Ground collision flag.  A unit uses ground collision if there are no collision flags set, or at least 1 ground collision flag set.  Two units that have at least 1 matching ground collision flag cannot occupy the same space.  The space a unit occupies is determined by its inner radius.
EDSTR_ENUMHINT_e_unitCollideLand12=Ground collision flag.  A unit uses ground collision if there are no collision flags set, or at least 1 ground collision flag set.  Two units that have at least 1 matching ground collision flag cannot occupy the same space.  The space a unit occupies is determined by its inner radius.
EDSTR_ENUMHINT_e_unitCollideLand13=Ground collision flag.  A unit uses ground collision if there are no collision flags set, or at least 1 ground collision flag set.  Two units that have at least 1 matching ground collision flag cannot occupy the same space.  The space a unit occupies is determined by its inner radius.
EDSTR_ENUMHINT_e_unitCollideLand14=Ground collision flag.  A unit uses ground collision if there are no collision flags set, or at least 1 ground collision flag set.  Two units that have at least 1 matching ground collision flag cannot occupy the same space.  The space a unit occupies is determined by its inner radius.
EDSTR_ENUMHINT_e_unitCollideLand15=Ground collision flag.  A unit uses ground collision if there are no collision flags set, or at least 1 ground collision flag set.  Two units that have at least 1 matching ground collision flag cannot occupy the same space.  The space a unit occupies is determined by its inner radius.
EDSTR_ENUMHINT_e_unitCollideLand16=Ground collision flag.  A unit uses ground collision if there are no collision flags set, or at least 1 ground collision flag set.  Two units that have at least 1 matching ground collision flag cannot occupy the same space.  The space a unit occupies is determined by its inner radius.
EDSTR_ENUMHINT_e_unitCollideLand2=Ground collision flag.  A unit uses ground collision if there are no collision flags set, or at least 1 ground collision flag set.  Two units that have at least 1 matching ground collision flag cannot occupy the same space.  The space a unit occupies is determined by its inner radius.
EDSTR_ENUMHINT_e_unitCollideLand3=Ground collision flag.  A unit uses ground collision if there are no collision flags set, or at least 1 ground collision flag set.  Two units that have at least 1 matching ground collision flag cannot occupy the same space.  The space a unit occupies is determined by its inner radius.
EDSTR_ENUMHINT_e_unitCollideLand4=Ground collision flag.  A unit uses ground collision if there are no collision flags set, or at least 1 ground collision flag set.  Two units that have at least 1 matching ground collision flag cannot occupy the same space.  The space a unit occupies is determined by its inner radius.
EDSTR_ENUMHINT_e_unitCollideLand5=Ground collision flag.  A unit uses ground collision if there are no collision flags set, or at least 1 ground collision flag set.  Two units that have at least 1 matching ground collision flag cannot occupy the same space.  The space a unit occupies is determined by its inner radius.
EDSTR_ENUMHINT_e_unitCollideLand6=Ground collision flag.  A unit uses ground collision if there are no collision flags set, or at least 1 ground collision flag set.  Two units that have at least 1 matching ground collision flag cannot occupy the same space.  The space a unit occupies is determined by its inner radius.
EDSTR_ENUMHINT_e_unitCollideLand7=Ground collision flag.  A unit uses ground collision if there are no collision flags set, or at least 1 ground collision flag set.  Two units that have at least 1 matching ground collision flag cannot occupy the same space.  The space a unit occupies is determined by its inner radius.
EDSTR_ENUMHINT_e_unitCollideLand8=Ground collision flag.  A unit uses ground collision if there are no collision flags set, or at least 1 ground collision flag set.  Two units that have at least 1 matching ground collision flag cannot occupy the same space.  The space a unit occupies is determined by its inner radius.
EDSTR_ENUMHINT_e_unitCollideLand9=Ground collision flag.  A unit uses ground collision if there are no collision flags set, or at least 1 ground collision flag set.  Two units that have at least 1 matching ground collision flag cannot occupy the same space.  The space a unit occupies is determined by its inner radius.
EDSTR_ENUMHINT_e_unitSoundAttack=Plays when the player commands a unit to attack another unit.
EDSTR_ENUMHINT_e_unitSoundBirth=Plays when a unit is done being created.  For units, this is when the unit first appears on the map.  For buildings, it is when the building has completed construction.
EDSTR_ENUMHINT_e_unitSoundBoard=Plays when a unit is commanded to board a transport.
EDSTR_ENUMHINT_e_unitSoundClick=In story mode, plays when the the player clicks on the unit.
EDSTR_ENUMHINT_e_unitSoundClickError=In story mode, plays when the player clicks on a unit that is not highlightable.
EDSTR_ENUMHINT_e_unitSoundConstruction=Plays when a unit is selected while under construction.
EDSTR_ENUMHINT_e_unitSoundHelp=Periodically plays when a player's units are taking damage while off screen.
EDSTR_ENUMHINT_e_unitSoundHighlight=In story mode, plays when the player hovers over the unit with the cursor, unless the unit not highlightable.
EDSTR_ENUMHINT_e_unitSoundMovement=Plays when the unit is moving from one location to another.
EDSTR_ENUMHINT_e_unitSoundPissed=Plays when a user has clicked on a selected unit repeatedly without giving the unit a meaningful command.
EDSTR_ENUMHINT_e_unitSoundReady=Plays when a unit is done being created, but only for the player that owns the unit.  For units, this is when the unit first appears on the map.  For buildings, it is when the building has completed construction.
EDSTR_ENUMHINT_e_unitSoundTurning=Plays when the unit is turning in place.
EDSTR_ENUMHINT_e_unitSoundWhat=Plays when the player selects the unit.
EDSTR_ENUMHINT_e_unitSoundYes=Plays when the player commands a unit to perform an action like moving to a new location or construct a new building.
EDSTR_ENUMHINT_e_unitStatusCargo=The unit's cargo capacity and how much of it is full.
EDSTR_ENUMHINT_e_unitStatusCharges=Displays the charges for a unit's abilities that have them.  An ability with charges can be used multiple times before cooldown occurs.
EDSTR_ENUMHINT_e_unitStatusCustom=Display a custom unit status frame, as specified by the CustomUnitStatusFrame field in CActorUnit.
EDSTR_ENUMHINT_e_unitStatusDuration=The remaining life span of a unit with an expiration timer.
EDSTR_ENUMHINT_e_unitStatusEnergy=The unit's current casting energy (mana) level.
EDSTR_ENUMHINT_e_unitStatusGroupAll=When off, prevents the health bar from showing up when the 'Show All Life Bars' hotkey command is active.
EDSTR_ENUMHINT_e_unitStatusGroupAllied=When off, prevents the health bar from showing up when the 'Show Allied Life Bars' hotkey command is active.
EDSTR_ENUMHINT_e_unitStatusGroupEnemy=When off, prevents the health bar from showing up when the 'Show Enemy Life Bars' hotkey command is active.
EDSTR_ENUMHINT_e_unitStatusGroupOwner=When off, prevents the health bar from showing up when the 'Show Your Life Bars' hotkey command is active.
EDSTR_ENUMHINT_e_unitStatusLife=The unit's current hit points.
EDSTR_ENUMHINT_e_unitStatusMagazine=The amount of ammo available to a unit with a limited quantity.
EDSTR_ENUMHINT_e_unitStatusProgress=The unit's construction progress.
EDSTR_ENUMHINT_e_unitStatusShields=The unit's current shield level.
EDSTR_ENUMHINT_e_unitStatusWorkers=For resources, the ideal and current number of workers that should be assigned to harvest the resource.
EDSTR_ENUMHINT_e_upgradeFlagTechTreeCheat=When this flag is checked, this upgrade will be applied when a player uses the tech tree cheat.
EDSTR_ENUMHINT_e_upgradeFlagUpgradeCheat=When this flag is checked, this upgrade will be applied when a player uses the upgrade cheat.

// Enum Names
EDSTR_ENUMNAME_EAbilAlignment=Ability Alignment
EDSTR_ENUMNAME_EAbilArmMagazineCmd=Ability Command (Arm Magazine)
EDSTR_ENUMNAME_EAbilArmMagazineEffect=Arm Magazine Effect
EDSTR_ENUMNAME_EAbilArmMagazineFlag=Arm Magazine Flag
EDSTR_ENUMNAME_EAbilArmMagazineInfoFlag=Arm Magazine Info
EDSTR_ENUMNAME_EAbilArmMagazineLaunch=Arm Magazine Launch
EDSTR_ENUMNAME_EAbilArmMagazineManage=Arm Magazine Management
EDSTR_ENUMNAME_EAbilAttackCmd=Ability Command (Attack)
EDSTR_ENUMNAME_EAbilAttackFlag=Attack Flag
EDSTR_ENUMNAME_EAbilAttackStage=Ability Attack Stage
EDSTR_ENUMNAME_EAbilAugmentCmd=Ability Command (Augment)
EDSTR_ENUMNAME_EAbilAugmentFlag=Augment Flag
EDSTR_ENUMNAME_EAbilBatteryCmd=Ability Command (Battery)
EDSTR_ENUMNAME_EAbilBeaconCmd=Beacon Command
EDSTR_ENUMNAME_EAbilBehaviorCmd=Ability Command (Behavior)
EDSTR_ENUMNAME_EAbilBehaviorCycleMode=Behavior Cycle Mode
EDSTR_ENUMNAME_EAbilBehaviorFlag=Behavior Flag
EDSTR_ENUMNAME_EAbilBehaviorStage=Behavior Stage
EDSTR_ENUMNAME_EAbilBuildableCmd=Ability Command (Buildable)
EDSTR_ENUMNAME_EAbilBuildCmd=Ability Command (Build)
EDSTR_ENUMNAME_EAbilBuildEffect=Build Effect
EDSTR_ENUMNAME_EAbilBuildFlag=Build Flag
EDSTR_ENUMNAME_EAbilBuildStage=Build Stage
EDSTR_ENUMNAME_EAbilBuildType=Build Type
EDSTR_ENUMNAME_EAbilCmdFlags=Ability Command Flags
EDSTR_ENUMNAME_EAbilCmdState=Ability Command State
EDSTR_ENUMNAME_EAbilEffectFlag=Ability Effect Flag
EDSTR_ENUMNAME_EAbilEffectInstantCmd=Ability Command (Effect, Instant)
EDSTR_ENUMNAME_EAbilEffectStage=Ability Effect Stage
EDSTR_ENUMNAME_EAbilEffectTargetCmd=Ability Command (Effect, Target)
EDSTR_ENUMNAME_EAbilHarvestCmd=Ability Command (Harvest)
EDSTR_ENUMNAME_EAbilHarvestFlag=Harvest Flag
EDSTR_ENUMNAME_EAbilHarvestStage=Harvest Stage
EDSTR_ENUMNAME_EAbilInteractCmd=Interact Command
EDSTR_ENUMNAME_EAbilInteractFlag=Interact Flag
EDSTR_ENUMNAME_EAbilInventoryAlignment=Inventory Alignment
EDSTR_ENUMNAME_EAbilInventoryCmd=Ability Command (Inventory)
EDSTR_ENUMNAME_EAbilInventoryFlag=Inventory Flag
EDSTR_ENUMNAME_EAbilLastTarget=Ability Last Target
EDSTR_ENUMNAME_EAbilLearnCmd=Learn Command
EDSTR_ENUMNAME_EAbilLearnFlag=Learn Flag
EDSTR_ENUMNAME_EAbilMergeableCmd=Ability Command (Mergeable)
EDSTR_ENUMNAME_EAbilMergeCmd=Ability Command (Merge)
EDSTR_ENUMNAME_EAbilMergeFlag=Ability Merge Flag
EDSTR_ENUMNAME_EAbilMorphCmd=Ability Command (Morph)
EDSTR_ENUMNAME_EAbilMorphEffect=Morph Effect
EDSTR_ENUMNAME_EAbilMorphFlag=Morph Flag
EDSTR_ENUMNAME_EAbilMorphPhase=Morph Phase
EDSTR_ENUMNAME_EAbilMorphSection=Morph Section
EDSTR_ENUMNAME_EAbilMorphStage=Morph Stage
EDSTR_ENUMNAME_EAbilMoveCmd=Ability Command (Move)
EDSTR_ENUMNAME_EAbilMoveFlag=Move Flag
EDSTR_ENUMNAME_EAbilPawnCmd=Pawn Command
EDSTR_ENUMNAME_EAbilPawnFlag=Pawn Flag
EDSTR_ENUMNAME_EAbilQueueCmd=Ability Command (Queue)
EDSTR_ENUMNAME_EAbilQueueFlag=Ability Queue Flag
EDSTR_ENUMNAME_EAbilRallyCmd=Ability Command (Rally)
EDSTR_ENUMNAME_EAbilRallyFlag=Rally Flag
EDSTR_ENUMNAME_EAbilRallyStage=Rally Stage
EDSTR_ENUMNAME_EAbilRedirectFlag=Ability Redirect Flag
EDSTR_ENUMNAME_EAbilRedirectInstantCmd=Redirect Instant Command
EDSTR_ENUMNAME_EAbilRedirectTargetCmd=Redirect Target Command
EDSTR_ENUMNAME_EAbilResearchCmd=Ability Command (Research)
EDSTR_ENUMNAME_EAbilResearchFlag=Ability Research Flag
EDSTR_ENUMNAME_EAbilReviveCmd=Revive Command
EDSTR_ENUMNAME_EAbilReviveFlag=Revive Flag
EDSTR_ENUMNAME_EAbilReviveVital=Revive Vital
EDSTR_ENUMNAME_EAbilSharedFlag=Shared Ability Flag
EDSTR_ENUMNAME_EAbilSpecializeCmd=Ability Command (Specialize)
EDSTR_ENUMNAME_EAbilSpecializeFlag=Ability Specialize Flag
EDSTR_ENUMNAME_EAbilSpecializeInfoFlag=Ability Specialize Flag
EDSTR_ENUMNAME_EAbilStopCmd=Ability Command (Stop)
EDSTR_ENUMNAME_EAbilStopFlag=Ability Stop Flag
EDSTR_ENUMNAME_EAbilTechPlayer=Ability Tech Player
EDSTR_ENUMNAME_EAbilTrainCmd=Ability Command (Train)
EDSTR_ENUMNAME_EAbilTrainFlag=Train Flag
EDSTR_ENUMNAME_EAbilTrainInfoFlag=Train Info Flag
EDSTR_ENUMNAME_EAbilTrainLocation=Ability Train Location
EDSTR_ENUMNAME_EAbilTrainRotation=Rotation
EDSTR_ENUMNAME_EAbilTransportCmd=Ability Command (Transport)
EDSTR_ENUMNAME_EAbilTransportFlag=Transport Flag
EDSTR_ENUMNAME_EAbilWarpableCmd=Ability Command (Warpable)
EDSTR_ENUMNAME_EAbilWarpTrainCmd=Ability Command (Warp)
EDSTR_ENUMNAME_EAbilWarpTrainFlag=Warp Train Flag
EDSTR_ENUMNAME_EAchievementFilter=Achievement Filter
EDSTR_ENUMNAME_EAchievementFlag=Achievement Flag
EDSTR_ENUMNAME_EAchievementTagCheck=Achievement Tag Check
EDSTR_ENUMNAME_EAchievementTermCombine=Achievement Term Combine
EDSTR_ENUMNAME_EAchievementTermEvaluate=Achievement Term Evaluate
EDSTR_ENUMNAME_EAchievementTermFlag=Achievement Term Flag
EDSTR_ENUMNAME_EAchievementTermPrevious=Previous
EDSTR_ENUMNAME_EAcquireLevel=Acquire Level
EDSTR_ENUMNAME_EActorActionFlag=Actor Action Flag
EDSTR_ENUMNAME_EActorAnimPropMatchType=Actor Animation Property Match Type
EDSTR_ENUMNAME_EActorAnimTransitionType=Actor Animation Transition Type
EDSTR_ENUMNAME_EActorBaselineState=Actor Baseline State
EDSTR_ENUMNAME_EActorBaselineType=Actor Baseline Type
EDSTR_ENUMNAME_EActorBlendType=Actor Blend Type
EDSTR_ENUMNAME_EActorCameraShakeTarget=Camera Shake Target
EDSTR_ENUMNAME_EActorCloakEffect=Cloak Effect
EDSTR_ENUMNAME_EActorCombatRevealDurationType=Combat Reveal Duration Type
EDSTR_ENUMNAME_EActorCrossbarDistribution=Crossbar Distribution
EDSTR_ENUMNAME_EActorDeathSequenceFlag=Actor Death Sequence Flag
EDSTR_ENUMNAME_EActorDestroyType=Actor Destroy Type
EDSTR_ENUMNAME_EActorDoodadFlag=Actor Doodad Flag
EDSTR_ENUMNAME_EActorEffectLocation=Actor Effect Location
EDSTR_ENUMNAME_EActorEffectScope=Actor Effect Scope
EDSTR_ENUMNAME_EActorFilter=Actor Filter
EDSTR_ENUMNAME_EActorFlag=Actor Flag
EDSTR_ENUMNAME_EActorForceDirection=Force Direction
EDSTR_ENUMNAME_EActorForceField=Force Field
EDSTR_ENUMNAME_EActorForceFlag=Force Flag
EDSTR_ENUMNAME_EActorForceOrigin=Force Origin
EDSTR_ENUMNAME_EActorGame=Actor Game Type
EDSTR_ENUMNAME_EActorHeightSourceType=Actor Height Source
EDSTR_ENUMNAME_EActorHeightTestType=Actor Height Test
EDSTR_ENUMNAME_EActorHostedProp=Actor Hosted Prop
EDSTR_ENUMNAME_EActorHostedPropInheritType=Actor Host Property Inherit Type
EDSTR_ENUMNAME_EActorHostSiteOpsListPosition=Host Site Ops List Position
EDSTR_ENUMNAME_EActorHostSiteOpsRemoveDelay=Host Site Ops Remove Delay
EDSTR_ENUMNAME_EActorIncomingType=Incoming Type
EDSTR_ENUMNAME_EActorIntersectType=Actor Intersect Type
EDSTR_ENUMNAME_EActorModelFlag=Actor Model Flag
EDSTR_ENUMNAME_EActorModelSwapFlag=Model Swap Flag
EDSTR_ENUMNAME_EActorMsgType=Actor Message
EDSTR_ENUMNAME_EActorOverkillTestType=Overkill Test Type
EDSTR_ENUMNAME_EActorOverkillType=Actor Overkill Type
EDSTR_ENUMNAME_EActorPhysicsImpactEnvironment=Environment
EDSTR_ENUMNAME_EActorPhysicsImpactMaterialRelativeHardness=Material Relative Hardness
EDSTR_ENUMNAME_EActorPhysicsImpactMember=Actor Physics Impact Member
EDSTR_ENUMNAME_EActorPhysicsImpactRangeType=Range Type
EDSTR_ENUMNAME_EActorPhysicsImpactSpyType=Spy Type
EDSTR_ENUMNAME_EActorPlayerIdSource=Actor Player Id Source
EDSTR_ENUMNAME_EActorPropertyCurveFlag=Curve Flag
EDSTR_ENUMNAME_EActorPropertyCurveTangentType=Curve Tangent Type
EDSTR_ENUMNAME_EActorPropertyCurveType=Curve Type
EDSTR_ENUMNAME_EActorProximity=Actor Proximity
EDSTR_ENUMNAME_EActorQuadDecorationFlag=Decoration Flag
EDSTR_ENUMNAME_EActorQuadDecorationFunction=Actor Quad Decoration Function
EDSTR_ENUMNAME_EActorQuadFlag=Actor Quad Flags
EDSTR_ENUMNAME_EActorRadialDistribution=Actor Radial Distribution
EDSTR_ENUMNAME_EActorRangeFlag=Actor Range Flag
EDSTR_ENUMNAME_EActorRefSpace=Reference Space
EDSTR_ENUMNAME_EActorRegionFlag=Region Flag
EDSTR_ENUMNAME_EActorRequestActor=Actor Request Actor
EDSTR_ENUMNAME_EActorRequestCreateSharing=Actor Request Create Sharing
EDSTR_ENUMNAME_EActorRequestScope=Actor Request Scope
EDSTR_ENUMNAME_EActorResponseScope=Actor Response Scope
EDSTR_ENUMNAME_EActorScopeBearingsTrackingType=Actor Scope Bearings Tracking Type
EDSTR_ENUMNAME_EActorScopeFlags=Actor Scope Flags
EDSTR_ENUMNAME_EActorScopeType=Actor Scope Type
EDSTR_ENUMNAME_EActorSelectionFlag=Actor Selection Flag
EDSTR_ENUMNAME_EActorShieldFlashType=Shield Flash Type
EDSTR_ENUMNAME_EActorSiteBillboardType=Actor Billboard Type
EDSTR_ENUMNAME_EActorSiteOpActionLocation=Site Operation Action Location
EDSTR_ENUMNAME_EActorSiteOpAttachSource=Attachment Source
EDSTR_ENUMNAME_EActorSiteOpBasicType=Site Operation Basic Type
EDSTR_ENUMNAME_EActorSiteOpOrientAttachPointToType=Site Operation Orient Attach Point To Type
EDSTR_ENUMNAME_EActorSiteOpPhysicsImpactType=Site Operation Physics Impact Type
EDSTR_ENUMNAME_EActorSiteOpRotatorType=Site Op Rotator Type
EDSTR_ENUMNAME_EActorSiteOpTerrainAndWaterFlag=Terrain Flags
EDSTR_ENUMNAME_EActorSiteOpTipabilityFlag=Tipability Flag
EDSTR_ENUMNAME_EActorSiteOrbiterType=Site Orbiter Type
EDSTR_ENUMNAME_EActorSoundFlag=Actor Sound Flag
EDSTR_ENUMNAME_EActorSoundValueSource=Sound Value Source
EDSTR_ENUMNAME_EActorSplatHeight=Actor Splat Height
EDSTR_ENUMNAME_EActorTermType=Actor Term Type
EDSTR_ENUMNAME_EActorTerrainDeformerFlag=Terrain Deformation Flag
EDSTR_ENUMNAME_EActorTerrainSquibVisualFlag=Actor Terrain Squib Visual Flag
EDSTR_ENUMNAME_EActorTextAlignment=Text Alignment
EDSTR_ENUMNAME_EActorTextOption=Text Option
EDSTR_ENUMNAME_EActorThresholdTest=Threshold Test
EDSTR_ENUMNAME_EActorTiltType=Tilt Type
EDSTR_ENUMNAME_EActorTransferFlag=Actor Transfer Flag
EDSTR_ENUMNAME_EActorTransitionType=Transition Type
EDSTR_ENUMNAME_EActorUnitFlag=Actor Unit Flag
EDSTR_ENUMNAME_EActorValidateUnitFlag=Validate Unit Flag
EDSTR_ENUMNAME_EActorViewerTreatsAs=Actor Viewer Interpretation
EDSTR_ENUMNAME_EActorVisibilityAtCreation=Actor Visibility At Creation
EDSTR_ENUMNAME_EAIUIMode=AI UI Mode
EDSTR_ENUMNAME_EAlertAction=Alert Action
EDSTR_ENUMNAME_EAlertDisplay=Alert Display
EDSTR_ENUMNAME_EAlertFlag=Alert Flag
EDSTR_ENUMNAME_EAlertPeripheral=Alert Peripheral
EDSTR_ENUMNAME_EAllianceId=Alliance Type
EDSTR_ENUMNAME_EAMArcTest=Arc Test
EDSTR_ENUMNAME_EAMArcTestType=Arc Test Type
EDSTR_ENUMNAME_EAMAttachType=Attach Type
EDSTR_ENUMNAME_EAMFilterAttachType=Filter Attach Type
EDSTR_ENUMNAME_EAMFilterLogic=Filter Logic
EDSTR_ENUMNAME_EAMFilterType=Filter Type
EDSTR_ENUMNAME_EAMNumericField=Numeric Field
EDSTR_ENUMNAME_EAMNumericFieldOp=Numeric Field Operation
EDSTR_ENUMNAME_EAMOccupancyLogic=Occupancy Logic
EDSTR_ENUMNAME_EAMPatternType=Pattern Type
EDSTR_ENUMNAME_EAMRandomDistribution=Distribution
EDSTR_ENUMNAME_EAMReductionType=Reduction Type
EDSTR_ENUMNAME_EAnimBracketStartFlag=Animation Bracket Start Flag
EDSTR_ENUMNAME_EAnimBracketStateExitReason=Animation Bracket State Exit Reason
EDSTR_ENUMNAME_EAnimFlags=Animation Flags
EDSTR_ENUMNAME_EAnimGroupApplyFlag=Animation Group Apply Flag
EDSTR_ENUMNAME_EAnimLoadFlag=Animation Load Flag
EDSTR_ENUMNAME_EAnimMatchType=Anim Match Type
EDSTR_ENUMNAME_EAnimProp=Animation Property
EDSTR_ENUMNAME_EAnimSetTimeFlag=Animation Time Flag
EDSTR_ENUMNAME_EAnimSetTimeFromSource=Animation Time Source
EDSTR_ENUMNAME_EAnimTimeVariantType=Animation Time Variant
EDSTR_ENUMNAME_EAnimTransitionFlag=Animation Transition Flag
EDSTR_ENUMNAME_EArmyCategoryFlag=Army Category Flag
EDSTR_ENUMNAME_EArmyCategoryState=Army Category State
EDSTR_ENUMNAME_EArmyUnitState=Army Unit State
EDSTR_ENUMNAME_EArmyUpgradeState=Army Upgrade State
EDSTR_ENUMNAME_EAttachKeyword=Attach Key
EDSTR_ENUMNAME_EAttachmentID=Attachment ID
EDSTR_ENUMNAME_EAttackPriority=Attack Priority
EDSTR_ENUMNAME_EBankConditionCombine=Condition Combine
EDSTR_ENUMNAME_EBeacon=Beacon Type
EDSTR_ENUMNAME_EBeaconFlag=Beacon Flag
EDSTR_ENUMNAME_EBehaviorAlignment=Behavior Alignment
EDSTR_ENUMNAME_EBehaviorBuff=Buff Flag
EDSTR_ENUMNAME_EBehaviorBuffReplace=Buff Replacement
EDSTR_ENUMNAME_EBehaviorCategory=Behavior Category
EDSTR_ENUMNAME_EBehaviorDisplay=Behavior Display
EDSTR_ENUMNAME_EBehaviorFlag=Behavior Flag
EDSTR_ENUMNAME_EBehaviorHeight=Behavior Height
EDSTR_ENUMNAME_EBehaviorInfoFlag=Behavior Info
EDSTR_ENUMNAME_EBehaviorModify=Modify Flag
EDSTR_ENUMNAME_EBehaviorPowerUserFlag=Power User Flag
EDSTR_ENUMNAME_EBehaviorRate=Behavior Rate
EDSTR_ENUMNAME_EBehaviorResourceFlag=Behavior Resource Flag
EDSTR_ENUMNAME_EBehaviorSpawnFlag=Spawn Flag
EDSTR_ENUMNAME_EBehaviorState=Behavior State
EDSTR_ENUMNAME_EBehaviorVeterancyFlag=Veterancy Flag
EDSTR_ENUMNAME_EBehaviorVeterancyXP=Veterancy Experience
EDSTR_ENUMNAME_EBoneID=Bone ID
EDSTR_ENUMNAME_EButtonTooltipFlag=Tooltip Flag
EDSTR_ENUMNAME_ECameraHeightMap=Camera Height Map
EDSTR_ENUMNAME_ECameraMode=Camera Mode
EDSTR_ENUMNAME_ECameraParam=Camera Parameter
EDSTR_ENUMNAME_ECameraSave=Camera Save
EDSTR_ENUMNAME_ECameraShakeRotation=Camera Shake Rotation
EDSTR_ENUMNAME_ECardButtonType=Button Type
EDSTR_ENUMNAME_ECargoSpace=Cargo Space
EDSTR_ENUMNAME_ECharacterGender=Character Gender
EDSTR_ENUMNAME_ECharacterRace=Character Race
EDSTR_ENUMNAME_ECharacterRelevance=Character Relevance
EDSTR_ENUMNAME_EChargeFlag=Charge Flag
EDSTR_ENUMNAME_EChargeLocation=Charge Location
EDSTR_ENUMNAME_EClassIdCAbil=Ability Type
EDSTR_ENUMNAME_EClassIdCAchievement=Achievement Type
EDSTR_ENUMNAME_EClassIdCAchievementTerm=Achievement Term Type
EDSTR_ENUMNAME_EClassIdCActor=Actor Type
EDSTR_ENUMNAME_EClassIdCActorSupport=Actor Support
EDSTR_ENUMNAME_EClassIdCAlert=Alert Type
EDSTR_ENUMNAME_EClassIdCArmyCategory=Armay Category
EDSTR_ENUMNAME_EClassIdCArmyUnit=Army Unit
EDSTR_ENUMNAME_EClassIdCArmyUpgrade=Army Upgrade
EDSTR_ENUMNAME_EClassIdCAttachMethod=Attach Method Type
EDSTR_ENUMNAME_EClassIdCBankCondition=Bank Condition Type
EDSTR_ENUMNAME_EClassIdCBeam=Beam Type
EDSTR_ENUMNAME_EClassIdCBehavior=Behavior Type
EDSTR_ENUMNAME_EClassIdCBundle=Bundle
EDSTR_ENUMNAME_EClassIdCButton=Button Type
EDSTR_ENUMNAME_EClassIdCCamera=Camera Type
EDSTR_ENUMNAME_EClassIdCCharacter=Character
EDSTR_ENUMNAME_EClassIdCCliff=Terrain Cliff Type
EDSTR_ENUMNAME_EClassIdCCliffMesh=Terrain Cliff Mesh
EDSTR_ENUMNAME_EClassIdCConfig=Config Type
EDSTR_ENUMNAME_EClassIdCConversation=Conversation Type
EDSTR_ENUMNAME_EClassIdCConversationState=Conversation State Type
EDSTR_ENUMNAME_EClassIdCCursor=Cursor Type
EDSTR_ENUMNAME_EClassIdCDSP=Digital Effect Type
EDSTR_ENUMNAME_EClassIdCEffect=Effect Type
EDSTR_ENUMNAME_EClassIdCError=Error
EDSTR_ENUMNAME_EClassIdCFootprint=Footprint Type
EDSTR_ENUMNAME_EClassIdCFoW=Fog of War Type
EDSTR_ENUMNAME_EClassIdCGame=Gameplay Value Type
EDSTR_ENUMNAME_EClassIdCGameUI=Game UI Value Type
EDSTR_ENUMNAME_EClassIdCHerd=Herd
EDSTR_ENUMNAME_EClassIdCHerdNode=Herd Node
EDSTR_ENUMNAME_EClassIdCHero=Hero
EDSTR_ENUMNAME_EClassIdCHeroAbil=Hero Ability
EDSTR_ENUMNAME_EClassIdCHeroStat=Hero Stat
EDSTR_ENUMNAME_EClassIdCItem=Item Type
EDSTR_ENUMNAME_EClassIdCItemClass=Generic
EDSTR_ENUMNAME_EClassIdCItemContainer=Generic
EDSTR_ENUMNAME_EClassIdCLight=Light Type
EDSTR_ENUMNAME_EClassIdCLocation=Location
EDSTR_ENUMNAME_EClassIdCLoot=Generic
EDSTR_ENUMNAME_EClassIdCMap=Map
EDSTR_ENUMNAME_EClassIdCModel=Model Type
EDSTR_ENUMNAME_EClassIdCMount=Mount Type
EDSTR_ENUMNAME_EClassIdCMover=Mover Type
EDSTR_ENUMNAME_EClassIdCObjective=Objective
EDSTR_ENUMNAME_EClassIdCPhysicsMaterial=Physics Material
EDSTR_ENUMNAME_EClassIdCPreload=Preload Type
EDSTR_ENUMNAME_EClassIdCRace=Race Type
EDSTR_ENUMNAME_EClassIdCRequirement=Requirement Type
EDSTR_ENUMNAME_EClassIdCRequirementNode=Node Requirement Type
EDSTR_ENUMNAME_EClassIdCReverb=Reverb Type
EDSTR_ENUMNAME_EClassIdCReward=Generic
EDSTR_ENUMNAME_EClassIdCScoreResult=Score Result
EDSTR_ENUMNAME_EClassIdCScoreValue=Score Value
EDSTR_ENUMNAME_EClassIdCSkin=Skin Type
EDSTR_ENUMNAME_EClassIdCSound=Sound Type
EDSTR_ENUMNAME_EClassIdCSoundExclusivity=Sound Exclusivity
EDSTR_ENUMNAME_EClassIdCSoundtrack=Generic
EDSTR_ENUMNAME_EClassIdCStore=Store Type
EDSTR_ENUMNAME_EClassIdCTacCooldown=Tactical AI Cooldown
EDSTR_ENUMNAME_EClassIdCTactical=Tactical Type
EDSTR_ENUMNAME_EClassIdCTalent=Talent Type
EDSTR_ENUMNAME_EClassIdCTalentProfile=Talent Profile
EDSTR_ENUMNAME_EClassIdCTargetFind=Target Find Type
EDSTR_ENUMNAME_EClassIdCTargetSort=Target Sort Type
EDSTR_ENUMNAME_EClassIdCTerrain=Terrain Type
EDSTR_ENUMNAME_EClassIdCTerrainObject=Terrain Object Type
EDSTR_ENUMNAME_EClassIdCTerrainTex=Terrain Texture Type
EDSTR_ENUMNAME_EClassIdCTexture=Texture Type
EDSTR_ENUMNAME_EClassIdCTile=Terrain Tile Type
EDSTR_ENUMNAME_EClassIdCTurret=Turret Type
EDSTR_ENUMNAME_EClassIdCUnit=Unit Type
EDSTR_ENUMNAME_EClassIdCUpgrade=Upgrade Type
EDSTR_ENUMNAME_EClassIdCUser=User Type
EDSTR_ENUMNAME_EClassIdCValidator=Validator Type
EDSTR_ENUMNAME_EClassIdCVoiceOver=Generic
EDSTR_ENUMNAME_EClassIdCWater=Water Type
EDSTR_ENUMNAME_EClassIdCWeapon=Weapon Type
EDSTR_ENUMNAME_ECliffLevelCompare=Cliff Level Compare
EDSTR_ENUMNAME_ECmdFlags=Command Flags
EDSTR_ENUMNAME_ECmdResult=Command Result
EDSTR_ENUMNAME_EConjoinedFlag=Conjoined Flag
EDSTR_ENUMNAME_EConversationActionOp=Conversation Action Operator
EDSTR_ENUMNAME_EConversationConditionCheck=Conversation Condition Check
EDSTR_ENUMNAME_EConversationConditionOp=Conversation Condition Operator
EDSTR_ENUMNAME_EConversationProductionLevel=Production Level
EDSTR_ENUMNAME_EConversationProductionLevelFlag=Production Level Flag
EDSTR_ENUMNAME_EConversationSelectionMethod=Conversation Selection Method
EDSTR_ENUMNAME_EConversationStateFlag=Conversation State Flag
EDSTR_ENUMNAME_EConversationStateInfo=Conversation State Info
EDSTR_ENUMNAME_EConversationStateObject=Conversation Object Type
EDSTR_ENUMNAME_ECooldownLocation=Location
EDSTR_ENUMNAME_ECooldownOperation=Cooldown Operation
EDSTR_ENUMNAME_ECostCategory=Cost Category
EDSTR_ENUMNAME_ECostDisplay=Cost Display
EDSTR_ENUMNAME_ECreatePersistent=Create Persistent Type
EDSTR_ENUMNAME_ECreateUnit=Unit Creation Options
EDSTR_ENUMNAME_ECursorRangeMode=Cursor Range Mode
EDSTR_ENUMNAME_ECustomBuildLateGame=Late Game
EDSTR_ENUMNAME_ECustomBuildOpening=Opening
EDSTR_ENUMNAME_ECustomCombinedBuildList=Combined Custom Build List
EDSTR_ENUMNAME_EDamageFlag=Damage Flag
EDSTR_ENUMNAME_EDamageKind=Damage Kind
EDSTR_ENUMNAME_EDamageLocation=Damage Location
EDSTR_ENUMNAME_EDamageResponseDamageValue=Damage Value
EDSTR_ENUMNAME_EDamageSound=Damage Sound
EDSTR_ENUMNAME_EDamageTotal=Damage Total
EDSTR_ENUMNAME_EDamageVisibility=Damage Visibility
EDSTR_ENUMNAME_EDeathReveal=Death Reveal
EDSTR_ENUMNAME_EDeathType=Death Type
EDSTR_ENUMNAME_EDetectType=Detection Type
EDSTR_ENUMNAME_EDifficultyFlag=Difficulty Flag
EDSTR_ENUMNAME_EDirectionalLight=Directional Light
EDSTR_ENUMNAME_EEditorFlag=Editor Flag
EDSTR_ENUMNAME_EEditorTextType=Editor Text Type
EDSTR_ENUMNAME_EEffectAmount=Effect Amount
EDSTR_ENUMNAME_EEffectApplyBehaviorFlag=Apply Behavior Flag
EDSTR_ENUMNAME_EEffectCancelOrderFlag=Cancel Order Flag
EDSTR_ENUMNAME_EEffectCombine=Effect Combine
EDSTR_ENUMNAME_EEffectHealerFlag=Healer Flag
EDSTR_ENUMNAME_EEffectHistory=Effect History
EDSTR_ENUMNAME_EEffectLocation=Effect Location
EDSTR_ENUMNAME_EEffectLocationType=Effect Location Type
EDSTR_ENUMNAME_EEffectMissile=Missile
EDSTR_ENUMNAME_EEffectModify=Modification Flag
EDSTR_ENUMNAME_EEffectModifyTurret=Modify Turret
EDSTR_ENUMNAME_EEffectModifyTurretFlag=Modify Turret Flag
EDSTR_ENUMNAME_EEffectPlayer=Effect Player
EDSTR_ENUMNAME_EEffectRedirectMissile=Effect Redirect Missile
EDSTR_ENUMNAME_EEffectRemoveBehaviorAlignment=Remove Behavior Alignment
EDSTR_ENUMNAME_EEffectRevealFlag=Reveal Flag
EDSTR_ENUMNAME_EEffectSearchFlag=Effect Search Flag
EDSTR_ENUMNAME_EEffectTeleport=Effect Teleport
EDSTR_ENUMNAME_EEffectTimeScale=Effect Time Scale
EDSTR_ENUMNAME_EEffectUnit=Effect Unit
EDSTR_ENUMNAME_EEquipmentDisplayFlag=Equipment Display Flag
EDSTR_ENUMNAME_EEventID=Event ID
EDSTR_ENUMNAME_EExclusivityAction=Exclusivity Action
EDSTR_ENUMNAME_EExclusivityQueueAction=Exclusivity Queue Action
EDSTR_ENUMNAME_EFidget=Fidget
EDSTR_ENUMNAME_EFlagOperation=Flag Operation
EDSTR_ENUMNAME_EFlyerDisplay=Flyer Display
EDSTR_ENUMNAME_EFogVisibility=Fog Visibility
EDSTR_ENUMNAME_EFoliageLayer=Foliage Layer
EDSTR_ENUMNAME_EFoliageLayers=Foliage Layer
EDSTR_ENUMNAME_EFootprintFlag=Footprint Flag
EDSTR_ENUMNAME_EFootprintLayer=Footprint Layer
EDSTR_ENUMNAME_EFootprintShapeMode=Footprint Shape Mode
EDSTR_ENUMNAME_EGameCatalog=Game Data Type
EDSTR_ENUMNAME_EGameCategoryUsage=Game Category Usage
EDSTR_ENUMNAME_EGameDependency=Game Dependency
EDSTR_ENUMNAME_EGameObject=Game Object Type
EDSTR_ENUMNAME_EGameObjectLink=Game Object Link
EDSTR_ENUMNAME_EGameResult=Game Result
EDSTR_ENUMNAME_EGameSync=Game Sync Type
EDSTR_ENUMNAME_EGameTimeEvent=Time Event
EDSTR_ENUMNAME_EGameUIString=Game UI Text
EDSTR_ENUMNAME_EGameVariantOption=Game Variant Option
EDSTR_ENUMNAME_EGraphicsLevel=Graphics Level
EDSTR_ENUMNAME_EGraphicsOption=Graphics Option
EDSTR_ENUMNAME_EHeightMap=Height Map
EDSTR_ENUMNAME_EHerdClosestTo=Herd Closest To
EDSTR_ENUMNAME_EHeroAbilCategoryState=Hero Ability Category State
EDSTR_ENUMNAME_EHeroAbilState=Hero Ability State
EDSTR_ENUMNAME_EHeroCutsceneSize=Hero Cutscene Size
EDSTR_ENUMNAME_EHeroDifficulty=Difficulty
EDSTR_ENUMNAME_EHeroFlag=Hero Flag
EDSTR_ENUMNAME_EHeroGender=Hero Gender
EDSTR_ENUMNAME_EHeroMasteryModification=Hero Mastery Modification
EDSTR_ENUMNAME_EHeroRole=Hero Role
EDSTR_ENUMNAME_EHeroState=Hero State
EDSTR_ENUMNAME_EHeroStatState=Hero Stat State
EDSTR_ENUMNAME_EHeroUniverse=Hero Universe
EDSTR_ENUMNAME_EHeroVO=Hero Voice Over
EDSTR_ENUMNAME_EHotkey=Hotkey
EDSTR_ENUMNAME_EItemEffectFlag=Item Effect Flag
EDSTR_ENUMNAME_EItemFlag=Item Flag
EDSTR_ENUMNAME_EKillDisplay=Kill Display
EDSTR_ENUMNAME_ELightParam=Light Parameter
EDSTR_ENUMNAME_EListWalkMode=List Walk mode
EDSTR_ENUMNAME_EMapKind=Map Kind
EDSTR_ENUMNAME_EMarkerMatch=Marker Match
EDSTR_ENUMNAME_EMercenaryPortraitTintColor=Mercenary Portrait Tint Color
EDSTR_ENUMNAME_EMinimapShape=Minimap Shape
EDSTR_ENUMNAME_EMissionState=Mission State
EDSTR_ENUMNAME_EModelEvent=Model Event
EDSTR_ENUMNAME_EModelFlag=Model Flag
EDSTR_ENUMNAME_EModelQuality=Model Quality
EDSTR_ENUMNAME_EMotionActorTrackingType=Motion Tracking Type
EDSTR_ENUMNAME_EMotionAdaptableParabolaHotspot=Motion Parabola Hotspot
EDSTR_ENUMNAME_EMotionAdaptableParabolaSeg=Motion Parabola Segment
EDSTR_ENUMNAME_EMotionArrivalTestType=Motion Arrival Test Type
EDSTR_ENUMNAME_EMotionBlendType=Motion Blend Type
EDSTR_ENUMNAME_EMotionDriverType=Motion Driver Type
EDSTR_ENUMNAME_EMotionOverlayPolarity=Motion Overlay Polarity
EDSTR_ENUMNAME_EMotionOverlayType=Motion Overlay Type
EDSTR_ENUMNAME_EMotionRotationActorType=Motion Rotation Actor Type
EDSTR_ENUMNAME_EMotionRotationLaunchActorType=Motion Rotation Launch Actor Type
EDSTR_ENUMNAME_EMotionThrowRotationType=Motion Throw Rotation Type
EDSTR_ENUMNAME_EMotionTurnType=Motion Turn Type
EDSTR_ENUMNAME_EMountFlag=Mount Flag
EDSTR_ENUMNAME_EMoverFlag=Mover Flag
EDSTR_ENUMNAME_EMoverPatternType=Mover Pattern Type
EDSTR_ENUMNAME_ENotifyAreaFlag=Notify Area Flag
EDSTR_ENUMNAME_EObjectiveReward=Objective Reward
EDSTR_ENUMNAME_EObjectiveType=Objective Type
EDSTR_ENUMNAME_EOcclusion=Occlusion
EDSTR_ENUMNAME_EOscillator=Oscillator
EDSTR_ENUMNAME_EOverrideColor=Override Color
EDSTR_ENUMNAME_EParticipantType=Participant Type
EDSTR_ENUMNAME_EPath=Path
EDSTR_ENUMNAME_EPathAvoid=Avoid Type
EDSTR_ENUMNAME_EPathingType=Pathing Type
EDSTR_ENUMNAME_EPathLocation=Path Location
EDSTR_ENUMNAME_EPathMode=Pathing Mode
EDSTR_ENUMNAME_EPausedParticleSystemBehavior=Particle Pause Behavior
EDSTR_ENUMNAME_EPhysicsMaterial=Physics Material
EDSTR_ENUMNAME_EPlacement=Placement
EDSTR_ENUMNAME_EPlacementTest=Placement Test
EDSTR_ENUMNAME_EPlane=Plane
EDSTR_ENUMNAME_EPlayerID=Player ID
EDSTR_ENUMNAME_EPlayerLeaveFlag=Player Leave Flag
EDSTR_ENUMNAME_EPlayerRelationship=Player Relationship
EDSTR_ENUMNAME_EPlayerType=Player Type
EDSTR_ENUMNAME_EPointType=Point Type
EDSTR_ENUMNAME_EPreloadFlag=Preload Flag
EDSTR_ENUMNAME_EPreloadModelFlag=Model Flag
EDSTR_ENUMNAME_EPreloadTiming=Preload Timing
EDSTR_ENUMNAME_ERaceFlag=Race Flags
EDSTR_ENUMNAME_ERankDisplay=Rank Display
EDSTR_ENUMNAME_ERequirement=Requirement
EDSTR_ENUMNAME_ERequirementNodeFlag=Requirement Node Flag
EDSTR_ENUMNAME_ERequirementState=State Requirement
EDSTR_ENUMNAME_EResourceState=Resource State
EDSTR_ENUMNAME_EResourceType=Resource Type
EDSTR_ENUMNAME_EResponseFlag=Response Flag
EDSTR_ENUMNAME_ERewardFlag=Reward Flag
EDSTR_ENUMNAME_EScoreCollapse=Collapse
EDSTR_ENUMNAME_EScoreResultFlag=Score Result Flag
EDSTR_ENUMNAME_EScoreSort=Score Sort Type
EDSTR_ENUMNAME_EScoreValue=Score Value
EDSTR_ENUMNAME_EScoreValueFlag=Score Value Flag
EDSTR_ENUMNAME_EScoreValueOperation=Score Value Operation
EDSTR_ENUMNAME_EScoreValueReport=Score Value Report
EDSTR_ENUMNAME_EScoreValueType=Score Value Type
EDSTR_ENUMNAME_ESelectionColor=Selection Color
EDSTR_ENUMNAME_ESerpentFlag=Serpent Flag
EDSTR_ENUMNAME_ESerpentType=Serpent Type
EDSTR_ENUMNAME_EShieldImpact=Shield Impact
EDSTR_ENUMNAME_ESoundBlend=Sound Blend
EDSTR_ENUMNAME_ESoundCategory=Sound Category
EDSTR_ENUMNAME_ESoundDupe=Sound Dupe
EDSTR_ENUMNAME_ESoundExclusivityFlag=Flags
EDSTR_ENUMNAME_ESoundFlag=Sound Flag
EDSTR_ENUMNAME_ESoundFormat=Sound Format
EDSTR_ENUMNAME_ESoundMode=Sound Mode
EDSTR_ENUMNAME_ESoundQualityFlag=Sound Quality Flag
EDSTR_ENUMNAME_ESoundResampler=Sound Resampler
EDSTR_ENUMNAME_ESoundSelect=Sound Select
EDSTR_ENUMNAME_ESoundtrackCategory=Soundtrack Category
EDSTR_ENUMNAME_ESoundtrackFlag=Soundtrack Flag
EDSTR_ENUMNAME_ESpeaker=Speaker
EDSTR_ENUMNAME_ESpeakerMode=Speaker Mode
EDSTR_ENUMNAME_ESplatLayer=Splat Layer
EDSTR_ENUMNAME_ESquibType=Squib Type
EDSTR_ENUMNAME_EStartingUnitFlag=Starting Unit Flag
EDSTR_ENUMNAME_EStatusDisplay=Status Display
EDSTR_ENUMNAME_ETalentModification=Talent Modification
EDSTR_ENUMNAME_ETalentProfileFlag=Talent Profile Flag
EDSTR_ENUMNAME_ETargetFilter=Target Filter
EDSTR_ENUMNAME_ETargetFindFlag=Target Find Flag
EDSTR_ENUMNAME_ETargetFindSet=Target Find Set
EDSTR_ENUMNAME_ETeamColor=Team Color
EDSTR_ENUMNAME_ETechCountState=Tech Count State
EDSTR_ENUMNAME_ETeleportReset=Teleport Reset
EDSTR_ENUMNAME_ETerrainHeightFlag=Terrain Height Flag
EDSTR_ENUMNAME_ETerrainTileFlag=Terrain Tile Flag
EDSTR_ENUMNAME_ETextTagEdge=Text Tag Edge
EDSTR_ENUMNAME_ETextureEntryFlag=Texture Entry Flag
EDSTR_ENUMNAME_ETextureExpressionOp=Texture Expression Option
EDSTR_ENUMNAME_ETextureProp=Texture Property
EDSTR_ENUMNAME_ETexturePropsOp=Texture Properties Operation
EDSTR_ENUMNAME_ETextureSelectByUpdateLinkOp=Texture Select By Update Link Operation
EDSTR_ENUMNAME_ETextureSlot=Texture Slot
EDSTR_ENUMNAME_ETextureSlotComponent=Texture Slot Component
EDSTR_ENUMNAME_ETextureVideoPlayFlag=Play Flag
EDSTR_ENUMNAME_ETextureVideoSoundType=Texture Video Sound Type
EDSTR_ENUMNAME_ETimeSource=Time Source
EDSTR_ENUMNAME_ETonemapRegionTypes=Tonemap Region Types
EDSTR_ENUMNAME_ETurretIdle=Turret Idle
EDSTR_ENUMNAME_EUIStatusFlagType=UI Status Flag
EDSTR_ENUMNAME_EUnitAIFlag=Unit AI Flag
EDSTR_ENUMNAME_EUnitAttribute=Unit Attribute
EDSTR_ENUMNAME_EUnitCollide=Unit Collide
EDSTR_ENUMNAME_EUnitColorStyle=Unit Color Style
EDSTR_ENUMNAME_EUnitEffect=Unit Effect
EDSTR_ENUMNAME_EUnitFlag=Unit Flag
EDSTR_ENUMNAME_EUnitMob=Unit Mob
EDSTR_ENUMNAME_EUnitResponse=Unit Response
EDSTR_ENUMNAME_EUnitSound=Unit Sound
EDSTR_ENUMNAME_EUnitStatus=Unit Status
EDSTR_ENUMNAME_EUnitStatusGroup=Unit Status Group
EDSTR_ENUMNAME_EUnitTaunt=Unit Taunt
EDSTR_ENUMNAME_EUnitType=Unit Type
EDSTR_ENUMNAME_EUnitVital=Unit Vital
EDSTR_ENUMNAME_EUpgradeFlag=Upgrade Flag
EDSTR_ENUMNAME_EUpgradeOperation=Upgrade Operation
EDSTR_ENUMNAME_EUserFieldFlag=User Field Flag
EDSTR_ENUMNAME_EUserType=User Value Type
EDSTR_ENUMNAME_EValidateCombine=Validate Combine
EDSTR_ENUMNAME_EValueCompare=Value Comparison
EDSTR_ENUMNAME_EVariationCommands=Variation Commands
EDSTR_ENUMNAME_EVariationContext=Variation Context
EDSTR_ENUMNAME_EVitalColor=Vital Color
EDSTR_ENUMNAME_EVitalType=Vital Type
EDSTR_ENUMNAME_EVolumeControl=Volume Control
EDSTR_ENUMNAME_EWeaponLegacyMovement=Weapon Legacy Movement
EDSTR_ENUMNAME_EWeaponLegacyOption=Weapon Legacy Option
EDSTR_ENUMNAME_EWeaponOption=Weapon Option
EDSTR_ENUMNAME_EWeaponPrioritization=Weapon Prioritization

// Enum Values
EDSTR_ENUMVAL_e_abilAlignmentNegative=Negative
EDSTR_ENUMVAL_e_abilAlignmentNeutral=Neutral
EDSTR_ENUMVAL_e_abilAlignmentPositive=Positive
EDSTR_ENUMVAL_e_abilArmMagazineCmdAmmo1=Ammo 01
EDSTR_ENUMVAL_e_abilArmMagazineCmdAmmo10=Ammo 10
EDSTR_ENUMVAL_e_abilArmMagazineCmdAmmo11=Ammo 11
EDSTR_ENUMVAL_e_abilArmMagazineCmdAmmo12=Ammo 12
EDSTR_ENUMVAL_e_abilArmMagazineCmdAmmo13=Ammo 13
EDSTR_ENUMVAL_e_abilArmMagazineCmdAmmo14=Ammo 14
EDSTR_ENUMVAL_e_abilArmMagazineCmdAmmo15=Ammo 15
EDSTR_ENUMVAL_e_abilArmMagazineCmdAmmo16=Ammo 16
EDSTR_ENUMVAL_e_abilArmMagazineCmdAmmo17=Ammo 17
EDSTR_ENUMVAL_e_abilArmMagazineCmdAmmo18=Ammo 18
EDSTR_ENUMVAL_e_abilArmMagazineCmdAmmo19=Ammo 19
EDSTR_ENUMVAL_e_abilArmMagazineCmdAmmo2=Ammo 02
EDSTR_ENUMVAL_e_abilArmMagazineCmdAmmo20=Ammo 20
EDSTR_ENUMVAL_e_abilArmMagazineCmdAmmo3=Ammo 03
EDSTR_ENUMVAL_e_abilArmMagazineCmdAmmo4=Ammo 04
EDSTR_ENUMVAL_e_abilArmMagazineCmdAmmo5=Ammo 05
EDSTR_ENUMVAL_e_abilArmMagazineCmdAmmo6=Ammo 06
EDSTR_ENUMVAL_e_abilArmMagazineCmdAmmo7=Ammo 07
EDSTR_ENUMVAL_e_abilArmMagazineCmdAmmo8=Ammo 08
EDSTR_ENUMVAL_e_abilArmMagazineCmdAmmo9=Ammo 09
EDSTR_ENUMVAL_e_abilArmMagEffectCreate=Create
EDSTR_ENUMVAL_e_abilArmMagEffectDeath=Death
EDSTR_ENUMVAL_e_abilArmMagEffectLaunch=Launch
EDSTR_ENUMVAL_e_abilArmMagEffectRecall=Recall
EDSTR_ENUMVAL_e_abilArmMagEffectRelease=Release
EDSTR_ENUMVAL_e_abilArmMagEffectRetarget=Retarget
EDSTR_ENUMVAL_e_abilArmMagFlagAutoCastOffOwnerLeave=Turn Auto Cast Off When Owner Leaves
EDSTR_ENUMVAL_e_abilArmMagFlagAutoCreate=Auto Create
EDSTR_ENUMVAL_e_abilArmMagFlagBestUnit=Best Unit
EDSTR_ENUMVAL_e_abilArmMagFlagIgnoreUnitCost=Ignore Unit Cost
EDSTR_ENUMVAL_e_abilArmMagFlagRetarget=Retarget
EDSTR_ENUMVAL_e_abilArmMagFlagShowStatus=Show Status
EDSTR_ENUMVAL_e_abilArmMagFlagTransient=Transient
EDSTR_ENUMVAL_e_abilArmMagFlagUnitOrderQueue=Use Unit Order Queue
EDSTR_ENUMVAL_e_abilArmMagFlagWaitForFood=Wait For Supplies
EDSTR_ENUMVAL_e_abilArmMagInfoFlagAutoBuild=Auto Build
EDSTR_ENUMVAL_e_abilArmMagInfoFlagAutoBuildOn=Auto Build On
EDSTR_ENUMVAL_e_abilArmMagInfoFlagExternal=External
EDSTR_ENUMVAL_e_abilArmMagLaunchFireAtTarget=Fire At Target
EDSTR_ENUMVAL_e_abilArmMagLaunchReleaseAtSource=Release At Source
EDSTR_ENUMVAL_e_abilArmMagLaunchReleaseAtTarget=Release At Target
EDSTR_ENUMVAL_e_abilArmMagManageDestroy=Destroy
EDSTR_ENUMVAL_e_abilArmMagManageIgnore=Ignore
EDSTR_ENUMVAL_e_abilArmMagManageRecall=Recall
EDSTR_ENUMVAL_e_abilAttackCmdBarrage=Barrage
EDSTR_ENUMVAL_e_abilAttackCmdExecute=Execute
EDSTR_ENUMVAL_e_abilAttackCmdTowards=Towards
EDSTR_ENUMVAL_e_abilAttackFlagUpdateTarget=Update Target
EDSTR_ENUMVAL_e_abilAttackStageApproach=Approach
EDSTR_ENUMVAL_e_abilAttackStageAttack=Attack
EDSTR_ENUMVAL_e_abilAttackStageLoiter=Loiter
EDSTR_ENUMVAL_e_abilAugmentCmdExecute=Execute
EDSTR_ENUMVAL_e_abilAugmentFlagAutoCast=Auto Cast
EDSTR_ENUMVAL_e_abilAugmentFlagAutoCastOffOwnerLeave=Turn Auto Cast Off When Owner Leaves
EDSTR_ENUMVAL_e_abilAugmentFlagAutoCastOn=Auto Cast Initially On
EDSTR_ENUMVAL_e_abilAugmentFlagBestUnit=Target Best Unit
EDSTR_ENUMVAL_e_abilAugmentFlagSmart=Smart Command
EDSTR_ENUMVAL_e_abilBatteryCmdExecute=Execute
EDSTR_ENUMVAL_e_abilBeaconCmdCancel=Cancel
EDSTR_ENUMVAL_e_abilBeaconCmdMove=Move
EDSTR_ENUMVAL_e_abilBehaviorCmdOff=Turn Off
EDSTR_ENUMVAL_e_abilBehaviorCmdOn=Turn On
EDSTR_ENUMVAL_e_abilBehaviorCycleModeNormal=Normal
EDSTR_ENUMVAL_e_abilBehaviorCycleModeRandom=Random
EDSTR_ENUMVAL_e_abilBehaviorCycleModeRandomNoRepeat=Random No Repeat
EDSTR_ENUMVAL_e_abilBehaviorFlagAutoCast=Auto Cast
EDSTR_ENUMVAL_e_abilBehaviorFlagAutoCastOffOwnerLeave=Turn Auto Cast Off When Owner Leaves
EDSTR_ENUMVAL_e_abilBehaviorFlagAutoCastOn=Auto Cast Initially On
EDSTR_ENUMVAL_e_abilBehaviorFlagBestUnit=Best Unit
EDSTR_ENUMVAL_e_abilBehaviorFlagSpendOffCostOnExpiration=Spend Off Cost On Expiration
EDSTR_ENUMVAL_e_abilBehaviorFlagToggle=Toggle
EDSTR_ENUMVAL_e_abilBehaviorFlagToggledOn=Toggled On
EDSTR_ENUMVAL_e_abilBehaviorFlagTransient=Transient
EDSTR_ENUMVAL_e_abilBehaviorStageToggled=Toggled
EDSTR_ENUMVAL_e_abilBehaviorStageUntoggled=Untoggled
EDSTR_ENUMVAL_e_abilBuildableCmdCancel=Cancel
EDSTR_ENUMVAL_e_abilBuildableCmdHalt=Halt
EDSTR_ENUMVAL_e_abilBuildCmdBuild1=Build 01
EDSTR_ENUMVAL_e_abilBuildCmdBuild10=Build 10
EDSTR_ENUMVAL_e_abilBuildCmdBuild11=Build 11
EDSTR_ENUMVAL_e_abilBuildCmdBuild12=Build 12
EDSTR_ENUMVAL_e_abilBuildCmdBuild13=Build 13
EDSTR_ENUMVAL_e_abilBuildCmdBuild14=Build 14
EDSTR_ENUMVAL_e_abilBuildCmdBuild15=Build 15
EDSTR_ENUMVAL_e_abilBuildCmdBuild16=Build 16
EDSTR_ENUMVAL_e_abilBuildCmdBuild17=Build 17
EDSTR_ENUMVAL_e_abilBuildCmdBuild18=Build 18
EDSTR_ENUMVAL_e_abilBuildCmdBuild19=Build 19
EDSTR_ENUMVAL_e_abilBuildCmdBuild2=Build 02
EDSTR_ENUMVAL_e_abilBuildCmdBuild20=Build 20
EDSTR_ENUMVAL_e_abilBuildCmdBuild21=Build 21
EDSTR_ENUMVAL_e_abilBuildCmdBuild22=Build 22
EDSTR_ENUMVAL_e_abilBuildCmdBuild23=Build 23
EDSTR_ENUMVAL_e_abilBuildCmdBuild24=Build 24
EDSTR_ENUMVAL_e_abilBuildCmdBuild25=Build 25
EDSTR_ENUMVAL_e_abilBuildCmdBuild26=Build 26
EDSTR_ENUMVAL_e_abilBuildCmdBuild27=Build 27
EDSTR_ENUMVAL_e_abilBuildCmdBuild28=Build 28
EDSTR_ENUMVAL_e_abilBuildCmdBuild29=Build 29
EDSTR_ENUMVAL_e_abilBuildCmdBuild3=Build 03
EDSTR_ENUMVAL_e_abilBuildCmdBuild30=Build 30
EDSTR_ENUMVAL_e_abilBuildCmdBuild4=Build 04
EDSTR_ENUMVAL_e_abilBuildCmdBuild5=Build 05
EDSTR_ENUMVAL_e_abilBuildCmdBuild6=Build 06
EDSTR_ENUMVAL_e_abilBuildCmdBuild7=Build 07
EDSTR_ENUMVAL_e_abilBuildCmdBuild8=Build 08
EDSTR_ENUMVAL_e_abilBuildCmdBuild9=Build 09
EDSTR_ENUMVAL_e_abilBuildCmdHalt=Halt
EDSTR_ENUMVAL_e_abilBuildEffectCancel=Cancel
EDSTR_ENUMVAL_e_abilBuildEffectFinish=Finish
EDSTR_ENUMVAL_e_abilBuildEffectStart=Start
EDSTR_ENUMVAL_e_abilBuildFlagBestUnit=Best Unit
EDSTR_ENUMVAL_e_abilBuildFlagCancelable=Cancelable
EDSTR_ENUMVAL_e_abilBuildFlagHomogenousInterrupt=Homogenous Interrupt
EDSTR_ENUMVAL_e_abilBuildFlagIgnoreFood=Ignore Food
EDSTR_ENUMVAL_e_abilBuildFlagIgnoreUnitCost=Ignore Unit Cost
EDSTR_ENUMVAL_e_abilBuildFlagInstantPlacement=Instant Placement
EDSTR_ENUMVAL_e_abilBuildFlagInterruptible=Interruptible
EDSTR_ENUMVAL_e_abilBuildFlagNeutralDetachedAddOn=Neutral Detached Add On
EDSTR_ENUMVAL_e_abilBuildFlagPeonDisableAbils=Worker Disable Abilities
EDSTR_ENUMVAL_e_abilBuildFlagPeonDisableCollision=Worker Disable Collision
EDSTR_ENUMVAL_e_abilBuildFlagPeonFidgetAcross=Worker Fidget Across
EDSTR_ENUMVAL_e_abilBuildFlagPeonHide=Worker Hide
EDSTR_ENUMVAL_e_abilBuildFlagPeonKillCancel=Worker Kill On Cancel
EDSTR_ENUMVAL_e_abilBuildFlagPeonKillFinish=Worker Kill On Complete
EDSTR_ENUMVAL_e_abilBuildFlagPeonMaintained=Worker Maintained
EDSTR_ENUMVAL_e_abilBuildFlagRangeIncludesBuilding=Range Includes Building
EDSTR_ENUMVAL_e_abilBuildFlagShowProgress=Show Progress
EDSTR_ENUMVAL_e_abilBuildStageApproach=Approach
EDSTR_ENUMVAL_e_abilBuildStageCollide=Collide
EDSTR_ENUMVAL_e_abilBuildStageConstruct=Construct
EDSTR_ENUMVAL_e_abilBuildStageFinish=Stage Finish
EDSTR_ENUMVAL_e_abilBuildStageHalt=Halt
EDSTR_ENUMVAL_e_abilBuildStageResume=Resume
EDSTR_ENUMVAL_e_abilBuildStageWait=Wait
EDSTR_ENUMVAL_e_abilBuildTypeAddOn=Add On
EDSTR_ENUMVAL_e_abilBuildTypeNormal=Normal
EDSTR_ENUMVAL_e_abilCmdAllowSelfCast=Allow Self Cast
EDSTR_ENUMVAL_e_abilCmdHidden=Hidden
EDSTR_ENUMVAL_e_abilCmdHidePath=Hide Path
EDSTR_ENUMVAL_e_abilCmdIgnoreUser=Ignore User
EDSTR_ENUMVAL_e_abilCmdShowInGlossary=Show In Glossary
EDSTR_ENUMVAL_e_abilCmdStateAvailable=Available
EDSTR_ENUMVAL_e_abilCmdStateRestricted=Restricted
EDSTR_ENUMVAL_e_abilCmdStateSuppressed=Suppressed
EDSTR_ENUMVAL_e_abilCmdToSelection=Send To Selection
EDSTR_ENUMVAL_e_abilEffectFlagAbortOnAllianceChange=Abort On Alliance Change
EDSTR_ENUMVAL_e_abilEffectFlagAllowMovement=Allow Movement
EDSTR_ENUMVAL_e_abilEffectFlagAllowMovingSuppressed=Allow Moving Suppressed
EDSTR_ENUMVAL_e_abilEffectFlagAllowTurningSuppressed=Allow Turning Suppressed
EDSTR_ENUMVAL_e_abilEffectFlagAutoCast=Auto Cast
EDSTR_ENUMVAL_e_abilEffectFlagAutoCastOffOwnerLeave=Turn Auto Cast Off When Owner Leaves
EDSTR_ENUMVAL_e_abilEffectFlagAutoCastOn=Auto Cast Initially On
EDSTR_ENUMVAL_e_abilEffectFlagBestUnit=Best Unit
EDSTR_ENUMVAL_e_abilEffectFlagChannelingMinimum=Channeling Minimum
EDSTR_ENUMVAL_e_abilEffectFlagChase=Chase
EDSTR_ENUMVAL_e_abilEffectFlagClearLastAttackTarget=Clear Last Attack Target
EDSTR_ENUMVAL_e_abilEffectFlagClearLastMoveTarget=Clear Last Move Target
EDSTR_ENUMVAL_e_abilEffectFlagDeferCooldown=Defer Cooldown
EDSTR_ENUMVAL_e_abilEffectFlagLineMovement=Line Movement
EDSTR_ENUMVAL_e_abilEffectFlagNoDeceleration=No Deceleration
EDSTR_ENUMVAL_e_abilEffectFlagPassengerAcquireExternal=Passenger Acquired External
EDSTR_ENUMVAL_e_abilEffectFlagPassengerAcquirePassengers=Passenger Acquired Passenger
EDSTR_ENUMVAL_e_abilEffectFlagPassengerAcquireTransport=Passenger Acquired Transport
EDSTR_ENUMVAL_e_abilEffectFlagRangeUseCasterRadius=Range Use Caster Radius
EDSTR_ENUMVAL_e_abilEffectFlagRangeUsePathing=Range Use Pathing
EDSTR_ENUMVAL_e_abilEffectFlagReExecutable=Re-executable
EDSTR_ENUMVAL_e_abilEffectFlagRequireTargetVision=Require Target Vision
EDSTR_ENUMVAL_e_abilEffectFlagSmart=Smart Command
EDSTR_ENUMVAL_e_abilEffectFlagTransient=Transient
EDSTR_ENUMVAL_e_abilEffectFlagTransientPreferred=Transient Preferred
EDSTR_ENUMVAL_e_abilEffectFlagTransportAcquirePassengers=Transport Acquired Passengers
EDSTR_ENUMVAL_e_abilEffectFlagUpdateChargesOnLevelChange=Update Charges On Level Change
EDSTR_ENUMVAL_e_abilEffectFlagUpdateTarget=Update Target
EDSTR_ENUMVAL_e_abilEffectFlagWaitToSpend=Wait To Spend
EDSTR_ENUMVAL_e_abilEffectInstantCmdCancel=Cancel
EDSTR_ENUMVAL_e_abilEffectInstantCmdExecute=Execute
EDSTR_ENUMVAL_e_abilEffectStageApproach=Approach
EDSTR_ENUMVAL_e_abilEffectStageBail=Bail
EDSTR_ENUMVAL_e_abilEffectStageCast=Cast
EDSTR_ENUMVAL_e_abilEffectStageChannel=Channel
EDSTR_ENUMVAL_e_abilEffectStageFinish=Finish
EDSTR_ENUMVAL_e_abilEffectStagePrep=Prepare
EDSTR_ENUMVAL_e_abilEffectStageWait=Wait
EDSTR_ENUMVAL_e_abilEffectTargetCmdCancel=Cancel
EDSTR_ENUMVAL_e_abilEffectTargetCmdExecute=Execute
EDSTR_ENUMVAL_e_abilHarvestCmdCancel=Cancel
EDSTR_ENUMVAL_e_abilHarvestCmdGather=Gather
EDSTR_ENUMVAL_e_abilHarvestCmdReturn=Return
EDSTR_ENUMVAL_e_abilHarvestFlagBypassResourceQueue=Bypass Resource Queue
EDSTR_ENUMVAL_e_abilHarvestStageApproachDropOff=Approach Drop Off
EDSTR_ENUMVAL_e_abilHarvestStageApproachResource=Approach Resource
EDSTR_ENUMVAL_e_abilHarvestStageDropOff=Drop Off
EDSTR_ENUMVAL_e_abilHarvestStageHarvest=Harvest
EDSTR_ENUMVAL_e_abilHarvestStageWaitAtResource=Wait at Resource
EDSTR_ENUMVAL_e_abilHarvestStageWaitForDropOff=Wait for Drop Off
EDSTR_ENUMVAL_e_abilHarvestStageWaitToReturn=Wait to Return
EDSTR_ENUMVAL_e_abilInteractCmdDesignate=Designate
EDSTR_ENUMVAL_e_abilInteractFlagAutoCast=Auto Cast
EDSTR_ENUMVAL_e_abilInteractFlagBestUnit=Best Unit
EDSTR_ENUMVAL_e_abilInteractFlagExclusive=Exclusive
EDSTR_ENUMVAL_e_abilInteractFlagSameCliffLevel=Same Cliff Level
EDSTR_ENUMVAL_e_abilInteractFlagShareControl=Share Control
EDSTR_ENUMVAL_e_abilInteractFlagShareVision=Share Vision
EDSTR_ENUMVAL_e_abilInteractFlagSmart=Smart Command
EDSTR_ENUMVAL_e_abilInventoryAlignmentLeft=Left
EDSTR_ENUMVAL_e_abilInventoryAlignmentRight=Right
EDSTR_ENUMVAL_e_abilInventoryCmdDrop=Drop
EDSTR_ENUMVAL_e_abilInventoryCmdItemCancel=Cancel
EDSTR_ENUMVAL_e_abilInventoryCmdItemInstant=Use Item (Instant)
EDSTR_ENUMVAL_e_abilInventoryCmdItemTarget=Use Item (Target)
EDSTR_ENUMVAL_e_abilInventoryCmdItemTogOff=Toggle On
EDSTR_ENUMVAL_e_abilInventoryCmdItemTogOn=Toggle Off
EDSTR_ENUMVAL_e_abilInventoryCmdMove=Move
EDSTR_ENUMVAL_e_abilInventoryCmdPawnInstant=Pawn Instant
EDSTR_ENUMVAL_e_abilInventoryCmdTake=Take
EDSTR_ENUMVAL_e_abilInventoryFlagItemDeath=Item Death
EDSTR_ENUMVAL_e_abilLastTargetAttack=Attack
EDSTR_ENUMVAL_e_abilLastTargetAutomatic=Automatic
EDSTR_ENUMVAL_e_abilLastTargetMove=Move
EDSTR_ENUMVAL_e_abilLastTargetUnknown=Unknown
EDSTR_ENUMVAL_e_abilLearnCmdLearn1=Learn 01
EDSTR_ENUMVAL_e_abilLearnCmdLearn10=Learn 10
EDSTR_ENUMVAL_e_abilLearnCmdLearn11=Learn 11
EDSTR_ENUMVAL_e_abilLearnCmdLearn12=Learn 12
EDSTR_ENUMVAL_e_abilLearnCmdLearn13=Learn 13
EDSTR_ENUMVAL_e_abilLearnCmdLearn14=Learn 14
EDSTR_ENUMVAL_e_abilLearnCmdLearn15=Learn 15
EDSTR_ENUMVAL_e_abilLearnCmdLearn16=Learn 16
EDSTR_ENUMVAL_e_abilLearnCmdLearn17=Learn 17
EDSTR_ENUMVAL_e_abilLearnCmdLearn18=Learn 18
EDSTR_ENUMVAL_e_abilLearnCmdLearn19=Learn 19
EDSTR_ENUMVAL_e_abilLearnCmdLearn2=Learn 02
EDSTR_ENUMVAL_e_abilLearnCmdLearn20=Learn 20
EDSTR_ENUMVAL_e_abilLearnCmdLearn3=Learn 03
EDSTR_ENUMVAL_e_abilLearnCmdLearn4=Learn 04
EDSTR_ENUMVAL_e_abilLearnCmdLearn5=Learn 05
EDSTR_ENUMVAL_e_abilLearnCmdLearn6=Learn 06
EDSTR_ENUMVAL_e_abilLearnCmdLearn7=Learn 07
EDSTR_ENUMVAL_e_abilLearnCmdLearn8=Learn 08
EDSTR_ENUMVAL_e_abilLearnCmdLearn9=Learn 09
EDSTR_ENUMVAL_e_abilLearnFlagBestUnit=Best Unit
EDSTR_ENUMVAL_e_abilLearnFlagHideOnMaxLevel=Hide Maximum Level
EDSTR_ENUMVAL_e_abilLearnFlagHideOnPointsSpent=Hide Points Spent
EDSTR_ENUMVAL_e_abilLearnFlagTransient=Transient
EDSTR_ENUMVAL_e_abilLearnFlagUnitOrderQueue=Use Unit Order Queue
EDSTR_ENUMVAL_e_abilMergeableCmdCancel=Cancel
EDSTR_ENUMVAL_e_abilMergeCmdSelectedUnits=Selected Units
EDSTR_ENUMVAL_e_abilMergeCmdWithTarget=Target
EDSTR_ENUMVAL_e_abilMergeFlagBestUnit=Best Unit
EDSTR_ENUMVAL_e_abilMergeFlagIgnoreUnitCost=Ignore Unit Cost
EDSTR_ENUMVAL_e_abilMorphCmdCancel=Cancel
EDSTR_ENUMVAL_e_abilMorphCmdExecute=Execute
EDSTR_ENUMVAL_e_abilMorphEffectCancel=Cancel
EDSTR_ENUMVAL_e_abilMorphEffectFinish=Finish
EDSTR_ENUMVAL_e_abilMorphEffectStart=Start
EDSTR_ENUMVAL_e_abilMorphFlagAutoCast=Auto Cast
EDSTR_ENUMVAL_e_abilMorphFlagAutoCastIdleOnly=Auto Cast (Idle Only)
EDSTR_ENUMVAL_e_abilMorphFlagAutoCastOffOwnerLeave=Turn Auto Cast Off When Owner Leaves
EDSTR_ENUMVAL_e_abilMorphFlagAutoCastOn=Auto Cast Initially On
EDSTR_ENUMVAL_e_abilMorphFlagAutomatic=Automatic
EDSTR_ENUMVAL_e_abilMorphFlagBestUnit=Best Unit
EDSTR_ENUMVAL_e_abilMorphFlagBirth=Birth
EDSTR_ENUMVAL_e_abilMorphFlagDisableAbils=Disable Abilities
EDSTR_ENUMVAL_e_abilMorphFlagDisableCollision=Disable Collision
EDSTR_ENUMVAL_e_abilMorphFlagFastBuild=Fast Build
EDSTR_ENUMVAL_e_abilMorphFlagIgnoreCollision=Ignore Collision
EDSTR_ENUMVAL_e_abilMorphFlagIgnoreFacing=Ignore Facing
EDSTR_ENUMVAL_e_abilMorphFlagIgnoreFood=Ignore Food
EDSTR_ENUMVAL_e_abilMorphFlagIgnorePlacement=Ignore Placement
EDSTR_ENUMVAL_e_abilMorphFlagIgnoreUnitCost=Ignore Unit Cost
EDSTR_ENUMVAL_e_abilMorphFlagInterruptible=Interruptible
EDSTR_ENUMVAL_e_abilMorphFlagMoveBlockers=Move Blocking Units
EDSTR_ENUMVAL_e_abilMorphFlagProduce=Produce
EDSTR_ENUMVAL_e_abilMorphFlagRally=Rally
EDSTR_ENUMVAL_e_abilMorphFlagRallyReset=Rally Reset
EDSTR_ENUMVAL_e_abilMorphFlagShowPlaceholder=Show Placeholder
EDSTR_ENUMVAL_e_abilMorphFlagShowProgress=Show Progress
EDSTR_ENUMVAL_e_abilMorphFlagSuppressMovement=Suppress Movement
EDSTR_ENUMVAL_e_abilMorphFlagTransient=Transient
EDSTR_ENUMVAL_e_abilMorphFlagWaitUntilStopped=Wait Until Stopped
EDSTR_ENUMVAL_e_abilMorphPhaseDelay=Delay
EDSTR_ENUMVAL_e_abilMorphPhaseDuration=Duration
EDSTR_ENUMVAL_e_abilMorphSectionAbils=Abilities
EDSTR_ENUMVAL_e_abilMorphSectionActor=Actor
EDSTR_ENUMVAL_e_abilMorphSectionCollide=Collision
EDSTR_ENUMVAL_e_abilMorphSectionFacing=Facing
EDSTR_ENUMVAL_e_abilMorphSectionMover=Mover
EDSTR_ENUMVAL_e_abilMorphSectionStats=Stats
EDSTR_ENUMVAL_e_abilMorphStageAbilsEnd=Abilities End
EDSTR_ENUMVAL_e_abilMorphStageAbilsStart=Abilities Start
EDSTR_ENUMVAL_e_abilMorphStageActorEnd=Actor End
EDSTR_ENUMVAL_e_abilMorphStageActorStart=Actor Start
EDSTR_ENUMVAL_e_abilMorphStageApproach=Approach
EDSTR_ENUMVAL_e_abilMorphStageCollideEnd=Collide End
EDSTR_ENUMVAL_e_abilMorphStageCollideStart=Collide Start
EDSTR_ENUMVAL_e_abilMorphStageFacingEnd=Facing End
EDSTR_ENUMVAL_e_abilMorphStageFacingStart=Facing Start
EDSTR_ENUMVAL_e_abilMorphStageMoverEnd=Mover End
EDSTR_ENUMVAL_e_abilMorphStageMoverStart=Mover Start
EDSTR_ENUMVAL_e_abilMorphStageStatsEnd=Cache End
EDSTR_ENUMVAL_e_abilMorphStageStatsStart=Cache Start
EDSTR_ENUMVAL_e_abilMorphStageUnitEnd=Unit End
EDSTR_ENUMVAL_e_abilMorphStageUnitStart=Unit Start
EDSTR_ENUMVAL_e_abilMorphStageWait=Wait
EDSTR_ENUMVAL_e_abilMoveCmdAcquireMove=Scan Move
EDSTR_ENUMVAL_e_abilMoveCmdHoldPos=Hold Position
EDSTR_ENUMVAL_e_abilMoveCmdMove=Move
EDSTR_ENUMVAL_e_abilMoveCmdPatrol=Patrol
EDSTR_ENUMVAL_e_abilMoveCmdTurn=Turn
EDSTR_ENUMVAL_e_abilMoveFlagShowIfImmobile=Show If Immobile
EDSTR_ENUMVAL_e_abilMoveFlagUpdateTarget=Update Target
EDSTR_ENUMVAL_e_abilPawnCmdPawn1=Pawn 01
EDSTR_ENUMVAL_e_abilPawnCmdPawn10=Pawn 10
EDSTR_ENUMVAL_e_abilPawnCmdPawn11=Pawn 11
EDSTR_ENUMVAL_e_abilPawnCmdPawn12=Pawn 12
EDSTR_ENUMVAL_e_abilPawnCmdPawn13=Pawn 13
EDSTR_ENUMVAL_e_abilPawnCmdPawn14=Pawn 14
EDSTR_ENUMVAL_e_abilPawnCmdPawn15=Pawn 15
EDSTR_ENUMVAL_e_abilPawnCmdPawn16=Pawn 16
EDSTR_ENUMVAL_e_abilPawnCmdPawn17=Pawn 17
EDSTR_ENUMVAL_e_abilPawnCmdPawn18=Pawn 18
EDSTR_ENUMVAL_e_abilPawnCmdPawn19=Pawn 19
EDSTR_ENUMVAL_e_abilPawnCmdPawn2=Pawn 02
EDSTR_ENUMVAL_e_abilPawnCmdPawn20=Pawn 20
EDSTR_ENUMVAL_e_abilPawnCmdPawn3=Pawn 03
EDSTR_ENUMVAL_e_abilPawnCmdPawn4=Pawn 04
EDSTR_ENUMVAL_e_abilPawnCmdPawn5=Pawn 05
EDSTR_ENUMVAL_e_abilPawnCmdPawn6=Pawn 06
EDSTR_ENUMVAL_e_abilPawnCmdPawn7=Pawn 07
EDSTR_ENUMVAL_e_abilPawnCmdPawn8=Pawn 08
EDSTR_ENUMVAL_e_abilPawnCmdPawn9=Pawn 09
EDSTR_ENUMVAL_e_abilPawnFlagBestUnit=Best Unit
EDSTR_ENUMVAL_e_abilPawnFlagSmart=Smart Command
EDSTR_ENUMVAL_e_abilQueueCmdCancelLast=Cancel Last
EDSTR_ENUMVAL_e_abilQueueCmdCancelSlot=Cancel Slot
EDSTR_ENUMVAL_e_abilQueueFlagBestUnit=Best Unit
EDSTR_ENUMVAL_e_abilQueueFlagHidden=Hidden
EDSTR_ENUMVAL_e_abilQueueFlagNotifyAddOn=Notify Add-On
EDSTR_ENUMVAL_e_abilQueueFlagPassive=Passive
EDSTR_ENUMVAL_e_abilRallyCmdRally1=Rally 1
EDSTR_ENUMVAL_e_abilRallyCmdRally2=Rally 2
EDSTR_ENUMVAL_e_abilRallyCmdRally3=Rally 3
EDSTR_ENUMVAL_e_abilRallyCmdRally4=Rally 4
EDSTR_ENUMVAL_e_abilRallyFlagShowWhileMerging=Show While Merging
EDSTR_ENUMVAL_e_abilRallyFlagShowWhileWarping=Show While Warping
EDSTR_ENUMVAL_e_abilRallyStagePlace=Placement
EDSTR_ENUMVAL_e_abilRedirectFlagIncludeSelf=Include Self
EDSTR_ENUMVAL_e_abilRedirectInstantCmdExecute=Execute
EDSTR_ENUMVAL_e_abilRedirectTargetCmdExecute=Execute
EDSTR_ENUMVAL_e_abilResearchCmdResearch1=Research 01
EDSTR_ENUMVAL_e_abilResearchCmdResearch10=Research 10
EDSTR_ENUMVAL_e_abilResearchCmdResearch11=Research 11
EDSTR_ENUMVAL_e_abilResearchCmdResearch12=Research 12
EDSTR_ENUMVAL_e_abilResearchCmdResearch13=Research 13
EDSTR_ENUMVAL_e_abilResearchCmdResearch14=Research 14
EDSTR_ENUMVAL_e_abilResearchCmdResearch15=Research 15
EDSTR_ENUMVAL_e_abilResearchCmdResearch16=Research 16
EDSTR_ENUMVAL_e_abilResearchCmdResearch17=Research 17
EDSTR_ENUMVAL_e_abilResearchCmdResearch18=Research 18
EDSTR_ENUMVAL_e_abilResearchCmdResearch19=Research 19
EDSTR_ENUMVAL_e_abilResearchCmdResearch2=Research 02
EDSTR_ENUMVAL_e_abilResearchCmdResearch20=Research 20
EDSTR_ENUMVAL_e_abilResearchCmdResearch21=Research 21
EDSTR_ENUMVAL_e_abilResearchCmdResearch22=Research 22
EDSTR_ENUMVAL_e_abilResearchCmdResearch23=Research 23
EDSTR_ENUMVAL_e_abilResearchCmdResearch24=Research 24
EDSTR_ENUMVAL_e_abilResearchCmdResearch25=Research 25
EDSTR_ENUMVAL_e_abilResearchCmdResearch26=Research 26
EDSTR_ENUMVAL_e_abilResearchCmdResearch27=Research 27
EDSTR_ENUMVAL_e_abilResearchCmdResearch28=Research 28
EDSTR_ENUMVAL_e_abilResearchCmdResearch29=Research 29
EDSTR_ENUMVAL_e_abilResearchCmdResearch3=Research 03
EDSTR_ENUMVAL_e_abilResearchCmdResearch30=Research 30
EDSTR_ENUMVAL_e_abilResearchCmdResearch4=Research 04
EDSTR_ENUMVAL_e_abilResearchCmdResearch5=Research 05
EDSTR_ENUMVAL_e_abilResearchCmdResearch6=Research 06
EDSTR_ENUMVAL_e_abilResearchCmdResearch7=Research 07
EDSTR_ENUMVAL_e_abilResearchCmdResearch8=Research 08
EDSTR_ENUMVAL_e_abilResearchCmdResearch9=Research 09
EDSTR_ENUMVAL_e_abilResearchFlagBestUnit=Best Unit
EDSTR_ENUMVAL_e_abilResearchFlagTransient=Transient
EDSTR_ENUMVAL_e_abilResearchFlagUnitOrderQueue=Use Unit Order Queue
EDSTR_ENUMVAL_e_abilReviveCmdRevive1=Revive 01
EDSTR_ENUMVAL_e_abilReviveCmdRevive10=Revive 10
EDSTR_ENUMVAL_e_abilReviveCmdRevive11=Revive 11
EDSTR_ENUMVAL_e_abilReviveCmdRevive12=Revive 12
EDSTR_ENUMVAL_e_abilReviveCmdRevive13=Revive 13
EDSTR_ENUMVAL_e_abilReviveCmdRevive14=Revive 14
EDSTR_ENUMVAL_e_abilReviveCmdRevive15=Revive 15
EDSTR_ENUMVAL_e_abilReviveCmdRevive16=Revive 16
EDSTR_ENUMVAL_e_abilReviveCmdRevive17=Revive 17
EDSTR_ENUMVAL_e_abilReviveCmdRevive18=Revive 18
EDSTR_ENUMVAL_e_abilReviveCmdRevive19=Revive 19
EDSTR_ENUMVAL_e_abilReviveCmdRevive2=Revive 02
EDSTR_ENUMVAL_e_abilReviveCmdRevive20=Revive 20
EDSTR_ENUMVAL_e_abilReviveCmdRevive3=Revive 03
EDSTR_ENUMVAL_e_abilReviveCmdRevive4=Revive 04
EDSTR_ENUMVAL_e_abilReviveCmdRevive5=Revive 05
EDSTR_ENUMVAL_e_abilReviveCmdRevive6=Revive 06
EDSTR_ENUMVAL_e_abilReviveCmdRevive7=Revive 07
EDSTR_ENUMVAL_e_abilReviveCmdRevive8=Revive 08
EDSTR_ENUMVAL_e_abilReviveCmdRevive9=Revive 09
EDSTR_ENUMVAL_e_abilReviveCmdReviveAtTarget1=Revive At Target 01
EDSTR_ENUMVAL_e_abilReviveCmdReviveAtTarget10=Revive At Target 10
EDSTR_ENUMVAL_e_abilReviveCmdReviveAtTarget2=Revive At Target 02
EDSTR_ENUMVAL_e_abilReviveCmdReviveAtTarget3=Revive At Target 03
EDSTR_ENUMVAL_e_abilReviveCmdReviveAtTarget4=Revive At Target 04
EDSTR_ENUMVAL_e_abilReviveCmdReviveAtTarget5=Revive At Target 05
EDSTR_ENUMVAL_e_abilReviveCmdReviveAtTarget6=Revive At Target 06
EDSTR_ENUMVAL_e_abilReviveCmdReviveAtTarget7=Revive At Target 07
EDSTR_ENUMVAL_e_abilReviveCmdReviveAtTarget8=Revive At Target 08
EDSTR_ENUMVAL_e_abilReviveCmdReviveAtTarget9=Revive At Target 09
EDSTR_ENUMVAL_e_abilReviveCmdUnknown=None
EDSTR_ENUMVAL_e_abilReviveFlagBestUnit=Best Unit
EDSTR_ENUMVAL_e_abilReviveFlagTransient=Transient
EDSTR_ENUMVAL_e_abilReviveFlagUnitOrderQueue=Use Unit Order Queue
EDSTR_ENUMVAL_e_abilReviveFlagWaitForFood=Wait For Supplies
EDSTR_ENUMVAL_e_abilReviveVitalIgnore=Ignore
EDSTR_ENUMVAL_e_abilReviveVitalMaximum=Maximum
EDSTR_ENUMVAL_e_abilReviveVitalStart=Start
EDSTR_ENUMVAL_e_abilSharedFlagDisableWhileDead=Disable While Dead
EDSTR_ENUMVAL_e_abilSharedFlagTargetSnapToUnitRadius=Snap Target To Unit Radius
EDSTR_ENUMVAL_e_abilSpecializeCmdSpecialize1=Specialize 01
EDSTR_ENUMVAL_e_abilSpecializeCmdSpecialize10=Specialize 10
EDSTR_ENUMVAL_e_abilSpecializeCmdSpecialize11=Specialize 11
EDSTR_ENUMVAL_e_abilSpecializeCmdSpecialize12=Specialize 12
EDSTR_ENUMVAL_e_abilSpecializeCmdSpecialize13=Specialize 13
EDSTR_ENUMVAL_e_abilSpecializeCmdSpecialize14=Specialize 14
EDSTR_ENUMVAL_e_abilSpecializeCmdSpecialize15=Specialize 15
EDSTR_ENUMVAL_e_abilSpecializeCmdSpecialize16=Specialize 16
EDSTR_ENUMVAL_e_abilSpecializeCmdSpecialize17=Specialize 17
EDSTR_ENUMVAL_e_abilSpecializeCmdSpecialize18=Specialize 18
EDSTR_ENUMVAL_e_abilSpecializeCmdSpecialize19=Specialize 19
EDSTR_ENUMVAL_e_abilSpecializeCmdSpecialize2=Specialize 02
EDSTR_ENUMVAL_e_abilSpecializeCmdSpecialize20=Specialize 20
EDSTR_ENUMVAL_e_abilSpecializeCmdSpecialize3=Specialize 03
EDSTR_ENUMVAL_e_abilSpecializeCmdSpecialize4=Specialize 04
EDSTR_ENUMVAL_e_abilSpecializeCmdSpecialize5=Specialize 05
EDSTR_ENUMVAL_e_abilSpecializeCmdSpecialize6=Specialize 06
EDSTR_ENUMVAL_e_abilSpecializeCmdSpecialize7=Specialize 07
EDSTR_ENUMVAL_e_abilSpecializeCmdSpecialize8=Specialize 08
EDSTR_ENUMVAL_e_abilSpecializeCmdSpecialize9=Specialize 09
EDSTR_ENUMVAL_e_abilSpecializeFlagAutoCastOffOwnerLeave=Turn Auto Cast Off When Owner Leaves
EDSTR_ENUMVAL_e_abilSpecializeFlagBestUnit=Best Unit
EDSTR_ENUMVAL_e_abilSpecializeFlagTransient=Transient
EDSTR_ENUMVAL_e_abilSpecializeFlagUnitOrderQueue=Use Unit Order Queue
EDSTR_ENUMVAL_e_abilSpecializeInfoFlagAutoCast=Auto Cast
EDSTR_ENUMVAL_e_abilSpecializeInfoFlagAutoCastOn=Auto Cast On
EDSTR_ENUMVAL_e_abilStopCmdCheer=Cheer
EDSTR_ENUMVAL_e_abilStopCmdDance=Dance
EDSTR_ENUMVAL_e_abilStopCmdHoldFire=Hold Fire
EDSTR_ENUMVAL_e_abilStopCmdStop=Stop
EDSTR_ENUMVAL_e_abilStopCmdTease=Tease
EDSTR_ENUMVAL_e_abilStopFlagHoldFire=Hold Fire
EDSTR_ENUMVAL_e_abilTechPlayerOwner=Owner
EDSTR_ENUMVAL_e_abilTechPlayerUpkeep=Upkeep
EDSTR_ENUMVAL_e_abilTrainCmdTrain1=Train 01
EDSTR_ENUMVAL_e_abilTrainCmdTrain10=Train 10
EDSTR_ENUMVAL_e_abilTrainCmdTrain11=Train 11
EDSTR_ENUMVAL_e_abilTrainCmdTrain12=Train 12
EDSTR_ENUMVAL_e_abilTrainCmdTrain13=Train 13
EDSTR_ENUMVAL_e_abilTrainCmdTrain14=Train 14
EDSTR_ENUMVAL_e_abilTrainCmdTrain15=Train 15
EDSTR_ENUMVAL_e_abilTrainCmdTrain16=Train 16
EDSTR_ENUMVAL_e_abilTrainCmdTrain17=Train 17
EDSTR_ENUMVAL_e_abilTrainCmdTrain18=Train 18
EDSTR_ENUMVAL_e_abilTrainCmdTrain19=Train 19
EDSTR_ENUMVAL_e_abilTrainCmdTrain2=Train 02
EDSTR_ENUMVAL_e_abilTrainCmdTrain20=Train 20
EDSTR_ENUMVAL_e_abilTrainCmdTrain21=Train 21
EDSTR_ENUMVAL_e_abilTrainCmdTrain22=Train 22
EDSTR_ENUMVAL_e_abilTrainCmdTrain23=Train 23
EDSTR_ENUMVAL_e_abilTrainCmdTrain24=Train 24
EDSTR_ENUMVAL_e_abilTrainCmdTrain25=Train 25
EDSTR_ENUMVAL_e_abilTrainCmdTrain26=Train 26
EDSTR_ENUMVAL_e_abilTrainCmdTrain27=Train 27
EDSTR_ENUMVAL_e_abilTrainCmdTrain28=Train 28
EDSTR_ENUMVAL_e_abilTrainCmdTrain29=Train 29
EDSTR_ENUMVAL_e_abilTrainCmdTrain3=Train 03
EDSTR_ENUMVAL_e_abilTrainCmdTrain30=Train 30
EDSTR_ENUMVAL_e_abilTrainCmdTrain4=Train 04
EDSTR_ENUMVAL_e_abilTrainCmdTrain5=Train 05
EDSTR_ENUMVAL_e_abilTrainCmdTrain6=Train 06
EDSTR_ENUMVAL_e_abilTrainCmdTrain7=Train 07
EDSTR_ENUMVAL_e_abilTrainCmdTrain8=Train 08
EDSTR_ENUMVAL_e_abilTrainCmdTrain9=Train 09
EDSTR_ENUMVAL_e_abilTrainFlagAutoCastOffOwnerLeave=Turn Auto Cast Off When Owner Leaves
EDSTR_ENUMVAL_e_abilTrainFlagBestUnit=Best Unit
EDSTR_ENUMVAL_e_abilTrainFlagDisableCollision=Disable Collision
EDSTR_ENUMVAL_e_abilTrainFlagIgnoreUnitCost=Ignore Unit Cost
EDSTR_ENUMVAL_e_abilTrainFlagKillOnCancel=Kill On Cancel
EDSTR_ENUMVAL_e_abilTrainFlagKillOnFinish=Kill On Complete
EDSTR_ENUMVAL_e_abilTrainFlagSelect=Select
EDSTR_ENUMVAL_e_abilTrainFlagTransient=Transient
EDSTR_ENUMVAL_e_abilTrainFlagUnitOrderQueue=Use Unit Order Queue
EDSTR_ENUMVAL_e_abilTrainFlagWaitForFood=Wait For Supplies
EDSTR_ENUMVAL_e_abilTrainInfoFlagAutoCast=Auto Cast
EDSTR_ENUMVAL_e_abilTrainInfoFlagAutoCastOn=Auto Cast Initially On
EDSTR_ENUMVAL_e_abilTrainInfoFlagIgnorePlacement=Ignore Placement
EDSTR_ENUMVAL_e_abilTrainLocationRally=Rally
EDSTR_ENUMVAL_e_abilTrainLocationSource=Source
EDSTR_ENUMVAL_e_abilTrainRotationSource=Source
EDSTR_ENUMVAL_e_abilTrainRotationTarget=Target
EDSTR_ENUMVAL_e_abilTransportCmdLoad=Load Target
EDSTR_ENUMVAL_e_abilTransportCmdLoadAll=Load All
EDSTR_ENUMVAL_e_abilTransportCmdUnloadAll=Unload All
EDSTR_ENUMVAL_e_abilTransportCmdUnloadAt=Unload Target
EDSTR_ENUMVAL_e_abilTransportCmdUnloadUnit=Unload Unit
EDSTR_ENUMVAL_e_abilTransportFlagAllowPassengerSmartCmd=Allow Passenger Smart Command
EDSTR_ENUMVAL_e_abilTransportFlagAllowSmartCmd=Allow Smart Command
EDSTR_ENUMVAL_e_abilTransportFlagCargoDeath=Cargo Death
EDSTR_ENUMVAL_e_abilTransportFlagIgnoreBlockers=Ignore Blockers
EDSTR_ENUMVAL_e_abilTransportFlagPlayerHold=Player Hold
EDSTR_ENUMVAL_e_abilTransportFlagShowCargoSize=Show Cargo Size
EDSTR_ENUMVAL_e_abilTransportFlagShowStatus=Show Status
EDSTR_ENUMVAL_e_abilWarpableCmdCancel=Cancel
EDSTR_ENUMVAL_e_abilWarpTrainCmdTrain1=Warp 01
EDSTR_ENUMVAL_e_abilWarpTrainCmdTrain10=Warp 10
EDSTR_ENUMVAL_e_abilWarpTrainCmdTrain11=Warp 11
EDSTR_ENUMVAL_e_abilWarpTrainCmdTrain12=Warp 12
EDSTR_ENUMVAL_e_abilWarpTrainCmdTrain13=Warp 13
EDSTR_ENUMVAL_e_abilWarpTrainCmdTrain14=Warp 14
EDSTR_ENUMVAL_e_abilWarpTrainCmdTrain15=Warp 15
EDSTR_ENUMVAL_e_abilWarpTrainCmdTrain16=Warp 16
EDSTR_ENUMVAL_e_abilWarpTrainCmdTrain17=Warp 17
EDSTR_ENUMVAL_e_abilWarpTrainCmdTrain18=Warp 18
EDSTR_ENUMVAL_e_abilWarpTrainCmdTrain19=Warp 19
EDSTR_ENUMVAL_e_abilWarpTrainCmdTrain2=Warp 02
EDSTR_ENUMVAL_e_abilWarpTrainCmdTrain20=Warp 20
EDSTR_ENUMVAL_e_abilWarpTrainCmdTrain3=Warp 03
EDSTR_ENUMVAL_e_abilWarpTrainCmdTrain4=Warp 04
EDSTR_ENUMVAL_e_abilWarpTrainCmdTrain5=Warp 05
EDSTR_ENUMVAL_e_abilWarpTrainCmdTrain6=Warp 06
EDSTR_ENUMVAL_e_abilWarpTrainCmdTrain7=Warp 07
EDSTR_ENUMVAL_e_abilWarpTrainCmdTrain8=Warp 08
EDSTR_ENUMVAL_e_abilWarpTrainCmdTrain9=Warp 09
EDSTR_ENUMVAL_e_abilWarpTrainFlagCmdToMostCharges=Send Command To Most Charges
EDSTR_ENUMVAL_e_abilWarpTrainFlagIgnoreRampTest=Ignore Ramp Test
EDSTR_ENUMVAL_e_abilWarpTrainFlagIgnoreUnitCost=Ignore Unit Cost
EDSTR_ENUMVAL_e_abilWarpTrainFlagWarpTrainersButton=Warp Trainers Button
EDSTR_ENUMVAL_e_achievementFilterMapMelee=Melee Map
EDSTR_ENUMVAL_e_achievementFilterMapSignature=Map Signature
EDSTR_ENUMVAL_e_achievementFilterMatchAnonymous=Anonymous Match
EDSTR_ENUMVAL_e_achievementFilterMatchFFA=Free For All
EDSTR_ENUMVAL_e_achievementFilterMatchMulti=Multiplayer Match
EDSTR_ENUMVAL_e_achievementFilterMatchNoAIBuilds=Match No AI Builds
EDSTR_ENUMVAL_e_achievementFilterMatchNoExtensions=Match No Extension Mod
EDSTR_ENUMVAL_e_achievementFilterMatchNoHandicaps=Match No Handicaps
EDSTR_ENUMVAL_e_achievementFilterMatchObserver=Match Observer
EDSTR_ENUMVAL_e_achievementFilterMatchParticipant=Match Participant
EDSTR_ENUMVAL_e_achievementFilterMatchRanked=Ranked Match
EDSTR_ENUMVAL_e_achievementFilterMatchSingle=Single Match
EDSTR_ENUMVAL_e_achievementFlagCallout=Callout
EDSTR_ENUMVAL_e_achievementFlagCloaked=Cloaked
EDSTR_ENUMVAL_e_achievementFlagEnabled=Enabled
EDSTR_ENUMVAL_e_achievementFlagFinalize=Finalize
EDSTR_ENUMVAL_e_achievementFlagHidden=Hidden
EDSTR_ENUMVAL_e_achievementFlagLocal=Local
EDSTR_ENUMVAL_e_achievementFlagProgress=Progress
EDSTR_ENUMVAL_e_achievementFlagRepeatable=Repeatable
EDSTR_ENUMVAL_e_achievementFlagVictory=Victory
EDSTR_ENUMVAL_e_achievementTagCheckAbsent=Absent
EDSTR_ENUMVAL_e_achievementTagCheckPresent=Present
EDSTR_ENUMVAL_e_achievementTermCombineStateAdd=State Add
EDSTR_ENUMVAL_e_achievementTermCombineValueAdd=Value Add
EDSTR_ENUMVAL_e_achievementTermCombineValueExpand=Combine Value Expand
EDSTR_ENUMVAL_e_achievementTermEvaluateAlways=Always
EDSTR_ENUMVAL_e_achievementTermEvaluateAttain=Attain
EDSTR_ENUMVAL_e_achievementTermEvaluateExpand=Expand
EDSTR_ENUMVAL_e_achievementTermEvaluateFailed=Failed
EDSTR_ENUMVAL_e_achievementTermFlagHidden=Hidden
EDSTR_ENUMVAL_e_achievementTermFlagNotify=Flag Notify
EDSTR_ENUMVAL_e_achievementTermFlagPersist=Persist
EDSTR_ENUMVAL_e_achievementTermPreviousAdd=Previous Add
EDSTR_ENUMVAL_e_achievementTermPreviousExpand=Previous Expand
EDSTR_ENUMVAL_e_achievementTermPreviousIgnore=Previous Ignore
EDSTR_ENUMVAL_e_acquireLevelDefensive=Defensive
EDSTR_ENUMVAL_e_acquireLevelNone=None
EDSTR_ENUMVAL_e_acquireLevelOffensive=Offensive
EDSTR_ENUMVAL_e_acquireLevelPassive=Passive
EDSTR_ENUMVAL_e_actorActionFlagAlignedImpactsAndDamages=Align Impact And Damage
EDSTR_ENUMVAL_e_actorActionFlagIgnoresShields=Ignores Shields
EDSTR_ENUMVAL_e_actorActionFlagImpactForceSite=Impact Force Site
EDSTR_ENUMVAL_e_actorActionFlagImpactMonitorsTeleports=Impact Monitors Teleports
EDSTR_ENUMVAL_e_actorActionFlagLaunchForceSite=Launch Force Site
EDSTR_ENUMVAL_e_actorActionFlagVictimRevealsAttacker=Victim Reveals Attacker
EDSTR_ENUMVAL_e_actorAnimPropMatchTypeContains=Contains
EDSTR_ENUMVAL_e_actorAnimPropMatchTypeFullMatch=Full Match
EDSTR_ENUMVAL_e_actorAnimTransitionTypeClearToPlay=Clear To Play
EDSTR_ENUMVAL_e_actorAnimTransitionTypeClearWhilePlaying=Clear While Playing
EDSTR_ENUMVAL_e_actorAnimTransitionTypePlayWhilePlaying=Play While Playing
EDSTR_ENUMVAL_e_actorBaselineStand=Stand
EDSTR_ENUMVAL_e_actorBaselineStateStand=Stand
EDSTR_ENUMVAL_e_actorBaselineStateWalk=Walk
EDSTR_ENUMVAL_e_actorBaselineStateWalkIntro=Walk Intro
EDSTR_ENUMVAL_e_actorBaselineStateWalkMiddle=Walk Middle
EDSTR_ENUMVAL_e_actorBaselineStateWalkOutro=Walk Outro
EDSTR_ENUMVAL_e_actorBaselineWalk=Walk
EDSTR_ENUMVAL_e_actorBlendBounce=Bounce
EDSTR_ENUMVAL_e_actorBlendCycle=Cycle
EDSTR_ENUMVAL_e_actorBlendOneShot=One Shot
EDSTR_ENUMVAL_e_actorCameraShakeTargetPlayerAll=All
EDSTR_ENUMVAL_e_actorCameraShakeTargetPlayerOwner=Owner
EDSTR_ENUMVAL_e_actorCloakEffectAlly=Ally
EDSTR_ENUMVAL_e_actorCloakEffectDetected=Detected
EDSTR_ENUMVAL_e_actorCloakEffectEnemy=Enemy
EDSTR_ENUMVAL_e_actorCloakEffectNone=None
EDSTR_ENUMVAL_e_actorCombatRevealDurationByVictim=Duration By Victim
EDSTR_ENUMVAL_e_actorCombatRevealDurationOneShot=One Shot
EDSTR_ENUMVAL_e_actorCrossbarDistributionGaussian=Guassian
EDSTR_ENUMVAL_e_actorCrossbarDistributionGaussianInverse=Guassian Inverse
EDSTR_ENUMVAL_e_actorCrossbarDistributionUniform=Uniform
EDSTR_ENUMVAL_e_actorDeathSequenceFlagPreventKill=Prevent Kill
EDSTR_ENUMVAL_e_actorDestroyTypeImmediate=Immediate
EDSTR_ENUMVAL_e_actorDestroyTypeNormal=Normal
EDSTR_ENUMVAL_e_actorDestroyTypeWhenReady=When Ready
EDSTR_ENUMVAL_e_actorDoodadFlagFootprintOnly=Footprint Only
EDSTR_ENUMVAL_e_actorDoodadFlagPauseAnimsWhileFogged=Pause Animations While Fogged
EDSTR_ENUMVAL_e_actorEffectLocationCasterPoint=Caster Point
EDSTR_ENUMVAL_e_actorEffectLocationCasterUnit=Caster Unit
EDSTR_ENUMVAL_e_actorEffectLocationCasterUnitOrPoint=Caster Unit or Point
EDSTR_ENUMVAL_e_actorEffectLocationMissileUnitOrPoint=Missile Unit or Point
EDSTR_ENUMVAL_e_actorEffectLocationOriginPoint=Origin Point
EDSTR_ENUMVAL_e_actorEffectLocationOriginUnit=Origin Unit
EDSTR_ENUMVAL_e_actorEffectLocationOriginUnitOrPoint=Origin Unit Or Point
EDSTR_ENUMVAL_e_actorEffectLocationOuterPoint=Outer Point
EDSTR_ENUMVAL_e_actorEffectLocationOuterUnit=Outer Unit
EDSTR_ENUMVAL_e_actorEffectLocationOuterUnitOrPoint=Outer Unit or Point
EDSTR_ENUMVAL_e_actorEffectLocationSourcePoint=Source Point
EDSTR_ENUMVAL_e_actorEffectLocationSourceUnit=Source Unit
EDSTR_ENUMVAL_e_actorEffectLocationSourceUnitOrPoint=Source Unit or Point
EDSTR_ENUMVAL_e_actorEffectLocationTargetPoint=Target Point
EDSTR_ENUMVAL_e_actorEffectLocationTargetUnit=Target Unit
EDSTR_ENUMVAL_e_actorEffectLocationTargetUnitOrPoint=Target Unit or Point
EDSTR_ENUMVAL_e_actorEffectLocationUnknown=None
EDSTR_ENUMVAL_e_actorEffectScopeCaster=Caster
EDSTR_ENUMVAL_e_actorEffectScopeCasterOuter=Caster Outer
EDSTR_ENUMVAL_e_actorEffectScopeEffect=Effect
EDSTR_ENUMVAL_e_actorEffectScopeMissile=Missile
EDSTR_ENUMVAL_e_actorEffectScopeOuter=Outer
EDSTR_ENUMVAL_e_actorEffectScopeOuterContainer=Outer Container
EDSTR_ENUMVAL_e_actorEffectScopeSource=Source
EDSTR_ENUMVAL_e_actorEffectScopeSourceInside=Source Inside
EDSTR_ENUMVAL_e_actorEffectScopeSourceOutside=Source Outside
EDSTR_ENUMVAL_e_actorEffectScopeTarget=Scope Target
EDSTR_ENUMVAL_e_actorEffectScopeTargetOuter=Target Outer
EDSTR_ENUMVAL_e_actorFilterAll=All
EDSTR_ENUMVAL_e_actorFilterAlly=Ally
EDSTR_ENUMVAL_e_actorFilterEnemy=Enemy
EDSTR_ENUMVAL_e_actorFilterNeutral=Neutral
EDSTR_ENUMVAL_e_actorFilterSelf=Self
EDSTR_ENUMVAL_e_actorFlagAddToExternalFinder=Add To External Finder
EDSTR_ENUMVAL_e_actorFlagRespondsToUnitPlayerChange=Responds To Unit Player Change
EDSTR_ENUMVAL_e_actorFlagSuppressCreationErrors=Suppress Creation Errors
EDSTR_ENUMVAL_e_actorFlagSuppressSaveLoad=Not Saved
EDSTR_ENUMVAL_e_actorFlagVisionTestCenterOnly=Vision Test Center Only
EDSTR_ENUMVAL_e_actorForceDirectionForward=Forward
EDSTR_ENUMVAL_e_actorForceDirectionUp=Up
EDSTR_ENUMVAL_e_actorForceFieldDirectional=Directional
EDSTR_ENUMVAL_e_actorForceFieldRadial=Radial
EDSTR_ENUMVAL_e_actorForceFlagFallOff=Falloff
EDSTR_ENUMVAL_e_actorForceFlagStacks=Stacking
EDSTR_ENUMVAL_e_actorForceOriginAtBottom=Origin At Bottom
EDSTR_ENUMVAL_e_actorForceOriginAtCenter=Origin At Center
EDSTR_ENUMVAL_e_actorGameLocal=Local
EDSTR_ENUMVAL_e_actorGameSync=Synchronous
EDSTR_ENUMVAL_e_actorHeightSourceAsyncFast=Asynchronous Fast
EDSTR_ENUMVAL_e_actorHeightSourceAsyncPrecise=Asynchronous Precise
EDSTR_ENUMVAL_e_actorHeightSourceSyncAir=Synchronous Air
EDSTR_ENUMVAL_e_actorHeightSourceSyncGround=Synchronous Ground
EDSTR_ENUMVAL_e_actorHeightTestAverage=Average
EDSTR_ENUMVAL_e_actorHeightTestHighest=Highest
EDSTR_ENUMVAL_e_actorHeightTestLowest=Lowest
EDSTR_ENUMVAL_e_actorHostedPropBaseModelScale=Model Scale
EDSTR_ENUMVAL_e_actorHostedPropCastShadows=Cast Shadows
EDSTR_ENUMVAL_e_actorHostedPropCloakEffect=Cloak Effect
EDSTR_ENUMVAL_e_actorHostedPropCreepEngulfment=Creep Engulfment
EDSTR_ENUMVAL_e_actorHostedPropDecal=Decal
EDSTR_ENUMVAL_e_actorHostedPropInheritContinuous=Continuous
EDSTR_ENUMVAL_e_actorHostedPropInheritNone=None
EDSTR_ENUMVAL_e_actorHostedPropInheritOneShot=Once
EDSTR_ENUMVAL_e_actorHostedPropLocalTintColor=Local Tint Color
EDSTR_ENUMVAL_e_actorHostedPropOpacity=Opacity
EDSTR_ENUMVAL_e_actorHostedPropScale=Scale
EDSTR_ENUMVAL_e_actorHostedPropTeamColor=Team Color
EDSTR_ENUMVAL_e_actorHostedPropTimeScale=Time Scale
EDSTR_ENUMVAL_e_actorHostedPropTintColor=Tint Color
EDSTR_ENUMVAL_e_actorHostedPropVisibility=Visibility
EDSTR_ENUMVAL_e_actorHostedPropWarpGroup=Warp Group
EDSTR_ENUMVAL_e_actorHostSiteOpsListPositionHead=Head
EDSTR_ENUMVAL_e_actorHostSiteOpsListPositionTail=Tail
EDSTR_ENUMVAL_e_actorHostSiteOpsRemoveDelayDelay=Delay
EDSTR_ENUMVAL_e_actorHostSiteOpsRemoveDelayImmediate=Immediate
EDSTR_ENUMVAL_e_actorIncomingDirect=Direct
EDSTR_ENUMVAL_e_actorIncomingMissile=Missile
EDSTR_ENUMVAL_e_actorIntersectAgainstCenter=Center
EDSTR_ENUMVAL_e_actorIntersectAgainstRadiusContact=Radius Contact
EDSTR_ENUMVAL_e_actorIntersectAgainstRadiusGame=Radius Game
EDSTR_ENUMVAL_e_actorIntersectAgainstRadiusVisual=Radius Visual
EDSTR_ENUMVAL_e_actorModelFlagAllowHitTest=Allow Hit Test
EDSTR_ENUMVAL_e_actorModelFlagAutomateGlobalLoops=Automate Global Loops
EDSTR_ENUMVAL_e_actorModelFlagIgnoreWalkables=Ignore Walkables
EDSTR_ENUMVAL_e_actorModelFlagNeedsVolumeMonitoring=Needs Volume Monitor
EDSTR_ENUMVAL_e_actorModelFlagOutlineEmitter=Outline Emitter
EDSTR_ENUMVAL_e_actorModelFlagOutlineOccluder=Outline Occluder
EDSTR_ENUMVAL_e_actorModelFlagSuppressMissingAttachErrors=Suppress Missing Attachment Errors
EDSTR_ENUMVAL_e_actorModelFlagSuppressPlayerDecals=Suppress Player Decals
EDSTR_ENUMVAL_e_actorModelFlagUpdateVisibility=Update Visibility
EDSTR_ENUMVAL_e_actorModelFlagUseConstSyncSeed=Use Constant Synchronous Seed
EDSTR_ENUMVAL_e_actorModelFlagUseSyncSeed=Use Synchronous Seed
EDSTR_ENUMVAL_e_actorModelFlagWireframeRender=Wireframe Render
EDSTR_ENUMVAL_e_actorModelSwapFlagPreventAllDynamicTextureTransfers=Prevent Dynamic Texture Transfers
EDSTR_ENUMVAL_e_actorMsgAbil=Ability
EDSTR_ENUMVAL_e_actorMsgAbilCharge=Ability Charge
EDSTR_ENUMVAL_e_actorMsgAbilCooldown=Ability Cooldown
EDSTR_ENUMVAL_e_actorMsgAbilMorph=Ability Morph
EDSTR_ENUMVAL_e_actorMsgAbilRally=Ability Rally
EDSTR_ENUMVAL_e_actorMsgAbilTrain=Ability Train
EDSTR_ENUMVAL_e_actorMsgAbilTransport=Transport
EDSTR_ENUMVAL_e_actorMsgABSTRACT=Abstract
EDSTR_ENUMVAL_e_actorMsgAction=Action
EDSTR_ENUMVAL_e_actorMsgActionDamage=Action Damage
EDSTR_ENUMVAL_e_actorMsgActionDamagePhysics=Action Damage Physics
EDSTR_ENUMVAL_e_actorMsgActionImpact=Action Impact
EDSTR_ENUMVAL_e_actorMsgActionImpactPhysics=Action Impact Physics
EDSTR_ENUMVAL_e_actorMsgActionTargetTeleport=Action Target Teleport
EDSTR_ENUMVAL_e_actorMsgActor=Actor
EDSTR_ENUMVAL_e_actorMsgActorCopy=Actor Copy
EDSTR_ENUMVAL_e_actorMsgActorCreation=Actor Creation
EDSTR_ENUMVAL_e_actorMsgActorDestruction=Actor Destruction
EDSTR_ENUMVAL_e_actorMsgActorOrphan=Actor Orphan
EDSTR_ENUMVAL_e_actorMsgActorSiteOpDump=Actor Site Operation Dump
EDSTR_ENUMVAL_e_actorMsgActorThink=Actor Think
EDSTR_ENUMVAL_e_actorMsgActorUpdate=Actor Update
EDSTR_ENUMVAL_e_actorMsgAgeReached=Age Reached
EDSTR_ENUMVAL_e_actorMsgAIUIUpdate=AI UI Update
EDSTR_ENUMVAL_e_actorMsgAliasAdd=Alias Add
EDSTR_ENUMVAL_e_actorMsgAliasDump=Alias Dump
EDSTR_ENUMVAL_e_actorMsgAliasRemove=Alias Remove
EDSTR_ENUMVAL_e_actorMsgAnim=Animation
EDSTR_ENUMVAL_e_actorMsgAnimBaselineStart=Animation Baseline Start
EDSTR_ENUMVAL_e_actorMsgAnimBaselineStop=Animation Baseline Stop
EDSTR_ENUMVAL_e_actorMsgAnimBaselineSuppressWalk=Suppress Walk
EDSTR_ENUMVAL_e_actorMsgAnimBlendTimeApply=Apply Animation Blend Time
EDSTR_ENUMVAL_e_actorMsgAnimBlendTimeRemove=Remove Animation Blend Time
EDSTR_ENUMVAL_e_actorMsgAnimBracketClear=Animation Bracket Clear
EDSTR_ENUMVAL_e_actorMsgAnimBracketResume=Animation Bracket Resume
EDSTR_ENUMVAL_e_actorMsgAnimBracketStart=Animation Bracket Start
EDSTR_ENUMVAL_e_actorMsgAnimBracketState=Animation Bracket State
EDSTR_ENUMVAL_e_actorMsgAnimBracketStop=Animation Bracket Stop
EDSTR_ENUMVAL_e_actorMsgAnimCancelActiveBlends=Cancel Active Animation Blends
EDSTR_ENUMVAL_e_actorMsgAnimClear=Animation Clear
EDSTR_ENUMVAL_e_actorMsgAnimClearAllBut=Animation Clear Except
EDSTR_ENUMVAL_e_actorMsgAnimClearTimeScaleGlobal=Clear Global Animation Time Scale
EDSTR_ENUMVAL_e_actorMsgAnimContinue=Anim Continue
EDSTR_ENUMVAL_e_actorMsgAnimCopy=Animation Copy
EDSTR_ENUMVAL_e_actorMsgAnimDone=Animation Done
EDSTR_ENUMVAL_e_actorMsgAnimDumpDB=Animation Dump Data
EDSTR_ENUMVAL_e_actorMsgAnimGlobalLoopsClear=Animation Global Loop Clear
EDSTR_ENUMVAL_e_actorMsgAnimGlobalLoopsStart=Animation Global Loop Start
EDSTR_ENUMVAL_e_actorMsgAnimGlobalLoopsStop=Animation Global Loop Stop
EDSTR_ENUMVAL_e_actorMsgAnimGroupApply=Animation Group Apply
EDSTR_ENUMVAL_e_actorMsgAnimGroupRemove=Animation Group Remove
EDSTR_ENUMVAL_e_actorMsgAnimGroupRemoveAll=Animation Group Remove All
EDSTR_ENUMVAL_e_actorMsgAnimHookClear=Hook Clear
EDSTR_ENUMVAL_e_actorMsgAnimHookDump=Hook Dump
EDSTR_ENUMVAL_e_actorMsgAnimHookSet=Hook Set
EDSTR_ENUMVAL_e_actorMsgAnimLoaded=Animation Loaded
EDSTR_ENUMVAL_e_actorMsgAnimPlay=Animation Play
EDSTR_ENUMVAL_e_actorMsgAnimPlaySequence=Play Sequence
EDSTR_ENUMVAL_e_actorMsgAnimProps=Animation Properties
EDSTR_ENUMVAL_e_actorMsgAnimSetCompletion=Animation Set Completion
EDSTR_ENUMVAL_e_actorMsgAnimSetDuration=Animation Set Duration
EDSTR_ENUMVAL_e_actorMsgAnimSetLockedAll=Animation Set Locked
EDSTR_ENUMVAL_e_actorMsgAnimSetPaused=Animation Set Paused
EDSTR_ENUMVAL_e_actorMsgAnimSetPausedAll=Animation Set Paused All
EDSTR_ENUMVAL_e_actorMsgAnimSetResetOtherBlocks=Reset Other Blocks
EDSTR_ENUMVAL_e_actorMsgAnimSetSlavedTime=Animation Set Slaved Time
EDSTR_ENUMVAL_e_actorMsgAnimSetTime=Animation Set Time
EDSTR_ENUMVAL_e_actorMsgAnimSetTimeScale=Animation Set Time Scale
EDSTR_ENUMVAL_e_actorMsgAnimSetTimeScaleAbsolute=Animation Set Time Scale (Absolute)
EDSTR_ENUMVAL_e_actorMsgAnimSetTimeScaleGlobal=Set Time Scale Global
EDSTR_ENUMVAL_e_actorMsgAnimSetUserWeight=Animation Set User Weight
EDSTR_ENUMVAL_e_actorMsgArcSetAngle=Set Angle
EDSTR_ENUMVAL_e_actorMsgAssetPreInit=Asset Pre Initialization
EDSTR_ENUMVAL_e_actorMsgAttach=Attach
EDSTR_ENUMVAL_e_actorMsgAttachDump=Attach Dump
EDSTR_ENUMVAL_e_actorMsgAttachMethods=Attachment Methods
EDSTR_ENUMVAL_e_actorMsgAttachModel=Attach Model
EDSTR_ENUMVAL_e_actorMsgAttachModelOffset=Attach Model Offset
EDSTR_ENUMVAL_e_actorMsgAttachOffset=Attach Offset
EDSTR_ENUMVAL_e_actorMsgAttachSetBearings=Attachment Set Bearings
EDSTR_ENUMVAL_e_actorMsgAttachSetBearingsFrom=Attach Set Bearings
EDSTR_ENUMVAL_e_actorMsgAttachSetPosition=Attachment Set Position
EDSTR_ENUMVAL_e_actorMsgAttachSetPositionFrom=Attachment Set Position From
EDSTR_ENUMVAL_e_actorMsgAttachSetRotation=Attachment Set Rotation
EDSTR_ENUMVAL_e_actorMsgAttachSetRotationFrom=Attachment Set Rotation From
EDSTR_ENUMVAL_e_actorMsgBehavior=Behavior
EDSTR_ENUMVAL_e_actorMsgBehaviorBase=Behavior
EDSTR_ENUMVAL_e_actorMsgBehaviorLevel=Behavior Level
EDSTR_ENUMVAL_e_actorMsgBehaviorStackItem=Behavior Stack Item
EDSTR_ENUMVAL_e_actorMsgBillboardSetTowardsCameraDistance=Billboard Set Towards Camera Distance
EDSTR_ENUMVAL_e_actorMsgCameraProximityUpdate=Camera Proximity Update
EDSTR_ENUMVAL_e_actorMsgCameraSetActive=Camera Set Active
EDSTR_ENUMVAL_e_actorMsgCameraSetClipToBounds=Set Camera Clip To Bounds
EDSTR_ENUMVAL_e_actorMsgCameraSetEyePosition=Camera Set Eye Position
EDSTR_ENUMVAL_e_actorMsgCameraSetLink=Camera Set Link
EDSTR_ENUMVAL_e_actorMsgCameraSetParam=Camera Set Parameter
EDSTR_ENUMVAL_e_actorMsgCameraShakeStart=Camera Shake Start
EDSTR_ENUMVAL_e_actorMsgCameraShakeStop=Camera Shake Stop
EDSTR_ENUMVAL_e_actorMsgClearFilter=Clear Filter
EDSTR_ENUMVAL_e_actorMsgClearFilterPlayers=Clear Filter Players
EDSTR_ENUMVAL_e_actorMsgClearLocalTintColor=Clear Local Tint Color
EDSTR_ENUMVAL_e_actorMsgClearOpacity=Clear Opacity
EDSTR_ENUMVAL_e_actorMsgClearScale=Clear Scale
EDSTR_ENUMVAL_e_actorMsgClearTeamColor=Clear Team Color
EDSTR_ENUMVAL_e_actorMsgClearTintColor=Clear Tint Color
EDSTR_ENUMVAL_e_actorMsgCombatRevealClearTimers=Clear Combat Reveal Timers
EDSTR_ENUMVAL_e_actorMsgCombatRevealComplete=Combat Reveal Complete
EDSTR_ENUMVAL_e_actorMsgCommandUI=Command UI
EDSTR_ENUMVAL_e_actorMsgConfirmation=Confirmation
EDSTR_ENUMVAL_e_actorMsgCreate=Create
EDSTR_ENUMVAL_e_actorMsgCreateCopy=Create Copy
EDSTR_ENUMVAL_e_actorMsgCreep=Creep
EDSTR_ENUMVAL_e_actorMsgCreepEngulfmentStart=Creep Engulfment Start
EDSTR_ENUMVAL_e_actorMsgCreepEngulfmentStartTransition=Creep Engulfment Start Transition
EDSTR_ENUMVAL_e_actorMsgCreepEngulfmentStop=Creep Engulfment Stop
EDSTR_ENUMVAL_e_actorMsgCreepEngulfmentStopTransition=Creep Engulfment Stop Transition
EDSTR_ENUMVAL_e_actorMsgCursorUpdate=Cursor Update
EDSTR_ENUMVAL_e_actorMsgDeathCustomize=Death Custom
EDSTR_ENUMVAL_e_actorMsgDeathCustomsDump=Death Customs Dump
EDSTR_ENUMVAL_e_actorMsgDeathCustomsEnablePhysics=Death Customs Enable Physics
EDSTR_ENUMVAL_e_actorMsgDeathModelInitializeDone=Death Model Initialize Done
EDSTR_ENUMVAL_e_actorMsgDeathSequenceExecute=Execute
EDSTR_ENUMVAL_e_actorMsgDeathSequencePrepare=Prepare
EDSTR_ENUMVAL_e_actorMsgDestroy=Destroy
EDSTR_ENUMVAL_e_actorMsgDestroyParticles=Destroy Particles
EDSTR_ENUMVAL_e_actorMsgDestroyRibbons=Destroy Ribbons
EDSTR_ENUMVAL_e_actorMsgDoodadPreserve=Doodad Preserve
EDSTR_ENUMVAL_e_actorMsgEditorMapInitialize=Editor Map Initialize
EDSTR_ENUMVAL_e_actorMsgEffect=Effect
EDSTR_ENUMVAL_e_actorMsgEffectAction=Effect Action
EDSTR_ENUMVAL_e_actorMsgEffectActionCenter=Action Center
EDSTR_ENUMVAL_e_actorMsgEffectActionCommence=Action Commence
EDSTR_ENUMVAL_e_actorMsgEffectActionImpactUpdate=Effect Impact Update
EDSTR_ENUMVAL_e_actorMsgEffectActionParticipants=Action Participants
EDSTR_ENUMVAL_e_actorMsgEffectBase=Effect
EDSTR_ENUMVAL_e_actorMsgEventMacroRun=Run Macro
EDSTR_ENUMVAL_e_actorMsgExternalFinderAdd=External Finder Add
EDSTR_ENUMVAL_e_actorMsgExternalFinderRemove=External Finder Remove
EDSTR_ENUMVAL_e_actorMsgFacialPlay=Facial Play
EDSTR_ENUMVAL_e_actorMsgFacialStop=Facial Stop
EDSTR_ENUMVAL_e_actorMsgFilterUpdate=Filter Update
EDSTR_ENUMVAL_e_actorMsgFlyerHelperChange=Flyer Helper Change
EDSTR_ENUMVAL_e_actorMsgForceSetAngle=Force Set Angle
EDSTR_ENUMVAL_e_actorMsgForceSetHeight=Force Set Height
EDSTR_ENUMVAL_e_actorMsgForceSetLength=Force Set Length
EDSTR_ENUMVAL_e_actorMsgForceSetMagnitude=Force Set Magnitude
EDSTR_ENUMVAL_e_actorMsgForceSetRadius=Force Set Radius
EDSTR_ENUMVAL_e_actorMsgForceSetWidth=Force Set Width
EDSTR_ENUMVAL_e_actorMsgGameInitialize=Game Initialize
EDSTR_ENUMVAL_e_actorMsgGlowStart=Glow Start
EDSTR_ENUMVAL_e_actorMsgGlowStop=Glow Stop
EDSTR_ENUMVAL_e_actorMsgHaloClearColor=Halo Clear Color
EDSTR_ENUMVAL_e_actorMsgHaloSetColor=Halo Set Color
EDSTR_ENUMVAL_e_actorMsgHaloSetColorFromAllianceType=Halo Set Color From Alliance Type
EDSTR_ENUMVAL_e_actorMsgHaloStart=Halo Start
EDSTR_ENUMVAL_e_actorMsgHaloStop=Halo Stop
EDSTR_ENUMVAL_e_actorMsgHerdLevel=Herd Level
EDSTR_ENUMVAL_e_actorMsgHerdSpeed=Herd Speed
EDSTR_ENUMVAL_e_actorMsgHideWorkerCount=Hide Worker Count
EDSTR_ENUMVAL_e_actorMsgHostedPropDump=Hosted Property Dump
EDSTR_ENUMVAL_e_actorMsgHostedPropDumpAll=Hosted Properties Dump All
EDSTR_ENUMVAL_e_actorMsgHostSetOffset=Host Set Offset
EDSTR_ENUMVAL_e_actorMsgHostSiteOpsAdd=Add
EDSTR_ENUMVAL_e_actorMsgHostSiteOpsRemove=Remove
EDSTR_ENUMVAL_e_actorMsgHostSiteOpsSet=Host Site Operations Set
EDSTR_ENUMVAL_e_actorMsgINTERNAL=Internal
EDSTR_ENUMVAL_e_actorMsgItem=Item
EDSTR_ENUMVAL_e_actorMsgLightSetAmbientOcclusion=Light Set Ambient Occlusion
EDSTR_ENUMVAL_e_actorMsgLightSetAttenuationStart=Light Set Attenuation Start
EDSTR_ENUMVAL_e_actorMsgLightSetColorMultiplier=Light Set Color Multiplier
EDSTR_ENUMVAL_e_actorMsgLightSetFalloff=Light Set Falloff
EDSTR_ENUMVAL_e_actorMsgLightSetHotspot=Light Set Hotspot
EDSTR_ENUMVAL_e_actorMsgLightSetLightOpaque=Light Set Opaque
EDSTR_ENUMVAL_e_actorMsgLightSetLightTransparent=Light Set Transparent
EDSTR_ENUMVAL_e_actorMsgLightSetRange=Light Set Range
EDSTR_ENUMVAL_e_actorMsgLightSetShadowCasting=Light Set Shadow Casting
EDSTR_ENUMVAL_e_actorMsgLightSetSpecular=Light Set Specular
EDSTR_ENUMVAL_e_actorMsgLightSetSpecularColor=Light Set Specular Color
EDSTR_ENUMVAL_e_actorMsgListAdd=List Add
EDSTR_ENUMVAL_e_actorMsgListRemove=List Remove
EDSTR_ENUMVAL_e_actorMsgLookAt=Look At
EDSTR_ENUMVAL_e_actorMsgLookAtStart=Look At Start
EDSTR_ENUMVAL_e_actorMsgLookAtStop=Look At Stop
EDSTR_ENUMVAL_e_actorMsgMessageForward=Forward
EDSTR_ENUMVAL_e_actorMsgMessageThinkActivate=Activate Think Message
EDSTR_ENUMVAL_e_actorMsgMessageUpdateActivate=Activate Update Message
EDSTR_ENUMVAL_e_actorMsgMinimapIcon=Minimap Icon
EDSTR_ENUMVAL_e_actorMsgMinimapIconBackground=Minimap Icon Background
EDSTR_ENUMVAL_e_actorMsgMinimapIconBackgroundScale=Minimap Icon Background Scale
EDSTR_ENUMVAL_e_actorMsgMinimapIconScale=Minimap Icon Scale
EDSTR_ENUMVAL_e_actorMsgMinimapTooltip=Minimap Tooltip
EDSTR_ENUMVAL_e_actorMsgMissile=Missile
EDSTR_ENUMVAL_e_actorMsgMissilePreHost=Missile (Pre Host)
EDSTR_ENUMVAL_e_actorMsgMissileTentacleRetracted=Missile Tentacle Retracted
EDSTR_ENUMVAL_e_actorMsgMissileTentacleReturn=Tentacle Return
EDSTR_ENUMVAL_e_actorMsgModelAllowHitTest=Model Allow Hit Test
EDSTR_ENUMVAL_e_actorMsgModelAnimateInvisible=Model Animate Invisible
EDSTR_ENUMVAL_e_actorMsgModelEvent=Model Event
EDSTR_ENUMVAL_e_actorMsgModelEventSuppress=Model Event Suppress
EDSTR_ENUMVAL_e_actorMsgModelFlagsClear=Model Flags Clear
EDSTR_ENUMVAL_e_actorMsgModelFlagsSet=Model Flags Set
EDSTR_ENUMVAL_e_actorMsgModelLinkCustomize=Model Link Customize
EDSTR_ENUMVAL_e_actorMsgModelSuddenMotionStart=Model Sudden Motion Start
EDSTR_ENUMVAL_e_actorMsgModelSuddenMotionStop=Model Sudden Motion Stop
EDSTR_ENUMVAL_e_actorMsgModelSwap=Model Swap
EDSTR_ENUMVAL_e_actorMsgModelSwapped=Model Swapped
EDSTR_ENUMVAL_e_actorMsgModelSwapStackPop=Model Swap Stack Pop
EDSTR_ENUMVAL_e_actorMsgModelSwapStackPush=Model Swap Stack Push
EDSTR_ENUMVAL_e_actorMsgMotionPhase=Motion Phase
EDSTR_ENUMVAL_e_actorMsgMotionPhaseStart=Motion Phase Start
EDSTR_ENUMVAL_e_actorMsgMotionPhaseStop=Motion Phase Stop
EDSTR_ENUMVAL_e_actorMsgMovementTrackingStart=Movement Tracking Start
EDSTR_ENUMVAL_e_actorMsgMovementTrackingStop=Movement Tracking Stop
EDSTR_ENUMVAL_e_actorMsgMover=Mover
EDSTR_ENUMVAL_e_actorMsgMoverArrived=Arrived
EDSTR_ENUMVAL_e_actorMsgMoverMove=Move
EDSTR_ENUMVAL_e_actorMsgMoverSetAcceleration=Set Acceleration
EDSTR_ENUMVAL_e_actorMsgMoverSetDeceleration=Set Deceleration
EDSTR_ENUMVAL_e_actorMsgMoverSetDestination2D=Set Destination Position
EDSTR_ENUMVAL_e_actorMsgMoverSetDestinationFrom=Set Destination From
EDSTR_ENUMVAL_e_actorMsgMoverSetDestinationH=Set Destination Height (Relative)
EDSTR_ENUMVAL_e_actorMsgMoverSetDestinationZ=Set Destination Height (Absolute)
EDSTR_ENUMVAL_e_actorMsgMoverSetSpeed=Set Speed
EDSTR_ENUMVAL_e_actorMsgMoverSetSpeedMax=Set Speed Maximum
EDSTR_ENUMVAL_e_actorMsgMoverStop=Stop
EDSTR_ENUMVAL_e_actorMsgMoverStopNow=Stop Immediately
EDSTR_ENUMVAL_e_actorMsgMoverStopped=Mover Stopped
EDSTR_ENUMVAL_e_actorMsgName=Name
EDSTR_ENUMVAL_e_actorMsgNULL=None
EDSTR_ENUMVAL_e_actorMsgOptionsChange=Options Changed
EDSTR_ENUMVAL_e_actorMsgOverrideAge=Override Age
EDSTR_ENUMVAL_e_actorMsgParams=Parameters
EDSTR_ENUMVAL_e_actorMsgPhysicsBodyDump=Physics Body Dump
EDSTR_ENUMVAL_e_actorMsgPhysicsImpact=Physics Impact
EDSTR_ENUMVAL_e_actorMsgPhysicsImpactCustomize=Physics Impact Customize
EDSTR_ENUMVAL_e_actorMsgPhysicsImpactsEnable=Physics Impacts Enable
EDSTR_ENUMVAL_e_actorMsgPhysicsImpactTerrainReject=Physics Impact Terrain Reject
EDSTR_ENUMVAL_e_actorMsgPhysicsImpactTerrainValidate=Physics Impact Terrain Validate
EDSTR_ENUMVAL_e_actorMsgPhysicsMatchKeysOrderedDump=Physics Match Keys Ordered Dump
EDSTR_ENUMVAL_e_actorMsgPhysicsMatchKeysOrderedSet=Physics Match Keys Ordered Set
EDSTR_ENUMVAL_e_actorMsgPhysicsTerminate=Physics Terminate
EDSTR_ENUMVAL_e_actorMsgPlayUnitSound=Play Unit Sound
EDSTR_ENUMVAL_e_actorMsgPortraitAnimSetTimeFrom=Portrait Animation Set Time
EDSTR_ENUMVAL_e_actorMsgPortraitCustomize=Custom Portrait
EDSTR_ENUMVAL_e_actorMsgPortraitThink=Portrait Think
EDSTR_ENUMVAL_e_actorMsgPortraitUpdate=Portrait Update
EDSTR_ENUMVAL_e_actorMsgPreSelectionUpdate=Pre Selection Update
EDSTR_ENUMVAL_e_actorMsgPreTargetingUpdate=Pre Targeting Update
EDSTR_ENUMVAL_e_actorMsgPrint=Print
EDSTR_ENUMVAL_e_actorMsgProgressLevel=Progress Level
EDSTR_ENUMVAL_e_actorMsgPropertyCurveAdd=Curve Add
EDSTR_ENUMVAL_e_actorMsgPropertyCurveAddLabel=Curve Add Label
EDSTR_ENUMVAL_e_actorMsgPropertyCurveAddPoint=Curve Add Point
EDSTR_ENUMVAL_e_actorMsgPropertyCurveDone=Curve Done
EDSTR_ENUMVAL_e_actorMsgPropertyCurveStart=Curve Start
EDSTR_ENUMVAL_e_actorMsgPropertyCurveStop=Curve Stop
EDSTR_ENUMVAL_e_actorMsgPropertyCurveStopLooping=Curve Stop Looping
EDSTR_ENUMVAL_e_actorMsgQueryPersistent=Query Persistent
EDSTR_ENUMVAL_e_actorMsgQueryRadius=Query Radius
EDSTR_ENUMVAL_e_actorMsgQueryRegion=Query Region
EDSTR_ENUMVAL_e_actorMsgQuerySetCaster=Query Set Caster
EDSTR_ENUMVAL_e_actorMsgRangeUpdate=Range Update
EDSTR_ENUMVAL_e_actorMsgRefClear=Reference Clear
EDSTR_ENUMVAL_e_actorMsgRefCreate=Reference Create
EDSTR_ENUMVAL_e_actorMsgRefDestroy=Reference Destroy
EDSTR_ENUMVAL_e_actorMsgRefDump=Reference Dump
EDSTR_ENUMVAL_e_actorMsgRefName=Reference Name
EDSTR_ENUMVAL_e_actorMsgRefNotify=Reference Notify
EDSTR_ENUMVAL_e_actorMsgRefSet=Reference Set
EDSTR_ENUMVAL_e_actorMsgRefSetFromActor=Set Reference From Actor
EDSTR_ENUMVAL_e_actorMsgRefSetFromMsg=Reference Set From Msg
EDSTR_ENUMVAL_e_actorMsgRefSetFromRequest=Reference Set From Request
EDSTR_ENUMVAL_e_actorMsgRefSetRefreshName=Reference Set Refresh Name
EDSTR_ENUMVAL_e_actorMsgRefTableDump=Reference Table Dump
EDSTR_ENUMVAL_e_actorMsgRegionSubject=Region Subject
EDSTR_ENUMVAL_e_actorMsgSceneDeathCustomSetSyncPassChance=Death Custom Set Synchronous Pass Chance
EDSTR_ENUMVAL_e_actorMsgSceneHaloSetColor=Scene Halo Set Color
EDSTR_ENUMVAL_e_actorMsgSceneHaloSetEmission=Scene Halo Set Emission
EDSTR_ENUMVAL_e_actorMsgSceneHaloSetWidth=Scene Halo Set Width
EDSTR_ENUMVAL_e_actorMsgSceneParticlesDestroy=Scene Particles Destroy
EDSTR_ENUMVAL_e_actorMsgScenePhysicsImpactSpy=Scene Physics Impact Spy
EDSTR_ENUMVAL_e_actorMsgScenePhysicsInitFailureSpy=Scene Physics Init Failure Spy
EDSTR_ENUMVAL_e_actorMsgScenePowerShowAll=Scene Power Show All
EDSTR_ENUMVAL_e_actorMsgSceneRibbonsDestroy=Scene Ribbons Destroy
EDSTR_ENUMVAL_e_actorMsgSceneStrobeSetCycleLength=Scene Strobe Set Cycle Length
EDSTR_ENUMVAL_e_actorMsgSceneStrobeSetFalloff=Scene Strobe Set Falloff
EDSTR_ENUMVAL_e_actorMsgSceneStrobeSetHeight=Scene Strobe Set Height
EDSTR_ENUMVAL_e_actorMsgSelectionLocalFlash=Selection Flash (Local)
EDSTR_ENUMVAL_e_actorMsgSelectionLocalSubgroupUpdate=Selection Subgroup Update (Local)
EDSTR_ENUMVAL_e_actorMsgSelectionLocalUpdate=Selection Update (Local)
EDSTR_ENUMVAL_e_actorMsgSelectionSyncFlash=Selection Flash (Sync)
EDSTR_ENUMVAL_e_actorMsgSelectionSyncSubgroupUpdate=Selection Subgroup Update (Sync)
EDSTR_ENUMVAL_e_actorMsgSelectionSyncUpdate=Selection Update (Sync)
EDSTR_ENUMVAL_e_actorMsgSetBearings=Set Bearings
EDSTR_ENUMVAL_e_actorMsgSetBearingsFrom=Set Bearings From
EDSTR_ENUMVAL_e_actorMsgSetBearingsH=Set Bearings (Height)
EDSTR_ENUMVAL_e_actorMsgSetCastShadows=Set Cast Shadows
EDSTR_ENUMVAL_e_actorMsgSetFacing=Set Facing
EDSTR_ENUMVAL_e_actorMsgSetFilter=Set Filter
EDSTR_ENUMVAL_e_actorMsgSetFilterPlayers=Set Filter Players
EDSTR_ENUMVAL_e_actorMsgSetFrom=Set From
EDSTR_ENUMVAL_e_actorMsgSetGroupIcon=Set Group Icon
EDSTR_ENUMVAL_e_actorMsgSetHeight=Set Height
EDSTR_ENUMVAL_e_actorMsgSetHeroIcon=Set Hero Icon
EDSTR_ENUMVAL_e_actorMsgSetLocalTintColor=Set Tint Color (Local)
EDSTR_ENUMVAL_e_actorMsgSetMimicPlayer=Set Mimic Player
EDSTR_ENUMVAL_e_actorMsgSetMinimapVisibility=Set Minimap Visibility
EDSTR_ENUMVAL_e_actorMsgSetMinimapVisibilityAlways=Set Minimap Visibility Always
EDSTR_ENUMVAL_e_actorMsgSetOpacity=Set Opacity
EDSTR_ENUMVAL_e_actorMsgSetPlayerId=Set Player Id
EDSTR_ENUMVAL_e_actorMsgSetPosition=Set Position
EDSTR_ENUMVAL_e_actorMsgSetPosition2D=Set Position 2D
EDSTR_ENUMVAL_e_actorMsgSetPosition2DH=Set Position Height (Relative)
EDSTR_ENUMVAL_e_actorMsgSetPositionFrom=Set Position From
EDSTR_ENUMVAL_e_actorMsgSetPositionH=Set Position (Height)
EDSTR_ENUMVAL_e_actorMsgSetQueriedSpawn=Set Queried Spawn
EDSTR_ENUMVAL_e_actorMsgSetRenderToTextureEnabled=Enable Render To Texture
EDSTR_ENUMVAL_e_actorMsgSetRotation=Set Rotation
EDSTR_ENUMVAL_e_actorMsgSetRotationFrom=Set Rotation From
EDSTR_ENUMVAL_e_actorMsgSetScale=Set Scale
EDSTR_ENUMVAL_e_actorMsgSetScaleAbsolute=Set Scale Absolute
EDSTR_ENUMVAL_e_actorMsgSetSelectionColor=Set Selection Color
EDSTR_ENUMVAL_e_actorMsgSetShowStatusBar=Show Status Bar
EDSTR_ENUMVAL_e_actorMsgSetSoundSuffix=Set Sound Suffix
EDSTR_ENUMVAL_e_actorMsgSetStatusBarOn=Set Status Bar On
EDSTR_ENUMVAL_e_actorMsgSetTeamColor=Set Team Color
EDSTR_ENUMVAL_e_actorMsgSetTeamColorBlendPair=Set Team Color Blend
EDSTR_ENUMVAL_e_actorMsgSetTeamColorIndex=Set Team Color Index
EDSTR_ENUMVAL_e_actorMsgSetText=Set Text
EDSTR_ENUMVAL_e_actorMsgSetTextColor=Set Text Color
EDSTR_ENUMVAL_e_actorMsgSetTextLocalized=Set Text (Localized)
EDSTR_ENUMVAL_e_actorMsgSetTextSize=Set Text Size
EDSTR_ENUMVAL_e_actorMsgSetTintColor=Set Tint Color
EDSTR_ENUMVAL_e_actorMsgSetTintColorBlendPair=Set Tint Color Blend
EDSTR_ENUMVAL_e_actorMsgSetTransferOverrideAnim=Set Transfer Override Animation
EDSTR_ENUMVAL_e_actorMsgSetUnitIcon=Set Unit Icon
EDSTR_ENUMVAL_e_actorMsgSetVisibility=Set Visibility
EDSTR_ENUMVAL_e_actorMsgSetVisibleTo=Set Visible To
EDSTR_ENUMVAL_e_actorMsgSetVisibleToPlayers=Set Visible To Players
EDSTR_ENUMVAL_e_actorMsgSetWalkAnimMoveSpeed=Set Walk Animation Move Speed
EDSTR_ENUMVAL_e_actorMsgSetWireframe=Set Wireframe
EDSTR_ENUMVAL_e_actorMsgSetWireframeShield=Set Wireframe Shield
EDSTR_ENUMVAL_e_actorMsgSetZ=Set Position Height (Absolute)
EDSTR_ENUMVAL_e_actorMsgSignal=Signal
EDSTR_ENUMVAL_e_actorMsgSnapshotCreation=Snapshot Creation
EDSTR_ENUMVAL_e_actorMsgSoundAddDSP=Sound Add Digital Effect
EDSTR_ENUMVAL_e_actorMsgSoundDone=Sound Done
EDSTR_ENUMVAL_e_actorMsgSoundLinkCustomize=Sound Link Customize
EDSTR_ENUMVAL_e_actorMsgSoundSetMuted=Sound Set Muted
EDSTR_ENUMVAL_e_actorMsgSoundSetOffset=Sound Set Offset
EDSTR_ENUMVAL_e_actorMsgSoundSetPaused=Sound Set Paused
EDSTR_ENUMVAL_e_actorMsgSoundSetPitch=Sound Set Pitch
EDSTR_ENUMVAL_e_actorMsgSoundSetReverbBalanceDirect=Set Sound Reverb Balance (Direct)
EDSTR_ENUMVAL_e_actorMsgSoundSetReverbBalanceRoom=Set Sound Reverb Balance (Room)
EDSTR_ENUMVAL_e_actorMsgSoundSetVolume=Sound Set Volume
EDSTR_ENUMVAL_e_actorMsgSourceWalkAnimMoveSpeedFrom=Walk Animation Move Speed
EDSTR_ENUMVAL_e_actorMsgSquibChoice=Squib Choice
EDSTR_ENUMVAL_e_actorMsgStateChange=State Change
EDSTR_ENUMVAL_e_actorMsgStatus=Status
EDSTR_ENUMVAL_e_actorMsgStatusDecrement=Status Decrement
EDSTR_ENUMVAL_e_actorMsgStatusIncrement=Status Increment
EDSTR_ENUMVAL_e_actorMsgStatusOff=Status Off
EDSTR_ENUMVAL_e_actorMsgStatusOn=Status On
EDSTR_ENUMVAL_e_actorMsgStatusSet=Status Set
EDSTR_ENUMVAL_e_actorMsgStrobeStart=Strobe Start
EDSTR_ENUMVAL_e_actorMsgStrobeStop=Strobe Stop
EDSTR_ENUMVAL_e_actorMsgSupporterDestruction=Supporter Destruction
EDSTR_ENUMVAL_e_actorMsgSYSTEM=System
EDSTR_ENUMVAL_e_actorMsgTakeSnapshot=Take Snapshot
EDSTR_ENUMVAL_e_actorMsgTerrain=Terrain
EDSTR_ENUMVAL_e_actorMsgTerrainPhysicsMaterialEnter=Terrain Physics Material Enter
EDSTR_ENUMVAL_e_actorMsgTerrainPhysicsMaterialLeave=Terrain Physics Material Leave
EDSTR_ENUMVAL_e_actorMsgTerrainPhysicsMaterialOverride=Physics Material Override
EDSTR_ENUMVAL_e_actorMsgTerrainPhysicsMaterialRestore=Physics Material Restore
EDSTR_ENUMVAL_e_actorMsgTerrainPhysicsReinitialize=Terrain Physics Reinitialize
EDSTR_ENUMVAL_e_actorMsgTerrainSquib=Terrain Squib
EDSTR_ENUMVAL_e_actorMsgTerrainSquibActivateGroup=Terrain Squib Activate Group
EDSTR_ENUMVAL_e_actorMsgTerrainSquibDeactivate=Terrain Squib Deactivate
EDSTR_ENUMVAL_e_actorMsgTexture=Generic
EDSTR_ENUMVAL_e_actorMsgTextureDump=Texture Dump
EDSTR_ENUMVAL_e_actorMsgTextureDumpDB=Texture Dump Database
EDSTR_ENUMVAL_e_actorMsgTextureGroupApply=Texture Group Apply
EDSTR_ENUMVAL_e_actorMsgTextureGroupApplyGlobal=Texture Group Apply Global
EDSTR_ENUMVAL_e_actorMsgTextureGroupRemove=Texture Group Remove
EDSTR_ENUMVAL_e_actorMsgTextureGroupRemoveGlobal=Texture Group Remove Global
EDSTR_ENUMVAL_e_actorMsgTextureProps=Texture Properties
EDSTR_ENUMVAL_e_actorMsgTextureResetToDefault=Texture Reset
EDSTR_ENUMVAL_e_actorMsgTextureSelectById=Texture Select By Id
EDSTR_ENUMVAL_e_actorMsgTextureSelectByMatch=Select By Match
EDSTR_ENUMVAL_e_actorMsgTextureSelectBySlot=Select By Slot
EDSTR_ENUMVAL_e_actorMsgTextureSelectByUpdateLink=Texture Select By Update Link
EDSTR_ENUMVAL_e_actorMsgTextureSelectDecalByPlayer=Texture Select Decal By Player
EDSTR_ENUMVAL_e_actorMsgTextureUpdate=Texture Update
EDSTR_ENUMVAL_e_actorMsgTextureVideoEnableTimeOverride=Texture Video Time Override
EDSTR_ENUMVAL_e_actorMsgTextureVideoPlay=Texture Video Play
EDSTR_ENUMVAL_e_actorMsgTextureVideoSetFrame=Texture Video Set Frame
EDSTR_ENUMVAL_e_actorMsgTextureVideoSetPaused=Texture Video Set Paused
EDSTR_ENUMVAL_e_actorMsgTextureVideoSetTime=Texture Video Set Time
EDSTR_ENUMVAL_e_actorMsgTextureVideoSetTimeAll=Texture Video Set Time
EDSTR_ENUMVAL_e_actorMsgTextureVideoStop=Texture Video Stop
EDSTR_ENUMVAL_e_actorMsgTextureVideoStopAll=Texture Video Stop All
EDSTR_ENUMVAL_e_actorMsgTimerExpired=Timer Expired
EDSTR_ENUMVAL_e_actorMsgTimerKill=Timer Kill
EDSTR_ENUMVAL_e_actorMsgTimerSet=Timer Set
EDSTR_ENUMVAL_e_actorMsgTransition=Transition
EDSTR_ENUMVAL_e_actorMsgTransmissionPlay=Transmission Play
EDSTR_ENUMVAL_e_actorMsgTransmissionStop=Transmission Stop
EDSTR_ENUMVAL_e_actorMsgTurret=Turret
EDSTR_ENUMVAL_e_actorMsgTurretDisable=Turret Disable
EDSTR_ENUMVAL_e_actorMsgTurretEnable=Turret Enable
EDSTR_ENUMVAL_e_actorMsgTurretFidget=Turret Fidget
EDSTR_ENUMVAL_e_actorMsgTurretRotation=Turret Rotation
EDSTR_ENUMVAL_e_actorMsgTurretRotationUpdate=Turret Rotation Update
EDSTR_ENUMVAL_e_actorMsgUIStatusFlagSet=UI Status Flag Set
EDSTR_ENUMVAL_e_actorMsgUnit=Unit
EDSTR_ENUMVAL_e_actorMsgUnitAttacked=Unit Attacked
EDSTR_ENUMVAL_e_actorMsgUnitAttacker=Unit Attacker
EDSTR_ENUMVAL_e_actorMsgUnitBirth=Unit Birth
EDSTR_ENUMVAL_e_actorMsgUnitBlipUpdate=Unit Blip Update
EDSTR_ENUMVAL_e_actorMsgUnitCallForHelp=Unit Call For Help
EDSTR_ENUMVAL_e_actorMsgUnitClick=Unit Click
EDSTR_ENUMVAL_e_actorMsgUnitClickLocal=Unit Click Local
EDSTR_ENUMVAL_e_actorMsgUnitConstruction=Unit Construction
EDSTR_ENUMVAL_e_actorMsgUnitCreation=Unit Creation
EDSTR_ENUMVAL_e_actorMsgUnitDamaged=Unit Damaged
EDSTR_ENUMVAL_e_actorMsgUnitDeath=Unit Death
EDSTR_ENUMVAL_e_actorMsgUnitDeathCustomize=Unit Death Custom
EDSTR_ENUMVAL_e_actorMsgUnitDeathWhileHidden=Unit Death While Hidden
EDSTR_ENUMVAL_e_actorMsgUnitDetectedByViewer=Unit Detected By Viewer
EDSTR_ENUMVAL_e_actorMsgUnitFidget=Unit Fidget
EDSTR_ENUMVAL_e_actorMsgUnitHeightUpdate=Unit Height Update
EDSTR_ENUMVAL_e_actorMsgUnitHighlight=Unit Highlight
EDSTR_ENUMVAL_e_actorMsgUnitHighlightLocal=Unit Highlight Local
EDSTR_ENUMVAL_e_actorMsgUnitMovementUpdate=Unit Movement Update
EDSTR_ENUMVAL_e_actorMsgUnitPlayerChange=Unit Player Change
EDSTR_ENUMVAL_e_actorMsgUnitPoints=Unit Points
EDSTR_ENUMVAL_e_actorMsgUnitPortrait=Unit Portrait
EDSTR_ENUMVAL_e_actorMsgUnitRefund=Unit Refund
EDSTR_ENUMVAL_e_actorMsgUnitRegen=Unit Regeneration
EDSTR_ENUMVAL_e_actorMsgUnitRevive=Unit Revive
EDSTR_ENUMVAL_e_actorMsgUnitShrubUpdate=Unit Shrub Update
EDSTR_ENUMVAL_e_actorMsgUnitTaunt=Unit Taunt
EDSTR_ENUMVAL_e_actorMsgUpdateTeamColor=Update Team Color
EDSTR_ENUMVAL_e_actorMsgUpdateVisibility=Update Visibility
EDSTR_ENUMVAL_e_actorMsgUpgrade=Upgrade
EDSTR_ENUMVAL_e_actorMsgUpgradeFinalized=Upgrade Finalized
EDSTR_ENUMVAL_e_actorMsgUSER=User
EDSTR_ENUMVAL_e_actorMsgWeapon=Weapon
EDSTR_ENUMVAL_e_actorMsgWeaponBase=Weapon
EDSTR_ENUMVAL_e_actorMsgWeaponCriticalUpdate=Weapon Critical Update
EDSTR_ENUMVAL_e_actorMsgWeaponStart=Weapon Start
EDSTR_ENUMVAL_e_actorMsgWeaponStop=Weapon Stop
EDSTR_ENUMVAL_e_actorOverkillDamageOverInterval=Damage Over Interval
EDSTR_ENUMVAL_e_actorOverkillDamagePastRemainingHealth=Damage Past Remaining Health
EDSTR_ENUMVAL_e_actorOverkillTestFixed=Test Fixed
EDSTR_ENUMVAL_e_actorOverkillTestPercentageOfMaxLife=Test Percentage Of Max Life
EDSTR_ENUMVAL_e_actorOverkillTestPercentageOfMaxLifePlusShields=Test Percentage Of Max Life Plus Shields
EDSTR_ENUMVAL_e_actorPhysicsImpactEnvironmentAny=Any
EDSTR_ENUMVAL_e_actorPhysicsImpactEnvironmentOnLand=On Land
EDSTR_ENUMVAL_e_actorPhysicsImpactEnvironmentUnderwater=Underwater
EDSTR_ENUMVAL_e_actorPhysicsImpactMaterialRelativeHardnessDontCare=Don't Care
EDSTR_ENUMVAL_e_actorPhysicsImpactMaterialRelativeHardnessEqual=Equal
EDSTR_ENUMVAL_e_actorPhysicsImpactMaterialRelativeHardnessHarder=Harder
EDSTR_ENUMVAL_e_actorPhysicsImpactMaterialRelativeHardnessHarderOrEqual=Harder Or Equal
EDSTR_ENUMVAL_e_actorPhysicsImpactMaterialRelativeHardnessSofter=Softer
EDSTR_ENUMVAL_e_actorPhysicsImpactMaterialRelativeHardnessSofterOrEqual=Softer Or Equal
EDSTR_ENUMVAL_e_actorPhysicsImpactMemberOther=Other
EDSTR_ENUMVAL_e_actorPhysicsImpactMemberSelf=Self
EDSTR_ENUMVAL_e_actorPhysicsImpactRangeCollisionArea=Collision Area
EDSTR_ENUMVAL_e_actorPhysicsImpactRangeDontCare=Don't Care
EDSTR_ENUMVAL_e_actorPhysicsImpactRangeImpulse=Impulse
EDSTR_ENUMVAL_e_actorPhysicsImpactRangeRelativeApproachSpeed=Relative Approach Speed
EDSTR_ENUMVAL_e_actorPhysicsImpactSpyAutomatic=Automatic
EDSTR_ENUMVAL_e_actorPhysicsImpactSpyModelsOnly=Models Only
EDSTR_ENUMVAL_e_actorPhysicsImpactSpyOff=Off
EDSTR_ENUMVAL_e_actorPhysicsImpactSpyTerrainOnly=Terrain Only
EDSTR_ENUMVAL_e_actorPlayerIdSourceAuto=Auto
EDSTR_ENUMVAL_e_actorPlayerIdSourceContainingScope=Containing Scope
EDSTR_ENUMVAL_e_actorPropertyCurveCameraEyePosition=Camera Eye Position
EDSTR_ENUMVAL_e_actorPropertyCurveCameraParams=Camera Parameters
EDSTR_ENUMVAL_e_actorPropertyCurveFlagLooping=Looping
EDSTR_ENUMVAL_e_actorPropertyCurveOffset=Curve Offset
EDSTR_ENUMVAL_e_actorPropertyCurvePosition=Position
EDSTR_ENUMVAL_e_actorPropertyCurveRotation=Curve Rotation
EDSTR_ENUMVAL_e_actorPropertyCurveScale=Scale
EDSTR_ENUMVAL_e_actorPropertyCurveSoundParams=Sound Parameters
EDSTR_ENUMVAL_e_actorPropertyCurveTangentAuto=Automatic Curve Tangent
EDSTR_ENUMVAL_e_actorPropertyCurveTangentCustom=Custom
EDSTR_ENUMVAL_e_actorPropertyCurveTangentFast=Fast
EDSTR_ENUMVAL_e_actorPropertyCurveTangentFlat=Flat
EDSTR_ENUMVAL_e_actorPropertyCurveTangentLinear=Linear
EDSTR_ENUMVAL_e_actorPropertyCurveTangentSlow=Slow
EDSTR_ENUMVAL_e_actorPropertyCurveTangentSmooth=Smooth
EDSTR_ENUMVAL_e_actorPropertyCurveTangentStep=Step
EDSTR_ENUMVAL_e_actorPropertyCurveTeamColor=Curve Team Color
EDSTR_ENUMVAL_e_actorPropertyCurveTintColor=Tint Color
EDSTR_ENUMVAL_e_actorProximityCenterActor=Center Actor
EDSTR_ENUMVAL_e_actorProximityCenterModelBounds=Center Model Bounds
EDSTR_ENUMVAL_e_actorQuadDecorationFlagUseLaunchActorScale=Use Launch Actor Scale
EDSTR_ENUMVAL_e_actorQuadDecorationFunctionBias=Bias
EDSTR_ENUMVAL_e_actorQuadDecorationFunctionGain=Gain
EDSTR_ENUMVAL_e_actorQuadDecorationFunctionLinear=Linear
EDSTR_ENUMVAL_e_actorQuadFlagForwardAnimMsgsCenterActor=Forward Anim Messages to Center Actors
EDSTR_ENUMVAL_e_actorQuadFlagForwardAnimMsgsDecorationActor=Forward Messages To Decoration Actor
EDSTR_ENUMVAL_e_actorQuadFlagForwardAnimMsgsImpactActor=Forward Anim Messages to Impact Actor
EDSTR_ENUMVAL_e_actorQuadFlagForwardAnimMsgsLaunchActor=Forward Anim Messages to Launch Actor
EDSTR_ENUMVAL_e_actorQuadFlagPreserveProportionsDuringWidthScaling=Preserve Proportions During Width Scaling
EDSTR_ENUMVAL_e_actorQuadFlagRespectWidthScaling=Respect Width Scaling
EDSTR_ENUMVAL_e_actorRadialDistributionExponential=Exponential
EDSTR_ENUMVAL_e_actorRadialDistributionGaussian=Gaussian
EDSTR_ENUMVAL_e_actorRadialDistributionUniform=Uniform
EDSTR_ENUMVAL_e_actorRangeFlagGameWorld=Game World
EDSTR_ENUMVAL_e_actorRangeFlagMinimap=Range Flag Minimap
EDSTR_ENUMVAL_e_actorRefSpaceActor=Actor
EDSTR_ENUMVAL_e_actorRefSpaceAny=Any
EDSTR_ENUMVAL_e_actorRefSpaceGlobal=Global
EDSTR_ENUMVAL_e_actorRefSpaceScope=Scope
EDSTR_ENUMVAL_e_actorRegionFlagUseEffectRange=Use Effect Range
EDSTR_ENUMVAL_e_actorRequestActorCreate=Creation
EDSTR_ENUMVAL_e_actorRequestActorFind=Actor Find
EDSTR_ENUMVAL_e_actorRequestActorImplicit=Implicit
EDSTR_ENUMVAL_e_actorRequestCreateSharingAlways=Always
EDSTR_ENUMVAL_e_actorRequestCreateSharingNone=None
EDSTR_ENUMVAL_e_actorRequestCreateSharingPerEffectTree=Per Effect Tree
EDSTR_ENUMVAL_e_actorRequestScopeCaster=Scope Caster
EDSTR_ENUMVAL_e_actorRequestScopeCasterOuter=Caster Outer
EDSTR_ENUMVAL_e_actorRequestScopeEffect=Scope Effect
EDSTR_ENUMVAL_e_actorRequestScopeImplicit=Implicit
EDSTR_ENUMVAL_e_actorRequestScopeMissile=Scope Missile
EDSTR_ENUMVAL_e_actorRequestScopeOuter=Scope Outer
EDSTR_ENUMVAL_e_actorRequestScopeSource=Scope Source
EDSTR_ENUMVAL_e_actorRequestScopeTarget=Scope Target
EDSTR_ENUMVAL_e_actorRequestScopeTargetOuter=Target Outer
EDSTR_ENUMVAL_e_actorResponseScopeQueryDirector=Query Director
EDSTR_ENUMVAL_e_actorResponseScopeQuerySubject=Query Subject
EDSTR_ENUMVAL_e_actorScopeBearingsTrackingAutomaticBySituation=Automatic By Situation
EDSTR_ENUMVAL_e_actorScopeBearingsTrackingForceOff=Force Off
EDSTR_ENUMVAL_e_actorScopeBearingsTrackingForceOn=Force On
EDSTR_ENUMVAL_e_actorScopeEffect=Effect
EDSTR_ENUMVAL_e_actorScopeFlagDisableSoundEmitters=Disable Sound Emitters
EDSTR_ENUMVAL_e_actorScopePortrait=Portrait
EDSTR_ENUMVAL_e_actorScopeSnapshot=Snapshot
EDSTR_ENUMVAL_e_actorScopeStandalone=Stand Alone
EDSTR_ENUMVAL_e_actorScopeUnit=Unit
EDSTR_ENUMVAL_e_actorScopeUnitEditor=Unit (Editor)
EDSTR_ENUMVAL_e_actorSelectionFlagIsFlash=Flash Animation
EDSTR_ENUMVAL_e_actorSelectionFlagIsSyncSelection=Synchronous Selection
EDSTR_ENUMVAL_e_actorSelectionFlagUseCheapQuadSplat=Use Quad Splat
EDSTR_ENUMVAL_e_actorSelectionFlagUseCrescent=Use Crescent
EDSTR_ENUMVAL_e_actorSerpentFlagUseAttachDistances=Use Attach Distances
EDSTR_ENUMVAL_e_actorShieldFlashTypeFacer=Facer
EDSTR_ENUMVAL_e_actorShieldFlashTypeFull=Full
EDSTR_ENUMVAL_e_actorShieldFlashTypeHeader=Header
EDSTR_ENUMVAL_e_actorShieldFlashTypeNone=None
EDSTR_ENUMVAL_e_actorSiteOpActionCenter=Center
EDSTR_ENUMVAL_e_actorSiteOpActionImpact=Impact
EDSTR_ENUMVAL_e_actorSiteOpActionLaunch=Launch
EDSTR_ENUMVAL_e_actorSiteOpAttachSourceAutomatic=Automatic
EDSTR_ENUMVAL_e_actorSiteOpAttachSourceChain=Chain
EDSTR_ENUMVAL_e_actorSiteOpAttachSourceHost=Host
EDSTR_ENUMVAL_e_actorSiteOpBasicActorBearings=Basic Bearings
EDSTR_ENUMVAL_e_actorSiteOpBasicActorPosition=Basic Position
EDSTR_ENUMVAL_e_actorSiteOpBasicCreatorBearings=Creator Bearings
EDSTR_ENUMVAL_e_actorSiteOpBasicCreatorPosition=Creator Position
EDSTR_ENUMVAL_e_actorSiteOpBasicInitialBearings=Initial Bearings
EDSTR_ENUMVAL_e_actorSiteOpBasicScopeBearings=Scope Bearings
EDSTR_ENUMVAL_e_actorSiteOpBasicScopePosition=Scope Position
EDSTR_ENUMVAL_e_actorSiteOpBasicWorldPosition=World Position
EDSTR_ENUMVAL_e_actorSiteOpBillboardUnobstructable=Cannot Be Obstructed
EDSTR_ENUMVAL_e_actorSiteOpBillboardUseTowardsCameraDistance=Towards Camera Distance
EDSTR_ENUMVAL_e_actorSiteOpOrientAttachPointToBearings=Bearings
EDSTR_ENUMVAL_e_actorSiteOpOrientAttachPointToPosition=Position
EDSTR_ENUMVAL_e_actorSiteOpOrientAttachPointToRotation=Rotation
EDSTR_ENUMVAL_e_actorSiteOpPhysicsImpactNormal=Normal
EDSTR_ENUMVAL_e_actorSiteOpRotatorAccumulateAndSetRotation=Accumulate And Set Rotation
EDSTR_ENUMVAL_e_actorSiteOpRotatorAddRotationChange=Add Rotation Change
EDSTR_ENUMVAL_e_actorSiteOpTerrainAndWaterFlagFollowWaves=Follow Waves
EDSTR_ENUMVAL_e_actorSiteOpTerrainAndWaterFlagPassThroughIfNoWater=Pass Through If No Water
EDSTR_ENUMVAL_e_actorSiteOpTipabilityFlagNoLowerThanBaseHeight=No Lower Than Base Height
EDSTR_ENUMVAL_e_actorSiteOpTipabilityFlagNoLowerThanScope=No Lower Than Scope
EDSTR_ENUMVAL_e_actorSiteOrbiterTypeAbsolute=Absolute
EDSTR_ENUMVAL_e_actorSiteOrbiterTypeRelative=Relative
EDSTR_ENUMVAL_e_actorSoundFlagUpdateVisibility=Update Visibility
EDSTR_ENUMVAL_e_actorSoundValueSourceActor=Value From Actor
EDSTR_ENUMVAL_e_actorSoundValueSourceCombine=Combined Value
EDSTR_ENUMVAL_e_actorSoundValueSourceSound=Value From Sound
EDSTR_ENUMVAL_e_actorSplatHeightAutomatic=Automatic
EDSTR_ENUMVAL_e_actorSplatHeightMinimumActor=Actor Minimum
EDSTR_ENUMVAL_e_actorSplatHeightMinimumTerrain=Terrain Minimum
EDSTR_ENUMVAL_e_actorSplatHeightNormal=Normal
EDSTR_ENUMVAL_e_actorTermAbilCmd=Ability Command
EDSTR_ENUMVAL_e_actorTermAbilCmdSmart=Smart Ability Command
EDSTR_ENUMVAL_e_actorTermAbilKey=Ability
EDSTR_ENUMVAL_e_actorTermAbilKeyAny=Any
EDSTR_ENUMVAL_e_actorTermAbilLevel=Ability Level
EDSTR_ENUMVAL_e_actorTermAbilTrainProduced=Ability Train Produced
EDSTR_ENUMVAL_e_actorTermAbilTransport=Transport
EDSTR_ENUMVAL_e_actorTermABSTRACT=Abstract
EDSTR_ENUMVAL_e_actorTermAge=Age
EDSTR_ENUMVAL_e_actorTermAIUIMode=AI UI Mode
EDSTR_ENUMVAL_e_actorTermAnimBaselineState=Animation Baseline State
EDSTR_ENUMVAL_e_actorTermAnimBracketExitReason=Animation Bracket Exit Reason
EDSTR_ENUMVAL_e_actorTermAnimName=Animation Name
EDSTR_ENUMVAL_e_actorTermAnimPlayable=Animation Playable
EDSTR_ENUMVAL_e_actorTermAnimPlaying=Animation Playing
EDSTR_ENUMVAL_e_actorTermAnimPlayingName=Anim Playing Name
EDSTR_ENUMVAL_e_actorTermAnimPlayingProps=Anim Playing Props
EDSTR_ENUMVAL_e_actorTermAt=At
EDSTR_ENUMVAL_e_actorTermAttach=Attach
EDSTR_ENUMVAL_e_actorTermCanApplyActionPhysics=Can Apply Action Physics
EDSTR_ENUMVAL_e_actorTermCap=Cap
EDSTR_ENUMVAL_e_actorTermCompareField=Compare Field
EDSTR_ENUMVAL_e_actorTermCONCRETE=Concrete
EDSTR_ENUMVAL_e_actorTermCreepCanEngulf=Creep Engulf Enabled
EDSTR_ENUMVAL_e_actorTermCreepEngulfs=Creep Engulf
EDSTR_ENUMVAL_e_actorTermCreepIntersects=Creep Intersect
EDSTR_ENUMVAL_e_actorTermDeath=Death
EDSTR_ENUMVAL_e_actorTermEffectExecuteIndex=Execute Index
EDSTR_ENUMVAL_e_actorTermEffectParent=Effect Parent
EDSTR_ENUMVAL_e_actorTermEffectPeriodIndex=Effect Period Index
EDSTR_ENUMVAL_e_actorTermExclude=Exclude
EDSTR_ENUMVAL_e_actorTermFlyerHelper=Flyer Helper
EDSTR_ENUMVAL_e_actorTermFromEffectTreeDescendant=From Effect Tree Descendant
EDSTR_ENUMVAL_e_actorTermGame=Game Type
EDSTR_ENUMVAL_e_actorTermGameTime=Game Time
EDSTR_ENUMVAL_e_actorTermHasAllianceTypeWith=Has Alliance Type With
EDSTR_ENUMVAL_e_actorTermHasScopeFlag=Scope Flag
EDSTR_ENUMVAL_e_actorTermHasStatus=Has Status
EDSTR_ENUMVAL_e_actorTermHeight=Height
EDSTR_ENUMVAL_e_actorTermIsDuringReplay=Is During Replay
EDSTR_ENUMVAL_e_actorTermIsInEditor=Is In Editor
EDSTR_ENUMVAL_e_actorTermIsKnownAs=Is Known As
EDSTR_ENUMVAL_e_actorTermIsLocalParticipantType=Is Local Participant Type
EDSTR_ENUMVAL_e_actorTermIsStatus=Check Status
EDSTR_ENUMVAL_e_actorTermIsUnderwater=Is Underwater
EDSTR_ENUMVAL_e_actorTermKeys=Keys
EDSTR_ENUMVAL_e_actorTermKilledBy=Killed By
EDSTR_ENUMVAL_e_actorTermKilledByEffect=Killed By Effect
EDSTR_ENUMVAL_e_actorTermLevel=Level
EDSTR_ENUMVAL_e_actorTermMissileTentacle=Missile Tentacle
EDSTR_ENUMVAL_e_actorTermMissileTentacleIsReturning=Missile Tentacle Is Returning
EDSTR_ENUMVAL_e_actorTermModelEventName=Model Event Name
EDSTR_ENUMVAL_e_actorTermModelIsLowQuality=Model Is Low Quality
EDSTR_ENUMVAL_e_actorTermModelName=Model Name
EDSTR_ENUMVAL_e_actorTermModelSwapFrom=Model Swap From
EDSTR_ENUMVAL_e_actorTermModelSwapTo=Model Swap To
EDSTR_ENUMVAL_e_actorTermModelVariation=Model Variation
EDSTR_ENUMVAL_e_actorTermMorphFrom=Morph From
EDSTR_ENUMVAL_e_actorTermMorphTo=Morph To
EDSTR_ENUMVAL_e_actorTermMotionPhase=Motion Phase
EDSTR_ENUMVAL_e_actorTermMovementNetOverInterval=Movement Net Over Interval
EDSTR_ENUMVAL_e_actorTermMoverLink=Mover Link
EDSTR_ENUMVAL_e_actorTermMsg=Message
EDSTR_ENUMVAL_e_actorTermNULL=None
EDSTR_ENUMVAL_e_actorTermOption=Option
EDSTR_ENUMVAL_e_actorTermOrphaned=Orphaned
EDSTR_ENUMVAL_e_actorTermOverkillType=Overkill Type
EDSTR_ENUMVAL_e_actorTermPassChance=Pass Chance
EDSTR_ENUMVAL_e_actorTermPhysicsImpactClassify=Physics Impact Classify
EDSTR_ENUMVAL_e_actorTermPhysicsImpactClassifyCombo=Physics Impact Classify Combination
EDSTR_ENUMVAL_e_actorTermPhysicsImpactCollisionArea=Physics Impact Collision Area
EDSTR_ENUMVAL_e_actorTermPhysicsImpactDensity=Physics Impact Density
EDSTR_ENUMVAL_e_actorTermPhysicsImpactEnvironment=Physics Impact Environment
EDSTR_ENUMVAL_e_actorTermPhysicsImpactFromFloating=Physics Impact From Floating
EDSTR_ENUMVAL_e_actorTermPhysicsImpactImpulse=Physics Impact Pulse
EDSTR_ENUMVAL_e_actorTermPhysicsImpactMaterial=Physics Impact Material
EDSTR_ENUMVAL_e_actorTermPhysicsImpactMaterialCombo=Physics Impact Material Combo
EDSTR_ENUMVAL_e_actorTermPhysicsImpactMaterialRelativeHardness=Physics Impact Material Relative Hardness
EDSTR_ENUMVAL_e_actorTermPhysicsImpactParticipantIsKnownAs=Physics Impact Participant Is Known As
EDSTR_ENUMVAL_e_actorTermPhysicsImpactRelativeApproachSpeed=Physics Impact Relative Approach Speed
EDSTR_ENUMVAL_e_actorTermPlayerHasClanDecal=Player Has Clan Decal
EDSTR_ENUMVAL_e_actorTermPlayerHasReward=Player Has Reward
EDSTR_ENUMVAL_e_actorTermPlayerId=Player Id
EDSTR_ENUMVAL_e_actorTermPortraitActor=Portrait Actor
EDSTR_ENUMVAL_e_actorTermPortraitModel=Portrait Model
EDSTR_ENUMVAL_e_actorTermPropertyCurveName=Curve Name
EDSTR_ENUMVAL_e_actorTermRefEquals=Ref Equals
EDSTR_ENUMVAL_e_actorTermRequire=Require
EDSTR_ENUMVAL_e_actorTermScope=Scope
EDSTR_ENUMVAL_e_actorTermScopeContains=Scope Contains
EDSTR_ENUMVAL_e_actorTermSelected=Selected
EDSTR_ENUMVAL_e_actorTermSpeed=Speed
EDSTR_ENUMVAL_e_actorTermSquib=Squib
EDSTR_ENUMVAL_e_actorTermStateChanged=State Changed
EDSTR_ENUMVAL_e_actorTermStateValid=State Valid
EDSTR_ENUMVAL_e_actorTermSubName=Sub Name
EDSTR_ENUMVAL_e_actorTermSupportedBy=Supported By
EDSTR_ENUMVAL_e_actorTermTaunt=Taunt
EDSTR_ENUMVAL_e_actorTermTerrainPhysicsMaterial=Terrain Physics Material
EDSTR_ENUMVAL_e_actorTermTerrainPhysicsMaterialAtActor=Terrain Physics Material At Actor
EDSTR_ENUMVAL_e_actorTermTextureGroupsGlobal=Texture Groups Global
EDSTR_ENUMVAL_e_actorTermTextureSlotSatisfiesExpression=Texture Slot Matches
EDSTR_ENUMVAL_e_actorTermTextureUpdateLink=Texture Update Link
EDSTR_ENUMVAL_e_actorTermTextureUpdateSlot=Texture Update Slot
EDSTR_ENUMVAL_e_actorTermTimerName=Timer Name
EDSTR_ENUMVAL_e_actorTermUnitWalking=Unit Walking
EDSTR_ENUMVAL_e_actorTermValidateBase=Validate Base
EDSTR_ENUMVAL_e_actorTermValidateCreationEffect=Validate Creation Effect
EDSTR_ENUMVAL_e_actorTermValidateEffect=Validate Effect
EDSTR_ENUMVAL_e_actorTermValidateMorphFrom=Validate Morph From
EDSTR_ENUMVAL_e_actorTermValidateMorphTo=Validate Morph To
EDSTR_ENUMVAL_e_actorTermValidatePlayer=Validate Player
EDSTR_ENUMVAL_e_actorTermValidatePortraitUnit=Validate Portrait Unit
EDSTR_ENUMVAL_e_actorTermValidateUnit=Validate Unit
EDSTR_ENUMVAL_e_actorTermValidateUnitType=Validate Unit Type
EDSTR_ENUMVAL_e_actorTermViewerTreatsUnitAs=Viewer Interpretation
EDSTR_ENUMVAL_e_actorTermWeaponTargetAngle=Weapon Target Angle
EDSTR_ENUMVAL_e_actorTermWeaponTargetDistance=Weapon Target Distance
EDSTR_ENUMVAL_e_actorTermWeaponTargetElevation=Weapon Target Elevation
EDSTR_ENUMVAL_e_actorTerrainDeformerFlagDestroysFoliage=Destroys Foliage
EDSTR_ENUMVAL_e_actorTerrainDeformerFlagRestoreOnDestroy=Restore On Destroy
EDSTR_ENUMVAL_e_actorTerrainDeformerFlagRestoreOnHidden=Restore On Hidden
EDSTR_ENUMVAL_e_actorTerrainDeformerFlagRestoreOnMovement=Restore On Movement
EDSTR_ENUMVAL_e_actorTerrainDeformerFlagUseUnitFootprint=Use Unit Footprint
EDSTR_ENUMVAL_e_actorTerrainSquibVisualFlagOneShot=OneShot
EDSTR_ENUMVAL_e_actorTextAlignmentBottom=Bottom
EDSTR_ENUMVAL_e_actorTextAlignmentCenter=Center
EDSTR_ENUMVAL_e_actorTextAlignmentLeft=Left
EDSTR_ENUMVAL_e_actorTextAlignmentRight=Right
EDSTR_ENUMVAL_e_actorTextAlignmentTop=Top
EDSTR_ENUMVAL_e_actorTextOptionConformToTerrain=Conform To Terrain
EDSTR_ENUMVAL_e_actorTextOptionUseTerrainHeight=Use Terrain Height
EDSTR_ENUMVAL_e_actorTextOptionUseWalkableHeight=Use Walkable Height
EDSTR_ENUMVAL_e_actorThresholdTestAbove=Above
EDSTR_ENUMVAL_e_actorThresholdTestBelow=Below
EDSTR_ENUMVAL_e_actorTiltTypeAny=Any
EDSTR_ENUMVAL_e_actorTiltTypeMover=Mover
EDSTR_ENUMVAL_e_actorTiltTypeNoMover=No Mover
EDSTR_ENUMVAL_e_actorTransferFlagAnimator=Animator
EDSTR_ENUMVAL_e_actorTransferFlagAnimProps=Animation Properties
EDSTR_ENUMVAL_e_actorTransferFlagFOWColor=Fog Of War Color
EDSTR_ENUMVAL_e_actorTransferFlagFOWShader=Fog Of War Shader
EDSTR_ENUMVAL_e_actorTransferFlagModel=Model
EDSTR_ENUMVAL_e_actorTransferFlagPosition=Position
EDSTR_ENUMVAL_e_actorTransferFlagRotation=Rotation
EDSTR_ENUMVAL_e_actorTransferFlagStatus=Status
EDSTR_ENUMVAL_e_actorTransferFlagTextures=Textures
EDSTR_ENUMVAL_e_actorTransitionIn=Transition In
EDSTR_ENUMVAL_e_actorTransitionOut=Transition Out
EDSTR_ENUMVAL_e_actorUnitFlagShowBlobShadow=Show Blob Shadow
EDSTR_ENUMVAL_e_actorUnitFlagStandAnimBirthVariation=Stand Animation Birth Variation
EDSTR_ENUMVAL_e_actorUnitFlagSuppressDefaultStatusBar=Suppress Default Status Bar
EDSTR_ENUMVAL_e_actorUnitFlagSuppressStandIntro=Suppress Stand Intro
EDSTR_ENUMVAL_e_actorUnitFlagSuppressWalkIntro=Suppress Walk Intro
EDSTR_ENUMVAL_e_actorUnitFlagSuppressWalkOutro=Suppress Walk Outro
EDSTR_ENUMVAL_e_actorValidateUnitFlagIncludeDerivedSnapshot=Include Derived Snapshot
EDSTR_ENUMVAL_e_actorViewerTreatsAsDetected=Detected
EDSTR_ENUMVAL_e_actorVisibilityAtCreationCaster=Caster
EDSTR_ENUMVAL_e_actorVisibilityAtCreationCasterAlly=Caster Ally
EDSTR_ENUMVAL_e_actorVisibilityAtCreationCasterEnemy=Caster Enemy
EDSTR_ENUMVAL_e_actorVisibilityAtCreationCasterNeutral=Caster Neutral
EDSTR_ENUMVAL_e_actorVisibilityAtCreationSource=Source
EDSTR_ENUMVAL_e_actorVisibilityAtCreationSourceAlly=Source Ally
EDSTR_ENUMVAL_e_actorVisibilityAtCreationSourceEnemy=Source Enemy
EDSTR_ENUMVAL_e_actorVisibilityAtCreationSourceNeutral=Source Neutral
EDSTR_ENUMVAL_e_actorVisibilityAtCreationTarget=Target
EDSTR_ENUMVAL_e_actorVisibilityAtCreationTargetAlly=Target Ally
EDSTR_ENUMVAL_e_actorVisibilityAtCreationTargetEnemy=Target Enemy
EDSTR_ENUMVAL_e_actorVisibilityAtCreationTargetNeutral=Target Neutral
EDSTR_ENUMVAL_e_AIUIModeHidden=Hidden
EDSTR_ENUMVAL_e_AIUIModeSelectable=Selectable
EDSTR_ENUMVAL_e_AIUIModeVisible=Visible
EDSTR_ENUMVAL_e_alertActionFlash=Flash
EDSTR_ENUMVAL_e_alertActionSelect=Select
EDSTR_ENUMVAL_e_alertActionTarget=Target
EDSTR_ENUMVAL_e_alertActionView=View
EDSTR_ENUMVAL_e_alertDisplayAlly=Display to Allies
EDSTR_ENUMVAL_e_alertDisplayEnemy=Display to Enemies
EDSTR_ENUMVAL_e_alertDisplayNeutral=Display to Neutral
EDSTR_ENUMVAL_e_alertDisplayObserver=Observer
EDSTR_ENUMVAL_e_alertDisplayOther=Other
EDSTR_ENUMVAL_e_alertDisplaySelf=Display to Self
EDSTR_ENUMVAL_e_alertFlagCombine=Combine
EDSTR_ENUMVAL_e_alertFlagHide=Hide
EDSTR_ENUMVAL_e_alertFlagPing=Ping
EDSTR_ENUMVAL_e_alertPeripheralAllyBaseUnderAttack=Allied Base Under Attack
EDSTR_ENUMVAL_e_alertPeripheralAllyUnitUnderAttack=Allied Unit Under Attack
EDSTR_ENUMVAL_e_alertPeripheralBuildingComplete=Building Complete
EDSTR_ENUMVAL_e_alertPeripheralCalldownLaunch=Calldown Launch
EDSTR_ENUMVAL_e_alertPeripheralChronoBoostExpired=Chrono Boost Expired
EDSTR_ENUMVAL_e_alertPeripheralEnemyBuildingKilled=Enemy Building Killed
EDSTR_ENUMVAL_e_alertPeripheralEnemyUnitKilled=Enemy Unit Killed
EDSTR_ENUMVAL_e_alertPeripheralLarvaHatched=Larva Hatched
EDSTR_ENUMVAL_e_alertPeripheralMorphComplete=Morph Complete
EDSTR_ENUMVAL_e_alertPeripheralMothershipComplete=Peripheral Mothership Complete
EDSTR_ENUMVAL_e_alertPeripheralMothershipStart=Peripheral Mothership Start
EDSTR_ENUMVAL_e_alertPeripheralMULEExpired=MULE Expired
EDSTR_ENUMVAL_e_alertPeripheralResearchComplete=Research Complete
EDSTR_ENUMVAL_e_alertPeripheralResourceDepleted=Resource Depleted
EDSTR_ENUMVAL_e_alertPeripheralResourceExhausted=Resource Exhausted
EDSTR_ENUMVAL_e_alertPeripheralSelfBaseUnderAttack=Base Under Attack
EDSTR_ENUMVAL_e_alertPeripheralSelfTownPortalUsed=Self Town Portal Used
EDSTR_ENUMVAL_e_alertPeripheralSelfUltimateUsed=Self Ultimate Used
EDSTR_ENUMVAL_e_alertPeripheralSelfUnitDied=Self Unit Died
EDSTR_ENUMVAL_e_alertPeripheralSelfUnitRevived=Self Unit Revived
EDSTR_ENUMVAL_e_alertPeripheralSelfUnitStunned=Self Unit Stunned
EDSTR_ENUMVAL_e_alertPeripheralSelfUnitUnderAttack=Unit Under Attack
EDSTR_ENUMVAL_e_alertPeripheralSpecializationComplete=Specialization Complete
EDSTR_ENUMVAL_e_alertPeripheralTeamBossLost=Team Boss Lost
EDSTR_ENUMVAL_e_alertPeripheralTeamBossTaken=Team Boss Taken
EDSTR_ENUMVAL_e_alertPeripheralTeamLeaderUnderAttack=Team Leader Under Attack
EDSTR_ENUMVAL_e_alertPeripheralTeamMercCampLost=Team Merc Camp Lost
EDSTR_ENUMVAL_e_alertPeripheralTeamMercCampTaken=Team Merc Camp Taken
EDSTR_ENUMVAL_e_alertPeripheralTrainComplete=Train Complete
EDSTR_ENUMVAL_e_alertPeripheralTrainingComplete=Training Complete
EDSTR_ENUMVAL_e_alertPeripheralUnknown=None
EDSTR_ENUMVAL_e_alertPeripheralUpgradeComplete=Upgrade Complete
EDSTR_ENUMVAL_e_alertPeripheralWarpInComplete=Warp In Complete
EDSTR_ENUMVAL_e_allianceIdChat=Chat
EDSTR_ENUMVAL_e_allianceIdControl=Control
EDSTR_ENUMVAL_e_allianceIdDefeat=Defeat
EDSTR_ENUMVAL_e_allianceIdGiveHelp=Give Help
EDSTR_ENUMVAL_e_allianceIdPassive=Passive
EDSTR_ENUMVAL_e_allianceIdPower=Power
EDSTR_ENUMVAL_e_allianceIdPushable=Pushable
EDSTR_ENUMVAL_e_allianceIdSeekHelp=Seek Help
EDSTR_ENUMVAL_e_allianceIdSpend=Spend
EDSTR_ENUMVAL_e_allianceIdTrade=Trade
EDSTR_ENUMVAL_e_allianceIdVision=Vision
EDSTR_ENUMVAL_e_amArcTestActionAcquisition=Action Acquisition
EDSTR_ENUMVAL_e_amArcTestTypeAbsolute=Absolute
EDSTR_ENUMVAL_e_amArcTestTypeFallbackToClosestOnArc=Fall Back To Closest
EDSTR_ENUMVAL_e_amArcTestTypePreference=Preference
EDSTR_ENUMVAL_e_amArcTestWeapon=Weapon
EDSTR_ENUMVAL_e_amAttachTypeHasKeywords=Has Keywords
EDSTR_ENUMVAL_e_amAttachTypeNoKeywords=No Keywords
EDSTR_ENUMVAL_e_amFilterAttachTypeAny=Any
EDSTR_ENUMVAL_e_amFilterAttachTypePoint=Point
EDSTR_ENUMVAL_e_amFilterAttachTypeVolume=Volume
EDSTR_ENUMVAL_e_amFilterLogicAND=And
EDSTR_ENUMVAL_e_amFilterLogicNAND=Not And
EDSTR_ENUMVAL_e_amFilterLogicOR=Or
EDSTR_ENUMVAL_e_amFilterLogicXOR=Exclusive Or
EDSTR_ENUMVAL_e_amFilterTypeAbsolute=Absolute
EDSTR_ENUMVAL_e_amFilterTypePreference=Preference
EDSTR_ENUMVAL_e_amNumericFieldOpEquals=Equal To
EDSTR_ENUMVAL_e_amNumericFieldOpGreaterThan=Greater Than
EDSTR_ENUMVAL_e_amNumericFieldOpGreaterThanOrEqual=Greater Than Or Equal To
EDSTR_ENUMVAL_e_amNumericFieldOpLessThan=Less Than
EDSTR_ENUMVAL_e_amNumericFieldOpLessThanOrEqual=Less Than Or Equal To
EDSTR_ENUMVAL_e_amNumericFieldRadiusShield=Shield Radius
EDSTR_ENUMVAL_e_amNumericFieldRadiusTarget=Radius Target
EDSTR_ENUMVAL_e_amOccupancyLogicPreferAny=Prefer Any
EDSTR_ENUMVAL_e_amOccupancyLogicPreferNone=Prefer None
EDSTR_ENUMVAL_e_amOccupancyLogicRequireAny=Require Any
EDSTR_ENUMVAL_e_amOccupancyLogicRequireNone=Require None
EDSTR_ENUMVAL_e_amPatternTypeBounce=Bounce
EDSTR_ENUMVAL_e_amPatternTypeStripe=Stripe
EDSTR_ENUMVAL_e_amRandomDistributionExponential=Exponential
EDSTR_ENUMVAL_e_amRandomDistributionUniform=Uniform
EDSTR_ENUMVAL_e_amReductionTypeFixed=Fixed
EDSTR_ENUMVAL_e_amReductionTypePercentage=Percentage
EDSTR_ENUMVAL_e_animBracketStartFlagClosingFull=Closing Full
EDSTR_ENUMVAL_e_animBracketStartFlagContentNonLooping=Non Looping
EDSTR_ENUMVAL_e_animBracketStartFlagContentPlayOnce=Play Once
EDSTR_ENUMVAL_e_animBracketStartFlagFullMatch=Full Match
EDSTR_ENUMVAL_e_animBracketStartFlagInstant=Instant
EDSTR_ENUMVAL_e_animBracketStartFlagNoMismatchQueryProps=No Mismatch Query Props
EDSTR_ENUMVAL_e_animBracketStartFlagOpeningPlayForever=Play Forever
EDSTR_ENUMVAL_e_animBracketStateExitReasonCleared=Cleared
EDSTR_ENUMVAL_e_animBracketStateExitReasonComplete=Complete
EDSTR_ENUMVAL_e_animBracketStateExitReasonModelSwap=Model Swap
EDSTR_ENUMVAL_e_animFlagAssetDrivenLooping=Asset Driven Looping
EDSTR_ENUMVAL_e_animFlagDontResetOnUnhide=Dont Reset On Unhide
EDSTR_ENUMVAL_e_animFlagFullMatch=Full Match
EDSTR_ENUMVAL_e_animFlagNoMismatchQueryProps=No Mismatch Query Props
EDSTR_ENUMVAL_e_animFlagNonLooping=Non Looping
EDSTR_ENUMVAL_e_animFlagPlayForever=Play Forever
EDSTR_ENUMVAL_e_animFlagRandomStartOffset=Random Start Offset
EDSTR_ENUMVAL_e_animFlagVariationMatch=Variation Match
EDSTR_ENUMVAL_e_animGroupApplyFlagClosingFull=Closing Full
EDSTR_ENUMVAL_e_animGroupApplyFlagInstant=Instant
EDSTR_ENUMVAL_e_animLoadFlagOverride=Override
EDSTR_ENUMVAL_e_animMatchTypeBest=Best
EDSTR_ENUMVAL_e_animMatchTypeFull=Full
EDSTR_ENUMVAL_e_animMatchTypeNoMismatchQueryProps=No Mismatch Query Props
EDSTR_ENUMVAL_e_animProp00=Variation 00
EDSTR_ENUMVAL_e_animProp01=Variation 01
EDSTR_ENUMVAL_e_animProp02=Variation 02
EDSTR_ENUMVAL_e_animProp03=Variation 03
EDSTR_ENUMVAL_e_animProp04=Variation 04
EDSTR_ENUMVAL_e_animProp05=Variation 05
EDSTR_ENUMVAL_e_animProp06=Variation 06
EDSTR_ENUMVAL_e_animProp07=Variation 07
EDSTR_ENUMVAL_e_animProp08=Variation 08
EDSTR_ENUMVAL_e_animProp09=Variation 09
EDSTR_ENUMVAL_e_animProp10=Variation 10
EDSTR_ENUMVAL_e_animProp11=Variation 11
EDSTR_ENUMVAL_e_animProp12=Variation 12
EDSTR_ENUMVAL_e_animProp13=Variation 13
EDSTR_ENUMVAL_e_animProp14=Variation 14
EDSTR_ENUMVAL_e_animProp15=Variation 15
EDSTR_ENUMVAL_e_animProp16=Variation 16
EDSTR_ENUMVAL_e_animProp17=Variation 17
EDSTR_ENUMVAL_e_animProp18=Variation 18
EDSTR_ENUMVAL_e_animProp19=Variation 19
EDSTR_ENUMVAL_e_animProp20=Variation 20
EDSTR_ENUMVAL_e_animProp21=Variation 21
EDSTR_ENUMVAL_e_animProp22=Variation 22
EDSTR_ENUMVAL_e_animProp23=Variation 23
EDSTR_ENUMVAL_e_animProp24=Variation 24
EDSTR_ENUMVAL_e_animProp25=Variation 25
EDSTR_ENUMVAL_e_animProp26=Variation 26
EDSTR_ENUMVAL_e_animProp27=Variation 27
EDSTR_ENUMVAL_e_animProp28=Variation 28
EDSTR_ENUMVAL_e_animProp29=Variation 29
EDSTR_ENUMVAL_e_animProp30=Variation 30
EDSTR_ENUMVAL_e_animProp31=Variation 31
EDSTR_ENUMVAL_e_animProp32=Variation 32
EDSTR_ENUMVAL_e_animProp33=Variation 33
EDSTR_ENUMVAL_e_animProp34=Variation 34
EDSTR_ENUMVAL_e_animProp35=Variation 35
EDSTR_ENUMVAL_e_animProp36=Variation 36
EDSTR_ENUMVAL_e_animProp37=Variation 37
EDSTR_ENUMVAL_e_animProp38=Variation 38
EDSTR_ENUMVAL_e_animProp39=Variation 39
EDSTR_ENUMVAL_e_animProp40=Variation 40
EDSTR_ENUMVAL_e_animProp41=Variation 41
EDSTR_ENUMVAL_e_animProp42=Variation 42
EDSTR_ENUMVAL_e_animProp43=Variation 43
EDSTR_ENUMVAL_e_animProp44=Variation 44
EDSTR_ENUMVAL_e_animProp45=Variation 45
EDSTR_ENUMVAL_e_animProp46=Variation 46
EDSTR_ENUMVAL_e_animProp47=Variation 47
EDSTR_ENUMVAL_e_animProp48=Variation 48
EDSTR_ENUMVAL_e_animProp49=Variation 49
EDSTR_ENUMVAL_e_animProp50=Variation 50
EDSTR_ENUMVAL_e_animProp51=Variation 51
EDSTR_ENUMVAL_e_animProp52=Variation 52
EDSTR_ENUMVAL_e_animProp53=Variation 53
EDSTR_ENUMVAL_e_animProp54=Variation 54
EDSTR_ENUMVAL_e_animProp55=Variation 55
EDSTR_ENUMVAL_e_animProp56=Variation 56
EDSTR_ENUMVAL_e_animProp57=Variation 57
EDSTR_ENUMVAL_e_animProp58=Variation 58
EDSTR_ENUMVAL_e_animProp59=Variation 59
EDSTR_ENUMVAL_e_animProp60=Variation 60
EDSTR_ENUMVAL_e_animProp61=Variation 61
EDSTR_ENUMVAL_e_animProp62=Variation 62
EDSTR_ENUMVAL_e_animProp63=Variation 63
EDSTR_ENUMVAL_e_animProp64=Variation 64
EDSTR_ENUMVAL_e_animProp65=Variation 65
EDSTR_ENUMVAL_e_animProp66=Variation 66
EDSTR_ENUMVAL_e_animProp67=Variation 67
EDSTR_ENUMVAL_e_animProp68=Variation 68
EDSTR_ENUMVAL_e_animProp69=Variation 69
EDSTR_ENUMVAL_e_animProp70=Variation 70
EDSTR_ENUMVAL_e_animProp71=Variation 71
EDSTR_ENUMVAL_e_animProp72=Variation 72
EDSTR_ENUMVAL_e_animProp73=Variation 73
EDSTR_ENUMVAL_e_animProp74=Variation 74
EDSTR_ENUMVAL_e_animProp75=Variation 75
EDSTR_ENUMVAL_e_animProp76=Variation 76
EDSTR_ENUMVAL_e_animProp77=Variation 77
EDSTR_ENUMVAL_e_animProp78=Variation 78
EDSTR_ENUMVAL_e_animProp79=Variation 79
EDSTR_ENUMVAL_e_animProp80=Variation 80
EDSTR_ENUMVAL_e_animProp81=Variation 81
EDSTR_ENUMVAL_e_animProp82=Variation 82
EDSTR_ENUMVAL_e_animProp83=Variation 83
EDSTR_ENUMVAL_e_animProp84=Variation 84
EDSTR_ENUMVAL_e_animProp85=Variation 85
EDSTR_ENUMVAL_e_animProp86=Variation 86
EDSTR_ENUMVAL_e_animProp87=Variation 87
EDSTR_ENUMVAL_e_animProp88=Variation 88
EDSTR_ENUMVAL_e_animProp89=Variation 89
EDSTR_ENUMVAL_e_animProp90=Variation 90
EDSTR_ENUMVAL_e_animProp91=Variation 91
EDSTR_ENUMVAL_e_animProp92=Variation 92
EDSTR_ENUMVAL_e_animProp93=Variation 93
EDSTR_ENUMVAL_e_animProp94=Variation 94
EDSTR_ENUMVAL_e_animProp95=Variation 95
EDSTR_ENUMVAL_e_animProp96=Variation 96
EDSTR_ENUMVAL_e_animProp97=Variation 97
EDSTR_ENUMVAL_e_animProp98=Variation 98
EDSTR_ENUMVAL_e_animProp99=Variation 99
EDSTR_ENUMVAL_e_animPropA=A
EDSTR_ENUMVAL_e_animPropAdjutant=Adjutant
EDSTR_ENUMVAL_e_animPropAlternate=Alternate
EDSTR_ENUMVAL_e_animPropAlternateex=AlternateEX
EDSTR_ENUMVAL_e_animPropAngry=Angry
EDSTR_ENUMVAL_e_animPropAngryEyes=Angry (Eyes)
EDSTR_ENUMVAL_e_animPropArm=Arm
EDSTR_ENUMVAL_e_animPropAttached=Attached
EDSTR_ENUMVAL_e_animPropAttack=Attack
EDSTR_ENUMVAL_e_animPropB=B
EDSTR_ENUMVAL_e_animPropBack=Back
EDSTR_ENUMVAL_e_animPropBerserk=Berserk
EDSTR_ENUMVAL_e_animPropBirth=Birth
EDSTR_ENUMVAL_e_animPropBlast=Blast
EDSTR_ENUMVAL_e_animPropBlink=Blink
EDSTR_ENUMVAL_e_animPropBlock=Block
EDSTR_ENUMVAL_e_animPropBone=Bone
EDSTR_ENUMVAL_e_animPropBuild=Build
EDSTR_ENUMVAL_e_animPropBurrow=Burrow
EDSTR_ENUMVAL_e_animPropC=C
EDSTR_ENUMVAL_e_animPropChain=Chain
EDSTR_ENUMVAL_e_animPropChannel=Channel
EDSTR_ENUMVAL_e_animPropChest=Chest
EDSTR_ENUMVAL_e_animPropClick=Click
EDSTR_ENUMVAL_e_animPropCloak=Cloak
EDSTR_ENUMVAL_e_animPropClose=Close
EDSTR_ENUMVAL_e_animPropClosedEyes=Closed Eyes
EDSTR_ENUMVAL_e_animPropComplete=Complete
EDSTR_ENUMVAL_e_animPropComplex=Complex
EDSTR_ENUMVAL_e_animPropCorrupted=Corrupted
EDSTR_ENUMVAL_e_animPropCover=Cover
EDSTR_ENUMVAL_e_animPropCreep=Creep
EDSTR_ENUMVAL_e_animPropCritical=Critical
EDSTR_ENUMVAL_e_animPropCustom=Custom
EDSTR_ENUMVAL_e_animPropD=D
EDSTR_ENUMVAL_e_animPropDance=Dance
EDSTR_ENUMVAL_e_animPropDead=Dead
EDSTR_ENUMVAL_e_animPropDeath=Death
EDSTR_ENUMVAL_e_animPropDecay=Decay
EDSTR_ENUMVAL_e_animPropDefault=Default
EDSTR_ENUMVAL_e_animPropDefend=Defend
EDSTR_ENUMVAL_e_animPropDehaka=Dehaka
EDSTR_ENUMVAL_e_animPropDetect=Detect
EDSTR_ENUMVAL_e_animPropDevour=Devour
EDSTR_ENUMVAL_e_animPropDialogue=Dialogue
EDSTR_ENUMVAL_e_animPropDisintegrate=Disintegrate
EDSTR_ENUMVAL_e_animPropDissipate=Dissipate
EDSTR_ENUMVAL_e_animPropDominant=Dominant
EDSTR_ENUMVAL_e_animPropDouble=Double
EDSTR_ENUMVAL_e_animPropDown=Down
EDSTR_ENUMVAL_e_animPropDrain=Drain
EDSTR_ENUMVAL_e_animPropE=E
EDSTR_ENUMVAL_e_animPropEat=Eat
EDSTR_ENUMVAL_e_animPropEatTree=Eat Tree
EDSTR_ENUMVAL_e_animPropEight=8 (Eight)
EDSTR_ENUMVAL_e_animPropElectrocute=Electrocute
EDSTR_ENUMVAL_e_animPropEnd=End
EDSTR_ENUMVAL_e_animPropEnemy=Enemy
EDSTR_ENUMVAL_e_animPropEntangle=Entangle
EDSTR_ENUMVAL_e_animPropEqual=Equal
EDSTR_ENUMVAL_e_animPropEviscerate=Eviscerate
EDSTR_ENUMVAL_e_animPropEvomaster=Evomaster
EDSTR_ENUMVAL_e_animPropEye=Eye
EDSTR_ENUMVAL_e_animPropF=F
EDSTR_ENUMVAL_e_animPropFar=Far
EDSTR_ENUMVAL_e_animPropFast=Fast
EDSTR_ENUMVAL_e_animPropFearEyes=Fear (Eyes)
EDSTR_ENUMVAL_e_animPropFidget=Fidget
EDSTR_ENUMVAL_e_animPropFill=Fill
EDSTR_ENUMVAL_e_animPropFire=Fire
EDSTR_ENUMVAL_e_animPropFive=5 (Five)
EDSTR_ENUMVAL_e_animPropFlail=Flail
EDSTR_ENUMVAL_e_animPropFlesh=Flesh
EDSTR_ENUMVAL_e_animPropFling=Fling
EDSTR_ENUMVAL_e_animPropFly=Fly
EDSTR_ENUMVAL_e_animPropForward=Forward
EDSTR_ENUMVAL_e_animPropFour=4 (Four)
EDSTR_ENUMVAL_e_animPropFreeze=Freeze
EDSTR_ENUMVAL_e_animPropG=G
EDSTR_ENUMVAL_e_animPropGather=Gather
EDSTR_ENUMVAL_e_animPropGLbirth=Birth (Global Loop)
EDSTR_ENUMVAL_e_animPropGLdead=Dead (Global Loop)
EDSTR_ENUMVAL_e_animPropGLdeath=Death (Global Loop)
EDSTR_ENUMVAL_e_animPropGlow=Glow
EDSTR_ENUMVAL_e_animPropGLstand=Stand (Global Loop)
EDSTR_ENUMVAL_e_animPropGold=Gold
EDSTR_ENUMVAL_e_animPropH=H
EDSTR_ENUMVAL_e_animPropHappy=Happy
EDSTR_ENUMVAL_e_animPropHappyEyes=Happy (Eyes)
EDSTR_ENUMVAL_e_animPropHighlight=Highlight
EDSTR_ENUMVAL_e_animPropHit=Hit
EDSTR_ENUMVAL_e_animPropHorner=Horner
EDSTR_ENUMVAL_e_animPropHover=Hover
EDSTR_ENUMVAL_e_animPropI=I
EDSTR_ENUMVAL_e_animPropIGNORE=Ignore
EDSTR_ENUMVAL_e_animPropIn=In
EDSTR_ENUMVAL_e_animPropInferior=Inferior
EDSTR_ENUMVAL_e_animPropIntro=Intro
EDSTR_ENUMVAL_e_animPropJ=J
EDSTR_ENUMVAL_e_animPropJump=Jump
EDSTR_ENUMVAL_e_animPropK=K
EDSTR_ENUMVAL_e_animPropKerrigan=Kerrigan
EDSTR_ENUMVAL_e_animPropKill=Kill
EDSTR_ENUMVAL_e_animPropL=L
EDSTR_ENUMVAL_e_animPropLand=Land
EDSTR_ENUMVAL_e_animPropLarge=Large
EDSTR_ENUMVAL_e_animPropLasarra=Lasarra
EDSTR_ENUMVAL_e_animPropLeft=Left
EDSTR_ENUMVAL_e_animPropLeg=Leg
EDSTR_ENUMVAL_e_animPropLevel=Level
EDSTR_ENUMVAL_e_animPropLight=Light
EDSTR_ENUMVAL_e_animPropLighting=Lighting
EDSTR_ENUMVAL_e_animPropListen=Listen
EDSTR_ENUMVAL_e_animPropLoad=Load
EDSTR_ENUMVAL_e_animPropLooping=Looping
EDSTR_ENUMVAL_e_animPropLumber=Lumber
EDSTR_ENUMVAL_e_animPropM=M
EDSTR_ENUMVAL_e_animPropMedium=Medium
EDSTR_ENUMVAL_e_animPropMelee=Melee
EDSTR_ENUMVAL_e_animPropModerate=Moderate
EDSTR_ENUMVAL_e_animPropMorph=Morph
EDSTR_ENUMVAL_e_animPropN=N
EDSTR_ENUMVAL_e_animPropNearImpact=Near Impact
EDSTR_ENUMVAL_e_animPropNeutralEyes=Neutral Eyes
EDSTR_ENUMVAL_e_animPropNine=9 (Nine)
EDSTR_ENUMVAL_e_animPropO=O
EDSTR_ENUMVAL_e_animPropOff=Off
EDSTR_ENUMVAL_e_animPropOmni=Omni
EDSTR_ENUMVAL_e_animPropOne=1 (One)
EDSTR_ENUMVAL_e_animPropOut=Out
EDSTR_ENUMVAL_e_animPropP=P
EDSTR_ENUMVAL_e_animPropPenetrate=Penetrate
EDSTR_ENUMVAL_e_animPropPickup=Pickup
EDSTR_ENUMVAL_e_animPropPlacement=Placement
EDSTR_ENUMVAL_e_animPropPortrait=Portrait
EDSTR_ENUMVAL_e_animPropPose=Pose
EDSTR_ENUMVAL_e_animPropProtoss=Protoss
EDSTR_ENUMVAL_e_animPropPuke=Puke
EDSTR_ENUMVAL_e_animPropQ=Q
EDSTR_ENUMVAL_e_animPropR=R
EDSTR_ENUMVAL_e_animPropRange=Range
EDSTR_ENUMVAL_e_animPropRaynor=Raynor
EDSTR_ENUMVAL_e_animPropReady=Ready
EDSTR_ENUMVAL_e_animPropReload=Reload
EDSTR_ENUMVAL_e_animPropRestart=Restart
EDSTR_ENUMVAL_e_animPropResurrect=Resurrect
EDSTR_ENUMVAL_e_animPropRide=Ride
EDSTR_ENUMVAL_e_animPropRight=Right
EDSTR_ENUMVAL_e_animPropRun=Run
EDSTR_ENUMVAL_e_animPropS=S
EDSTR_ENUMVAL_e_animPropSad=Sad
EDSTR_ENUMVAL_e_animPropSadEyes=Sad (Eyes)
EDSTR_ENUMVAL_e_animPropScared=Scared
EDSTR_ENUMVAL_e_animPropSeriousEyes=Serious (Eyes)
EDSTR_ENUMVAL_e_animPropSeven=7 (Seven)
EDSTR_ENUMVAL_e_animPropSevere=Severe
EDSTR_ENUMVAL_e_animPropShield=Shield
EDSTR_ENUMVAL_e_animPropSilentkill=Silent Kill
EDSTR_ENUMVAL_e_animPropSimple=Simple
EDSTR_ENUMVAL_e_animPropSix=6 (Six)
EDSTR_ENUMVAL_e_animPropSlam=Slam
EDSTR_ENUMVAL_e_animPropSlow=Slow
EDSTR_ENUMVAL_e_animPropSmall=Small
EDSTR_ENUMVAL_e_animPropSpell=Spell
EDSTR_ENUMVAL_e_animPropSpiked=Spiked
EDSTR_ENUMVAL_e_animPropSpin=Spin
EDSTR_ENUMVAL_e_animPropSquish=Squish
EDSTR_ENUMVAL_e_animPropStageFifth=Stage Fifth
EDSTR_ENUMVAL_e_animPropStageFirst=Stage First
EDSTR_ENUMVAL_e_animPropStageFourth=Stage Fourth
EDSTR_ENUMVAL_e_animPropStageSecond=Stage Second
EDSTR_ENUMVAL_e_animPropStageThird=Stage Third
EDSTR_ENUMVAL_e_animPropStand=Stand
EDSTR_ENUMVAL_e_animPropStandup=Stand Up
EDSTR_ENUMVAL_e_animPropStart=Start
EDSTR_ENUMVAL_e_animPropStukov=Stukov
EDSTR_ENUMVAL_e_animPropStun=Stun
EDSTR_ENUMVAL_e_animPropSuperior=Superior
EDSTR_ENUMVAL_e_animPropSurf=Surf
EDSTR_ENUMVAL_e_animPropSurpriseEyes=Surprise (Eyes)
EDSTR_ENUMVAL_e_animPropSwim=Swim
EDSTR_ENUMVAL_e_animPropT=T
EDSTR_ENUMVAL_e_animPropTalk=Talk
EDSTR_ENUMVAL_e_animPropTaunt=Taunt
EDSTR_ENUMVAL_e_animPropTeleport=Teleport
EDSTR_ENUMVAL_e_animPropTerran=Terran
EDSTR_ENUMVAL_e_animPropThree=3 (Three)
EDSTR_ENUMVAL_e_animPropThrow=Throw
EDSTR_ENUMVAL_e_animPropThrown=Thrown
EDSTR_ENUMVAL_e_animPropTurbo=Turbo
EDSTR_ENUMVAL_e_animPropTurn=Turn
EDSTR_ENUMVAL_e_animPropTwo=2 (Two)
EDSTR_ENUMVAL_e_animPropU=U
EDSTR_ENUMVAL_e_animPropUnburrow=Unburrow
EDSTR_ENUMVAL_e_animPropUnload=Unload
EDSTR_ENUMVAL_e_animPropUnpowered=Unpowered
EDSTR_ENUMVAL_e_animPropUp=Up
EDSTR_ENUMVAL_e_animPropUpgrade=Upgrade
EDSTR_ENUMVAL_e_animPropV=V
EDSTR_ENUMVAL_e_animPropValerian=Valerian
EDSTR_ENUMVAL_e_animPropVariationEnd=Variation End
EDSTR_ENUMVAL_e_animPropVictory=Victory
EDSTR_ENUMVAL_e_animPropW=W
EDSTR_ENUMVAL_e_animPropWalk=Walk
EDSTR_ENUMVAL_e_animPropWork=Work
EDSTR_ENUMVAL_e_animPropWounded=Wounded
EDSTR_ENUMVAL_e_animPropX=X
EDSTR_ENUMVAL_e_animPropY=Y
EDSTR_ENUMVAL_e_animPropZ=Z
EDSTR_ENUMVAL_e_animPropZagara=Zagara
EDSTR_ENUMVAL_e_animPropZerg=Zerg
EDSTR_ENUMVAL_e_animPropZero=0 (Zero)
EDSTR_ENUMVAL_e_animSetTimeFlagScaled=Scaled
EDSTR_ENUMVAL_e_animSetTimeFlagTriggerEventsOnScrub=Scrub Event
EDSTR_ENUMVAL_e_animSetTimeFromCloakChangeStart=Cloak Start
EDSTR_ENUMVAL_e_animSetTimeFromMorphStart=Morph Start
EDSTR_ENUMVAL_e_animTimeVariantAsAutomatic=Automatic
EDSTR_ENUMVAL_e_animTimeVariantAsDuration=Duration
EDSTR_ENUMVAL_e_animTimeVariantAsTimeScale=Time Scale
EDSTR_ENUMVAL_e_animTimeVariantAsTimeScaleAbsolute=Time Scale (Absolute)
EDSTR_ENUMVAL_e_animTransitionFlagInstant=Instant
EDSTR_ENUMVAL_e_armyCategoryFlagHidden=Hidden
EDSTR_ENUMVAL_e_armyCategoryStateLocked=Locked
EDSTR_ENUMVAL_e_armyCategoryStateUnlocked=Unlocked
EDSTR_ENUMVAL_e_armyUnitStateDisabled=Disabled
EDSTR_ENUMVAL_e_armyUnitStateLocked=Locked
EDSTR_ENUMVAL_e_armyUnitStatePurchased=Purchased
EDSTR_ENUMVAL_e_armyUnitStateUnlocked=Unlocked
EDSTR_ENUMVAL_e_armyUpgradeStateDisabled=Disable
EDSTR_ENUMVAL_e_armyUpgradeStateLocked=Locked
EDSTR_ENUMVAL_e_armyUpgradeStatePurchased=Purchased
EDSTR_ENUMVAL_e_armyUpgradeStateUnlocked=Unlocked
EDSTR_ENUMVAL_e_attachKeyAgria=Agria
EDSTR_ENUMVAL_e_attachKeyAir=Air
EDSTR_ENUMVAL_e_attachKeyAiur=Aiur
EDSTR_ENUMVAL_e_attachKeyAlbion=Albion
EDSTR_ENUMVAL_e_attachKeyArmor=Armor
EDSTR_ENUMVAL_e_attachKeyAttacher=Attacher
EDSTR_ENUMVAL_e_attachKeyAvernus=Avernus
EDSTR_ENUMVAL_e_attachKeyBack=Back
EDSTR_ENUMVAL_e_attachKeyBelShir=Bel'Shir
EDSTR_ENUMVAL_e_attachKeyBottom=Bottom
EDSTR_ENUMVAL_e_attachKeyCargo=Cargo
EDSTR_ENUMVAL_e_attachKeyCastanar=Castanar
EDSTR_ENUMVAL_e_attachKeyCenter=Center
EDSTR_ENUMVAL_e_attachKeyChar=Char
EDSTR_ENUMVAL_e_attachKeyChest=Chest
EDSTR_ENUMVAL_e_attachKeyCustomA=Custom A
EDSTR_ENUMVAL_e_attachKeyCustomB=Custom B
EDSTR_ENUMVAL_e_attachKeyCustomC=Custom C
EDSTR_ENUMVAL_e_attachKeyDamage=Damage
EDSTR_ENUMVAL_e_attachKeyDeath=Death
EDSTR_ENUMVAL_e_attachKeyDylar=Dylar
EDSTR_ENUMVAL_e_attachKeyEffector=Effector
EDSTR_ENUMVAL_e_attachKeyEngine=Engine
EDSTR_ENUMVAL_e_attachKeyFinal=Final
EDSTR_ENUMVAL_e_attachKeyFoot=Foot
EDSTR_ENUMVAL_e_attachKeyFront=Front
EDSTR_ENUMVAL_e_attachKeyGround=Ground
EDSTR_ENUMVAL_e_attachKeyHand=Hand
EDSTR_ENUMVAL_e_attachKeyHardpoint=Hardpoint
EDSTR_ENUMVAL_e_attachKeyHaven=Haven
EDSTR_ENUMVAL_e_attachKeyHead=Head
EDSTR_ENUMVAL_e_attachKeyHeavy=Heavy
EDSTR_ENUMVAL_e_attachKeyHit=Hit
EDSTR_ENUMVAL_e_attachKeyHPBar=Hit Point Bar
EDSTR_ENUMVAL_e_attachKeyIGNORE=Ignored
EDSTR_ENUMVAL_e_attachKeyKorhal=Korhal
EDSTR_ENUMVAL_e_attachKeyLeft=Left
EDSTR_ENUMVAL_e_attachKeyLight=Light
EDSTR_ENUMVAL_e_attachKeyMarSara=Mar Sara
EDSTR_ENUMVAL_e_attachKeyMedium=Medium
EDSTR_ENUMVAL_e_attachKeyMeinhoff=Meinhoff
EDSTR_ENUMVAL_e_attachKeyMonlyth=Monlyth
EDSTR_ENUMVAL_e_attachKeyMoria=Moria
EDSTR_ENUMVAL_e_attachKeyMount=Mount
EDSTR_ENUMVAL_e_attachKeyMovement=Movement
EDSTR_ENUMVAL_e_attachKeyNewFolsom=New Folsom
EDSTR_ENUMVAL_e_attachKeyOrigin=Origin
EDSTR_ENUMVAL_e_attachKeyOverhead=Overhead
EDSTR_ENUMVAL_e_attachKeyPortZion=Port Zion
EDSTR_ENUMVAL_e_attachKeyPrimary=Primary
EDSTR_ENUMVAL_e_attachKeyPU72516J=PU72516J
EDSTR_ENUMVAL_e_attachKeyRallyPoint=Rally Point
EDSTR_ENUMVAL_e_attachKeyRedstone=Redstone
EDSTR_ENUMVAL_e_attachKeyRight=Right
EDSTR_ENUMVAL_e_attachKeySecondary=Secondary
EDSTR_ENUMVAL_e_attachKeySetA=Set A
EDSTR_ENUMVAL_e_attachKeySetB=Set B
EDSTR_ENUMVAL_e_attachKeySetC=Set C
EDSTR_ENUMVAL_e_attachKeyShield=Shield
EDSTR_ENUMVAL_e_attachKeyStatusBar=Status Bar
EDSTR_ENUMVAL_e_attachKeyTarget=Target
EDSTR_ENUMVAL_e_attachKeyTargetShield=Target Shield
EDSTR_ENUMVAL_e_attachKeyTarsonis=Tarsonis
EDSTR_ENUMVAL_e_attachKeyTop=Top
EDSTR_ENUMVAL_e_attachKeyTransmission=Transmission
EDSTR_ENUMVAL_e_attachKeyTurret=Turret
EDSTR_ENUMVAL_e_attachKeyTurretY=Turret Y
EDSTR_ENUMVAL_e_attachKeyTurretZ=Turret Z
EDSTR_ENUMVAL_e_attachKeyTyrador=Tyrador
EDSTR_ENUMVAL_e_attachKeyUmoja=Umoja
EDSTR_ENUMVAL_e_attachKeyUpgrade=Upgrade
EDSTR_ENUMVAL_e_attachKeyValhalla=Valhalla
EDSTR_ENUMVAL_e_attachKeyWeapon=Weapon
EDSTR_ENUMVAL_e_attachKeyWork=Work
EDSTR_ENUMVAL_e_attachKeyXil=Xil
EDSTR_ENUMVAL_e_attachPos_Adjutant=Adjutant
EDSTR_ENUMVAL_e_attachPos_AdjutantToRaynor=Adjutant To Raynor
EDSTR_ENUMVAL_e_attachPos_Banshee=Banshee
EDSTR_ENUMVAL_e_attachPos_Bartender=Bartender
EDSTR_ENUMVAL_e_attachPos_Dropship=Dropship
EDSTR_ENUMVAL_e_attachPos_EvolutionMaster=Evolution Master
EDSTR_ENUMVAL_e_attachPos_Firebat=Firebat
EDSTR_ENUMVAL_e_attachPos_Ghost=Ghost
EDSTR_ENUMVAL_e_attachPos_Hanson=Hanson
EDSTR_ENUMVAL_e_attachPos_HansonToRaynor=Hanson To Raynor
EDSTR_ENUMVAL_e_attachPos_Hill=Hill
EDSTR_ENUMVAL_e_attachPos_Horner=Horner
EDSTR_ENUMVAL_e_attachPos_HornerToRaynor=Horner To Raynor
EDSTR_ENUMVAL_e_attachPos_JessicaHall=Jessica Hall
EDSTR_ENUMVAL_e_attachPos_Kerrigan=Kerrigan
EDSTR_ENUMVAL_e_attachPos_Marauder=Marauder
EDSTR_ENUMVAL_e_attachPos_MarcusCade=Marcus Cade
EDSTR_ENUMVAL_e_attachPos_Marine=Marine
EDSTR_ENUMVAL_e_attachPos_Merc03=Mercenary 3
EDSTR_ENUMVAL_e_attachPos_Primal=Primal
EDSTR_ENUMVAL_e_attachPos_ProtossScientist=Protoss Scientist
EDSTR_ENUMVAL_e_attachPos_Raynor=Raynor
EDSTR_ENUMVAL_e_attachPos_RaynorToAdjutant=Raynor To Adjutant
EDSTR_ENUMVAL_e_attachPos_RaynorToHanson=Raynor To Hanson
EDSTR_ENUMVAL_e_attachPos_RaynorToHorner=Raynor To Horner
EDSTR_ENUMVAL_e_attachPos_RaynorToSwann=Raynor To Swann
EDSTR_ENUMVAL_e_attachPos_RaynorToTosh=Raynor To Tosh
EDSTR_ENUMVAL_e_attachPos_RaynorToTychus=Raynor To Tychus
EDSTR_ENUMVAL_e_attachPos_SetLocation=Set Location
EDSTR_ENUMVAL_e_attachPos_SetLocation 01=Set Location 01
EDSTR_ENUMVAL_e_attachPos_SetLocation 02=Set Location 02
EDSTR_ENUMVAL_e_attachPos_SetLocation 03=Set Location 03
EDSTR_ENUMVAL_e_attachPos_SetLocation 04=Set Location 04
EDSTR_ENUMVAL_e_attachPos_SetLocation 05=Set Location 05
EDSTR_ENUMVAL_e_attachPos_SetLocation 06=Set Location 06
EDSTR_ENUMVAL_e_attachPos_SetLocation 07=Set Location 07
EDSTR_ENUMVAL_e_attachPos_SetLocation 08=Set Location 08
EDSTR_ENUMVAL_e_attachPos_SetLocation 09=Set Location 09
EDSTR_ENUMVAL_e_attachPos_SetLocation 10=Set Location 10
EDSTR_ENUMVAL_e_attachPos_SetLocation 11=Set Location 11
EDSTR_ENUMVAL_e_attachPos_SetLocation 12=Set Location 12
EDSTR_ENUMVAL_e_attachPos_SetLocation 13=Set Location 13
EDSTR_ENUMVAL_e_attachPos_SetLocation 14=Set Location 14
EDSTR_ENUMVAL_e_attachPos_SetLocation 15=Set Location 15
EDSTR_ENUMVAL_e_attachPos_SiegeTank=Siege Tank
EDSTR_ENUMVAL_e_attachPos_Spidermine=Spider Mine
EDSTR_ENUMVAL_e_attachPos_Stetmann=Stetmann
EDSTR_ENUMVAL_e_attachPos_Stukov=Stukov
EDSTR_ENUMVAL_e_attachPos_Swann=Swann
EDSTR_ENUMVAL_e_attachPos_SwannToRaynor=Swann To Raynor
EDSTR_ENUMVAL_e_attachPos_Tosh=Tosh
EDSTR_ENUMVAL_e_attachPos_ToshToRaynor=Tosh to Raynor
EDSTR_ENUMVAL_e_attachPos_Tychus=Tychus
EDSTR_ENUMVAL_e_attachPos_TychusToRaynor=Tychus to Raynor
EDSTR_ENUMVAL_e_attachPos_Viking=Viking
EDSTR_ENUMVAL_e_attachPos_Warfield=Warfield
EDSTR_ENUMVAL_e_attachPos_Zagara=Zagara
EDSTR_ENUMVAL_e_attachRef_Agria=Agria
EDSTR_ENUMVAL_e_attachRef_Aiur=Aiur
EDSTR_ENUMVAL_e_attachRef_Albion=Albion
EDSTR_ENUMVAL_e_attachRef_Attacher=Attacher
EDSTR_ENUMVAL_e_attachRef_Attacher 01=Attacher 01
EDSTR_ENUMVAL_e_attachRef_Attacher 02=Attacher 02
EDSTR_ENUMVAL_e_attachRef_Attacher 03=Attacher 03
EDSTR_ENUMVAL_e_attachRef_Attacher 04=Attacher 04
EDSTR_ENUMVAL_e_attachRef_Attacher 05=Attacher 05
EDSTR_ENUMVAL_e_attachRef_Attacher 06=Attacher 06
EDSTR_ENUMVAL_e_attachRef_Attacher 07=Attacher 07
EDSTR_ENUMVAL_e_attachRef_Attacher 08=Attacher 08
EDSTR_ENUMVAL_e_attachRef_Attacher 09=Attacher 09
EDSTR_ENUMVAL_e_attachRef_Attacher 10=Attacher 10
EDSTR_ENUMVAL_e_attachRef_Attacher 11=Attacher 11
EDSTR_ENUMVAL_e_attachRef_Attacher 12=Attacher 12
EDSTR_ENUMVAL_e_attachRef_Attacher 13=Attacher 13
EDSTR_ENUMVAL_e_attachRef_Attacher 14=Attacher 14
EDSTR_ENUMVAL_e_attachRef_Attacher 15=Attacher 15
EDSTR_ENUMVAL_e_attachRef_Attacher 16=Attacher 16
EDSTR_ENUMVAL_e_attachRef_Attacher 17=Attacher 17
EDSTR_ENUMVAL_e_attachRef_Attacher 18=Attacher 18
EDSTR_ENUMVAL_e_attachRef_Attacher 19=Attacher 19
EDSTR_ENUMVAL_e_attachRef_Avernus=Avernus
EDSTR_ENUMVAL_e_attachRef_BelShir=Bel'Shir
EDSTR_ENUMVAL_e_attachRef_Castanar=Castanar
EDSTR_ENUMVAL_e_attachRef_Center=Center
EDSTR_ENUMVAL_e_attachRef_Char=Char
EDSTR_ENUMVAL_e_attachRef_Chest=Chest
EDSTR_ENUMVAL_e_attachRef_Chest Left=Chest Left
EDSTR_ENUMVAL_e_attachRef_Chest Mount=Chest Mount
EDSTR_ENUMVAL_e_attachRef_Chest Mount Left=Chest Mount Left
EDSTR_ENUMVAL_e_attachRef_Chest Mount Rear=Chest Mount Rear
EDSTR_ENUMVAL_e_attachRef_Chest Mount Right=Chest Mount Right
EDSTR_ENUMVAL_e_attachRef_Chest Right=Chest Right
EDSTR_ENUMVAL_e_attachRef_Damage=Damage
EDSTR_ENUMVAL_e_attachRef_Damage 01=Damage 1
EDSTR_ENUMVAL_e_attachRef_Damage 02=Damage 2
EDSTR_ENUMVAL_e_attachRef_Damage 03=Damage 3
EDSTR_ENUMVAL_e_attachRef_Damage 04=Damage 4
EDSTR_ENUMVAL_e_attachRef_Damage 05=Damage 5
EDSTR_ENUMVAL_e_attachRef_Damage 06=Damage 6
EDSTR_ENUMVAL_e_attachRef_Damage 07=Damage 7
EDSTR_ENUMVAL_e_attachRef_Damage 08=Damage 8
EDSTR_ENUMVAL_e_attachRef_Damage 09=Damage 9
EDSTR_ENUMVAL_e_attachRef_Damage 10=Damage 10
EDSTR_ENUMVAL_e_attachRef_Damage 11=Damage 11
EDSTR_ENUMVAL_e_attachRef_Damage 12=Damage 12
EDSTR_ENUMVAL_e_attachRef_Damage 13=Damage 13
EDSTR_ENUMVAL_e_attachRef_Damage 14=Damage 14
EDSTR_ENUMVAL_e_attachRef_Damage 15=Damage 15
EDSTR_ENUMVAL_e_attachRef_Damage 16=Damage 16
EDSTR_ENUMVAL_e_attachRef_Damage 17=Damage 17
EDSTR_ENUMVAL_e_attachRef_Damage 18=Damage 18
EDSTR_ENUMVAL_e_attachRef_Damage 19=Damage 19
EDSTR_ENUMVAL_e_attachRef_Dylar=Dylar
EDSTR_ENUMVAL_e_attachRef_Elevator=Elevator
EDSTR_ENUMVAL_e_attachRef_Engine=Engine
EDSTR_ENUMVAL_e_attachRef_Foot Left=Foot Left
EDSTR_ENUMVAL_e_attachRef_Foot Left Rear=Foot Left Rear
EDSTR_ENUMVAL_e_attachRef_Foot Right=Foot Right
EDSTR_ENUMVAL_e_attachRef_Foot Right Rear=Foot Right Rear
EDSTR_ENUMVAL_e_attachRef_Hand=Hand
EDSTR_ENUMVAL_e_attachRef_Hand Left=Hand Left
EDSTR_ENUMVAL_e_attachRef_Hand Right=Hand Right
EDSTR_ENUMVAL_e_attachRef_Hardpoint=Hardpoint
EDSTR_ENUMVAL_e_attachRef_Hardpoint 01=Hardpoint 01
EDSTR_ENUMVAL_e_attachRef_Hardpoint 02=Hardpoint 02
EDSTR_ENUMVAL_e_attachRef_Hardpoint 03=Hardpoint 03
EDSTR_ENUMVAL_e_attachRef_Hardpoint 04=Hardpoint 04
EDSTR_ENUMVAL_e_attachRef_Hardpoint 05=Hardpoint 05
EDSTR_ENUMVAL_e_attachRef_Hardpoint 06=Hardpoint 06
EDSTR_ENUMVAL_e_attachRef_Hardpoint 07=Hardpoint 07
EDSTR_ENUMVAL_e_attachRef_Hardpoint 08=Hardpoint 08
EDSTR_ENUMVAL_e_attachRef_Hardpoint 09=Hardpoint 09
EDSTR_ENUMVAL_e_attachRef_Hardpoint 10=Hardpoint 10
EDSTR_ENUMVAL_e_attachRef_Hardpoint 11=Hardpoint 11
EDSTR_ENUMVAL_e_attachRef_Hardpoint 12=Hardpoint 12
EDSTR_ENUMVAL_e_attachRef_Hardpoint 13=Hardpoint 13
EDSTR_ENUMVAL_e_attachRef_Hardpoint 14=Hardpoint 14
EDSTR_ENUMVAL_e_attachRef_Hardpoint 15=Hardpoint 15
EDSTR_ENUMVAL_e_attachRef_Hardpoint 16=Hardpoint 16
EDSTR_ENUMVAL_e_attachRef_Hardpoint 17=Hardpoint 17
EDSTR_ENUMVAL_e_attachRef_Hardpoint 18=Hardpoint 18
EDSTR_ENUMVAL_e_attachRef_Hardpoint 19=Hardpoint 19
EDSTR_ENUMVAL_e_attachRef_Hardpoint Left=Hardpoint Left
EDSTR_ENUMVAL_e_attachRef_Hardpoint Right=Hardpoint Right
EDSTR_ENUMVAL_e_attachRef_Haven=Haven
EDSTR_ENUMVAL_e_attachRef_Head=Head
EDSTR_ENUMVAL_e_attachRef_Head Mount=Head Mount
EDSTR_ENUMVAL_e_attachRef_Hit=Hit
EDSTR_ENUMVAL_e_attachRef_Hit 01=Hit 1
EDSTR_ENUMVAL_e_attachRef_Hit 02=Hit 2
EDSTR_ENUMVAL_e_attachRef_Hit 03=Hit 3
EDSTR_ENUMVAL_e_attachRef_Hit 04=Hit 4
EDSTR_ENUMVAL_e_attachRef_Hit 05=Hit 5
EDSTR_ENUMVAL_e_attachRef_Hit 06=Hit 6
EDSTR_ENUMVAL_e_attachRef_Hit 07=Hit 7
EDSTR_ENUMVAL_e_attachRef_Hit 08=Hit 8
EDSTR_ENUMVAL_e_attachRef_Hit 09=Hit 9
EDSTR_ENUMVAL_e_attachRef_Korhal=Korhal
EDSTR_ENUMVAL_e_attachRef_MarSara=Mar Sara
EDSTR_ENUMVAL_e_attachRef_Meinhoff=Meinhoff
EDSTR_ENUMVAL_e_attachRef_Monlyth=Monlyth
EDSTR_ENUMVAL_e_attachRef_Moria=Moria
EDSTR_ENUMVAL_e_attachRef_Mount=Mount
EDSTR_ENUMVAL_e_attachRef_NewFolsom=New Folsom
EDSTR_ENUMVAL_e_attachRef_Origin=Origin
EDSTR_ENUMVAL_e_attachRef_Overhead=Overhead
EDSTR_ENUMVAL_e_attachRef_PortZion=Port Zion
EDSTR_ENUMVAL_e_attachRef_PU72516J=PU72516J
EDSTR_ENUMVAL_e_attachRef_RallyPoint=Rally Point
EDSTR_ENUMVAL_e_attachRef_Redstone=Redstone
EDSTR_ENUMVAL_e_attachRef_Shield=Shield
EDSTR_ENUMVAL_e_attachRef_Shield Left=Ref_Shield Left
EDSTR_ENUMVAL_e_attachRef_Shield Right=Ref_Shield Right
EDSTR_ENUMVAL_e_attachRef_StatusBar=Status Bar
EDSTR_ENUMVAL_e_attachRef_StatusBar 01=Status Bar 01
EDSTR_ENUMVAL_e_attachRef_StatusBar 02=Status Bar 02
EDSTR_ENUMVAL_e_attachRef_StatusBar 03=Status Bar 03
EDSTR_ENUMVAL_e_attachRef_StatusBar 04=Status Bar 04
EDSTR_ENUMVAL_e_attachRef_StatusBar 05=Status Bar 05
EDSTR_ENUMVAL_e_attachRef_StatusBar 06=Status Bar 06
EDSTR_ENUMVAL_e_attachRef_StatusBar 07=Status Bar 07
EDSTR_ENUMVAL_e_attachRef_StatusBar 08=Status Bar 08
EDSTR_ENUMVAL_e_attachRef_StatusBar 09=Status Bar 09
EDSTR_ENUMVAL_e_attachRef_StatusBar 10=Status Bar 10
EDSTR_ENUMVAL_e_attachRef_StatusBar 11=Status Bar 11
EDSTR_ENUMVAL_e_attachRef_StatusBar 12=Status Bar 12
EDSTR_ENUMVAL_e_attachRef_StatusBar 13=Status Bar 13
EDSTR_ENUMVAL_e_attachRef_StatusBar 14=Status Bar 14
EDSTR_ENUMVAL_e_attachRef_StatusBar 15=Status Bar 15
EDSTR_ENUMVAL_e_attachRef_StatusBar 16=Status Bar 16
EDSTR_ENUMVAL_e_attachRef_StatusBar 17=Status Bar 17
EDSTR_ENUMVAL_e_attachRef_StatusBar 18=Status Bar 18
EDSTR_ENUMVAL_e_attachRef_StatusBar 19=Status Bar 19
EDSTR_ENUMVAL_e_attachRef_Target=Target
EDSTR_ENUMVAL_e_attachRef_Target 01=Target 01
EDSTR_ENUMVAL_e_attachRef_Target 02=Target 02
EDSTR_ENUMVAL_e_attachRef_Target 03=Target 03
EDSTR_ENUMVAL_e_attachRef_Target 04=Target 04
EDSTR_ENUMVAL_e_attachRef_Target 05=Target 05
EDSTR_ENUMVAL_e_attachRef_Target 06=Target 06
EDSTR_ENUMVAL_e_attachRef_Target 07=Target 07
EDSTR_ENUMVAL_e_attachRef_Target 08=Target 08
EDSTR_ENUMVAL_e_attachRef_Target 09=Target 09
EDSTR_ENUMVAL_e_attachRef_Target 10=Target 10
EDSTR_ENUMVAL_e_attachRef_Target 11=Target 11
EDSTR_ENUMVAL_e_attachRef_Target 12=Target 12
EDSTR_ENUMVAL_e_attachRef_Target 13=Target 13
EDSTR_ENUMVAL_e_attachRef_Target 14=Target 14
EDSTR_ENUMVAL_e_attachRef_Target 15=Target 15
EDSTR_ENUMVAL_e_attachRef_Target 16=Target 16
EDSTR_ENUMVAL_e_attachRef_Target 17=Target 17
EDSTR_ENUMVAL_e_attachRef_Target 18=Target 18
EDSTR_ENUMVAL_e_attachRef_Target 19=Target 19
EDSTR_ENUMVAL_e_attachRef_Target 20=Target 20
EDSTR_ENUMVAL_e_attachRef_Target 21=Target 21
EDSTR_ENUMVAL_e_attachRef_Target 22=Target 22
EDSTR_ENUMVAL_e_attachRef_Target 23=Target 23
EDSTR_ENUMVAL_e_attachRef_Target 24=Target 24
EDSTR_ENUMVAL_e_attachRef_Target 25=Target 25
EDSTR_ENUMVAL_e_attachRef_Target 26=Target 26
EDSTR_ENUMVAL_e_attachRef_Target 27=Target 27
EDSTR_ENUMVAL_e_attachRef_Target 28=Target 28
EDSTR_ENUMVAL_e_attachRef_Target 29=Target 29
EDSTR_ENUMVAL_e_attachRef_Target 30=Target 30
EDSTR_ENUMVAL_e_attachRef_Target 31=Target 31
EDSTR_ENUMVAL_e_attachRef_Target 32=Target 32
EDSTR_ENUMVAL_e_attachRef_Target 33=Target 33
EDSTR_ENUMVAL_e_attachRef_Target 34=Target 34
EDSTR_ENUMVAL_e_attachRef_Target 35=Target 35
EDSTR_ENUMVAL_e_attachRef_Target 36=Target 36
EDSTR_ENUMVAL_e_attachRef_Target 37=Target 37
EDSTR_ENUMVAL_e_attachRef_Target 38=Target 38
EDSTR_ENUMVAL_e_attachRef_Target 39=Target 39
EDSTR_ENUMVAL_e_attachRef_Target 40=Target 40
EDSTR_ENUMVAL_e_attachRef_Target Final=Target Final
EDSTR_ENUMVAL_e_attachRef_Target Heavy=Target Heavy
EDSTR_ENUMVAL_e_attachRef_Target Light=Target Light
EDSTR_ENUMVAL_e_attachRef_Target Medium=Target Medium
EDSTR_ENUMVAL_e_attachRef_Target Shield=Target Shield
EDSTR_ENUMVAL_e_attachRef_Tarsonis=Tarsonis
EDSTR_ENUMVAL_e_attachRef_Transmission=Transmission
EDSTR_ENUMVAL_e_attachRef_Turret=Turret
EDSTR_ENUMVAL_e_attachRef_TurretY=Turret Y
EDSTR_ENUMVAL_e_attachRef_TurretZ=Turret Z
EDSTR_ENUMVAL_e_attachRef_Tyrador=Tyrador
EDSTR_ENUMVAL_e_attachRef_Umoja=Umoja
EDSTR_ENUMVAL_e_attachRef_Upgrade=Upgrade
EDSTR_ENUMVAL_e_attachRef_Upgrade Armor=Upgrade Armor
EDSTR_ENUMVAL_e_attachRef_Upgrade Engine=Upgrade Engine
EDSTR_ENUMVAL_e_attachRef_Upgrade Engine Bottom=Upgrade Engine Bottom
EDSTR_ENUMVAL_e_attachRef_Upgrade Engine Left=Upgrade Engine Left
EDSTR_ENUMVAL_e_attachRef_Upgrade Engine Right=Upgrade Engine Right
EDSTR_ENUMVAL_e_attachRef_Upgrade Weapon=Upgrade Weapon
EDSTR_ENUMVAL_e_attachRef_Upgrade Weapon Bottom=Upgrade Weapon Bottom
EDSTR_ENUMVAL_e_attachRef_Upgrade Weapon Left=Upgrade Weapon Left
EDSTR_ENUMVAL_e_attachRef_Upgrade Weapon Right=Upgrade Weapon Right
EDSTR_ENUMVAL_e_attachRef_Valhalla=Valhalla
EDSTR_ENUMVAL_e_attachRef_Weapon=Weapon
EDSTR_ENUMVAL_e_attachRef_Weapon 01=Weapon 01
EDSTR_ENUMVAL_e_attachRef_Weapon 02=Weapon 02
EDSTR_ENUMVAL_e_attachRef_Weapon 03=Weapon 03
EDSTR_ENUMVAL_e_attachRef_Weapon 04=Weapon 04
EDSTR_ENUMVAL_e_attachRef_Weapon 05=Weapon 05
EDSTR_ENUMVAL_e_attachRef_Weapon 06=Weapon 06
EDSTR_ENUMVAL_e_attachRef_Weapon 07=Weapon 07
EDSTR_ENUMVAL_e_attachRef_Weapon 08=Weapon 08
EDSTR_ENUMVAL_e_attachRef_Weapon 09=Weapon 09
EDSTR_ENUMVAL_e_attachRef_Weapon 10=Weapon 10
EDSTR_ENUMVAL_e_attachRef_Weapon 11=Weapon 11
EDSTR_ENUMVAL_e_attachRef_Weapon 12=Weapon 12
EDSTR_ENUMVAL_e_attachRef_Weapon 13=Weapon 13
EDSTR_ENUMVAL_e_attachRef_Weapon 14=Weapon 14
EDSTR_ENUMVAL_e_attachRef_Weapon 15=Weapon 15
EDSTR_ENUMVAL_e_attachRef_Weapon 16=Weapon 16
EDSTR_ENUMVAL_e_attachRef_Weapon 17=Weapon 17
EDSTR_ENUMVAL_e_attachRef_Weapon 18=Weapon 18
EDSTR_ENUMVAL_e_attachRef_Weapon 19=Weapon 19
EDSTR_ENUMVAL_e_attachRef_Weapon 20=Weapon 20
EDSTR_ENUMVAL_e_attachRef_Weapon 21=Weapon 21
EDSTR_ENUMVAL_e_attachRef_Weapon 22=Weapon 22
EDSTR_ENUMVAL_e_attachRef_Weapon 23=Weapon 23
EDSTR_ENUMVAL_e_attachRef_Weapon 24=Weapon 24
EDSTR_ENUMVAL_e_attachRef_Weapon 25=Weapon 25
EDSTR_ENUMVAL_e_attachRef_Weapon 26=Weapon 26
EDSTR_ENUMVAL_e_attachRef_Weapon 27=Weapon 27
EDSTR_ENUMVAL_e_attachRef_Weapon 28=Weapon 28
EDSTR_ENUMVAL_e_attachRef_Weapon 29=Weapon 29
EDSTR_ENUMVAL_e_attachRef_Weapon 30=Weapon 30
EDSTR_ENUMVAL_e_attachRef_Weapon Bottom=Weapon Bottom
EDSTR_ENUMVAL_e_attachRef_Weapon Left=Weapon Left
EDSTR_ENUMVAL_e_attachRef_Weapon Right=Weapon Right
EDSTR_ENUMVAL_e_attachRef_Xil=Xil
EDSTR_ENUMVAL_e_attachUnknown=None
EDSTR_ENUMVAL_e_attackPriorityInRange=In Range
EDSTR_ENUMVAL_e_attackPriorityInRangeCurrentTarget=In Range Current Target
EDSTR_ENUMVAL_e_attackPriorityIsThreat=Is Threat
EDSTR_ENUMVAL_e_bankConditionCombineAnd=Combine And
EDSTR_ENUMVAL_e_bankConditionCombineOr=Combine Or
EDSTR_ENUMVAL_e_beaconArmy=Army
EDSTR_ENUMVAL_e_beaconAttack=Attack
EDSTR_ENUMVAL_e_beaconAuto=AutoAI
EDSTR_ENUMVAL_e_beaconClaim=Claim
EDSTR_ENUMVAL_e_beaconCustom1=Custom1
EDSTR_ENUMVAL_e_beaconCustom2=Custom2
EDSTR_ENUMVAL_e_beaconCustom3=Custom3
EDSTR_ENUMVAL_e_beaconCustom4=Custom4
EDSTR_ENUMVAL_e_beaconDefend=Defend
EDSTR_ENUMVAL_e_beaconDetect=Detect
EDSTR_ENUMVAL_e_beaconExpand=Expand
EDSTR_ENUMVAL_e_beaconFlagAutoCastOff=Auto Cast Off
EDSTR_ENUMVAL_e_beaconFlagAutoCastOn=Auto Cast On
EDSTR_ENUMVAL_e_beaconFlagClearAll=Clear All
EDSTR_ENUMVAL_e_beaconFlagClearExtra=Clear Extra
EDSTR_ENUMVAL_e_beaconFlagCustomBuild=Custom Build
EDSTR_ENUMVAL_e_beaconFlagDropoff=Dropoff
EDSTR_ENUMVAL_e_beaconFlagNone=None
EDSTR_ENUMVAL_e_beaconFlagViewNext=View Next
EDSTR_ENUMVAL_e_beaconFlagViewPrev=View Previous
EDSTR_ENUMVAL_e_beaconHarass=Harass
EDSTR_ENUMVAL_e_beaconIdle=Idle
EDSTR_ENUMVAL_e_beaconRally=Rally
EDSTR_ENUMVAL_e_beaconScout=Scout
EDSTR_ENUMVAL_e_behaviorAlignmentNegative=Negative
EDSTR_ENUMVAL_e_behaviorAlignmentNeutral=Neutral
EDSTR_ENUMVAL_e_behaviorAlignmentPositive=Positive
EDSTR_ENUMVAL_e_behaviorBuffChanneled=Channeled
EDSTR_ENUMVAL_e_behaviorBuffChanneling=Channeling
EDSTR_ENUMVAL_e_behaviorBuffCountdown=Countdown
EDSTR_ENUMVAL_e_behaviorBuffDisableWhileUnderConstruction=Disable During Construction
EDSTR_ENUMVAL_e_behaviorBuffExtend=Extend
EDSTR_ENUMVAL_e_behaviorBuffRefreshStack=Refresh Stack
EDSTR_ENUMVAL_e_behaviorBuffRemoveDamageResponseExhausted=Remove Exhausted Damage Response
EDSTR_ENUMVAL_e_behaviorBuffReplaceFarthestDistance=Farthest Distance
EDSTR_ENUMVAL_e_behaviorBuffReplaceShortestDuration=Shortest Duration
EDSTR_ENUMVAL_e_behaviorBuffUpdateDurationWhileDisabled=Update Duration While Disabled
EDSTR_ENUMVAL_e_behaviorCategoryCloak=Buff Cloaked
EDSTR_ENUMVAL_e_behaviorCategoryFast=Buff Movement Speed
EDSTR_ENUMVAL_e_behaviorCategoryInvulnerable=Buff Invulnerable
EDSTR_ENUMVAL_e_behaviorCategoryPermanent=Category Permanent
EDSTR_ENUMVAL_e_behaviorCategoryRestorable=Category Restorable
EDSTR_ENUMVAL_e_behaviorCategoryReveal=Debuff Revealed
EDSTR_ENUMVAL_e_behaviorCategorySlow=Debuff Movement Speed
EDSTR_ENUMVAL_e_behaviorCategoryStun=Debuff Stun
EDSTR_ENUMVAL_e_behaviorCategoryTemporary=Category Temporary
EDSTR_ENUMVAL_e_behaviorCategoryUser1=Buff Unstoppable
EDSTR_ENUMVAL_e_behaviorCategoryUser10=Debuff Autoattack DPS
EDSTR_ENUMVAL_e_behaviorCategoryUser2=Buff Resistant
EDSTR_ENUMVAL_e_behaviorCategoryUser3=Buff Autoattack DPS
EDSTR_ENUMVAL_e_behaviorCategoryUser4=Buff Ability Power
EDSTR_ENUMVAL_e_behaviorCategoryUser5=Debuff Root
EDSTR_ENUMVAL_e_behaviorCategoryUser6=Debuff Stasis
EDSTR_ENUMVAL_e_behaviorCategoryUser7=Debuff Silence
EDSTR_ENUMVAL_e_behaviorCategoryUser8=Debuff Blind
EDSTR_ENUMVAL_e_behaviorCategoryUser9=Debuff Vulnerable
EDSTR_ENUMVAL_e_behaviorDisplayAlly=Ally
EDSTR_ENUMVAL_e_behaviorDisplayEnemy=Enemy
EDSTR_ENUMVAL_e_behaviorDisplayNeutral=Neutral
EDSTR_ENUMVAL_e_behaviorDisplaySelf=Self
EDSTR_ENUMVAL_e_behaviorFlagEnabledWhileDead=Enabled While Dead
EDSTR_ENUMVAL_e_behaviorFlagIgnoreInEditor=Ignore In Editor
EDSTR_ENUMVAL_e_behaviorFlagPermanent=Permanent
EDSTR_ENUMVAL_e_behaviorHeightStart=Start
EDSTR_ENUMVAL_e_behaviorHeightStop=Stop
EDSTR_ENUMVAL_e_behaviorInfoFlagHidden=Hidden
EDSTR_ENUMVAL_e_behaviorModifyDetected=Detected
EDSTR_ENUMVAL_e_behaviorModifyDisableAbils=Disable Abilities
EDSTR_ENUMVAL_e_behaviorModifyEnableAttack=Enable Attack
EDSTR_ENUMVAL_e_behaviorModifyEnableMove=Enable Move
EDSTR_ENUMVAL_e_behaviorModifyHideChangeUI=Hide Change UI
EDSTR_ENUMVAL_e_behaviorModifyMovement=Modify Movement
EDSTR_ENUMVAL_e_behaviorModifyOrdersUninterruptible=Orders Uninterruptible
EDSTR_ENUMVAL_e_behaviorModifyReveal=Reveal
EDSTR_ENUMVAL_e_behaviorModifyShareSight=Share Vision
EDSTR_ENUMVAL_e_behaviorModifySuppressMoving=Suppress Movement
EDSTR_ENUMVAL_e_behaviorModifySuppressTurning=Suppress Turning
EDSTR_ENUMVAL_e_behaviorModifyWarpable=Warpable
EDSTR_ENUMVAL_e_behaviorPowerUserFlagDisplayPower=Display Power
EDSTR_ENUMVAL_e_behaviorPowerUserFlagKillIfUnpowered=Kill If Unpowered
EDSTR_ENUMVAL_e_behaviorPowerUserFlagLevelFromSourceCount=Level From Source Count
EDSTR_ENUMVAL_e_behaviorRateCharge=Charge
EDSTR_ENUMVAL_e_behaviorRateCooldown=Cooldown
EDSTR_ENUMVAL_e_behaviorRateCreep=Creep
EDSTR_ENUMVAL_e_behaviorRateMorph=Morph
EDSTR_ENUMVAL_e_behaviorRateProgress=Progress
EDSTR_ENUMVAL_e_behaviorRateQueueable=Queueable
EDSTR_ENUMVAL_e_behaviorRateSpawn=Spawn
EDSTR_ENUMVAL_e_behaviorResourceFlagHideHarvesters=Hide Harvesters
EDSTR_ENUMVAL_e_behaviorResourceFlagRemoveWhenEmpty=Remove When Empty
EDSTR_ENUMVAL_e_behaviorSpawnFlagHideCount=Hide Count
EDSTR_ENUMVAL_e_behaviorSpawnFlagIgnoreMorph=Ignore Morph
EDSTR_ENUMVAL_e_behaviorSpawnFlagKillSpawnedOnDeath=Kill Spawn On Death
EDSTR_ENUMVAL_e_behaviorStateBenign=Benign
EDSTR_ENUMVAL_e_behaviorStateBury=Bury
EDSTR_ENUMVAL_e_behaviorStateCloak=Cloak
EDSTR_ENUMVAL_e_behaviorStateDetector=Detector
EDSTR_ENUMVAL_e_behaviorStateGenerateThreat=Generate Threat
EDSTR_ENUMVAL_e_behaviorStateHallucination=Hallucination
EDSTR_ENUMVAL_e_behaviorStateInvulnerable=Invulnerable
EDSTR_ENUMVAL_e_behaviorStateLineMovement=Line Movement
EDSTR_ENUMVAL_e_behaviorStateNoDraw=No Draw
EDSTR_ENUMVAL_e_behaviorStatePassive=Passive
EDSTR_ENUMVAL_e_behaviorStateRadar=Radar
EDSTR_ENUMVAL_e_behaviorStateResistant=Resistant
EDSTR_ENUMVAL_e_behaviorStateRevealProgress=Reveal Progress
EDSTR_ENUMVAL_e_behaviorStateSilence=Silence
EDSTR_ENUMVAL_e_behaviorStateStasis=Stasis
EDSTR_ENUMVAL_e_behaviorStateStun=Stun
EDSTR_ENUMVAL_e_behaviorStateSummoned=Unit Attribute On - Summoned
EDSTR_ENUMVAL_e_behaviorStateSuppressAttack=Suppress Attack
EDSTR_ENUMVAL_e_behaviorStateSuppressBuildOn=Suppress Build On
EDSTR_ENUMVAL_e_behaviorStateSuppressCloak=Suppress Cloak
EDSTR_ENUMVAL_e_behaviorStateSuppressCollision=Suppress Collision
EDSTR_ENUMVAL_e_behaviorStateSuppressCombat=Suppress Combat
EDSTR_ENUMVAL_e_behaviorStateSuppressDamageVisibility=Suppress Damage Visibility
EDSTR_ENUMVAL_e_behaviorStateSuppressDetection=Suppress Detection
EDSTR_ENUMVAL_e_behaviorStateSuppressDropOff=Suppress Drop Off
EDSTR_ENUMVAL_e_behaviorStateSuppressEnergy=Suppress Energy
EDSTR_ENUMVAL_e_behaviorStateSuppressEnergyRegen=Suppress Energy Regeneration
EDSTR_ENUMVAL_e_behaviorStateSuppressFidgeting=Suppress Fidgeting
EDSTR_ENUMVAL_e_behaviorStateSuppressFoodMade=Suppress Food Made
EDSTR_ENUMVAL_e_behaviorStateSuppressFoodUsed=Suppress Food Used
EDSTR_ENUMVAL_e_behaviorStateSuppressInvulnerability=Suppress Invulnerability
EDSTR_ENUMVAL_e_behaviorStateSuppressLife=Suppress Life
EDSTR_ENUMVAL_e_behaviorStateSuppressLifeRegen=Suppress Life Regeneration
EDSTR_ENUMVAL_e_behaviorStateSuppressPassenger=Suppress Passenger
EDSTR_ENUMVAL_e_behaviorStateSuppressRadar=Suppress Radar
EDSTR_ENUMVAL_e_behaviorStateSuppressRequirements=Suppress Requirements
EDSTR_ENUMVAL_e_behaviorStateSuppressShields=Suppress Shields
EDSTR_ENUMVAL_e_behaviorStateSuppressShieldsRegen=Suppress Shield Regeneration
EDSTR_ENUMVAL_e_behaviorStateSuppressTech=Suppress Tech
EDSTR_ENUMVAL_e_behaviorStateSuppressThreat=Suppress Threat
EDSTR_ENUMVAL_e_behaviorStateSuppressUnitUseLineOfSight=Suppresses Unit Use Line Of Sight
EDSTR_ENUMVAL_e_behaviorStateSuppressXPGain=Suppress XP Gain
EDSTR_ENUMVAL_e_behaviorStateSuppressXPGrant=Suppress XP Grant
EDSTR_ENUMVAL_e_behaviorStateSuppressXPSharing=Suppress XP Sharing
EDSTR_ENUMVAL_e_behaviorStateTransientMorph=Transient Morph
EDSTR_ENUMVAL_e_behaviorStateUncommandable=Uncommandable
EDSTR_ENUMVAL_e_behaviorStateUndetectable=Undetectable
EDSTR_ENUMVAL_e_behaviorStateUnitAttrOffArmored=Unit Attribute Off - Armored
EDSTR_ENUMVAL_e_behaviorStateUnitAttrOffBiological=Unit Attribute Off - Biological
EDSTR_ENUMVAL_e_behaviorStateUnitAttrOffHeroic=Unit Attribute Off - Heroic
EDSTR_ENUMVAL_e_behaviorStateUnitAttrOffHover=Unit Attribute Off - Hover
EDSTR_ENUMVAL_e_behaviorStateUnitAttrOffLight=Unit Attribute Off - Light
EDSTR_ENUMVAL_e_behaviorStateUnitAttrOffMassive=Unit Attribute Off - Massive
EDSTR_ENUMVAL_e_behaviorStateUnitAttrOffMechanical=Unit Attribute Off - Mechanical
EDSTR_ENUMVAL_e_behaviorStateUnitAttrOffPsionic=Unit Attribute Off - Psionic
EDSTR_ENUMVAL_e_behaviorStateUnitAttrOffRobotic=Unit Attribute Off - Robotic
EDSTR_ENUMVAL_e_behaviorStateUnitAttrOffStructure=Unit Attribute Off - Structure
EDSTR_ENUMVAL_e_behaviorStateUnitAttrOffSummoned=Unit Attribute Off - Summoned
EDSTR_ENUMVAL_e_behaviorStateUnitAttrOnArmored=Unit Attribute On - Armored
EDSTR_ENUMVAL_e_behaviorStateUnitAttrOnBiological=Unit Attribute On - Biological
EDSTR_ENUMVAL_e_behaviorStateUnitAttrOnHeroic=Unit Attribute On - Heroic
EDSTR_ENUMVAL_e_behaviorStateUnitAttrOnHover=Unit Attribute On - Hover
EDSTR_ENUMVAL_e_behaviorStateUnitAttrOnLight=Unit Attribute On - Light
EDSTR_ENUMVAL_e_behaviorStateUnitAttrOnMassive=Unit Attribute On - Massive
EDSTR_ENUMVAL_e_behaviorStateUnitAttrOnMechanical=Unit Attribute On - Mechanical
EDSTR_ENUMVAL_e_behaviorStateUnitAttrOnPsionic=Unit Attribute On - Psionic
EDSTR_ENUMVAL_e_behaviorStateUnitAttrOnRobotic=Unit Attribute On - Robotic
EDSTR_ENUMVAL_e_behaviorStateUnitAttrOnStructure=Unit Attribute On - Structure
EDSTR_ENUMVAL_e_behaviorStateUnradarable=Unradarable
EDSTR_ENUMVAL_e_behaviorStateUnselectable=Unselectable
EDSTR_ENUMVAL_e_behaviorStateUnstoppable=Unstoppable
EDSTR_ENUMVAL_e_behaviorStateUntargetable=Untargetable
EDSTR_ENUMVAL_e_behaviorVeterancyFlagCombineNumericModifications=Combine Numeric Modifications
EDSTR_ENUMVAL_e_behaviorVeterancyFlagCombineXP=Combine Experience
EDSTR_ENUMVAL_e_behaviorVeterancyFlagGlobal=Global
EDSTR_ENUMVAL_e_behaviorVeterancyFlagMaxLevelLeech=Max Level Leech
EDSTR_ENUMVAL_e_behaviorVeterancyXPDamageDealt=Damage Dealt
EDSTR_ENUMVAL_e_behaviorVeterancyXPDamageTaken=Damage Taken
EDSTR_ENUMVAL_e_behaviorVeterancyXPKills=Kills
EDSTR_ENUMVAL_e_boneBone_Chest=Chest
EDSTR_ENUMVAL_e_boneBone_Chest Y=Chest Y
EDSTR_ENUMVAL_e_boneBone_Chest Z=Chest Z
EDSTR_ENUMVAL_e_boneBone_Face=Face
EDSTR_ENUMVAL_e_boneBone_Leg Left=Leg Left
EDSTR_ENUMVAL_e_boneBone_Leg Left Front=Leg Left Front
EDSTR_ENUMVAL_e_boneBone_Leg Left Rear=Left Left Rear
EDSTR_ENUMVAL_e_boneBone_Leg Right=Leg Right
EDSTR_ENUMVAL_e_boneBone_Leg Right Front=Leg Right Front
EDSTR_ENUMVAL_e_boneBone_Leg Right Rear=Leg Right Rear
EDSTR_ENUMVAL_e_boneBone_Turret=Turret
EDSTR_ENUMVAL_e_boneBone_Turret 00=Turret 0
EDSTR_ENUMVAL_e_boneBone_Turret 01=Turret 1
EDSTR_ENUMVAL_e_boneBone_Turret 02=Turret 2
EDSTR_ENUMVAL_e_boneBone_Turret 03=Turret 3
EDSTR_ENUMVAL_e_boneBone_Turret 04=Turret 4
EDSTR_ENUMVAL_e_boneBone_Turret 05=Turret 5
EDSTR_ENUMVAL_e_boneBone_Turret 06=Turret 6
EDSTR_ENUMVAL_e_boneBone_Turret 07=Turret 7
EDSTR_ENUMVAL_e_boneBone_Turret 08=Turret 8
EDSTR_ENUMVAL_e_boneBone_Turret 09=Turret 9
EDSTR_ENUMVAL_e_boneBone_Turret Main=Turret Main
EDSTR_ENUMVAL_e_boneBone_Turret Main Y=Turret Main Y
EDSTR_ENUMVAL_e_boneBone_Turret Main Z=Turret Main Z
EDSTR_ENUMVAL_e_boneBone_Turret Y=Turret Y
EDSTR_ENUMVAL_e_boneBone_Turret Z=Turret Z
EDSTR_ENUMVAL_e_buttonTooltipFlagShowAutocast=Show Autocast
EDSTR_ENUMVAL_e_buttonTooltipFlagShowCooldown=Show Cooldown
EDSTR_ENUMVAL_e_buttonTooltipFlagShowDuration=Show Duration
EDSTR_ENUMVAL_e_buttonTooltipFlagShowHotkey=Show Hotkey
EDSTR_ENUMVAL_e_buttonTooltipFlagShowLevel=Show Level
EDSTR_ENUMVAL_e_buttonTooltipFlagShowName=Show Name
EDSTR_ENUMVAL_e_buttonTooltipFlagShowRadius=Show Radius
EDSTR_ENUMVAL_e_buttonTooltipFlagShowRange=Show Range
EDSTR_ENUMVAL_e_buttonTooltipFlagShowRequirements=Show Requirements
EDSTR_ENUMVAL_e_buttonTooltipFlagShowResources=Show Resources
EDSTR_ENUMVAL_e_buttonTooltipFlagShowSupply=Show Supply
EDSTR_ENUMVAL_e_buttonTooltipFlagShowTime=Show Time
EDSTR_ENUMVAL_e_buttonTooltipFlagShowUsage=Show Usage
EDSTR_ENUMVAL_e_cameraHeightMapAir=Air
EDSTR_ENUMVAL_e_cameraHeightMapCamera=Camera
EDSTR_ENUMVAL_e_cameraModeFollow=Follow
EDSTR_ENUMVAL_e_cameraModeNormal=Normal
EDSTR_ENUMVAL_e_cameraParamDepthOfField=Depth Of field
EDSTR_ENUMVAL_e_cameraParamDistance=Distance
EDSTR_ENUMVAL_e_cameraParamFalloffEnd=Falloff End
EDSTR_ENUMVAL_e_cameraParamFalloffStart=Falloff Start
EDSTR_ENUMVAL_e_cameraParamFarClip=Far Clip
EDSTR_ENUMVAL_e_cameraParamFieldOfView=Field Of View
EDSTR_ENUMVAL_e_cameraParamFocalDepth=Focal Depth
EDSTR_ENUMVAL_e_cameraParamHeightOffset=Height Offset
EDSTR_ENUMVAL_e_cameraParamNearClip=Near Clip
EDSTR_ENUMVAL_e_cameraParamPitch=Angle Of Attack
EDSTR_ENUMVAL_e_cameraParamRoll=Roll
EDSTR_ENUMVAL_e_cameraParamShadowClip=Shadow Clip
EDSTR_ENUMVAL_e_cameraParamYaw=Rotation
EDSTR_ENUMVAL_e_cameraSave0=Camera Save 0
EDSTR_ENUMVAL_e_cameraSave1=Camera Save 1
EDSTR_ENUMVAL_e_cameraSave2=Camera Save 2
EDSTR_ENUMVAL_e_cameraSave3=Camera Save 3
EDSTR_ENUMVAL_e_cameraSave4=Camera Save 4
EDSTR_ENUMVAL_e_cameraSave5=Camera Save 5
EDSTR_ENUMVAL_e_cameraSave6=Camera Save 6
EDSTR_ENUMVAL_e_cameraSave7=Camera Save 7
EDSTR_ENUMVAL_e_cameraShakeRotationPitch=Pitch
EDSTR_ENUMVAL_e_cameraShakeRotationRoll=Roll
EDSTR_ENUMVAL_e_cameraShakeRotationYaw=Yaw
EDSTR_ENUMVAL_e_cardButtonTypeAbilCmd=Ability Command
EDSTR_ENUMVAL_e_cardButtonTypeCancelPlacementMode=Cancel Placement
EDSTR_ENUMVAL_e_cardButtonTypeCancelSubmenu=Cancel Submenu
EDSTR_ENUMVAL_e_cardButtonTypeCancelTargetMode=Cancel Target
EDSTR_ENUMVAL_e_cardButtonTypePassive=Passive
EDSTR_ENUMVAL_e_cardButtonTypeSelectBuilder=Select Builder
EDSTR_ENUMVAL_e_cardButtonTypeSelectLarva=Select Larva
EDSTR_ENUMVAL_e_cardButtonTypeSubmenu=Submenu
EDSTR_ENUMVAL_e_cardButtonTypeUndefined=Undefined
EDSTR_ENUMVAL_e_cargoSpaceFree=Free
EDSTR_ENUMVAL_e_cargoSpaceLoad=Load
EDSTR_ENUMVAL_e_cargoSpaceSize=Size
EDSTR_ENUMVAL_e_cargoSpaceUsed=Used
EDSTR_ENUMVAL_e_characterGenderFemale=Female
EDSTR_ENUMVAL_e_characterGenderMale=Male
EDSTR_ENUMVAL_e_characterRaceProtoss=Protoss
EDSTR_ENUMVAL_e_characterRaceTerran=Terran
EDSTR_ENUMVAL_e_characterRaceUnknown=Unknown
EDSTR_ENUMVAL_e_characterRaceXelNaga=Xel'Naga
EDSTR_ENUMVAL_e_characterRaceZerg=Zerg
EDSTR_ENUMVAL_e_characterRelevanceMajor=Major
EDSTR_ENUMVAL_e_characterRelevanceMedium=Medium
EDSTR_ENUMVAL_e_characterRelevanceMinor=Minor
EDSTR_ENUMVAL_e_chargeFlagEnableChargeTimeQueuing=Enable Charge Time Queuing
EDSTR_ENUMVAL_e_chargeLocationAbil=Ability
EDSTR_ENUMVAL_e_chargeLocationBehavior=Behavior
EDSTR_ENUMVAL_e_chargeLocationGlobal=Global
EDSTR_ENUMVAL_e_chargeLocationPlayer=Player
EDSTR_ENUMVAL_e_chargeLocationUnit=Unit
EDSTR_ENUMVAL_e_classIdCAbil=Generic
EDSTR_ENUMVAL_e_classIdCAbilArmMagazine=Arm Magazine
EDSTR_ENUMVAL_e_classIdCAbilAttack=Attack
EDSTR_ENUMVAL_e_classIdCAbilAugment=Augment
EDSTR_ENUMVAL_e_classIdCAbilBattery=Battery
EDSTR_ENUMVAL_e_classIdCAbilBeacon=Beacon
EDSTR_ENUMVAL_e_classIdCAbilBehavior=Behavior
EDSTR_ENUMVAL_e_classIdCAbilBuild=Build
EDSTR_ENUMVAL_e_classIdCAbilBuildable=Buildable
EDSTR_ENUMVAL_e_classIdCAbilEffect=Effect
EDSTR_ENUMVAL_e_classIdCAbilEffectInstant=Effect - Instant
EDSTR_ENUMVAL_e_classIdCAbilEffectTarget=Effect - Target
EDSTR_ENUMVAL_e_classIdCAbilHarvest=Harvest
EDSTR_ENUMVAL_e_classIdCAbilInteract=Interact
EDSTR_ENUMVAL_e_classIdCAbilInventory=Inventory
EDSTR_ENUMVAL_e_classIdCAbilLearn=Learn
EDSTR_ENUMVAL_e_classIdCAbilMerge=Merge
EDSTR_ENUMVAL_e_classIdCAbilMergeable=Mergeable
EDSTR_ENUMVAL_e_classIdCAbilMorph=Morph
EDSTR_ENUMVAL_e_classIdCAbilMorphPlacement=Morph Placement
EDSTR_ENUMVAL_e_classIdCAbilMove=Move
EDSTR_ENUMVAL_e_classIdCAbilPawn=Pawn
EDSTR_ENUMVAL_e_classIdCAbilProgress=Progress
EDSTR_ENUMVAL_e_classIdCAbilQueue=Queue
EDSTR_ENUMVAL_e_classIdCAbilQueueable=Queueable
EDSTR_ENUMVAL_e_classIdCAbilRally=Rally
EDSTR_ENUMVAL_e_classIdCAbilRedirect=Redirect
EDSTR_ENUMVAL_e_classIdCAbilRedirectInstant=Redirect Instant
EDSTR_ENUMVAL_e_classIdCAbilRedirectTarget=Redirect Target
EDSTR_ENUMVAL_e_classIdCAbilResearch=Research
EDSTR_ENUMVAL_e_classIdCAbilRevive=Revive
EDSTR_ENUMVAL_e_classIdCAbilSpecialize=Specialize
EDSTR_ENUMVAL_e_classIdCAbilStop=Stop
EDSTR_ENUMVAL_e_classIdCAbilTrain=Train
EDSTR_ENUMVAL_e_classIdCAbilTransport=Transport
EDSTR_ENUMVAL_e_classIdCAbilUnknown=None
EDSTR_ENUMVAL_e_classIdCAbilWarpable=Warpable
EDSTR_ENUMVAL_e_classIdCAbilWarpTrain=Warp Train
EDSTR_ENUMVAL_e_classIdCAchievement=Generic
EDSTR_ENUMVAL_e_classIdCAchievementTerm=Generic
EDSTR_ENUMVAL_e_classIdCAchievementTermAbil=Ability
EDSTR_ENUMVAL_e_classIdCAchievementTermAbilInteract=Ability Interact
EDSTR_ENUMVAL_e_classIdCAchievementTermAbilLoad=Ability Load
EDSTR_ENUMVAL_e_classIdCAchievementTermAbilUse=Ability Use
EDSTR_ENUMVAL_e_classIdCAchievementTermAchievement=Achievement
EDSTR_ENUMVAL_e_classIdCAchievementTermBehavior=Behavior
EDSTR_ENUMVAL_e_classIdCAchievementTermBehaviorAbsorbed=Behavior Absorbed
EDSTR_ENUMVAL_e_classIdCAchievementTermBehaviorCount=Behavior Count
EDSTR_ENUMVAL_e_classIdCAchievementTermBehaviorElapsed=Behavior Elapsed
EDSTR_ENUMVAL_e_classIdCAchievementTermBehaviorState=Behavior State
EDSTR_ENUMVAL_e_classIdCAchievementTermCombine=Combine
EDSTR_ENUMVAL_e_classIdCAchievementTermEffect=Effect
EDSTR_ENUMVAL_e_classIdCAchievementTermEffectAbsorbed=Effect Absorbed
EDSTR_ENUMVAL_e_classIdCAchievementTermEffectDamaged=Effect Damaged
EDSTR_ENUMVAL_e_classIdCAchievementTermEffectDodged=Effect Dodged
EDSTR_ENUMVAL_e_classIdCAchievementTermEffectHealed=Effect Healed
EDSTR_ENUMVAL_e_classIdCAchievementTermEffectKilled=Effect Killed
EDSTR_ENUMVAL_e_classIdCAchievementTermEffectUse=Effect Use
EDSTR_ENUMVAL_e_classIdCAchievementTermGeneric=Generic
EDSTR_ENUMVAL_e_classIdCAchievementTermReplay=Replay
EDSTR_ENUMVAL_e_classIdCAchievementTermScoreValue=Score Value
EDSTR_ENUMVAL_e_classIdCAchievementTermTime=Time
EDSTR_ENUMVAL_e_classIdCAchievementTermUnit=Unit
EDSTR_ENUMVAL_e_classIdCAchievementTermUnitBirth=Unit Birth
EDSTR_ENUMVAL_e_classIdCAchievementTermUnitDeath=Unit Death
EDSTR_ENUMVAL_e_classIdCAchievementTermUnitKills=Unit Kills
EDSTR_ENUMVAL_e_classIdCAchievementTermUnitRegen=Unit Regeneration
EDSTR_ENUMVAL_e_classIdCAchievementTermUnitSupplyLoss=Unit Supply Loss
EDSTR_ENUMVAL_e_classIdCActor=Generic
EDSTR_ENUMVAL_e_classIdCActorAction=Action
EDSTR_ENUMVAL_e_classIdCActorArc=Arc
EDSTR_ENUMVAL_e_classIdCActorBase=Actor Base
EDSTR_ENUMVAL_e_classIdCActorBeam=Beam
EDSTR_ENUMVAL_e_classIdCActorBeamSimple=Beam (Simple)
EDSTR_ENUMVAL_e_classIdCActorBeamStandard=Beam (Standard)
EDSTR_ENUMVAL_e_classIdCActorBearings=Bearings
EDSTR_ENUMVAL_e_classIdCActorCamera=Camera
EDSTR_ENUMVAL_e_classIdCActorCameraModel=Camera Model
EDSTR_ENUMVAL_e_classIdCActorCreep=Creep
EDSTR_ENUMVAL_e_classIdCActorDoodad=Doodad
EDSTR_ENUMVAL_e_classIdCActorDoodadPreserver=Doodad Preserver
EDSTR_ENUMVAL_e_classIdCActorEditorCamera=Editor Camera
EDSTR_ENUMVAL_e_classIdCActorEditorPoint=Editor Point
EDSTR_ENUMVAL_e_classIdCActorEventMacro=Event Macro
EDSTR_ENUMVAL_e_classIdCActorEventMacroRunnable=Macro
EDSTR_ENUMVAL_e_classIdCActorFoliageFXSpawner=Doodad Effect Spawner
EDSTR_ENUMVAL_e_classIdCActorForce=Force
EDSTR_ENUMVAL_e_classIdCActorForceBox=Force (Box)
EDSTR_ENUMVAL_e_classIdCActorForceConeRoundedEnd=Force (Cone Rounded End)
EDSTR_ENUMVAL_e_classIdCActorForceCylinder=Force (Cylinder)
EDSTR_ENUMVAL_e_classIdCActorForceLineSegment=Force (Line Segment)
EDSTR_ENUMVAL_e_classIdCActorForceSphere=Force (Sphere)
EDSTR_ENUMVAL_e_classIdCActorGlobalConfig=Global Configuration
EDSTR_ENUMVAL_e_classIdCActorLight=Light
EDSTR_ENUMVAL_e_classIdCActorLightModel=Light (Model)
EDSTR_ENUMVAL_e_classIdCActorLightOmni=Light (Omni)
EDSTR_ENUMVAL_e_classIdCActorLightOmniModel=Light (Omni Model)
EDSTR_ENUMVAL_e_classIdCActorLightSpot=Light (Spot)
EDSTR_ENUMVAL_e_classIdCActorLightSpotModel=Light (Spot Model)
EDSTR_ENUMVAL_e_classIdCActorList=Actor List
EDSTR_ENUMVAL_e_classIdCActorLookAt=Look At
EDSTR_ENUMVAL_e_classIdCActorMissile=Missile
EDSTR_ENUMVAL_e_classIdCActorModel=Model
EDSTR_ENUMVAL_e_classIdCActorOverrides=Overrides
EDSTR_ENUMVAL_e_classIdCActorPortrait=Portrait
EDSTR_ENUMVAL_e_classIdCActorPower=Power
EDSTR_ENUMVAL_e_classIdCActorProgress=Progress
EDSTR_ENUMVAL_e_classIdCActorPropertyCurveSet=Curve Set
EDSTR_ENUMVAL_e_classIdCActorQuad=Quad
EDSTR_ENUMVAL_e_classIdCActorQueryResponse=Query Response
EDSTR_ENUMVAL_e_classIdCActorRange=Range
EDSTR_ENUMVAL_e_classIdCActorRegion=Region
EDSTR_ENUMVAL_e_classIdCActorRegionArc=Region (Arc)
EDSTR_ENUMVAL_e_classIdCActorRegionCircle=Region (Circle)
EDSTR_ENUMVAL_e_classIdCActorRegionCombine=Region (Combine)
EDSTR_ENUMVAL_e_classIdCActorRegionGame=Game Region
EDSTR_ENUMVAL_e_classIdCActorRegionPolygon=Region (Polygon)
EDSTR_ENUMVAL_e_classIdCActorRegionQuad=Region (Rectangle)
EDSTR_ENUMVAL_e_classIdCActorRegionWater=Region (Water)
EDSTR_ENUMVAL_e_classIdCActorScene=Scene
EDSTR_ENUMVAL_e_classIdCActorSelection=Selection
EDSTR_ENUMVAL_e_classIdCActorSetQueried=Queried
EDSTR_ENUMVAL_e_classIdCActorShadow=Shadow
EDSTR_ENUMVAL_e_classIdCActorShield=Shield
EDSTR_ENUMVAL_e_classIdCActorShieldImpact=Shield Impact
EDSTR_ENUMVAL_e_classIdCActorSimple=Simple
EDSTR_ENUMVAL_e_classIdCActorSite=Generic
EDSTR_ENUMVAL_e_classIdCActorSiteBillboard=Billboard
EDSTR_ENUMVAL_e_classIdCActorSiteMover=Mover
EDSTR_ENUMVAL_e_classIdCActorSiteOp=Site Operation
EDSTR_ENUMVAL_e_classIdCActorSiteOp2DRotation=Rotation (2D)
EDSTR_ENUMVAL_e_classIdCActorSiteOpAction=Site Operation Action
EDSTR_ENUMVAL_e_classIdCActorSiteOpAttach=Site Attachment
EDSTR_ENUMVAL_e_classIdCActorSiteOpAttachVolume=Attachment Volume
EDSTR_ENUMVAL_e_classIdCActorSiteOpBanker=Banker
EDSTR_ENUMVAL_e_classIdCActorSiteOpBankerUnit=Banker (Unit)
EDSTR_ENUMVAL_e_classIdCActorSiteOpBase=Site Base
EDSTR_ENUMVAL_e_classIdCActorSiteOpBasic=Basic
EDSTR_ENUMVAL_e_classIdCActorSiteOpDeathMotion=Site Operation (Death Motion)
EDSTR_ENUMVAL_e_classIdCActorSiteOpEffect=Site Effect
EDSTR_ENUMVAL_e_classIdCActorSiteOpForward=Forward
EDSTR_ENUMVAL_e_classIdCActorSiteOpHeight=Site Operation Height
EDSTR_ENUMVAL_e_classIdCActorSiteOpHigherOfTerrainAndWater=Higher Of Terrain And Water
EDSTR_ENUMVAL_e_classIdCActorSiteOpHostBearings=Host Bearings
EDSTR_ENUMVAL_e_classIdCActorSiteOpHostedOffset=Site Operation (Hosted Offset)
EDSTR_ENUMVAL_e_classIdCActorSiteOpIncoming=Site Operation (Incoming)
EDSTR_ENUMVAL_e_classIdCActorSiteOpLocalOffset=Local Offset
EDSTR_ENUMVAL_e_classIdCActorSiteOpOrbiter=Orbiter
EDSTR_ENUMVAL_e_classIdCActorSiteOpOrientAttachPointTo=Site Operation (Orient Attach Point To)
EDSTR_ENUMVAL_e_classIdCActorSiteOpPatch=Patch
EDSTR_ENUMVAL_e_classIdCActorSiteOpPersistentOffset=Persistent Offset
EDSTR_ENUMVAL_e_classIdCActorSiteOpPhysicsImpact=Physics Impact
EDSTR_ENUMVAL_e_classIdCActorSiteOpRandomPointInCircle=Random Point In Circle
EDSTR_ENUMVAL_e_classIdCActorSiteOpRandomPointInCrossbar=Site Operation (Random Point In Crossbar)
EDSTR_ENUMVAL_e_classIdCActorSiteOpRandomPointInSphere=Site Operation (Random Point In Sphere)
EDSTR_ENUMVAL_e_classIdCActorSiteOpRotationExplicit=Rotation (Explicit)
EDSTR_ENUMVAL_e_classIdCActorSiteOpRotationRandom=Rotation Random
EDSTR_ENUMVAL_e_classIdCActorSiteOpRotationSmooth=Rotation Smooth
EDSTR_ENUMVAL_e_classIdCActorSiteOpRotationVariancer=Rotation (Variance)
EDSTR_ENUMVAL_e_classIdCActorSiteOpRotator=Rotator
EDSTR_ENUMVAL_e_classIdCActorSiteOpSelectionOffset=Site Operation Selection Offset
EDSTR_ENUMVAL_e_classIdCActorSiteOpSerpentHead=Site Operation Serpent Head
EDSTR_ENUMVAL_e_classIdCActorSiteOpSerpentSegment=Site Operation Serpent Segment
EDSTR_ENUMVAL_e_classIdCActorSiteOpShadow=Site Shadow
EDSTR_ENUMVAL_e_classIdCActorSiteOpTilter=Site Operation (Tilter)
EDSTR_ENUMVAL_e_classIdCActorSiteOpTipability=Tipability
EDSTR_ENUMVAL_e_classIdCActorSiteOpUp=Up
EDSTR_ENUMVAL_e_classIdCActorSiteOpZ=Site Operation (Z)
EDSTR_ENUMVAL_e_classIdCActorSiteOrbiter=Site (Orbiter)
EDSTR_ENUMVAL_e_classIdCActorSiteRocker=Rocker
EDSTR_ENUMVAL_e_classIdCActorSnapshot=Snapshot
EDSTR_ENUMVAL_e_classIdCActorSound=Sound
EDSTR_ENUMVAL_e_classIdCActorSplat=Splat
EDSTR_ENUMVAL_e_classIdCActorSquib=Squib
EDSTR_ENUMVAL_e_classIdCActorStateMonitor=State Monitor
EDSTR_ENUMVAL_e_classIdCActorTerrain=Terrain
EDSTR_ENUMVAL_e_classIdCActorTerrainDeformer=Terrain Deformer
EDSTR_ENUMVAL_e_classIdCActorText=Text
EDSTR_ENUMVAL_e_classIdCActorTurret=Turret
EDSTR_ENUMVAL_e_classIdCActorUnit=Unit
EDSTR_ENUMVAL_e_classIdCAlert=Alert
EDSTR_ENUMVAL_e_classIdCArmyCategory=Army Category
EDSTR_ENUMVAL_e_classIdCArmyUnit=Army Unit
EDSTR_ENUMVAL_e_classIdCArmyUpgrade=Army Upgrade
EDSTR_ENUMVAL_e_classIdCAttachMethod=Generic
EDSTR_ENUMVAL_e_classIdCAttachMethodArcTest=Arc Test
EDSTR_ENUMVAL_e_classIdCAttachMethodAttachType=Attach Type
EDSTR_ENUMVAL_e_classIdCAttachMethodFilter=Filter
EDSTR_ENUMVAL_e_classIdCAttachMethodIncoming=Incoming
EDSTR_ENUMVAL_e_classIdCAttachMethodLeastDeflection=Least Deflection
EDSTR_ENUMVAL_e_classIdCAttachMethodNodeOccupancy=Node Occupancy
EDSTR_ENUMVAL_e_classIdCAttachMethodNodeOccupancy2=Node Occupancy 2
EDSTR_ENUMVAL_e_classIdCAttachMethodNumericField=Numeric Field
EDSTR_ENUMVAL_e_classIdCAttachMethodPattern=Pattern
EDSTR_ENUMVAL_e_classIdCAttachMethodPortAllocator=Port Allocator
EDSTR_ENUMVAL_e_classIdCAttachMethodProximity=Proximity
EDSTR_ENUMVAL_e_classIdCAttachMethodRandom=Random
EDSTR_ENUMVAL_e_classIdCAttachMethodReduction=Reduction
EDSTR_ENUMVAL_e_classIdCAttachMethodVolumesRequery=Volume Requery
EDSTR_ENUMVAL_e_classIdCAttachMethodVolumesTargets=Volume Targets
EDSTR_ENUMVAL_e_classIdCAttachMethodVolumesWeightedPick=Volumes Weighted
EDSTR_ENUMVAL_e_classIdCBankCondition=Generic
EDSTR_ENUMVAL_e_classIdCBankConditionCombine=Combine
EDSTR_ENUMVAL_e_classIdCBankConditionCompare=Compare
EDSTR_ENUMVAL_e_classIdCBankConditionCompareValueCount=Compare Value Count
EDSTR_ENUMVAL_e_classIdCBankConditionCompareValueInteger=Compare Integer Value
EDSTR_ENUMVAL_e_classIdCBankConditionCompareValueString=Compare String Value
EDSTR_ENUMVAL_e_classIdCBankConditionCompareValueSum=Compare Value Sum
EDSTR_ENUMVAL_e_classIdCBankConditionCurrentMap=Current Map
EDSTR_ENUMVAL_e_classIdCBeam=Generic
EDSTR_ENUMVAL_e_classIdCBeamAsync=Asynchronous
EDSTR_ENUMVAL_e_classIdCBeamAsyncLinear=Asynchronous Linear
EDSTR_ENUMVAL_e_classIdCBeamAsyncShadow=Asynchronous Shadow
EDSTR_ENUMVAL_e_classIdCBeamSync=Synchronous
EDSTR_ENUMVAL_e_classIdCBeamSyncSweeper=Synchronous Sweeper
EDSTR_ENUMVAL_e_classIdCBehavior=Generic
EDSTR_ENUMVAL_e_classIdCBehaviorAttribute=Attribute
EDSTR_ENUMVAL_e_classIdCBehaviorBuff=Buff
EDSTR_ENUMVAL_e_classIdCBehaviorClickResponse=Click Response
EDSTR_ENUMVAL_e_classIdCBehaviorConjoined=Conjoined
EDSTR_ENUMVAL_e_classIdCBehaviorCreepSource=Creep Source
EDSTR_ENUMVAL_e_classIdCBehaviorJump=Jump
EDSTR_ENUMVAL_e_classIdCBehaviorPowerSource=Power Source
EDSTR_ENUMVAL_e_classIdCBehaviorPowerUser=Power User
EDSTR_ENUMVAL_e_classIdCBehaviorResource=Resource
EDSTR_ENUMVAL_e_classIdCBehaviorReveal=Reveal
EDSTR_ENUMVAL_e_classIdCBehaviorSpawn=Spawn
EDSTR_ENUMVAL_e_classIdCBehaviorUnknown=None
EDSTR_ENUMVAL_e_classIdCBehaviorVeterancy=Veterancy
EDSTR_ENUMVAL_e_classIdCBehaviorWander=Wander
EDSTR_ENUMVAL_e_classIdCBundle=Bundle
EDSTR_ENUMVAL_e_classIdCButton=Generic
EDSTR_ENUMVAL_e_classIdCCamera=Generic
EDSTR_ENUMVAL_e_classIdCCharacter=Character
EDSTR_ENUMVAL_e_classIdCCliff=Terrain Cliff
EDSTR_ENUMVAL_e_classIdCCliffDoodad=Cliff Doodad
EDSTR_ENUMVAL_e_classIdCCliffMesh=Terrain Cliff Mesh
EDSTR_ENUMVAL_e_classIdCConfig=Generic
EDSTR_ENUMVAL_e_classIdCConversation=Generic
EDSTR_ENUMVAL_e_classIdCConversationState=Generic
EDSTR_ENUMVAL_e_classIdCCursor=Generic
EDSTR_ENUMVAL_e_classIdCDSP=Digital Effect
EDSTR_ENUMVAL_e_classIdCDSPChorus=Chorus
EDSTR_ENUMVAL_e_classIdCDSPCompressor=DSP Compressor
EDSTR_ENUMVAL_e_classIdCDSPDistortion=Distortion
EDSTR_ENUMVAL_e_classIdCDSPEcho=Echo
EDSTR_ENUMVAL_e_classIdCDSPFlange=Flange
EDSTR_ENUMVAL_e_classIdCDSPHighPass=High Pass
EDSTR_ENUMVAL_e_classIdCDSPLimiter=Limiter
EDSTR_ENUMVAL_e_classIdCDSPLowPass=Low Pass
EDSTR_ENUMVAL_e_classIdCDSPLowPassSimple=Low Pass Simple
EDSTR_ENUMVAL_e_classIdCDSPNormalize=Normalize
EDSTR_ENUMVAL_e_classIdCDSPOscillator=DSP Oscillator
EDSTR_ENUMVAL_e_classIdCDSPParamEQ=Equalize
EDSTR_ENUMVAL_e_classIdCDSPPitchShift=Pitch Shift
EDSTR_ENUMVAL_e_classIdCDSPReverb=Reverb
EDSTR_ENUMVAL_e_classIdCEffect=Generic
EDSTR_ENUMVAL_e_classIdCEffectApplyBehavior=Apply Behavior
EDSTR_ENUMVAL_e_classIdCEffectApplyForce=Apply Force
EDSTR_ENUMVAL_e_classIdCEffectCancelOrder=Cancel Order
EDSTR_ENUMVAL_e_classIdCEffectCreateHealer=Create Healer
EDSTR_ENUMVAL_e_classIdCEffectCreatePersistent=Create Persistent
EDSTR_ENUMVAL_e_classIdCEffectCreateUnit=Create Unit
EDSTR_ENUMVAL_e_classIdCEffectDamage=Effect Damage
EDSTR_ENUMVAL_e_classIdCEffectDestroyHealer=Destroy Healer
EDSTR_ENUMVAL_e_classIdCEffectDestroyPersistent=Destroy Persistent
EDSTR_ENUMVAL_e_classIdCEffectEnumArea=Search Area
EDSTR_ENUMVAL_e_classIdCEffectEnumInventory=Iterate Inventory
EDSTR_ENUMVAL_e_classIdCEffectEnumMagazine=Enum Magazine
EDSTR_ENUMVAL_e_classIdCEffectEnumTransport=Iterate Transport
EDSTR_ENUMVAL_e_classIdCEffectIssueOrder=Issue Order
EDSTR_ENUMVAL_e_classIdCEffectLaunchMissile=Launch Missile
EDSTR_ENUMVAL_e_classIdCEffectModifyPlayer=Modify Player
EDSTR_ENUMVAL_e_classIdCEffectModifyUnit=Modify Unit
EDSTR_ENUMVAL_e_classIdCEffectRedirectMissile=Redirect Missile
EDSTR_ENUMVAL_e_classIdCEffectReleaseMagazine=Release Magazine
EDSTR_ENUMVAL_e_classIdCEffectRemoveBehavior=Remove Behavior
EDSTR_ENUMVAL_e_classIdCEffectResponse=Response
EDSTR_ENUMVAL_e_classIdCEffectReturnMagazine=Return Magazine
EDSTR_ENUMVAL_e_classIdCEffectSet=Set
EDSTR_ENUMVAL_e_classIdCEffectSwitch=Switch
EDSTR_ENUMVAL_e_classIdCEffectTeleport=Teleport
EDSTR_ENUMVAL_e_classIdCEffectTransferBehavior=Transfer Behavior
EDSTR_ENUMVAL_e_classIdCEffectUseCalldown=Use Calldown
EDSTR_ENUMVAL_e_classIdCEffectUseMagazine=Use Magazine
EDSTR_ENUMVAL_e_classIdCFootprint=Generic
EDSTR_ENUMVAL_e_classIdCFoW=Generic
EDSTR_ENUMVAL_e_classIdCGame=Generic
EDSTR_ENUMVAL_e_classIdCGameUI=Generic
EDSTR_ENUMVAL_e_classIdCHerd=Herd
EDSTR_ENUMVAL_e_classIdCHerdNode=Herd Node
EDSTR_ENUMVAL_e_classIdCHero=Hero
EDSTR_ENUMVAL_e_classIdCHeroAbil=Hero Ability
EDSTR_ENUMVAL_e_classIdCHeroStat=Hero Stat
EDSTR_ENUMVAL_e_classIdCItem=Generic
EDSTR_ENUMVAL_e_classIdCItemAbil=Ability
EDSTR_ENUMVAL_e_classIdCItemClass=Generic
EDSTR_ENUMVAL_e_classIdCItemContainer=Generic
EDSTR_ENUMVAL_e_classIdCItemEffect=Effect
EDSTR_ENUMVAL_e_classIdCItemEffectInstant=Instant
EDSTR_ENUMVAL_e_classIdCItemEffectTarget=Target
EDSTR_ENUMVAL_e_classIdCLight=Generic
EDSTR_ENUMVAL_e_classIdCLocation=Location
EDSTR_ENUMVAL_e_classIdCLoot=Generic
EDSTR_ENUMVAL_e_classIdCLootEffect=Effect
EDSTR_ENUMVAL_e_classIdCLootItem=Item
EDSTR_ENUMVAL_e_classIdCLootSet=Set
EDSTR_ENUMVAL_e_classIdCLootSpawn=Spawn
EDSTR_ENUMVAL_e_classIdCLootUnit=Unit
EDSTR_ENUMVAL_e_classIdCMap=Map
EDSTR_ENUMVAL_e_classIdCModel=Generic
EDSTR_ENUMVAL_e_classIdCModelFoliage=Foliage
EDSTR_ENUMVAL_e_classIdCMount=Generic
EDSTR_ENUMVAL_e_classIdCMover=Generic
EDSTR_ENUMVAL_e_classIdCMoverAvoid=Avoid
EDSTR_ENUMVAL_e_classIdCMoverFlock=Flock
EDSTR_ENUMVAL_e_classIdCMoverMissile=Missile
EDSTR_ENUMVAL_e_classIdCMoverNull=Null
EDSTR_ENUMVAL_e_classIdCObjective=Objective
EDSTR_ENUMVAL_e_classIdCPhysicsMaterial=Physics Material
EDSTR_ENUMVAL_e_classIdCPreload=Generic
EDSTR_ENUMVAL_e_classIdCPreloadActor=Actor
EDSTR_ENUMVAL_e_classIdCPreloadAsset=Asset
EDSTR_ENUMVAL_e_classIdCPreloadConversation=Conversation
EDSTR_ENUMVAL_e_classIdCPreloadModel=Model
EDSTR_ENUMVAL_e_classIdCPreloadScene=Scene
EDSTR_ENUMVAL_e_classIdCPreloadSound=Sound
EDSTR_ENUMVAL_e_classIdCPreloadUnit=Unit
EDSTR_ENUMVAL_e_classIdCRace=Generic
EDSTR_ENUMVAL_e_classIdCRequirement=Generic
EDSTR_ENUMVAL_e_classIdCRequirementAllowAbil=Ability Allowed
EDSTR_ENUMVAL_e_classIdCRequirementAllowBehavior=Behavior Allowed
EDSTR_ENUMVAL_e_classIdCRequirementAllowUnit=Unit Allowed
EDSTR_ENUMVAL_e_classIdCRequirementAllowUpgrade=Upgrade Allowed
EDSTR_ENUMVAL_e_classIdCRequirementAnd=And
EDSTR_ENUMVAL_e_classIdCRequirementConst=Constant
EDSTR_ENUMVAL_e_classIdCRequirementCountAbil=Count Ability
EDSTR_ENUMVAL_e_classIdCRequirementCountBehavior=Count Behavior
EDSTR_ENUMVAL_e_classIdCRequirementCountEffect=Effect Count
EDSTR_ENUMVAL_e_classIdCRequirementCountUnit=Count Unit
EDSTR_ENUMVAL_e_classIdCRequirementCountUpgrade=Count Upgrade
EDSTR_ENUMVAL_e_classIdCRequirementDiv=Division
EDSTR_ENUMVAL_e_classIdCRequirementEq=Equals
EDSTR_ENUMVAL_e_classIdCRequirementGT=Greater Than
EDSTR_ENUMVAL_e_classIdCRequirementGTE=Greater Than or Equal To
EDSTR_ENUMVAL_e_classIdCRequirementLT=Less Than
EDSTR_ENUMVAL_e_classIdCRequirementLTE=Less Than or Equal To
EDSTR_ENUMVAL_e_classIdCRequirementMod=Modulus
EDSTR_ENUMVAL_e_classIdCRequirementMul=Multiplication
EDSTR_ENUMVAL_e_classIdCRequirementNE=Not Equal To
EDSTR_ENUMVAL_e_classIdCRequirementNode=Node
EDSTR_ENUMVAL_e_classIdCRequirementNot=Not
EDSTR_ENUMVAL_e_classIdCRequirementOdd=Odd Number
EDSTR_ENUMVAL_e_classIdCRequirementOr=Or
EDSTR_ENUMVAL_e_classIdCRequirementSum=Sum
EDSTR_ENUMVAL_e_classIdCRequirementXor=Exclusive Or
EDSTR_ENUMVAL_e_classIdCReverb=Generic
EDSTR_ENUMVAL_e_classIdCReward=Generic
EDSTR_ENUMVAL_e_classIdCRewardBadge=Badge
EDSTR_ENUMVAL_e_classIdCRewardDecal=Decal
EDSTR_ENUMVAL_e_classIdCRewardIcon=Icon
EDSTR_ENUMVAL_e_classIdCRewardModel=Model
EDSTR_ENUMVAL_e_classIdCRewardPoints=Points
EDSTR_ENUMVAL_e_classIdCRewardPortrait=Portrait
EDSTR_ENUMVAL_e_classIdCScoreResult=Generic
EDSTR_ENUMVAL_e_classIdCScoreResultBuildOrder=Build Order
EDSTR_ENUMVAL_e_classIdCScoreResultCallouts=Callouts
EDSTR_ENUMVAL_e_classIdCScoreResultExperience=Experience
EDSTR_ENUMVAL_e_classIdCScoreResultGraph=Graph
EDSTR_ENUMVAL_e_classIdCScoreResultPane=Pane
EDSTR_ENUMVAL_e_classIdCScoreResultPerformance=Performance
EDSTR_ENUMVAL_e_classIdCScoreResultRoot=Root
EDSTR_ENUMVAL_e_classIdCScoreResultScore=Standard
EDSTR_ENUMVAL_e_classIdCScoreValue=Generic
EDSTR_ENUMVAL_e_classIdCScoreValueCombine=Combine
EDSTR_ENUMVAL_e_classIdCScoreValueConstant=Score Value Constant
EDSTR_ENUMVAL_e_classIdCScoreValueCustom=Custom
EDSTR_ENUMVAL_e_classIdCScoreValueStandard=Standard
EDSTR_ENUMVAL_e_classIdCSkin=Generic
EDSTR_ENUMVAL_e_classIdCSound=Generic
EDSTR_ENUMVAL_e_classIdCSoundExclusivity=Sound Exclusivity
EDSTR_ENUMVAL_e_classIdCSoundtrack=Generic
EDSTR_ENUMVAL_e_classIdCStore=Generic
EDSTR_ENUMVAL_e_classIdCTacCooldown=Tactical AI Cooldown
EDSTR_ENUMVAL_e_classIdCTactical=Generic
EDSTR_ENUMVAL_e_classIdCTacticalOrder=Order
EDSTR_ENUMVAL_e_classIdCTacticalSet=Set
EDSTR_ENUMVAL_e_classIdCTalent=Generic
EDSTR_ENUMVAL_e_classIdCTalentProfile=Generic
EDSTR_ENUMVAL_e_classIdCTargetFind=Generic
EDSTR_ENUMVAL_e_classIdCTargetFindBestPoint=Best Point
EDSTR_ENUMVAL_e_classIdCTargetFindEffect=Effect
EDSTR_ENUMVAL_e_classIdCTargetFindEnumArea=Enumerate Area
EDSTR_ENUMVAL_e_classIdCTargetFindLastAttacker=Last Attacker
EDSTR_ENUMVAL_e_classIdCTargetFindOffset=Offset
EDSTR_ENUMVAL_e_classIdCTargetFindOrder=Order
EDSTR_ENUMVAL_e_classIdCTargetFindRallyPoint=Rally Point
EDSTR_ENUMVAL_e_classIdCTargetFindSet=Set
EDSTR_ENUMVAL_e_classIdCTargetFindWorkerRallyPoint=Rally Point (Worker)
EDSTR_ENUMVAL_e_classIdCTargetSort=Generic
EDSTR_ENUMVAL_e_classIdCTargetSortAlliance=Alliance
EDSTR_ENUMVAL_e_classIdCTargetSortAngle=Angle
EDSTR_ENUMVAL_e_classIdCTargetSortBehaviorCount=Count
EDSTR_ENUMVAL_e_classIdCTargetSortBehaviorDuration=Behavior Duration
EDSTR_ENUMVAL_e_classIdCTargetSortChargeCount=Count
EDSTR_ENUMVAL_e_classIdCTargetSortChargeRegen=Charge Regeneration
EDSTR_ENUMVAL_e_classIdCTargetSortCooldown=Cooldown
EDSTR_ENUMVAL_e_classIdCTargetSortDistance=Distance
EDSTR_ENUMVAL_e_classIdCTargetSortField=Field
EDSTR_ENUMVAL_e_classIdCTargetSortInterruptible=Interruptible
EDSTR_ENUMVAL_e_classIdCTargetSortMarker=Marker
EDSTR_ENUMVAL_e_classIdCTargetSortPowerSourceLevel=Power Source Level
EDSTR_ENUMVAL_e_classIdCTargetSortPowerUserLevel=Power User Level
EDSTR_ENUMVAL_e_classIdCTargetSortPriority=Priority
EDSTR_ENUMVAL_e_classIdCTargetSortRandom=Random
EDSTR_ENUMVAL_e_classIdCTargetSortVeterancy=Veterancy
EDSTR_ENUMVAL_e_classIdCTargetSortVital=Vital
EDSTR_ENUMVAL_e_classIdCTargetSortVitalFraction=Vital Fraction
EDSTR_ENUMVAL_e_classIdCTerrain=Generic
EDSTR_ENUMVAL_e_classIdCTerrainObject=Terrain Object
EDSTR_ENUMVAL_e_classIdCTerrainTex=Generic
EDSTR_ENUMVAL_e_classIdCTexture=Generic
EDSTR_ENUMVAL_e_classIdCTile=Generic
EDSTR_ENUMVAL_e_classIdCTurret=Generic
EDSTR_ENUMVAL_e_classIdCUnit=Generic
EDSTR_ENUMVAL_e_classIdCUpgrade=Generic
EDSTR_ENUMVAL_e_classIdCUser=User Type
EDSTR_ENUMVAL_e_classIdCValidator=Generic
EDSTR_ENUMVAL_e_classIdCValidatorCombine=Combine
EDSTR_ENUMVAL_e_classIdCValidatorCondition=Condition
EDSTR_ENUMVAL_e_classIdCValidatorFunction=Function
EDSTR_ENUMVAL_e_classIdCValidatorGameCompareTerrain=Terrain
EDSTR_ENUMVAL_e_classIdCValidatorGameCompareTimeOfDay=Time Of Day
EDSTR_ENUMVAL_e_classIdCValidatorLocation=Location
EDSTR_ENUMVAL_e_classIdCValidatorLocationArc=Location Arc
EDSTR_ENUMVAL_e_classIdCValidatorLocationCompareCliffLevel=Location Compare Cliff Level
EDSTR_ENUMVAL_e_classIdCValidatorLocationComparePower=Location Power
EDSTR_ENUMVAL_e_classIdCValidatorLocationCompareRange=Location Range
EDSTR_ENUMVAL_e_classIdCValidatorLocationCreep=Location Creep
EDSTR_ENUMVAL_e_classIdCValidatorLocationCrossChasm=Location Crosses Chasm
EDSTR_ENUMVAL_e_classIdCValidatorLocationCrossCliff=Location Cross Cliff
EDSTR_ENUMVAL_e_classIdCValidatorLocationEnumArea=Enumerate Area
EDSTR_ENUMVAL_e_classIdCValidatorLocationInPlayableMapArea=Location In Playable Map Area
EDSTR_ENUMVAL_e_classIdCValidatorLocationPathable=Location Pathable
EDSTR_ENUMVAL_e_classIdCValidatorLocationPlacement=Placement Location
EDSTR_ENUMVAL_e_classIdCValidatorLocationShrub=Location Shrub
EDSTR_ENUMVAL_e_classIdCValidatorLocationType=Location Type
EDSTR_ENUMVAL_e_classIdCValidatorLocationVision=Location Vision
EDSTR_ENUMVAL_e_classIdCValidatorPlayer=Player
EDSTR_ENUMVAL_e_classIdCValidatorPlayerAlliance=Player Alliance
EDSTR_ENUMVAL_e_classIdCValidatorPlayerCompare=Player Compare
EDSTR_ENUMVAL_e_classIdCValidatorPlayerCompareDifficulty=Player Compare Difficulty
EDSTR_ENUMVAL_e_classIdCValidatorPlayerCompareFoodAvailable=Player Compare Food Available
EDSTR_ENUMVAL_e_classIdCValidatorPlayerCompareFoodMade=Player Compare Food Made
EDSTR_ENUMVAL_e_classIdCValidatorPlayerCompareFoodUsed=Player Compare Food Used
EDSTR_ENUMVAL_e_classIdCValidatorPlayerCompareRace=Player Race
EDSTR_ENUMVAL_e_classIdCValidatorPlayerCompareResource=Player Compare Resource
EDSTR_ENUMVAL_e_classIdCValidatorPlayerCompareResult=Player Game Result
EDSTR_ENUMVAL_e_classIdCValidatorPlayerCompareType=Player Type
EDSTR_ENUMVAL_e_classIdCValidatorPlayerRequirement=Player Requirement
EDSTR_ENUMVAL_e_classIdCValidatorPlayerTalent=Player Talent
EDSTR_ENUMVAL_e_classIdCValidatorUnit=Unit
EDSTR_ENUMVAL_e_classIdCValidatorUnitAbil=Unit Ability
EDSTR_ENUMVAL_e_classIdCValidatorUnitAI=Unit AI
EDSTR_ENUMVAL_e_classIdCValidatorUnitBehaviorState=Unit Behavior State
EDSTR_ENUMVAL_e_classIdCValidatorUnitCombatAI=Unit Combat AI
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompare=Unit Compare
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareAbilLevel=Unit Compare Ability Level
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareAIAreaEvalRatio=Unit Compare AI Area Evaluation
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareAttackPriority=Attack Priority
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareBehaviorCount=Unit Compare Behavior Count
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareCargo=Unit Compare Cargo
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareChargeUsed=Unit Compare Charge Used
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareCooldown=Unit Compare Cooldown
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareDamageDealtTime=Unit Compare Damage Dealt Time
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareDamageTakenTime=Unit Compare Damage Taken Time
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareDeath=Unit Compare Death
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareDetectRange=Detect Range
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareField=Unit Compare Field
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareKillCount=Unit Compare Kill Count
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareMarkerCount=Unit Compare Marker Count
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareMoverPhase=Unit Compare Mover Phase
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareOrderCount=Order Count
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareOrderTargetRange=Unit Compare Order Target Range
EDSTR_ENUMVAL_e_classIdCValidatorUnitComparePowerSourceLevel=Unit Compare Power Source Level
EDSTR_ENUMVAL_e_classIdCValidatorUnitComparePowerUserLevel=Unit Compare Power Level
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareRallyPointCount=Unit Compare Rally Point Count
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareResourceContents=Unit Compare Resource Contents
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareResourceHarvesters=Unit Compare Resource Harvesters
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareSpeed=Unit Compare Speed
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareVeterancyLevel=Unit Compare Veterancy Level
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareVital=Unit Compare Vital
EDSTR_ENUMVAL_e_classIdCValidatorUnitCompareVitality=Unit Compare Vitality
EDSTR_ENUMVAL_e_classIdCValidatorUnitDetected=Unit Detected
EDSTR_ENUMVAL_e_classIdCValidatorUnitFilters=Unit Filters
EDSTR_ENUMVAL_e_classIdCValidatorUnitFlying=Unit Flying
EDSTR_ENUMVAL_e_classIdCValidatorUnitInventory=Unit Inventory
EDSTR_ENUMVAL_e_classIdCValidatorUnitInventoryContainsItem=Unit Inventory Contains Item
EDSTR_ENUMVAL_e_classIdCValidatorUnitInventoryIsFull=Unit Inventory Is Full
EDSTR_ENUMVAL_e_classIdCValidatorUnitLastDamagePlayer=Unit Last Damage Player
EDSTR_ENUMVAL_e_classIdCValidatorUnitMissileNullified=Unit Missile Nullified
EDSTR_ENUMVAL_e_classIdCValidatorUnitMover=Unit Mover
EDSTR_ENUMVAL_e_classIdCValidatorUnitOrder=Generic
EDSTR_ENUMVAL_e_classIdCValidatorUnitOrderQueue=Queue
EDSTR_ENUMVAL_e_classIdCValidatorUnitOrderTargetPathable=Unit Order Target Pathable
EDSTR_ENUMVAL_e_classIdCValidatorUnitOrderTargetType=Unit Order Target Type
EDSTR_ENUMVAL_e_classIdCValidatorUnitPathable=Unit Pathable
EDSTR_ENUMVAL_e_classIdCValidatorUnitPathing=Unit Pathing
EDSTR_ENUMVAL_e_classIdCValidatorUnitScanning=Unit Scan
EDSTR_ENUMVAL_e_classIdCValidatorUnitType=Unit Type
EDSTR_ENUMVAL_e_classIdCValidatorUnitWeaponAnimating=Unit Weapon Animating
EDSTR_ENUMVAL_e_classIdCValidatorUnitWeaponFiring=Unit Weapon Firing
EDSTR_ENUMVAL_e_classIdCValidatorUnitWeaponPlane=Unit Weapon Plane
EDSTR_ENUMVAL_e_classIdCVoiceOver=Generic
EDSTR_ENUMVAL_e_classIdCWater=Water
EDSTR_ENUMVAL_e_classIdCWeapon=Generic
EDSTR_ENUMVAL_e_classIdCWeaponLegacy=Legacy
EDSTR_ENUMVAL_e_classIdCWeaponStrafe=Strafe
EDSTR_ENUMVAL_e_cliffLevelCompareEqual=Equal
EDSTR_ENUMVAL_e_cliffLevelCompareHigher=Higher
EDSTR_ENUMVAL_e_cliffLevelCompareLower=Lower
EDSTR_ENUMVAL_e_cmdCantTargetBuriedUnits=Cannot Target Buried Units
EDSTR_ENUMVAL_e_cmdCantTargetHallucinations=Hallucinations Ignored
EDSTR_ENUMVAL_e_cmdCantTargetRace=Cannot Target Race
EDSTR_ENUMVAL_e_cmdCantTargetRevivableUnits=Can't Target Revivable Units
EDSTR_ENUMVAL_e_cmdFlagAlternate=Alternate
EDSTR_ENUMVAL_e_cmdFlagPreempt=Preempt
EDSTR_ENUMVAL_e_cmdFlagQueued=Queued
EDSTR_ENUMVAL_e_cmdFlagSetAutoCast=Set Auto Cast
EDSTR_ENUMVAL_e_cmdFlagSetAutoCastOn=Set Auto Cast On
EDSTR_ENUMVAL_e_cmdFlagSmartClick=Smart Click
EDSTR_ENUMVAL_e_cmdFlagSmartRally=Smart Rally
EDSTR_ENUMVAL_e_cmdFlagSubgroup=Subgroup
EDSTR_ENUMVAL_e_cmdHarvestersNotRequired=Harvesters Not Required
EDSTR_ENUMVAL_e_cmdLoadAllNoTargetsFound=No Targets Found
EDSTR_ENUMVAL_e_cmdMustTargetBuriedUnits=Must Target Buried Units
EDSTR_ENUMVAL_e_cmdMustTargetHallucinations=Hallucinations Required
EDSTR_ENUMVAL_e_cmdMustTargetInventory=Must Target Inventory
EDSTR_ENUMVAL_e_cmdMustTargetRace=Must Target Race
EDSTR_ENUMVAL_e_cmdMustTargetRevivableUnits=Must Target Revivable Units
EDSTR_ENUMVAL_e_cmdNotEnoughCustom=Not Enough Custom Resources
EDSTR_ENUMVAL_e_cmdNotEnoughTerrazine=Not Enough Terrazine
EDSTR_ENUMVAL_e_cmdNotEnoughVespene=Not Enough Vespene
EDSTR_ENUMVAL_e_cmdNotSupportedPlaceholder=Not supported
EDSTR_ENUMVAL_e_cmdOKPlaceholder=OK
EDSTR_ENUMVAL_e_cmdRetry=Retry
EDSTR_ENUMVAL_e_cmdTooMuchCustom=Too Much Custom Resources
EDSTR_ENUMVAL_e_cmdTooMuchTerrazine=Too Much Terrazine
EDSTR_ENUMVAL_e_cmdTooMuchVespene=Too Much Vespene
EDSTR_ENUMVAL_e_conjoinedFlagShareAcquire=Share Acquire
EDSTR_ENUMVAL_e_conjoinedFlagShareEnergy=Share Energy
EDSTR_ENUMVAL_e_conjoinedFlagShareLife=Share Life
EDSTR_ENUMVAL_e_conjoinedFlagShareSelect=Share Selection
EDSTR_ENUMVAL_e_conjoinedFlagShareShields=Share Shields
EDSTR_ENUMVAL_e_conjoinedFlagShareVisible=Share Visible
EDSTR_ENUMVAL_e_conversationActionOpAdd=Add
EDSTR_ENUMVAL_e_conversationActionOpSet=Set
EDSTR_ENUMVAL_e_conversationActionOpSubtract=Subtract
EDSTR_ENUMVAL_e_conversationActionOpUnknown=None
EDSTR_ENUMVAL_e_conversationConditionCheckAll=All
EDSTR_ENUMVAL_e_conversationConditionCheckAny=Any
EDSTR_ENUMVAL_e_conversationConditionOpEqual=Equal To
EDSTR_ENUMVAL_e_conversationConditionOpGreater=Greater Than
EDSTR_ENUMVAL_e_conversationConditionOpGreaterEqual=Great Than Or Equal To
EDSTR_ENUMVAL_e_conversationConditionOpLess=Less Than
EDSTR_ENUMVAL_e_conversationConditionOpLessEqual=Less Than Or Equal To
EDSTR_ENUMVAL_e_conversationConditionOpNotEqual=Not Equal To
EDSTR_ENUMVAL_e_conversationConditionOpUnknown=None
EDSTR_ENUMVAL_e_conversationProductionLevel0=(0) Planning
EDSTR_ENUMVAL_e_conversationProductionLevel1=(1) Rough
EDSTR_ENUMVAL_e_conversationProductionLevel2=(2) Ready
EDSTR_ENUMVAL_e_conversationProductionLevel3=(3) Polished
EDSTR_ENUMVAL_e_conversationProductionLevel4=(4) Locked
EDSTR_ENUMVAL_e_conversationProductionLevelFlagLocked=Locked
EDSTR_ENUMVAL_e_conversationSelectionMethodAll=All
EDSTR_ENUMVAL_e_conversationSelectionMethodMultiple=Multiple
EDSTR_ENUMVAL_e_conversationSelectionMethodRandom=Random
EDSTR_ENUMVAL_e_conversationSelectionMethodSequence=Sequence
EDSTR_ENUMVAL_e_conversationStateFlagAllowActions=Allow Actions
EDSTR_ENUMVAL_e_conversationStateFlagAllowConditions=Allow Conditions
EDSTR_ENUMVAL_e_conversationStateFlagSorted=Sorted
EDSTR_ENUMVAL_e_conversationStateInfoAbilCmd=Ability Command
EDSTR_ENUMVAL_e_conversationStateInfoModel=Model
EDSTR_ENUMVAL_e_conversationStateInfoText=Text
EDSTR_ENUMVAL_e_conversationStateInfoUpgrade=Upgrade
EDSTR_ENUMVAL_e_conversationStateInfoValue=Value
EDSTR_ENUMVAL_e_conversationStateObjectCamera=Camera
EDSTR_ENUMVAL_e_conversationStateObjectListener=Listener
EDSTR_ENUMVAL_e_conversationStateObjectSpeaker=Speaker
EDSTR_ENUMVAL_e_cooldownLocationAbil=Ability
EDSTR_ENUMVAL_e_cooldownLocationBehavior=Behavior
EDSTR_ENUMVAL_e_cooldownLocationGlobal=Global
EDSTR_ENUMVAL_e_cooldownLocationPlayer=Player
EDSTR_ENUMVAL_e_cooldownLocationUnit=Unit
EDSTR_ENUMVAL_e_cooldownOperationAdd=Add
EDSTR_ENUMVAL_e_cooldownOperationDefault=Add If Not In Cooldown
EDSTR_ENUMVAL_e_cooldownOperationMax=Max
EDSTR_ENUMVAL_e_cooldownOperationMin=Min
EDSTR_ENUMVAL_e_cooldownOperationMultiply=Multiply
EDSTR_ENUMVAL_e_cooldownOperationSet=Set
EDSTR_ENUMVAL_e_costCategoryArmy=Army
EDSTR_ENUMVAL_e_costCategoryEconomy=Economy
EDSTR_ENUMVAL_e_costCategoryNone=None
EDSTR_ENUMVAL_e_costCategoryTechnology=Technology
EDSTR_ENUMVAL_e_costCategoryUpgrade=Upgrade
EDSTR_ENUMVAL_e_costDisplayCustom=Display Custom Resources
EDSTR_ENUMVAL_e_costDisplayEnergy=Energy
EDSTR_ENUMVAL_e_costDisplayLife=Life
EDSTR_ENUMVAL_e_costDisplayMinerals=Minerals
EDSTR_ENUMVAL_e_costDisplayShields=Shields
EDSTR_ENUMVAL_e_costDisplayTerrazine=Display Terrazine
EDSTR_ENUMVAL_e_costDisplayVespene=Display Vespene
EDSTR_ENUMVAL_e_createPersistentChanneled=Channeled
EDSTR_ENUMVAL_e_createPersistentChanneling=Channeling
EDSTR_ENUMVAL_e_createPersistentEffectFailure=Failure
EDSTR_ENUMVAL_e_createPersistentEffectSuccess=Success
EDSTR_ENUMVAL_e_createPersistentOrphanParams=Orphan Parameters
EDSTR_ENUMVAL_e_createPersistentPersistUntilDestroyed=Persist Until Destroyed
EDSTR_ENUMVAL_e_createPersistentRandomEffect=Random Effect
EDSTR_ENUMVAL_e_createPersistentRandomOffset=Random Offset
EDSTR_ENUMVAL_e_createPersistentRandomPeriod=Random Period
EDSTR_ENUMVAL_e_createUnitBirth=Birth
EDSTR_ENUMVAL_e_createUnitDropOff=Drop Off
EDSTR_ENUMVAL_e_createUnitNormalizeSpawnOffset=Normalize Spawn Offset
EDSTR_ENUMVAL_e_createUnitOffsetByRadius=Offset By Radius
EDSTR_ENUMVAL_e_createUnitPlacement=Placement
EDSTR_ENUMVAL_e_createUnitPlacementIgnoreBlockers=Ignore Blockers
EDSTR_ENUMVAL_e_createUnitPlacementIgnoreCliffTest=Ignore Cliff Test
EDSTR_ENUMVAL_e_createUnitPrecursor=Precursor
EDSTR_ENUMVAL_e_createUnitProvideFood=Provides Food
EDSTR_ENUMVAL_e_createUnitSelectControlGroups=Select Control Groups
EDSTR_ENUMVAL_e_createUnitSetFacing=Set Facing
EDSTR_ENUMVAL_e_createUnitTechComplete=Provide Complete Tech
EDSTR_ENUMVAL_e_createUnitUseFood=Uses Food
EDSTR_ENUMVAL_e_cursorRangeModeClamp=Clamp
EDSTR_ENUMVAL_e_cursorRangeModeForceToMax=Force To Max
EDSTR_ENUMVAL_e_cursorRangeModeNormal=Normal
EDSTR_ENUMVAL_e_customBuildLateGameFive=Five
EDSTR_ENUMVAL_e_customBuildLateGameFour=Four
EDSTR_ENUMVAL_e_customBuildLateGameInvalid=Invalid
EDSTR_ENUMVAL_e_customBuildLateGameOne=One
EDSTR_ENUMVAL_e_customBuildLateGameThree=Three
EDSTR_ENUMVAL_e_customBuildLateGameTwo=Two
EDSTR_ENUMVAL_e_customBuildOpeningFive=Five
EDSTR_ENUMVAL_e_customBuildOpeningFour=Four
EDSTR_ENUMVAL_e_customBuildOpeningInvalid=Invalid
EDSTR_ENUMVAL_e_customBuildOpeningOne=One
EDSTR_ENUMVAL_e_customBuildOpeningThree=Three
EDSTR_ENUMVAL_e_customBuildOpeningTwo=Two
EDSTR_ENUMVAL_e_customCombinedBuildListEndLate=End Late
EDSTR_ENUMVAL_e_customCombinedBuildListEndOpen=End Open
EDSTR_ENUMVAL_e_customCombinedBuildListInvalid=Invalid
EDSTR_ENUMVAL_e_customCombinedBuildListLateFive=Late Five
EDSTR_ENUMVAL_e_customCombinedBuildListLateFour=Late Four
EDSTR_ENUMVAL_e_customCombinedBuildListLateOne=Late One
EDSTR_ENUMVAL_e_customCombinedBuildListLateThree=Late Three
EDSTR_ENUMVAL_e_customCombinedBuildListLateTwo=Late Twoo
EDSTR_ENUMVAL_e_customCombinedBuildListOpenFive=Open Five
EDSTR_ENUMVAL_e_customCombinedBuildListOpenFour=Open Four
EDSTR_ENUMVAL_e_customCombinedBuildListOpenOne=Open One
EDSTR_ENUMVAL_e_customCombinedBuildListOpenThree=Open Three
EDSTR_ENUMVAL_e_customCombinedBuildListOpenTwo=Open Two
EDSTR_ENUMVAL_e_customCombinedBuildListStartLate=Start Late
EDSTR_ENUMVAL_e_customCombinedBuildListStartOpen=Start Open
EDSTR_ENUMVAL_e_damageFlagKill=Kill
EDSTR_ENUMVAL_e_damageFlagLive=Live
EDSTR_ENUMVAL_e_damageFlagNoBehaviorResponse=No Behavior Response
EDSTR_ENUMVAL_e_damageFlagNoDamageTimerReset=No Damage Timer Reset
EDSTR_ENUMVAL_e_damageFlagNoDealtMaximum=No Dealt Maximum
EDSTR_ENUMVAL_e_damageFlagNoDealtMinimum=No Dealt Minimum
EDSTR_ENUMVAL_e_damageFlagNoFractionDealtBonus=No Dealt Bonus (Fraction)
EDSTR_ENUMVAL_e_damageFlagNoFractionTakenBonus=No Fraction Taken Bonus
EDSTR_ENUMVAL_e_damageFlagNoGain=No Gain
EDSTR_ENUMVAL_e_damageFlagNoKillCredit=No Kill Credit
EDSTR_ENUMVAL_e_damageFlagNoLeech=No Leech
EDSTR_ENUMVAL_e_damageFlagNoScaledDealtBonus=No Dealt Bonus (Scaled)
EDSTR_ENUMVAL_e_damageFlagNoScaledTakenBonus=No Scaled Taken Bonus
EDSTR_ENUMVAL_e_damageFlagNoTakenMaximum=No Taken Maximum
EDSTR_ENUMVAL_e_damageFlagNoTakenMinimum=No Taken Minimum
EDSTR_ENUMVAL_e_damageFlagNotification=Notification
EDSTR_ENUMVAL_e_damageFlagNoUnscaledDealtBonus=No Dealt Bonus (Unscaled)
EDSTR_ENUMVAL_e_damageFlagNoUnscaledTakenBonus=No Unscaled Taken Bonus
EDSTR_ENUMVAL_e_damageFlagNoVitalAbsorbEnergy=No Absorb Energy
EDSTR_ENUMVAL_e_damageFlagNoVitalAbsorbLife=No Absorb Life
EDSTR_ENUMVAL_e_damageFlagNoVitalAbsorbShields=No Absorb Shields
EDSTR_ENUMVAL_e_damageFlagNoVitalGainEnergy=No Gain Energy
EDSTR_ENUMVAL_e_damageFlagNoVitalGainLife=No Gain Life
EDSTR_ENUMVAL_e_damageFlagNoVitalGainShields=No Gain Shields
EDSTR_ENUMVAL_e_damageFlagNoVitalLeechEnergy=No Leech Energy
EDSTR_ENUMVAL_e_damageFlagNoVitalLeechLife=No Leech Life
EDSTR_ENUMVAL_e_damageFlagNoVitalLeechShields=No Leech Shields
EDSTR_ENUMVAL_e_damageKindMelee=Melee
EDSTR_ENUMVAL_e_damageKindNoProc=No Proc
EDSTR_ENUMVAL_e_damageKindRanged=Ranged
EDSTR_ENUMVAL_e_damageKindSpell=Spell
EDSTR_ENUMVAL_e_damageKindSplash=Splash
EDSTR_ENUMVAL_e_damageLocationAttacker=Attacker
EDSTR_ENUMVAL_e_damageLocationDefender=Defender
EDSTR_ENUMVAL_e_damageResponseDamageValueOriginal=Original Amount
EDSTR_ENUMVAL_e_damageResponseDamageValueRemaining=Remaining Amount
EDSTR_ENUMVAL_e_damageSoundImpact=Impact
EDSTR_ENUMVAL_e_damageSoundLaunch=Launch
EDSTR_ENUMVAL_e_damageTotalCombine=Combine
EDSTR_ENUMVAL_e_damageTotalMaximum=Maximum
EDSTR_ENUMVAL_e_damageTotalMinimum=Minimum
EDSTR_ENUMVAL_e_damageVisibilityHidden=Hidden
EDSTR_ENUMVAL_e_damageVisibilitySnapshot=Snapshot
EDSTR_ENUMVAL_e_damageVisibilityVisible=Visible
EDSTR_ENUMVAL_e_deathRevealSnapshot=Snapshot
EDSTR_ENUMVAL_e_deathRevealVision=Vision
EDSTR_ENUMVAL_e_deathTypeBlast=Blast
EDSTR_ENUMVAL_e_deathTypeCancel=Cancel
EDSTR_ENUMVAL_e_deathTypeDisintegrate=Disintegrate
EDSTR_ENUMVAL_e_deathTypeEat=Eat
EDSTR_ENUMVAL_e_deathTypeElectrocute=Electrocute
EDSTR_ENUMVAL_e_deathTypeEviscerate=Eviscerate
EDSTR_ENUMVAL_e_deathTypeFire=Fire
EDSTR_ENUMVAL_e_deathTypeFreeze=Freeze
EDSTR_ENUMVAL_e_deathTypeImpact=Impact
EDSTR_ENUMVAL_e_deathTypeMorph=Morph
EDSTR_ENUMVAL_e_deathTypeNormal=Normal
EDSTR_ENUMVAL_e_deathTypeRemove=Remove
EDSTR_ENUMVAL_e_deathTypeSalvage=Salvage
EDSTR_ENUMVAL_e_deathTypeSilentkill=Silent Kill
EDSTR_ENUMVAL_e_deathTypeSquish=Squish
EDSTR_ENUMVAL_e_deathTypeTimeout=Timeout
EDSTR_ENUMVAL_e_deathTypeTrainingCancel=Training Cancelled
EDSTR_ENUMVAL_e_deathTypeTrainingComplete=Training Complete
EDSTR_ENUMVAL_e_deathTypeUnderConstruction=Under Construction
EDSTR_ENUMVAL_e_deathTypeUnknown=None
EDSTR_ENUMVAL_e_deathTypeUnlink=Unlink
EDSTR_ENUMVAL_e_detectTypeNormal=Normal
EDSTR_ENUMVAL_e_detectTypeRadar=Radar
EDSTR_ENUMVAL_e_difficultyFlagTrialAllowed=Trial Allowed
EDSTR_ENUMVAL_e_directionalLightBack=Back Light
EDSTR_ENUMVAL_e_directionalLightFill=Fill Light
EDSTR_ENUMVAL_e_directionalLightKey=Key Light
EDSTR_ENUMVAL_e_editorFlagAmbientOcclusion=Ambient Lighting Occlusion
EDSTR_ENUMVAL_e_editorFlagBlockStructures=Block Structures
EDSTR_ENUMVAL_e_editorFlagCanRotate=Can Rotate
EDSTR_ENUMVAL_e_editorFlagHostileDefault=Hostile Default
EDSTR_ENUMVAL_e_editorFlagNeutralDefault=Default To Neutral Player
EDSTR_ENUMVAL_e_editorFlagNoAutoRotate=No Auto Rotate
EDSTR_ENUMVAL_e_editorFlagNoPalettes=No Palettes
EDSTR_ENUMVAL_e_editorFlagNoPlacement=No Placement
EDSTR_ENUMVAL_e_editorTextName=Name
EDSTR_ENUMVAL_e_editorTextPrefix=Prefix
EDSTR_ENUMVAL_e_editorTextSuffix=Suffix
EDSTR_ENUMVAL_e_editorTextUnknown=None
EDSTR_ENUMVAL_e_effectAmountAbsorbed=Absorbed
EDSTR_ENUMVAL_e_effectAmountDamaged=Damaged
EDSTR_ENUMVAL_e_effectAmountDodged=Dodged
EDSTR_ENUMVAL_e_effectAmountEnergyChanged=Energy Changed
EDSTR_ENUMVAL_e_effectAmountEnergyLeeched=Energy Leeched
EDSTR_ENUMVAL_e_effectAmountFound=Found
EDSTR_ENUMVAL_e_effectAmountHealed=Healed
EDSTR_ENUMVAL_e_effectAmountKilled=Killed
EDSTR_ENUMVAL_e_effectAmountLifeChanged=Life changed
EDSTR_ENUMVAL_e_effectAmountLifeLeeched=Life Leeched
EDSTR_ENUMVAL_e_effectAmountShieldsChanged=Shields Changed
EDSTR_ENUMVAL_e_effectAmountShieldsLeeched=Shields Leeched
EDSTR_ENUMVAL_e_effectAmountSplashed=Splashed
EDSTR_ENUMVAL_e_effectApplyBehaviorFlagUseDuration=Use Duration
EDSTR_ENUMVAL_e_effectCancelOrderFlagActive=Active
EDSTR_ENUMVAL_e_effectCancelOrderFlagQueued=Queued
EDSTR_ENUMVAL_e_effectCancelOrderFlagUninterruptible=Uninterruptible
EDSTR_ENUMVAL_e_effectCombineAnd=And
EDSTR_ENUMVAL_e_effectCombineOr=Or
EDSTR_ENUMVAL_e_effectHealerFlagChanneled=Channeled
EDSTR_ENUMVAL_e_effectHealerFlagChanneling=Channeling
EDSTR_ENUMVAL_e_effectHealerFlagKeepMarkerAfterHeal=Keep Marker After Heal
EDSTR_ENUMVAL_e_effectHealerFlagSuppressEnergyRegen=Suppress Energy Regen
EDSTR_ENUMVAL_e_effectHealerFlagSuppressLifeRegen=Suppress Life Regen
EDSTR_ENUMVAL_e_effectHealerFlagSuppressShieldsRegen=Suppress Shields Regen
EDSTR_ENUMVAL_e_effectHistoryDamage=Damage
EDSTR_ENUMVAL_e_effectHistoryDeath=Death
EDSTR_ENUMVAL_e_effectHistoryHealing=Healing
EDSTR_ENUMVAL_e_effectHistoryModifier=Modifier
EDSTR_ENUMVAL_e_effectHistoryUnknown=Unknown
EDSTR_ENUMVAL_e_effectLocationCasterOuterPoint=Caster Outer Point
EDSTR_ENUMVAL_e_effectLocationCasterOuterUnit=Caster Outer Unit
EDSTR_ENUMVAL_e_effectLocationCasterOuterUnitOrPoint=Caster Outer Unit/Point
EDSTR_ENUMVAL_e_effectLocationCasterPoint=Caster Point
EDSTR_ENUMVAL_e_effectLocationCasterUnit=Caster Unit
EDSTR_ENUMVAL_e_effectLocationCasterUnitOrPoint=Caster Unit/Point
EDSTR_ENUMVAL_e_effectLocationOriginPoint=Origin Point
EDSTR_ENUMVAL_e_effectLocationOriginUnit=Origin Unit
EDSTR_ENUMVAL_e_effectLocationOriginUnitOrPoint=Origin Unit Or Point
EDSTR_ENUMVAL_e_effectLocationOuterPoint=Outer Point
EDSTR_ENUMVAL_e_effectLocationOuterUnit=Outer Unit
EDSTR_ENUMVAL_e_effectLocationOuterUnitOrPoint=Outer Unit/Point
EDSTR_ENUMVAL_e_effectLocationSourcePoint=Source Point
EDSTR_ENUMVAL_e_effectLocationSourceUnit=Source Unit
EDSTR_ENUMVAL_e_effectLocationSourceUnitOrPoint=Source Unit/Point
EDSTR_ENUMVAL_e_effectLocationTargetOuterPoint=Target Outer Point
EDSTR_ENUMVAL_e_effectLocationTargetOuterUnit=Target Outer Unit
EDSTR_ENUMVAL_e_effectLocationTargetOuterUnitOrPoint=Target Outer Unit/Point
EDSTR_ENUMVAL_e_effectLocationTargetPoint=Target Point
EDSTR_ENUMVAL_e_effectLocationTargetUnit=Target Unit
EDSTR_ENUMVAL_e_effectLocationTargetUnitOrPoint=Target Unit/Point
EDSTR_ENUMVAL_e_effectLocationTypePoint=Point
EDSTR_ENUMVAL_e_effectLocationTypeUnit=Unit
EDSTR_ENUMVAL_e_effectLocationTypeUnitOrPoint=Unit or Point
EDSTR_ENUMVAL_e_effectLocationTypeUnknown=Unknown
EDSTR_ENUMVAL_e_effectLocationUnknown=None
EDSTR_ENUMVAL_e_effectMissile2D=2D
EDSTR_ENUMVAL_e_effectMissileChanneled=Channeled
EDSTR_ENUMVAL_e_effectMissilePlacement=Placement
EDSTR_ENUMVAL_e_effectMissilePlacementIgnoreBlockers=Ignore Blockers
EDSTR_ENUMVAL_e_effectMissilePlacementIgnoreCliffTest=Placement Ignore Cliff Test
EDSTR_ENUMVAL_e_effectMissilePointFallback=Point Fallback
EDSTR_ENUMVAL_e_effectMissileRetarget=Retarget
EDSTR_ENUMVAL_e_effectMissileReturn=Return
EDSTR_ENUMVAL_e_effectMissileTransfer=Transfer
EDSTR_ENUMVAL_e_effectMissileTravelValidation=Travel Validation
EDSTR_ENUMVAL_e_effectMissileValidateAbil=Validate Ability
EDSTR_ENUMVAL_e_effectMissileValidateTeleport=Validate Teleport
EDSTR_ENUMVAL_e_effectMissileValidateWeapon=Weapon
EDSTR_ENUMVAL_e_effectModifyClearLastAttackTarget=Clear Last Attack Target
EDSTR_ENUMVAL_e_effectModifyClearLastMoveTarget=Clear Last Move Target
EDSTR_ENUMVAL_e_effectModifyCopy=Copy
EDSTR_ENUMVAL_e_effectModifyCopyAutoCast=Copy Auto Cast
EDSTR_ENUMVAL_e_effectModifyHide=Hide
EDSTR_ENUMVAL_e_effectModifyMimic=Mimic
EDSTR_ENUMVAL_e_effectModifyNullifyMissile=Nullify Missile
EDSTR_ENUMVAL_e_effectModifyOwner=Owner
EDSTR_ENUMVAL_e_effectModifyRevive=Revive
EDSTR_ENUMVAL_e_effectModifySalvage=Salvage
EDSTR_ENUMVAL_e_effectModifyShow=Show
EDSTR_ENUMVAL_e_effectModifyTurretClearTarget=Clear Target
EDSTR_ENUMVAL_e_effectModifyTurretFlagClearTargetOnAimComplete=Clear Target On Aim Complete
EDSTR_ENUMVAL_e_effectModifyTurretFlagTracking=Tracking
EDSTR_ENUMVAL_e_effectModifyTurretSetTarget=Set Target
EDSTR_ENUMVAL_e_effectPlayerCaster=Caster
EDSTR_ENUMVAL_e_effectPlayerCasterOuter=Caster Outer
EDSTR_ENUMVAL_e_effectPlayerCreator=Creator
EDSTR_ENUMVAL_e_effectPlayerHostile=Hostile
EDSTR_ENUMVAL_e_effectPlayerNeutral=Neutral Player
EDSTR_ENUMVAL_e_effectPlayerOrigin=Player Origin
EDSTR_ENUMVAL_e_effectPlayerOuter=Outer
EDSTR_ENUMVAL_e_effectPlayerSource=Source
EDSTR_ENUMVAL_e_effectPlayerTarget=Target
EDSTR_ENUMVAL_e_effectPlayerTargetOuter=Target Outer
EDSTR_ENUMVAL_e_effectPlayerUnknown=None
EDSTR_ENUMVAL_e_effectRedirectMissileOriginalValidation=Original Validation
EDSTR_ENUMVAL_e_effectRemoveBehaviorAlignmentAny=Any
EDSTR_ENUMVAL_e_effectRemoveBehaviorAlignmentNegative=Negative
EDSTR_ENUMVAL_e_effectRemoveBehaviorAlignmentNeutral=Neutral
EDSTR_ENUMVAL_e_effectRemoveBehaviorAlignmentNone=None
EDSTR_ENUMVAL_e_effectRemoveBehaviorAlignmentPositive=Positive
EDSTR_ENUMVAL_e_effectRevealFlagDetect=Detect
EDSTR_ENUMVAL_e_effectRevealFlagLoS=Use Line of Sight
EDSTR_ENUMVAL_e_effectRevealFlagPermanent=Permanent
EDSTR_ENUMVAL_e_effectRevealFlagRadar=Radar
EDSTR_ENUMVAL_e_effectRevealFlagUnfog=Unfog
EDSTR_ENUMVAL_e_effectSearchFlagCallForHelp=Call For Help
EDSTR_ENUMVAL_e_effectSearchFlagCenterAtLaunch=Center At Launch
EDSTR_ENUMVAL_e_effectSearchFlagExtendByUnitRadius=Extend By Unit Radius
EDSTR_ENUMVAL_e_effectSearchFlagOffsetAreaByAngle=Offset Area By Angle
EDSTR_ENUMVAL_e_effectSearchFlagOffsetByUnitRadius=Offset By Unit Radius
EDSTR_ENUMVAL_e_effectSearchFlagSameCliff=Same Cliff Level
EDSTR_ENUMVAL_e_effectTeleportTestCliff=Test Cliff
EDSTR_ENUMVAL_e_effectTeleportTestFog=Test Fog
EDSTR_ENUMVAL_e_effectTeleportTestZone=Test Zone
EDSTR_ENUMVAL_e_effectTimeScaleCaster=Caster
EDSTR_ENUMVAL_e_effectTimeScaleGlobal=Global
EDSTR_ENUMVAL_e_effectTimeScaleTarget=Target
EDSTR_ENUMVAL_e_effectTimeScaleUnknown=None
EDSTR_ENUMVAL_e_effectUnitCaster=Caster
EDSTR_ENUMVAL_e_effectUnitCasterOuter=Caster Outer
EDSTR_ENUMVAL_e_effectUnitOrigin=Unit Origin
EDSTR_ENUMVAL_e_effectUnitOuter=Outer
EDSTR_ENUMVAL_e_effectUnitSource=Source
EDSTR_ENUMVAL_e_effectUnitTarget=Target
EDSTR_ENUMVAL_e_effectUnitTargetOuter=Target Outer
EDSTR_ENUMVAL_e_effectUnitUnknown=None
EDSTR_ENUMVAL_e_equipmentDisplayFlagCollapseBuffed=Collapse Buffed
EDSTR_ENUMVAL_e_equipmentDisplayFlagDisplayRounded=Rounded
EDSTR_ENUMVAL_e_equipmentDisplayFlagExpandUpgraded=Expand Upgraded
EDSTR_ENUMVAL_e_eventEvt_AtRest=At Rest
EDSTR_ENUMVAL_e_eventEvt_Fade=Fade
EDSTR_ENUMVAL_e_eventEvt_FallIntoWater=Fall Into Water
EDSTR_ENUMVAL_e_eventEvt_Fog=Fog
EDSTR_ENUMVAL_e_eventEvt_FootPrintLeft=Footprint Left
EDSTR_ENUMVAL_e_eventEvt_FootPrintRight=Footprint Right
EDSTR_ENUMVAL_e_eventEvt_Impact=Impact
EDSTR_ENUMVAL_e_eventEvt_Light=Light
EDSTR_ENUMVAL_e_eventEvt_ModelData=Model Data
EDSTR_ENUMVAL_e_eventEvt_MoviePause=Movie Pause
EDSTR_ENUMVAL_e_eventEvt_MoviePlay=Movie Play
EDSTR_ENUMVAL_e_eventEvt_MovieRestart=Movie Restart
EDSTR_ENUMVAL_e_eventEvt_RTT=Type Check
EDSTR_ENUMVAL_e_eventEvt_SeqBegin=Sequence Begin
EDSTR_ENUMVAL_e_eventEvt_SeqEnd=Sequence End
EDSTR_ENUMVAL_e_eventEvt_Simulate=Simulation
EDSTR_ENUMVAL_e_eventEvt_Sound=Sound
EDSTR_ENUMVAL_e_eventEvt_Spawn=Spawn
EDSTR_ENUMVAL_e_eventEvt_Splat=Splat
EDSTR_ENUMVAL_e_eventUnknown=None
EDSTR_ENUMVAL_e_exclusivityActionFail=Fail
EDSTR_ENUMVAL_e_exclusivityActionQueue=Queue
EDSTR_ENUMVAL_e_exclusivityActionStomp=Stomp
EDSTR_ENUMVAL_e_exclusivityQueueActionFail=Fail
EDSTR_ENUMVAL_e_exclusivityQueueActionStomp=Stomp
EDSTR_ENUMVAL_e_fidgetAnim=Animation
EDSTR_ENUMVAL_e_fidgetIdle=Idle
EDSTR_ENUMVAL_e_fidgetMove=Move
EDSTR_ENUMVAL_e_fidgetTurn=Turn
EDSTR_ENUMVAL_e_flagOperationClear=Clear
EDSTR_ENUMVAL_e_flagOperationSet=Set
EDSTR_ENUMVAL_e_flagOperationToggle=Toggle
EDSTR_ENUMVAL_e_flGrass=Grass
EDSTR_ENUMVAL_e_flShrubs=Shrubs
EDSTR_ENUMVAL_e_flTrees=Trees
EDSTR_ENUMVAL_e_flyerDisplayAll=All
EDSTR_ENUMVAL_e_flyerDisplayNone=None
EDSTR_ENUMVAL_e_flyerDisplaySelected=Selected
EDSTR_ENUMVAL_e_fogVisibilityDimmed=Dimmed
EDSTR_ENUMVAL_e_fogVisibilityHidden=Hidden
EDSTR_ENUMVAL_e_fogVisibilitySnapshot=Snapshot
EDSTR_ENUMVAL_e_fogVisibilityVisible=Visible
EDSTR_ENUMVAL_e_foliageLayerBrush=Brush
EDSTR_ENUMVAL_e_foliageLayerGrass=Grass
EDSTR_ENUMVAL_e_foliageLayerTree=Tree
EDSTR_ENUMVAL_e_footprintFlagCheckAll=Check All
EDSTR_ENUMVAL_e_footprintLayerCheck=Check
EDSTR_ENUMVAL_e_footprintLayerPathing=Pathing
EDSTR_ENUMVAL_e_footprintLayerPlace=Place
EDSTR_ENUMVAL_e_footprintShapeModeOverlay=Overlay
EDSTR_ENUMVAL_e_footprintShapeModePersist=Persist
EDSTR_ENUMVAL_e_footprintShapeModeRegular=Regular
EDSTR_ENUMVAL_e_gameCatalogAbil=Ability
EDSTR_ENUMVAL_e_gameCatalogAchievement=Achievement
EDSTR_ENUMVAL_e_gameCatalogAchievementTerm=Achievement Term
EDSTR_ENUMVAL_e_gameCatalogActor=Actor
EDSTR_ENUMVAL_e_gameCatalogActorSupport=Actor Support
EDSTR_ENUMVAL_e_gameCatalogAlert=Alert
EDSTR_ENUMVAL_e_gameCatalogArmyCategory=Army Category
EDSTR_ENUMVAL_e_gameCatalogArmyUnit=Army Unit
EDSTR_ENUMVAL_e_gameCatalogArmyUpgrade=Army Upgrade
EDSTR_ENUMVAL_e_gameCatalogAttachMethod=Attach Method
EDSTR_ENUMVAL_e_gameCatalogBankCondition=Bank Condition
EDSTR_ENUMVAL_e_gameCatalogBeam=Beam
EDSTR_ENUMVAL_e_gameCatalogBehavior=Behavior
EDSTR_ENUMVAL_e_gameCatalogBundle=Bundle
EDSTR_ENUMVAL_e_gameCatalogButton=Button
EDSTR_ENUMVAL_e_gameCatalogCamera=Camera
EDSTR_ENUMVAL_e_gameCatalogCharacter=Character
EDSTR_ENUMVAL_e_gameCatalogCliff=Terrain Cliff
EDSTR_ENUMVAL_e_gameCatalogCliffMesh=Terrain Cliff Mesh
EDSTR_ENUMVAL_e_gameCatalogConfig=Config
EDSTR_ENUMVAL_e_gameCatalogConversation=Conversation
EDSTR_ENUMVAL_e_gameCatalogConversationState=Conversation State
EDSTR_ENUMVAL_e_gameCatalogCursor=Cursor
EDSTR_ENUMVAL_e_gameCatalogDSP=Digital Effect
EDSTR_ENUMVAL_e_gameCatalogEffect=Effect
EDSTR_ENUMVAL_e_gameCatalogError=Error
EDSTR_ENUMVAL_e_gameCatalogFootprint=Footprint
EDSTR_ENUMVAL_e_gameCatalogFoW=Fog of War
EDSTR_ENUMVAL_e_gameCatalogGame=Gameplay Data
EDSTR_ENUMVAL_e_gameCatalogGameUI=Game UI Data
EDSTR_ENUMVAL_e_gameCatalogHerd=Herd
EDSTR_ENUMVAL_e_gameCatalogHerdNode=Herd Node
EDSTR_ENUMVAL_e_gameCatalogHero=Hero
EDSTR_ENUMVAL_e_gameCatalogHeroAbil=Hero Ability
EDSTR_ENUMVAL_e_gameCatalogHeroStat=Hero Stat
EDSTR_ENUMVAL_e_gameCatalogItem=Item
EDSTR_ENUMVAL_e_gameCatalogItemClass=Item Class
EDSTR_ENUMVAL_e_gameCatalogItemContainer=Item Container
EDSTR_ENUMVAL_e_gameCatalogLight=Light
EDSTR_ENUMVAL_e_gameCatalogLocation=Location
EDSTR_ENUMVAL_e_gameCatalogLoot=Loot
EDSTR_ENUMVAL_e_gameCatalogMap=Map
EDSTR_ENUMVAL_e_gameCatalogModel=Model
EDSTR_ENUMVAL_e_gameCatalogMount=Mount
EDSTR_ENUMVAL_e_gameCatalogMover=Mover
EDSTR_ENUMVAL_e_gameCatalogObjective=Objective
EDSTR_ENUMVAL_e_gameCatalogPhysicsMaterial=Physics Material
EDSTR_ENUMVAL_e_gameCatalogPreload=Preload
EDSTR_ENUMVAL_e_gameCatalogRace=Race
EDSTR_ENUMVAL_e_gameCatalogRequirement=Requirement
EDSTR_ENUMVAL_e_gameCatalogRequirementNode=Requirement Node
EDSTR_ENUMVAL_e_gameCatalogReverb=Reverb Effect
EDSTR_ENUMVAL_e_gameCatalogReward=Reward
EDSTR_ENUMVAL_e_gameCatalogScoreResult=Score Result
EDSTR_ENUMVAL_e_gameCatalogScoreValue=Score Value
EDSTR_ENUMVAL_e_gameCatalogSkin=Skin
EDSTR_ENUMVAL_e_gameCatalogSound=Sound
EDSTR_ENUMVAL_e_gameCatalogSoundExclusivity=Sound Exclusivity
EDSTR_ENUMVAL_e_gameCatalogSoundtrack=Soundtrack
EDSTR_ENUMVAL_e_gameCatalogStore=Store
EDSTR_ENUMVAL_e_gameCatalogTacCooldown=Tactical AI Cooldown
EDSTR_ENUMVAL_e_gameCatalogTactical=Tactical
EDSTR_ENUMVAL_e_gameCatalogTalent=Talent
EDSTR_ENUMVAL_e_gameCatalogTalentProfile=Talent Profile
EDSTR_ENUMVAL_e_gameCatalogTargetFind=Target Find
EDSTR_ENUMVAL_e_gameCatalogTargetSort=Target Sort
EDSTR_ENUMVAL_e_gameCatalogTerrain=Terrain
EDSTR_ENUMVAL_e_gameCatalogTerrainObject=Terrain Object
EDSTR_ENUMVAL_e_gameCatalogTerrainTex=Terrain Texture
EDSTR_ENUMVAL_e_gameCatalogTexture=Texture
EDSTR_ENUMVAL_e_gameCatalogTile=Terrain Tile
EDSTR_ENUMVAL_e_gameCatalogTurret=Turret
EDSTR_ENUMVAL_e_gameCatalogUnit=Unit
EDSTR_ENUMVAL_e_gameCatalogUnknown=None
EDSTR_ENUMVAL_e_gameCatalogUpgrade=Upgrade
EDSTR_ENUMVAL_e_gameCatalogUser=User Type
EDSTR_ENUMVAL_e_gameCatalogValidator=Validator
EDSTR_ENUMVAL_e_gameCatalogVoiceOver=Voice Over
EDSTR_ENUMVAL_e_gameCatalogWater=Water
EDSTR_ENUMVAL_e_gameCatalogWeapon=Weapon
EDSTR_ENUMVAL_e_gameCategoryUsageArcade=Arcade
EDSTR_ENUMVAL_e_gameCategoryUsageMelee=Melee
EDSTR_ENUMVAL_e_gameCategoryUsageMeleeStrict=Melee (Strict)
EDSTR_ENUMVAL_e_gameDependencyAbil=Ability
EDSTR_ENUMVAL_e_gameDependencyAchievement=Achievement
EDSTR_ENUMVAL_e_gameDependencyAchievementTerm=Achievement Term
EDSTR_ENUMVAL_e_gameDependencyActor=Actor
EDSTR_ENUMVAL_e_gameDependencyActorSupport=Actor Support
EDSTR_ENUMVAL_e_gameDependencyAlert=Alert
EDSTR_ENUMVAL_e_gameDependencyAnimNames=Animation Names
EDSTR_ENUMVAL_e_gameDependencyArmyCategory=Army Category
EDSTR_ENUMVAL_e_gameDependencyArmyUnit=Army Unit
EDSTR_ENUMVAL_e_gameDependencyArmyUpgrade=Army Upgrade
EDSTR_ENUMVAL_e_gameDependencyAttachKeywords=Attachment Keywords
EDSTR_ENUMVAL_e_gameDependencyAttachmentNames=Attachment Names
EDSTR_ENUMVAL_e_gameDependencyAttachMethod=Attachment Method
EDSTR_ENUMVAL_e_gameDependencyBankCondition=Bank Condition
EDSTR_ENUMVAL_e_gameDependencyBeam=Beam
EDSTR_ENUMVAL_e_gameDependencyBehavior=Behavior
EDSTR_ENUMVAL_e_gameDependencyBoneNames=Bone Names
EDSTR_ENUMVAL_e_gameDependencyBundle=Bundle
EDSTR_ENUMVAL_e_gameDependencyButton=Button
EDSTR_ENUMVAL_e_gameDependencyCamera=Camera
EDSTR_ENUMVAL_e_gameDependencyCharacter=Character
EDSTR_ENUMVAL_e_gameDependencyCliff=Cliff
EDSTR_ENUMVAL_e_gameDependencyCliffMesh=Cliff Mesh
EDSTR_ENUMVAL_e_gameDependencyConfig=Configuration
EDSTR_ENUMVAL_e_gameDependencyConversation=Conversation
EDSTR_ENUMVAL_e_gameDependencyConversationState=Conversation State
EDSTR_ENUMVAL_e_gameDependencyCursor=Cursor
EDSTR_ENUMVAL_e_gameDependencyDSP=Digital Signal Processing
EDSTR_ENUMVAL_e_gameDependencyEffect=Effect
EDSTR_ENUMVAL_e_gameDependencyError=Error
EDSTR_ENUMVAL_e_gameDependencyFootprint=Footprint
EDSTR_ENUMVAL_e_gameDependencyFoW=Fog of War
EDSTR_ENUMVAL_e_gameDependencyGame=Game
EDSTR_ENUMVAL_e_gameDependencyGameUI=Game UI
EDSTR_ENUMVAL_e_gameDependencyHerd=Herd
EDSTR_ENUMVAL_e_gameDependencyHerdNode=Herd Node
EDSTR_ENUMVAL_e_gameDependencyHero=Hero
EDSTR_ENUMVAL_e_gameDependencyHeroAbil=Hero Ability
EDSTR_ENUMVAL_e_gameDependencyHeroStat=Hero Statistic
EDSTR_ENUMVAL_e_gameDependencyItem=Item
EDSTR_ENUMVAL_e_gameDependencyItemClass=Item Class
EDSTR_ENUMVAL_e_gameDependencyItemContainer=Item Container
EDSTR_ENUMVAL_e_gameDependencyLight=Light
EDSTR_ENUMVAL_e_gameDependencyLocation=Location
EDSTR_ENUMVAL_e_gameDependencyLoot=Loot
EDSTR_ENUMVAL_e_gameDependencyMap=Map
EDSTR_ENUMVAL_e_gameDependencyModel=Model
EDSTR_ENUMVAL_e_gameDependencyMount=Mount
EDSTR_ENUMVAL_e_gameDependencyMover=Mover
EDSTR_ENUMVAL_e_gameDependencyObjective=Objective
EDSTR_ENUMVAL_e_gameDependencyPhysicsMaterial=Physics Material
EDSTR_ENUMVAL_e_gameDependencyPreload=Preload
EDSTR_ENUMVAL_e_gameDependencyRace=Race
EDSTR_ENUMVAL_e_gameDependencyRequirement=Requirement
EDSTR_ENUMVAL_e_gameDependencyRequirementNode=Requirement Node
EDSTR_ENUMVAL_e_gameDependencyReverb=Reverb
EDSTR_ENUMVAL_e_gameDependencyReward=Reward
EDSTR_ENUMVAL_e_gameDependencyScoreResult=Score Result
EDSTR_ENUMVAL_e_gameDependencyScoreValue=Score Value
EDSTR_ENUMVAL_e_gameDependencySkin=Skin
EDSTR_ENUMVAL_e_gameDependencySound=Sound
EDSTR_ENUMVAL_e_gameDependencySoundExclusivity=Sound Exclusivity
EDSTR_ENUMVAL_e_gameDependencySoundtrack=Soundtrack
EDSTR_ENUMVAL_e_gameDependencyStore=Store
EDSTR_ENUMVAL_e_gameDependencyTacCooldown=Tactical Cooldown
EDSTR_ENUMVAL_e_gameDependencyTactical=Tactical
EDSTR_ENUMVAL_e_gameDependencyTalent=Talent
EDSTR_ENUMVAL_e_gameDependencyTalentProfile=Talent Profile
EDSTR_ENUMVAL_e_gameDependencyTargetFind=Target Find
EDSTR_ENUMVAL_e_gameDependencyTargetSort=Target Sort
EDSTR_ENUMVAL_e_gameDependencyTerrain=Terrain
EDSTR_ENUMVAL_e_gameDependencyTerrainObject=Terrain Object
EDSTR_ENUMVAL_e_gameDependencyTerrainTex=Terrain Texture
EDSTR_ENUMVAL_e_gameDependencyTexture=Texture
EDSTR_ENUMVAL_e_gameDependencyTexturePropNames=Texture Property Names
EDSTR_ENUMVAL_e_gameDependencyTextureSlotNames=Texture Slot Names
EDSTR_ENUMVAL_e_gameDependencyTile=Tile
EDSTR_ENUMVAL_e_gameDependencyTurret=Turret
EDSTR_ENUMVAL_e_gameDependencyUnit=Unit
EDSTR_ENUMVAL_e_gameDependencyUpgrade=Upgrade
EDSTR_ENUMVAL_e_gameDependencyUser=User Type
EDSTR_ENUMVAL_e_gameDependencyValidator=Validator
EDSTR_ENUMVAL_e_gameDependencyVoiceOver=Voice Over
EDSTR_ENUMVAL_e_gameDependencyWater=Water
EDSTR_ENUMVAL_e_gameDependencyWeapon=Weapon
EDSTR_ENUMVAL_e_gameObjectAbil=Ability
EDSTR_ENUMVAL_e_gameObjectAchievement=Achievement
EDSTR_ENUMVAL_e_gameObjectAchievementTerm=Achievement Term
EDSTR_ENUMVAL_e_gameObjectActor=Actor
EDSTR_ENUMVAL_e_gameObjectActorSupport=Actor Support
EDSTR_ENUMVAL_e_gameObjectAlert=Alert
EDSTR_ENUMVAL_e_gameObjectArmyCategory=Army Category
EDSTR_ENUMVAL_e_gameObjectArmyUnit=Army Unit
EDSTR_ENUMVAL_e_gameObjectArmyUpgrade=Army Upgrade
EDSTR_ENUMVAL_e_gameObjectAssets=Assets
EDSTR_ENUMVAL_e_gameObjectAttachMethod=Attach Method
EDSTR_ENUMVAL_e_gameObjectBankCondition=Bank Condition
EDSTR_ENUMVAL_e_gameObjectBeam=Beam
EDSTR_ENUMVAL_e_gameObjectBehavior=Behavior
EDSTR_ENUMVAL_e_gameObjectBundle=Bundle
EDSTR_ENUMVAL_e_gameObjectButton=Button
EDSTR_ENUMVAL_e_gameObjectCamera=Camera
EDSTR_ENUMVAL_e_gameObjectCharacter=Character
EDSTR_ENUMVAL_e_gameObjectCliff=Terrain Cliff
EDSTR_ENUMVAL_e_gameObjectCliffMesh=Terrain Cliff Mesh
EDSTR_ENUMVAL_e_gameObjectConfig=Config
EDSTR_ENUMVAL_e_gameObjectConversation=Conversation
EDSTR_ENUMVAL_e_gameObjectConversationState=Conversation State
EDSTR_ENUMVAL_e_gameObjectCursor=Cursor
EDSTR_ENUMVAL_e_gameObjectDSP=Digital Effect
EDSTR_ENUMVAL_e_gameObjectEffect=Effect
EDSTR_ENUMVAL_e_gameObjectError=Error
EDSTR_ENUMVAL_e_gameObjectFootprint=Footprint
EDSTR_ENUMVAL_e_gameObjectFoW=Fog of War Value
EDSTR_ENUMVAL_e_gameObjectGame=Gameplay Value
EDSTR_ENUMVAL_e_gameObjectGameHotkeys=Game Hotkeys
EDSTR_ENUMVAL_e_gameObjectGameStrings=Game Strings
EDSTR_ENUMVAL_e_gameObjectGameUI=Game UI Value
EDSTR_ENUMVAL_e_gameObjectHerd=Herd
EDSTR_ENUMVAL_e_gameObjectHerdNode=Herd Node
EDSTR_ENUMVAL_e_gameObjectHero=Hero
EDSTR_ENUMVAL_e_gameObjectHeroAbil=Hero Ability
EDSTR_ENUMVAL_e_gameObjectHeroStat=Hero Stat
EDSTR_ENUMVAL_e_gameObjectItem=Item
EDSTR_ENUMVAL_e_gameObjectItemClass=Item Class
EDSTR_ENUMVAL_e_gameObjectItemContainer=Item Container
EDSTR_ENUMVAL_e_gameObjectLight=Light
EDSTR_ENUMVAL_e_gameObjectLinkCAbilLink=Ability Link
EDSTR_ENUMVAL_e_gameObjectLinkCAchievementLink=Achievement Link
EDSTR_ENUMVAL_e_gameObjectLinkCAchievementTermLink=Achievement Term Link
EDSTR_ENUMVAL_e_gameObjectLinkCActorLink=Actor Link
EDSTR_ENUMVAL_e_gameObjectLinkCActorSupportLink=Actor Support Link
EDSTR_ENUMVAL_e_gameObjectLinkCAlertLink=Alert Link
EDSTR_ENUMVAL_e_gameObjectLinkCArmyCategoryLink=Army Category Link
EDSTR_ENUMVAL_e_gameObjectLinkCArmyUnitLink=Army Unit Link
EDSTR_ENUMVAL_e_gameObjectLinkCArmyUpgradeLink=Army Upgrade Link
EDSTR_ENUMVAL_e_gameObjectLinkCAttachMethodLink=Attach Method Link
EDSTR_ENUMVAL_e_gameObjectLinkCBankConditionLink=Bank Condition Link
EDSTR_ENUMVAL_e_gameObjectLinkCBeamLink=Beam Link
EDSTR_ENUMVAL_e_gameObjectLinkCBehaviorLink=Behavior Link
EDSTR_ENUMVAL_e_gameObjectLinkCBundleLink=Bundle Link
EDSTR_ENUMVAL_e_gameObjectLinkCButtonLink=Button Link
EDSTR_ENUMVAL_e_gameObjectLinkCCameraLink=Camera Link
EDSTR_ENUMVAL_e_gameObjectLinkCCharacterLink=Character Link
EDSTR_ENUMVAL_e_gameObjectLinkCCliffLink=Cliff Link
EDSTR_ENUMVAL_e_gameObjectLinkCCliffMeshLink=Cliff Mesh Link
EDSTR_ENUMVAL_e_gameObjectLinkCConfigLink=Configuration Link
EDSTR_ENUMVAL_e_gameObjectLinkCConversationLink=Conversation Link
EDSTR_ENUMVAL_e_gameObjectLinkCConversationStateLink=Conversation State Link
EDSTR_ENUMVAL_e_gameObjectLinkCCursorLink=Cursor Link
EDSTR_ENUMVAL_e_gameObjectLinkCDSPLink=DSP Link
EDSTR_ENUMVAL_e_gameObjectLinkCEffectLink=Effect Link
EDSTR_ENUMVAL_e_gameObjectLinkCErrorLink=Error Link
EDSTR_ENUMVAL_e_gameObjectLinkCFootprintLink=Footprint Link
EDSTR_ENUMVAL_e_gameObjectLinkCFoWLink=Fog of War Link
EDSTR_ENUMVAL_e_gameObjectLinkCGameLink=Game Link
EDSTR_ENUMVAL_e_gameObjectLinkCGameUILink=Game UI Link
EDSTR_ENUMVAL_e_gameObjectLinkCHerdLink=Herd Link
EDSTR_ENUMVAL_e_gameObjectLinkCHerdNodeLink=Herd Node Link
EDSTR_ENUMVAL_e_gameObjectLinkCHeroAbilLink=Hero Ability Link
EDSTR_ENUMVAL_e_gameObjectLinkCHeroLink=Hero Link
EDSTR_ENUMVAL_e_gameObjectLinkCHeroStatLink=Hero Stat Link
EDSTR_ENUMVAL_e_gameObjectLinkCItemClassLink=Item Class Link
EDSTR_ENUMVAL_e_gameObjectLinkCItemContainerLink=Item Container Link
EDSTR_ENUMVAL_e_gameObjectLinkCItemLink=Item Link
EDSTR_ENUMVAL_e_gameObjectLinkCLightLink=Light Link
EDSTR_ENUMVAL_e_gameObjectLinkCLocationLink=Location Link
EDSTR_ENUMVAL_e_gameObjectLinkCLootLink=Loot Link
EDSTR_ENUMVAL_e_gameObjectLinkCMapLink=Map Link
EDSTR_ENUMVAL_e_gameObjectLinkCModelLink=Model Link
EDSTR_ENUMVAL_e_gameObjectLinkCMountLink=Mount Link
EDSTR_ENUMVAL_e_gameObjectLinkCMoverLink=Mover Link
EDSTR_ENUMVAL_e_gameObjectLinkCObjectiveLink=Objective Link
EDSTR_ENUMVAL_e_gameObjectLinkCPhysicsMaterialLink=Physics Material Link
EDSTR_ENUMVAL_e_gameObjectLinkCPreloadLink=Preload Link
EDSTR_ENUMVAL_e_gameObjectLinkCRaceLink=Race Link
EDSTR_ENUMVAL_e_gameObjectLinkCRequirementLink=Requirement Link
EDSTR_ENUMVAL_e_gameObjectLinkCRequirementNodeLink=Requirement Node Link
EDSTR_ENUMVAL_e_gameObjectLinkCReverbLink=Reverb Link
EDSTR_ENUMVAL_e_gameObjectLinkCRewardLink=Reward Link
EDSTR_ENUMVAL_e_gameObjectLinkCScoreResultLink=Score Result Link
EDSTR_ENUMVAL_e_gameObjectLinkCScoreValueLink=Score Value Link
EDSTR_ENUMVAL_e_gameObjectLinkCSkinLink=Skin Link
EDSTR_ENUMVAL_e_gameObjectLinkCSoundExclusivityLink=Sound Exclusivity Link
EDSTR_ENUMVAL_e_gameObjectLinkCSoundLink=Sound Link
EDSTR_ENUMVAL_e_gameObjectLinkCSoundtrackLink=Soundtrack Link
EDSTR_ENUMVAL_e_gameObjectLinkCStoreLink=Store Link
EDSTR_ENUMVAL_e_gameObjectLinkCTacCooldownLink=Tactical Cooldown Link
EDSTR_ENUMVAL_e_gameObjectLinkCTacticalLink=Tactical Link
EDSTR_ENUMVAL_e_gameObjectLinkCTalentLink=Talent Link
EDSTR_ENUMVAL_e_gameObjectLinkCTalentProfileLink=Talent Profile
EDSTR_ENUMVAL_e_gameObjectLinkCTargetFindLink=Target Find Link
EDSTR_ENUMVAL_e_gameObjectLinkCTargetSortLink=Target Sort Link
EDSTR_ENUMVAL_e_gameObjectLinkCTerrainLink=Terrain Link
EDSTR_ENUMVAL_e_gameObjectLinkCTerrainObjectLink=Terrain Object Link
EDSTR_ENUMVAL_e_gameObjectLinkCTerrainTexLink=Terrain Texture Link
EDSTR_ENUMVAL_e_gameObjectLinkCTextureLink=Texture Link
EDSTR_ENUMVAL_e_gameObjectLinkCTileLink=Tile Link
EDSTR_ENUMVAL_e_gameObjectLinkCTurretLink=Turret Link
EDSTR_ENUMVAL_e_gameObjectLinkCUnitLink=Unit Link
EDSTR_ENUMVAL_e_gameObjectLinkCUpgradeLink=Upgrade Link
EDSTR_ENUMVAL_e_gameObjectLinkCUserLink=User Type Link
EDSTR_ENUMVAL_e_gameObjectLinkCValidatorLink=Validator Link
EDSTR_ENUMVAL_e_gameObjectLinkCVoiceOverLink=Voice Over Link
EDSTR_ENUMVAL_e_gameObjectLinkCWaterLink=Water Link
EDSTR_ENUMVAL_e_gameObjectLinkCWeaponLink=Weapon Link
EDSTR_ENUMVAL_e_gameObjectLocation=Location
EDSTR_ENUMVAL_e_gameObjectLoot=Loot
EDSTR_ENUMVAL_e_gameObjectMap=Map
EDSTR_ENUMVAL_e_gameObjectModel=Model
EDSTR_ENUMVAL_e_gameObjectMount=Mount
EDSTR_ENUMVAL_e_gameObjectMover=Mover
EDSTR_ENUMVAL_e_gameObjectObjective=Objective
EDSTR_ENUMVAL_e_gameObjectObjectStrings=Object Strings
EDSTR_ENUMVAL_e_gameObjectPhysicsMaterial=Physics Material
EDSTR_ENUMVAL_e_gameObjectPreload=Preload
EDSTR_ENUMVAL_e_gameObjectRace=Race
EDSTR_ENUMVAL_e_gameObjectRequirement=Requirement
EDSTR_ENUMVAL_e_gameObjectRequirementNode=Requirement Node
EDSTR_ENUMVAL_e_gameObjectReverb=Reverb Effect
EDSTR_ENUMVAL_e_gameObjectReward=Reward
EDSTR_ENUMVAL_e_gameObjectScoreResult=Score Result
EDSTR_ENUMVAL_e_gameObjectScoreValue=Score Value
EDSTR_ENUMVAL_e_gameObjectSkin=Skin
EDSTR_ENUMVAL_e_gameObjectSound=Sound
EDSTR_ENUMVAL_e_gameObjectSoundExclusivity=Sound Exclusivity
EDSTR_ENUMVAL_e_gameObjectSoundtrack=Soundtrack
EDSTR_ENUMVAL_e_gameObjectStore=Store
EDSTR_ENUMVAL_e_gameObjectTacCooldown=Tactical AI Cooldown
EDSTR_ENUMVAL_e_gameObjectTactical=Tactical
EDSTR_ENUMVAL_e_gameObjectTalent=Talent
EDSTR_ENUMVAL_e_gameObjectTalentProfile=Talent Profile
EDSTR_ENUMVAL_e_gameObjectTargetFind=Target Find
EDSTR_ENUMVAL_e_gameObjectTargetSort=Target Sort
EDSTR_ENUMVAL_e_gameObjectTerrain=Terrain
EDSTR_ENUMVAL_e_gameObjectTerrainObject=Terrain Object
EDSTR_ENUMVAL_e_gameObjectTerrainTex=Terrain Texture
EDSTR_ENUMVAL_e_gameObjectTexture=Texture
EDSTR_ENUMVAL_e_gameObjectTile=Terrain Tile
EDSTR_ENUMVAL_e_gameObjectTurret=Turret
EDSTR_ENUMVAL_e_gameObjectUnit=Unit
EDSTR_ENUMVAL_e_gameObjectUpgrade=Upgrade
EDSTR_ENUMVAL_e_gameObjectUser=User Type
EDSTR_ENUMVAL_e_gameObjectValidator=Validator
EDSTR_ENUMVAL_e_gameObjectVoiceOver=Voice Over
EDSTR_ENUMVAL_e_gameObjectWater=Water
EDSTR_ENUMVAL_e_gameObjectWeapon=Weapon
EDSTR_ENUMVAL_e_gameResultDefeat=Defeat
EDSTR_ENUMVAL_e_gameResultTie=Draw
EDSTR_ENUMVAL_e_gameResultUndecided=Undecided
EDSTR_ENUMVAL_e_gameResultVictory=Victory
EDSTR_ENUMVAL_e_gameSyncAbil=Abilities
EDSTR_ENUMVAL_e_gameSyncAlliance=Alliances
EDSTR_ENUMVAL_e_gameSyncBank=Bank
EDSTR_ENUMVAL_e_gameSyncBattleReport=Mission Archives
EDSTR_ENUMVAL_e_gameSyncBeam=Beam
EDSTR_ENUMVAL_e_gameSyncBehavior=Behaviors
EDSTR_ENUMVAL_e_gameSyncBrain=Brain
EDSTR_ENUMVAL_e_gameSyncBrainCPU=AI Core
EDSTR_ENUMVAL_e_gameSyncBuild=Build
EDSTR_ENUMVAL_e_gameSyncChanneler=Channeler
EDSTR_ENUMVAL_e_gameSyncCheat=Cheats
EDSTR_ENUMVAL_e_gameSyncCinematicsDriver=Cinematics Driver
EDSTR_ENUMVAL_e_gameSyncConjoined=Conjoined
EDSTR_ENUMVAL_e_gameSyncConversation=Conversation
EDSTR_ENUMVAL_e_gameSyncConversationDriver=Conversation Driver
EDSTR_ENUMVAL_e_gameSyncCreep=Creep
EDSTR_ENUMVAL_e_gameSyncDamageHistory=Damage History
EDSTR_ENUMVAL_e_gameSyncDebug=Debug
EDSTR_ENUMVAL_e_gameSyncDensity=Density
EDSTR_ENUMVAL_e_gameSyncEffects=Effects
EDSTR_ENUMVAL_e_gameSyncGalaxy=Galaxy
EDSTR_ENUMVAL_e_gameSyncGalaxyText=Galaxy Text
EDSTR_ENUMVAL_e_gameSyncGameData=Game Data
EDSTR_ENUMVAL_e_gameSyncGameEvent=Game Event
EDSTR_ENUMVAL_e_gameSyncGameRunSyncValue=Run Synchronous Value
EDSTR_ENUMVAL_e_gameSyncGameSyncUI=Game Sync UI
EDSTR_ENUMVAL_e_gameSyncHeight=Height
EDSTR_ENUMVAL_e_gameSyncHelp=Help
EDSTR_ENUMVAL_e_gameSyncInternal=Internal
EDSTR_ENUMVAL_e_gameSyncListener=Listener
EDSTR_ENUMVAL_e_gameSyncMarker=Marker
EDSTR_ENUMVAL_e_gameSyncMercenary=Mercenary
EDSTR_ENUMVAL_e_gameSyncObjectGroups=Object Groups
EDSTR_ENUMVAL_e_gameSyncObjective=Objectives
EDSTR_ENUMVAL_e_gameSyncPathing=Pathing
EDSTR_ENUMVAL_e_gameSyncPersistent=Persistent
EDSTR_ENUMVAL_e_gameSyncPing=Ping
EDSTR_ENUMVAL_e_gameSyncPlaceholders=Placeholders
EDSTR_ENUMVAL_e_gameSyncPlanet=Planet
EDSTR_ENUMVAL_e_gameSyncPlayer=Player
EDSTR_ENUMVAL_e_gameSyncPurchase=Purchase
EDSTR_ENUMVAL_e_gameSyncRandom=Random
EDSTR_ENUMVAL_e_gameSyncRegionMonitor=Region Monitor
EDSTR_ENUMVAL_e_gameSyncResearch=Research
EDSTR_ENUMVAL_e_gameSyncResourceRequest=Resource Request
EDSTR_ENUMVAL_e_gameSyncRevealer=Revealer
EDSTR_ENUMVAL_e_gameSyncScore=Score
EDSTR_ENUMVAL_e_gameSyncSelection=Selection
EDSTR_ENUMVAL_e_gameSyncStartLocations=Start Locations
EDSTR_ENUMVAL_e_gameSyncTalentTree=Talent Tree
EDSTR_ENUMVAL_e_gameSyncTechTree=Tech Tree
EDSTR_ENUMVAL_e_gameSyncTerrainSync=Terrain Sync
EDSTR_ENUMVAL_e_gameSyncTransmission=Transmission
EDSTR_ENUMVAL_e_gameSyncTrigger=Trigger
EDSTR_ENUMVAL_e_gameSyncTriggerDialog=Trigger Dialog
EDSTR_ENUMVAL_e_gameSyncTriggerEventRegistry=Trigger Event Registry
EDSTR_ENUMVAL_e_gameSyncTriggerLastCreated=Trigger Last Created
EDSTR_ENUMVAL_e_gameSyncTriggerPlacedRefs=Trigger Placed Refs
EDSTR_ENUMVAL_e_gameSyncTriggerQueue=Trigger Queue
EDSTR_ENUMVAL_e_gameSyncTriggerSound=Trigger Sound
EDSTR_ENUMVAL_e_gameSyncTriggerState=Trigger State
EDSTR_ENUMVAL_e_gameSyncTriggerThread=Trigger Thread
EDSTR_ENUMVAL_e_gameSyncTriggerVariables=Trigger Variables
EDSTR_ENUMVAL_e_gameSyncUnit=Unit
EDSTR_ENUMVAL_e_gameSyncUnitFinder=Unit Finder
EDSTR_ENUMVAL_e_gameSyncUnitTables=Unit Tables
EDSTR_ENUMVAL_e_gameSyncUpgradeManager=Upgrade Manager
EDSTR_ENUMVAL_e_gameSyncUser=User
EDSTR_ENUMVAL_e_gameSyncVictory=Victory
EDSTR_ENUMVAL_e_gameSyncVision=Vision
EDSTR_ENUMVAL_e_gameTimeEventDawn=Dawn
EDSTR_ENUMVAL_e_gameTimeEventDusk=Dusk
EDSTR_ENUMVAL_e_gameUIStringEnergyArmorColon=Enemy Armor Colon
EDSTR_ENUMVAL_e_gameUIStringEnergyDamageRatioColon=Energy Damage Ratio Colon
EDSTR_ENUMVAL_e_gameUIStringShieldDamageRatioColon=Shield Damage Ratio Colon
EDSTR_ENUMVAL_e_gameVariantOptionCoop=Co-op
EDSTR_ENUMVAL_e_gameVariantOptionCustom=Custom
EDSTR_ENUMVAL_e_gameVariantOptionDefault=Default
EDSTR_ENUMVAL_e_gameVariantOptionFreeForAll=Free For All
EDSTR_ENUMVAL_e_gameVariantOptionPremade=Premade
EDSTR_ENUMVAL_e_glExtreme=Extreme
EDSTR_ENUMVAL_e_glHigh=High
EDSTR_ENUMVAL_e_glLow=Low
EDSTR_ENUMVAL_e_glMedium=Medium
EDSTR_ENUMVAL_e_glUltra=Ultra
EDSTR_ENUMVAL_e_goEffects=Effects
EDSTR_ENUMVAL_e_goLighting=Lighting
EDSTR_ENUMVAL_e_goModel=Model
EDSTR_ENUMVAL_e_goMovies=Movies
EDSTR_ENUMVAL_e_goPhysics=Physics
EDSTR_ENUMVAL_e_goPortraits=Portraits
EDSTR_ENUMVAL_e_goPostProc=Post Processing
EDSTR_ENUMVAL_e_goReflection=Reflection
EDSTR_ENUMVAL_e_goShader=Shader
EDSTR_ENUMVAL_e_goShadow=Shadows
EDSTR_ENUMVAL_e_goSSAO=SSAO
EDSTR_ENUMVAL_e_goTerrain=Terrain
EDSTR_ENUMVAL_e_goTexture=Textures
EDSTR_ENUMVAL_e_hcDarker=Darker
EDSTR_ENUMVAL_e_hcLessSaturation=Less Saturation
EDSTR_ENUMVAL_e_hcLighter=Lighter
EDSTR_ENUMVAL_e_hcMoreBlue=More Blue
EDSTR_ENUMVAL_e_hcMoreCyan=More Cyan
EDSTR_ENUMVAL_e_hcMoreGreen=More Green
EDSTR_ENUMVAL_e_hcMoreMagenta=More Magenta
EDSTR_ENUMVAL_e_hcMoreRed=More Red
EDSTR_ENUMVAL_e_hcMoreSaturation=More Saturation
EDSTR_ENUMVAL_e_hcMoreYellow=More Yellow
EDSTR_ENUMVAL_e_hcUnknown=None
EDSTR_ENUMVAL_e_heightMapAir=Air
EDSTR_ENUMVAL_e_heightMapGlide=Glide
EDSTR_ENUMVAL_e_heightMapGround=Ground
EDSTR_ENUMVAL_e_herdClosestToCamera=Closest To Camera
EDSTR_ENUMVAL_e_herdClosestToListener=Closest To Listener
EDSTR_ENUMVAL_e_heroAbilCategoryStateLocked=Locked
EDSTR_ENUMVAL_e_heroAbilCategoryStateUnlocked=Unlocked
EDSTR_ENUMVAL_e_heroAbilStateLocked=Locked
EDSTR_ENUMVAL_e_heroAbilStateNew=New
EDSTR_ENUMVAL_e_heroAbilStateUnlocked=Unlocked
EDSTR_ENUMVAL_e_heroCutsceneSizeLarge=Large
EDSTR_ENUMVAL_e_heroCutsceneSizeMedium=Medium
EDSTR_ENUMVAL_e_heroCutsceneSizeSmall=Small
EDSTR_ENUMVAL_e_heroDifficultyEasy=(1) Easy
EDSTR_ENUMVAL_e_heroDifficultyHard=(3) Hard
EDSTR_ENUMVAL_e_heroDifficultyMedium=(2) Medium
EDSTR_ENUMVAL_e_heroDifficultyVeryHard=(4) Very Hard
EDSTR_ENUMVAL_e_heroFlagFlyer=Flyer
EDSTR_ENUMVAL_e_heroFlagFreePlay=Free Play
EDSTR_ENUMVAL_e_heroFlagPlayable=Playable
EDSTR_ENUMVAL_e_heroFlagRandom=Random
EDSTR_ENUMVAL_e_heroGenderFemale=Female
EDSTR_ENUMVAL_e_heroGenderMale=Male
EDSTR_ENUMVAL_e_heroMasteryModificationCatalogReplacement=Catalog Replacement
EDSTR_ENUMVAL_e_heroMasteryModificationCooldownReduction=Cooldown Reduction
EDSTR_ENUMVAL_e_heroMasteryModificationFlatModification=Flat Modification
EDSTR_ENUMVAL_e_heroMasteryModificationMultiplyLevelModification=Multiply Level Modification
EDSTR_ENUMVAL_e_heroMasteryModificationNone=None
EDSTR_ENUMVAL_e_heroMasteryModificationStringReplacement=String Replacement
EDSTR_ENUMVAL_e_heroRoleDamage=Damage
EDSTR_ENUMVAL_e_heroRoleSiege=Siege
EDSTR_ENUMVAL_e_heroRoleSupport=Support
EDSTR_ENUMVAL_e_heroRoleTank=Tank
EDSTR_ENUMVAL_e_heroStateLocked=Locked
EDSTR_ENUMVAL_e_heroStateUnlocked=Unlocked
EDSTR_ENUMVAL_e_heroStatStateDowngrade=Downgrade
EDSTR_ENUMVAL_e_heroStatStateUnchanged=Unchanged
EDSTR_ENUMVAL_e_heroStatStateUpgrade=Upgrade
EDSTR_ENUMVAL_e_heroUniverseDiablo=Diablo
EDSTR_ENUMVAL_e_heroUniverseStarCraft=StarCraft
EDSTR_ENUMVAL_e_heroUniverseWarcraft=Warcraft
EDSTR_ENUMVAL_e_heroVOAIAttack=AI Attack
EDSTR_ENUMVAL_e_heroVOAICaution=AI Caution
EDSTR_ENUMVAL_e_heroVOAIGoodJob=AI Good Job
EDSTR_ENUMVAL_e_heroVOAIMercCapture=AI Merc Capture
EDSTR_ENUMVAL_e_heroVOAIOnMyWay=AI On My Way
EDSTR_ENUMVAL_e_heroVOAIRetreat=AI Retreat
EDSTR_ENUMVAL_e_heroVOEndEnemyKillSpree=End Enemy Killling Spree
EDSTR_ENUMVAL_e_heroVOGetHit=Get Hit
EDSTR_ENUMVAL_e_heroVOGlueExamineLocked=Glue Examine Locked
EDSTR_ENUMVAL_e_heroVOGlueExaminePurchased=Glue Examine Purchased
EDSTR_ENUMVAL_e_heroVOGlueGift=Glue Gift
EDSTR_ENUMVAL_e_heroVOGluePurchase=Glue Purchase
EDSTR_ENUMVAL_e_heroVOGlueTrial=Glue Trial
EDSTR_ENUMVAL_e_heroVOGlueWaitLocked=Glue Wait Locked
EDSTR_ENUMVAL_e_heroVOGlueWaitPurchased=Glue Wait Purchased
EDSTR_ENUMVAL_e_heroVOHealed=Healed
EDSTR_ENUMVAL_e_heroVOIntroAgree=Intro Agree
EDSTR_ENUMVAL_e_heroVOIntroBoast=Intro Boast
EDSTR_ENUMVAL_e_heroVOIntroQuestion=Intro Question
EDSTR_ENUMVAL_e_heroVOIntroResponse=Intro Response
EDSTR_ENUMVAL_e_heroVOKillGeneric=Kill (Generic)
EDSTR_ENUMVAL_e_heroVOLaugh=Laugh
EDSTR_ENUMVAL_e_heroVOPingAssistHero=Ping Assist Hero
EDSTR_ENUMVAL_e_heroVOPingAssistMe=Ping Assist Me
EDSTR_ENUMVAL_e_heroVOPingAttackCore=Ping Attack Core
EDSTR_ENUMVAL_e_heroVOPingAttackHere=Ping Attack Here
EDSTR_ENUMVAL_e_heroVOPingAttackHero=Ping Attack Hero
EDSTR_ENUMVAL_e_heroVOPingAttackMercCamp=Ping Attack Merc Camp
EDSTR_ENUMVAL_e_heroVOPingAttackTown=Ping Attack Town
EDSTR_ENUMVAL_e_heroVOPingAttackWatchTower=Ping Attack Watch Tower
EDSTR_ENUMVAL_e_heroVOPingDefendCore=Ping Defend Core
EDSTR_ENUMVAL_e_heroVOPingDefendHere=Ping Defend Here
EDSTR_ENUMVAL_e_heroVOPingDefendTown=Ping Defend Town
EDSTR_ENUMVAL_e_heroVOPingDefendWatchTower=Ping Defend Watch Tower
EDSTR_ENUMVAL_e_heroVOPissed=Pissed
EDSTR_ENUMVAL_e_heroVOResurrected=Resurrected
EDSTR_ENUMVAL_e_heroVORevive=Revive
EDSTR_ENUMVAL_e_heroVOSpecChosen=Spec Chosen
EDSTR_ENUMVAL_e_heroVOTeamKilled=Team Killed
EDSTR_ENUMVAL_e_hotkeyAIArmy=AI Army
EDSTR_ENUMVAL_e_hotkeyAIBuild=AI Build
EDSTR_ENUMVAL_e_hotkeyAICancel=AI Cancel
EDSTR_ENUMVAL_e_hotkeyAIClearAll=AI Clear All
EDSTR_ENUMVAL_e_hotkeyAICommunication=AI Communication
EDSTR_ENUMVAL_e_hotkeyAIDelete=AI Delete
EDSTR_ENUMVAL_e_hotkeyAIDetect=AI Detect
EDSTR_ENUMVAL_e_hotkeyAIExit=AI Comm Exit
EDSTR_ENUMVAL_e_hotkeyAIExpand=AI Expand
EDSTR_ENUMVAL_e_hotkeyAIScout=AI Scout
EDSTR_ENUMVAL_e_hotkeyAlertRecall=Alert Recall
EDSTR_ENUMVAL_e_hotkeyArmySelect=Army Select
EDSTR_ENUMVAL_e_hotkeyCameraCenter=Camera Center
EDSTR_ENUMVAL_e_hotkeyCameraFollow=Camera Follow
EDSTR_ENUMVAL_e_hotkeyCameraMoveDown=Camera Move Down
EDSTR_ENUMVAL_e_hotkeyCameraMoveLeft=Camera Move Left
EDSTR_ENUMVAL_e_hotkeyCameraMoveRight=Camera Move Right
EDSTR_ENUMVAL_e_hotkeyCameraMoveUp=Camera Move Up
EDSTR_ENUMVAL_e_hotkeyCameraPush=Camera Push
EDSTR_ENUMVAL_e_hotkeyCameraSave0=Camera Save 0
EDSTR_ENUMVAL_e_hotkeyCameraSave1=Camera Save 1
EDSTR_ENUMVAL_e_hotkeyCameraSave2=Camera Save 2
EDSTR_ENUMVAL_e_hotkeyCameraSave3=Camera Save 3
EDSTR_ENUMVAL_e_hotkeyCameraSave4=Camera Save 4
EDSTR_ENUMVAL_e_hotkeyCameraSave5=Camera Save 5
EDSTR_ENUMVAL_e_hotkeyCameraSave6=Camera Save 6
EDSTR_ENUMVAL_e_hotkeyCameraSave7=Camera Save 7
EDSTR_ENUMVAL_e_hotkeyCameraTurnLeft=Camera Turn Left
EDSTR_ENUMVAL_e_hotkeyCameraTurnRight=Camera Turn Right
EDSTR_ENUMVAL_e_hotkeyCameraView0=Camera View 0
EDSTR_ENUMVAL_e_hotkeyCameraView1=Camera View 1
EDSTR_ENUMVAL_e_hotkeyCameraView2=Camera View 2
EDSTR_ENUMVAL_e_hotkeyCameraView3=Camera View 3
EDSTR_ENUMVAL_e_hotkeyCameraView4=Camera View 4
EDSTR_ENUMVAL_e_hotkeyCameraView5=Camera View 5
EDSTR_ENUMVAL_e_hotkeyCameraView6=Camera View 6
EDSTR_ENUMVAL_e_hotkeyCameraView7=Camera View 7
EDSTR_ENUMVAL_e_hotkeyCameraZoomFirst=Camera Zoom First
EDSTR_ENUMVAL_e_hotkeyCameraZoomLast=Camera Zoom Last
EDSTR_ENUMVAL_e_hotkeyCameraZoomNext=Camera Zoom Next
EDSTR_ENUMVAL_e_hotkeyCameraZoomPrev=Camera Zoom Previous
EDSTR_ENUMVAL_e_hotkeyChatAll=Chat All
EDSTR_ENUMVAL_e_hotkeyChatAllies=Chat Allies
EDSTR_ENUMVAL_e_hotkeyChatCancel=Chat Cancel
EDSTR_ENUMVAL_e_hotkeyChatDefault=Chat Default
EDSTR_ENUMVAL_e_hotkeyChatIndividual=Chat Individual
EDSTR_ENUMVAL_e_hotkeyChatRecipient=Chat Recipient
EDSTR_ENUMVAL_e_hotkeyChatSend=Chat Send
EDSTR_ENUMVAL_e_hotkeyCinematicSkip=Cinematic Skip
EDSTR_ENUMVAL_e_hotkeyCommandButton00=Command Button 00
EDSTR_ENUMVAL_e_hotkeyCommandButton01=Command Button 01
EDSTR_ENUMVAL_e_hotkeyCommandButton02=Command Button 02
EDSTR_ENUMVAL_e_hotkeyCommandButton03=Command Button 03
EDSTR_ENUMVAL_e_hotkeyCommandButton04=Command Button 04
EDSTR_ENUMVAL_e_hotkeyCommandButton05=Command Button 05
EDSTR_ENUMVAL_e_hotkeyCommandButton06=Command Button 06
EDSTR_ENUMVAL_e_hotkeyCommandButton07=Command Button 07
EDSTR_ENUMVAL_e_hotkeyCommandButton08=Command Button 08
EDSTR_ENUMVAL_e_hotkeyCommandButton09=Command Button 09
EDSTR_ENUMVAL_e_hotkeyCommandButton10=Command Button 10
EDSTR_ENUMVAL_e_hotkeyCommandButton11=Command Button 11
EDSTR_ENUMVAL_e_hotkeyCommandButton12=Command Button 12
EDSTR_ENUMVAL_e_hotkeyCommandButton13=Command Button 13
EDSTR_ENUMVAL_e_hotkeyCommandButton14=Command Button 14
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeRepeat00=Command Button Free Repeat 00
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeRepeat01=Command Button Free Repeat 01
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeRepeat02=Command Button Free Repeat 02
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeRepeat03=Command Button Free Repeat 03
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeRepeat04=Command Button Free Repeat 04
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeRepeat05=Command Button Free Repeat 05
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeRepeat06=Command Button Free Repeat 06
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeRepeat07=Command Button Free Repeat 07
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeRepeat08=Command Button Free Repeat 08
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeRepeat09=Command Button Free Repeat 09
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeRepeat10=Command Button Free Repeat 10
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeRepeat11=Command Button Free Repeat 11
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeRepeat12=Command Button Free Repeat 12
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeRepeat13=Command Button Free Repeat 13
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeRepeat14=Command Button Free Repeat 14
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeSingle00=Command Button Free Single 00
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeSingle01=Command Button Free Single 01
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeSingle02=Command Button Free Single 02
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeSingle03=Command Button Free Single 03
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeSingle04=Command Button Free Single 04
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeSingle05=Command Button Free Single 05
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeSingle06=Command Button Free Single 06
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeSingle07=Command Button Free Single 07
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeSingle08=Command Button Free Single 08
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeSingle09=Command Button Free Single 09
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeSingle10=Command Button Free Single 10
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeSingle11=Command Button Free Single 11
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeSingle12=Command Button Free Single 12
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeSingle13=Command Button Free Single 13
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeSingle14=Command Button Free Single 14
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeToggle00=Command Button Free Toggle 00
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeToggle01=Command Button Free Toggle 01
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeToggle02=Command Button Free Toggle 02
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeToggle03=Command Button Free Toggle 03
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeToggle04=Command Button Free Toggle 04
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeToggle05=Command Button Free Toggle 05
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeToggle06=Command Button Free Toggle 06
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeToggle07=Command Button Free Toggle 07
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeToggle08=Command Button Free Toggle 08
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeToggle09=Command Button Free Toggle 09
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeToggle10=Command Button Free Toggle 10
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeToggle11=Command Button Free Toggle 11
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeToggle12=Command Button Free Toggle 12
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeToggle13=Command Button Free Toggle 13
EDSTR_ENUMVAL_e_hotkeyCommandButtonFreeToggle14=Command Button Free Toggle 14
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldRepeat00=Command Button Hold Repeat 00
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldRepeat01=Command Button Hold Repeat 01
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldRepeat02=Command Button Hold Repeat 02
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldRepeat03=Command Button Hold Repeat 03
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldRepeat04=Command Button Hold Repeat 04
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldRepeat05=Command Button Hold Repeat 05
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldRepeat06=Command Button Hold Repeat 06
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldRepeat07=Command Button Hold Repeat 07
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldRepeat08=Command Button Hold Repeat 08
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldRepeat09=Command Button Hold Repeat 09
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldRepeat10=Command Button Hold Repeat 10
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldRepeat11=Command Button Hold Repeat 11
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldRepeat12=Command Button Hold Repeat 12
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldRepeat13=Command Button Hold Repeat 13
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldRepeat14=Command Button Hold Repeat 14
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldToggle00=Command Button Hold Toggle 00
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldToggle01=Command Button Hold Toggle 01
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldToggle02=Command Button Hold Toggle 02
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldToggle03=Command Button Hold Toggle 03
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldToggle04=Command Button Hold Toggle 04
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldToggle05=Command Button Hold Toggle 05
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldToggle06=Command Button Hold Toggle 06
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldToggle07=Command Button Hold Toggle 07
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldToggle08=Command Button Hold Toggle 08
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldToggle09=Command Button Hold Toggle 09
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldToggle10=Command Button Hold Toggle 10
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldToggle11=Command Button Hold Toggle 11
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldToggle12=Command Button Hold Toggle 12
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldToggle13=Command Button Hold Toggle 13
EDSTR_ENUMVAL_e_hotkeyCommandButtonHoldToggle14=Command Button Hold Toggle 14
EDSTR_ENUMVAL_e_hotkeyCommandButtonSelf00=Command Button Self 00
EDSTR_ENUMVAL_e_hotkeyCommandButtonSelf01=Command Button Self 01
EDSTR_ENUMVAL_e_hotkeyCommandButtonSelf02=Command Button Self 02
EDSTR_ENUMVAL_e_hotkeyCommandButtonSelf03=Command Button Self 03
EDSTR_ENUMVAL_e_hotkeyCommandButtonSelf04=Command Button Self 04
EDSTR_ENUMVAL_e_hotkeyCommandButtonSelf05=Command Button Self 05
EDSTR_ENUMVAL_e_hotkeyCommandButtonSelf06=Command Button Self 06
EDSTR_ENUMVAL_e_hotkeyCommandButtonSelf07=Command Button Self 07
EDSTR_ENUMVAL_e_hotkeyCommandButtonSelf08=Command Button Self 08
EDSTR_ENUMVAL_e_hotkeyCommandButtonSelf09=Command Button Self 09
EDSTR_ENUMVAL_e_hotkeyCommandButtonSelf10=Command Button Self 10
EDSTR_ENUMVAL_e_hotkeyCommandButtonSelf11=Command Button Self 11
EDSTR_ENUMVAL_e_hotkeyCommandButtonSelf12=Command Button Self 12
EDSTR_ENUMVAL_e_hotkeyCommandButtonSelf13=Command Button Self 13
EDSTR_ENUMVAL_e_hotkeyCommandButtonSelf14=Command Button Self 14
EDSTR_ENUMVAL_e_hotkeyCommandHoldRepeat=Hold Repeat
EDSTR_ENUMVAL_e_hotkeyCommandHoldToggle=Hold Toggle
EDSTR_ENUMVAL_e_hotkeyControlGroupAppend0=Control Group Append 0
EDSTR_ENUMVAL_e_hotkeyControlGroupAppend1=Control Group Append 1
EDSTR_ENUMVAL_e_hotkeyControlGroupAppend2=Control Group Append 2
EDSTR_ENUMVAL_e_hotkeyControlGroupAppend3=Control Group Append 3
EDSTR_ENUMVAL_e_hotkeyControlGroupAppend4=Control Group Append 4
EDSTR_ENUMVAL_e_hotkeyControlGroupAppend5=Control Group Append 5
EDSTR_ENUMVAL_e_hotkeyControlGroupAppend6=Control Group Append 6
EDSTR_ENUMVAL_e_hotkeyControlGroupAppend7=Control Group Append 7
EDSTR_ENUMVAL_e_hotkeyControlGroupAppend8=Control Group Append 8
EDSTR_ENUMVAL_e_hotkeyControlGroupAppend9=Control Group Append 9
EDSTR_ENUMVAL_e_hotkeyControlGroupAssign0=Control Group Assign 0
EDSTR_ENUMVAL_e_hotkeyControlGroupAssign1=Control Group Assign 1
EDSTR_ENUMVAL_e_hotkeyControlGroupAssign2=Control Group Assign 2
EDSTR_ENUMVAL_e_hotkeyControlGroupAssign3=Control Group Assign 3
EDSTR_ENUMVAL_e_hotkeyControlGroupAssign4=Control Group Assign 4
EDSTR_ENUMVAL_e_hotkeyControlGroupAssign5=Control Group Assign 5
EDSTR_ENUMVAL_e_hotkeyControlGroupAssign6=Control Group Assign 6
EDSTR_ENUMVAL_e_hotkeyControlGroupAssign7=Control Group Assign 7
EDSTR_ENUMVAL_e_hotkeyControlGroupAssign8=Control Group Assign 8
EDSTR_ENUMVAL_e_hotkeyControlGroupAssign9=Control Group Assign 9
EDSTR_ENUMVAL_e_hotkeyControlGroupRecall0=Control Group Recall 0
EDSTR_ENUMVAL_e_hotkeyControlGroupRecall1=Control Group Recall 1
EDSTR_ENUMVAL_e_hotkeyControlGroupRecall2=Control Group Recall 2
EDSTR_ENUMVAL_e_hotkeyControlGroupRecall3=Control Group Recall 3
EDSTR_ENUMVAL_e_hotkeyControlGroupRecall4=Control Group Recall 4
EDSTR_ENUMVAL_e_hotkeyControlGroupRecall5=Control Group Recall 5
EDSTR_ENUMVAL_e_hotkeyControlGroupRecall6=Control Group Recall 6
EDSTR_ENUMVAL_e_hotkeyControlGroupRecall7=Control Group Recall 7
EDSTR_ENUMVAL_e_hotkeyControlGroupRecall8=Control Group Recall 8
EDSTR_ENUMVAL_e_hotkeyControlGroupRecall9=Control Group Recall 9
EDSTR_ENUMVAL_e_hotkeyConversationSkipOne=Conversation Skip Line
EDSTR_ENUMVAL_e_hotkeyDialogDismiss=Dialog Dismiss
EDSTR_ENUMVAL_e_hotkeyFPS=FPS
EDSTR_ENUMVAL_e_hotkeyGameSpeedDec=Game Speed Decrease
EDSTR_ENUMVAL_e_hotkeyGameSpeedInc=Game Speed Increase
EDSTR_ENUMVAL_e_hotkeyGameTooltipsOn=Game Tooltips On
EDSTR_ENUMVAL_e_hotkeyHeroSelect0=Hero Select 0
EDSTR_ENUMVAL_e_hotkeyHeroSelect1=Hero Select 1
EDSTR_ENUMVAL_e_hotkeyHeroSelect2=Hero Select 2
EDSTR_ENUMVAL_e_hotkeyHeroSelect3=Hero Select 3
EDSTR_ENUMVAL_e_hotkeyHeroSelect4=Hero Select 4
EDSTR_ENUMVAL_e_hotkeyHeroSelect5=Hero Select 5
EDSTR_ENUMVAL_e_hotkeyHeroSelect6=Hero Select 6
EDSTR_ENUMVAL_e_hotkeyHeroSelect7=Hero Select 7
EDSTR_ENUMVAL_e_hotkeyIdleWorker=Idle Worker
EDSTR_ENUMVAL_e_hotkeyInventoryButtonAlt0=Inventory Toggle 0
EDSTR_ENUMVAL_e_hotkeyInventoryButtonAlt1=Inventory Toggle 1
EDSTR_ENUMVAL_e_hotkeyInventoryButtonAlt2=Inventory Toggle 2
EDSTR_ENUMVAL_e_hotkeyInventoryButtonAlt3=Inventory Toggle 3
EDSTR_ENUMVAL_e_hotkeyInventoryButtonAlt4=Inventory Toggle 4
EDSTR_ENUMVAL_e_hotkeyInventoryButtonAlt5=Inventory Toggle 5
EDSTR_ENUMVAL_e_hotkeyInventoryButtonAlt6=Inventory Toggle 6
EDSTR_ENUMVAL_e_hotkeyInventoryButtonAlt7=Inventory Toggle 7
EDSTR_ENUMVAL_e_hotkeyInventoryButtonFreeRepeat00=Inventory Button Free Repeat 00
EDSTR_ENUMVAL_e_hotkeyInventoryButtonFreeRepeat01=Inventory Button Free Repeat 01
EDSTR_ENUMVAL_e_hotkeyInventoryButtonFreeRepeat02=Inventory Button Free Repeat 02
EDSTR_ENUMVAL_e_hotkeyInventoryButtonFreeRepeat03=Inventory Button Free Repeat 03
EDSTR_ENUMVAL_e_hotkeyInventoryButtonFreeRepeat04=Inventory Button Free Repeat 04
EDSTR_ENUMVAL_e_hotkeyInventoryButtonFreeRepeat05=Inventory Button Free Repeat 05
EDSTR_ENUMVAL_e_hotkeyInventoryButtonFreeSingle00=Inventory Button Free Single 00
EDSTR_ENUMVAL_e_hotkeyInventoryButtonFreeSingle01=Inventory Button Free Single 01
EDSTR_ENUMVAL_e_hotkeyInventoryButtonFreeSingle02=Inventory Button Free Single 02
EDSTR_ENUMVAL_e_hotkeyInventoryButtonFreeSingle03=Inventory Button Free Single 03
EDSTR_ENUMVAL_e_hotkeyInventoryButtonFreeSingle04=Inventory Button Free Single 04
EDSTR_ENUMVAL_e_hotkeyInventoryButtonFreeSingle05=Inventory Button Free Single 05
EDSTR_ENUMVAL_e_hotkeyInventoryButtonFreeToggle00=Inventory Button Free Toggle 00
EDSTR_ENUMVAL_e_hotkeyInventoryButtonFreeToggle01=Inventory Button Free Toggle 01
EDSTR_ENUMVAL_e_hotkeyInventoryButtonFreeToggle02=Inventory Button Free Toggle 02
EDSTR_ENUMVAL_e_hotkeyInventoryButtonFreeToggle03=Inventory Button Free Toggle 03
EDSTR_ENUMVAL_e_hotkeyInventoryButtonFreeToggle04=Inventory Button Free Toggle 04
EDSTR_ENUMVAL_e_hotkeyInventoryButtonFreeToggle05=Inventory Button Free Toggle 05
EDSTR_ENUMVAL_e_hotkeyInventoryButtonHoldRepeat00=Inventory Button Hold Repeat 00
EDSTR_ENUMVAL_e_hotkeyInventoryButtonHoldRepeat01=Inventory Button Hold Repeat 01
EDSTR_ENUMVAL_e_hotkeyInventoryButtonHoldRepeat02=Inventory Button Hold Repeat 02
EDSTR_ENUMVAL_e_hotkeyInventoryButtonHoldRepeat03=Inventory Button Hold Repeat 03
EDSTR_ENUMVAL_e_hotkeyInventoryButtonHoldRepeat04=Inventory Button Hold Repeat 04
EDSTR_ENUMVAL_e_hotkeyInventoryButtonHoldRepeat05=Inventory Button Hold Repeat 05
EDSTR_ENUMVAL_e_hotkeyInventoryButtonHoldToggle00=Inventory Button Hold Toggle 00
EDSTR_ENUMVAL_e_hotkeyInventoryButtonHoldToggle01=Inventory Button Hold Toggle 01
EDSTR_ENUMVAL_e_hotkeyInventoryButtonHoldToggle02=Inventory Button Hold Toggle 02
EDSTR_ENUMVAL_e_hotkeyInventoryButtonHoldToggle03=Inventory Button Hold Toggle 03
EDSTR_ENUMVAL_e_hotkeyInventoryButtonHoldToggle04=Inventory Button Hold Toggle 04
EDSTR_ENUMVAL_e_hotkeyInventoryButtonHoldToggle05=Inventory Button Hold Toggle 05
EDSTR_ENUMVAL_e_hotkeyInventoryButtonUse0=Inventory Use 0
EDSTR_ENUMVAL_e_hotkeyInventoryButtonUse1=Inventory Use 1
EDSTR_ENUMVAL_e_hotkeyInventoryButtonUse2=Inventory Use 2
EDSTR_ENUMVAL_e_hotkeyInventoryButtonUse3=Inventory Use 3
EDSTR_ENUMVAL_e_hotkeyInventoryButtonUse4=Inventory Use 4
EDSTR_ENUMVAL_e_hotkeyInventoryButtonUse5=Inventory Use 5
EDSTR_ENUMVAL_e_hotkeyInventoryButtonUse6=Inventory Use 6
EDSTR_ENUMVAL_e_hotkeyInventoryButtonUse7=Inventory Use 7
EDSTR_ENUMVAL_e_hotkeyInventoryButtonUseSelf0=Inventory Button Use On Self 0
EDSTR_ENUMVAL_e_hotkeyInventoryButtonUseSelf1=Inventory Button Use On Self 1
EDSTR_ENUMVAL_e_hotkeyInventoryButtonUseSelf2=Inventory Button Use On Self 2
EDSTR_ENUMVAL_e_hotkeyInventoryButtonUseSelf3=Inventory Button Use On Self 3
EDSTR_ENUMVAL_e_hotkeyInventoryButtonUseSelf4=Inventory Button Use On Self 4
EDSTR_ENUMVAL_e_hotkeyInventoryButtonUseSelf5=Inventory Button Use On Self 5
EDSTR_ENUMVAL_e_hotkeyInventoryButtonUseSelf6=Inventory Button Use On Self 6
EDSTR_ENUMVAL_e_hotkeyInventoryButtonUseSelf7=Inventory Button Use On Self 7
EDSTR_ENUMVAL_e_hotkeyLeaderAPM=Leader APM
EDSTR_ENUMVAL_e_hotkeyLeaderArmy=Leader Army
EDSTR_ENUMVAL_e_hotkeyLeaderCPM=Leader Commands Per Minute
EDSTR_ENUMVAL_e_hotkeyLeaderIncome=Leader Income
EDSTR_ENUMVAL_e_hotkeyLeaderNone=Leader None
EDSTR_ENUMVAL_e_hotkeyLeaderProduction=Leader Production
EDSTR_ENUMVAL_e_hotkeyLeaderResources=Leader Resources
EDSTR_ENUMVAL_e_hotkeyLeaderSpending=Leader Spending
EDSTR_ENUMVAL_e_hotkeyLeaderStructures=Structures
EDSTR_ENUMVAL_e_hotkeyLeaderUnits=Leader Units
EDSTR_ENUMVAL_e_hotkeyLeaderUnitsLost=Leader Units Lost
EDSTR_ENUMVAL_e_hotkeyLeaderUpgrades=Upgrades
EDSTR_ENUMVAL_e_hotkeyMenuAchievements=Menu Achievements
EDSTR_ENUMVAL_e_hotkeyMenuGame=Menu Game
EDSTR_ENUMVAL_e_hotkeyMenuHelp=Menu Help
EDSTR_ENUMVAL_e_hotkeyMenuMessages=Menu Messages
EDSTR_ENUMVAL_e_hotkeyMenuSocial=Social
EDSTR_ENUMVAL_e_hotkeyMinimapColors=Minimap Colors
EDSTR_ENUMVAL_e_hotkeyMinimapNormalView=Minimap Normal View
EDSTR_ENUMVAL_e_hotkeyMinimapPing=Minimap Ping
EDSTR_ENUMVAL_e_hotkeyMinimapTargetingView=Minimap Targeting View
EDSTR_ENUMVAL_e_hotkeyMinimapTerrain=Minimap Terrain
EDSTR_ENUMVAL_e_hotkeyMusic=Music
EDSTR_ENUMVAL_e_hotkeyNamePanel=Panel
EDSTR_ENUMVAL_e_hotkeyObserveAllPlayers=Observer All Players
EDSTR_ENUMVAL_e_hotkeyObserveAutoCamera=Observe Auto Camera
EDSTR_ENUMVAL_e_hotkeyObserveClearSelection=Observe Clear Selection
EDSTR_ENUMVAL_e_hotkeyObserveCommentator=Observe Commentator
EDSTR_ENUMVAL_e_hotkeyObservePlayer0=Observer Player 00
EDSTR_ENUMVAL_e_hotkeyObservePlayer1=Observer Player 01
EDSTR_ENUMVAL_e_hotkeyObservePlayer10=Observer Player 10
EDSTR_ENUMVAL_e_hotkeyObservePlayer11=Observer Player 11
EDSTR_ENUMVAL_e_hotkeyObservePlayer12=Observe Player 12
EDSTR_ENUMVAL_e_hotkeyObservePlayer13=Observe Player 13
EDSTR_ENUMVAL_e_hotkeyObservePlayer14=Observe Player 14
EDSTR_ENUMVAL_e_hotkeyObservePlayer15=Observe Player 15
EDSTR_ENUMVAL_e_hotkeyObservePlayer2=Observer Player 02
EDSTR_ENUMVAL_e_hotkeyObservePlayer3=Observer Player 03
EDSTR_ENUMVAL_e_hotkeyObservePlayer4=Observer Player 04
EDSTR_ENUMVAL_e_hotkeyObservePlayer5=Observer Player 05
EDSTR_ENUMVAL_e_hotkeyObservePlayer6=Observer Player 06
EDSTR_ENUMVAL_e_hotkeyObservePlayer7=Observer Player 07
EDSTR_ENUMVAL_e_hotkeyObservePlayer8=Observer Player 08
EDSTR_ENUMVAL_e_hotkeyObservePlayer9=Observer Player 09
EDSTR_ENUMVAL_e_hotkeyObservePreview=Observe Preview
EDSTR_ENUMVAL_e_hotkeyObserveSelected=Observe Selected
EDSTR_ENUMVAL_e_hotkeyObserveStatusBars=Observe Status Bars
EDSTR_ENUMVAL_e_hotkeyObserveZoomCameraLevel1=Observer Zoom Level 1
EDSTR_ENUMVAL_e_hotkeyObserveZoomCameraLevel2=Observer Zoom Level 2
EDSTR_ENUMVAL_e_hotkeyPauseGame=Pause Game
EDSTR_ENUMVAL_e_hotkeyPing=Ping
EDSTR_ENUMVAL_e_hotkeyPingSelection0=Ping Selection 0
EDSTR_ENUMVAL_e_hotkeyPingSelection1=Ping Selection 1
EDSTR_ENUMVAL_e_hotkeyPingSelection2=Ping Selection 2
EDSTR_ENUMVAL_e_hotkeyPingSelection3=Ping Selection 3
EDSTR_ENUMVAL_e_hotkeyPTT=Push To Talk
EDSTR_ENUMVAL_e_hotkeyQuickPing=Quick Ping
EDSTR_ENUMVAL_e_hotkeyQuickSave=Quick Save
EDSTR_ENUMVAL_e_hotkeyReplayHide=Replay Hide
EDSTR_ENUMVAL_e_hotkeyReplayPlayPause=Replay Play/Pause
EDSTR_ENUMVAL_e_hotkeyReplayRestart=Replay Restart
EDSTR_ENUMVAL_e_hotkeyReplaySkipBack=Replay Skip Back
EDSTR_ENUMVAL_e_hotkeyReplaySkipNext=Replay Skip Forward
EDSTR_ENUMVAL_e_hotkeyReplaySpeedDec=Replay Speed Decrease
EDSTR_ENUMVAL_e_hotkeyReplaySpeedInc=Replay Speed Increase
EDSTR_ENUMVAL_e_hotkeyReplayStop=Replay Stop
EDSTR_ENUMVAL_e_hotkeyScreenshot=Screenshot
EDSTR_ENUMVAL_e_hotkeySelection=Selection
EDSTR_ENUMVAL_e_hotkeySelectionCancelDrag=Selection Cancel Drag
EDSTR_ENUMVAL_e_hotkeySmartCommand=Smart Command
EDSTR_ENUMVAL_e_hotkeySmartFreeRepeat=Smart Free Repeat
EDSTR_ENUMVAL_e_hotkeySmartFreeSingle=Smart Free Single
EDSTR_ENUMVAL_e_hotkeySmartFreeToggle=Smart Free Toggle
EDSTR_ENUMVAL_e_hotkeySmartHoldRepeat=Smart Hold Repeat
EDSTR_ENUMVAL_e_hotkeySmartHoldSingle=Smart Hold Single
EDSTR_ENUMVAL_e_hotkeySmartHoldToggle=Smart Hold Toggle
EDSTR_ENUMVAL_e_hotkeySound=Sound
EDSTR_ENUMVAL_e_hotkeyStatPanelAPM=Actions Per Minute
EDSTR_ENUMVAL_e_hotkeyStatPanelArmySupply=Army Supply
EDSTR_ENUMVAL_e_hotkeyStatPanelCPM=Commands Per Minute
EDSTR_ENUMVAL_e_hotkeyStatPanelResources=Resources
EDSTR_ENUMVAL_e_hotkeyStatPanelUnitsLost=Units Lost
EDSTR_ENUMVAL_e_hotkeyStatusAll=Status All
EDSTR_ENUMVAL_e_hotkeyStatusAlly=Status Ally
EDSTR_ENUMVAL_e_hotkeyStatusEnemy=Status Enemy
EDSTR_ENUMVAL_e_hotkeyStatusOwner=Status Owner
EDSTR_ENUMVAL_e_hotkeySubgroupNext=Subgroup Next
EDSTR_ENUMVAL_e_hotkeySubgroupPrev=Subgroup Previous
EDSTR_ENUMVAL_e_hotkeyTargetCancel=Target Cancel
EDSTR_ENUMVAL_e_hotkeyTargetChoose=Target Choose
EDSTR_ENUMVAL_e_hotkeyTeamResources=Team Resources
EDSTR_ENUMVAL_e_hotkeyToggleVersusModeSides=Toggle Versus Mode Sides
EDSTR_ENUMVAL_e_hotkeyToggleWorldPanel=Toggle World Panel
EDSTR_ENUMVAL_e_hotkeyTownCamera=Town Camera
EDSTR_ENUMVAL_e_hotkeyUIEditorDecreaseGridSpacing=UI Editor Decrease Grid Spacing
EDSTR_ENUMVAL_e_hotkeyUIEditorDeselect=UI Editor Deselect
EDSTR_ENUMVAL_e_hotkeyUIEditorHoverControls=UI Editor Hover Controls
EDSTR_ENUMVAL_e_hotkeyUIEditorIncreaseGridSpacing=UI Editor Increase Grid Spacing
EDSTR_ENUMVAL_e_hotkeyUIEditorLockInfoTooltip=UI Editor Lock Info Tooltip
EDSTR_ENUMVAL_e_hotkeyUIEditorOutlineAnchors=UI Editor Outline Anchors
EDSTR_ENUMVAL_e_hotkeyUIEditorRedo=UI Editor Redo
EDSTR_ENUMVAL_e_hotkeyUIEditorReload=UI Editor Reload
EDSTR_ENUMVAL_e_hotkeyUIEditorSaveAll=UI Editor Save All
EDSTR_ENUMVAL_e_hotkeyUIEditorSaveSelected=UI Editor Save Selected
EDSTR_ENUMVAL_e_hotkeyUIEditorShowInfoTooltip=UI Editor Show Info Tooltip
EDSTR_ENUMVAL_e_hotkeyUIEditorSize1024x768=UI Editor Size 1024x768
EDSTR_ENUMVAL_e_hotkeyUIEditorSize1280x1024=UI Editor Size 1280x1024
EDSTR_ENUMVAL_e_hotkeyUIEditorSize1280x720=UI Editor Size 1280x720
EDSTR_ENUMVAL_e_hotkeyUIEditorSize1280x960=UI Editor Size 1280x960
EDSTR_ENUMVAL_e_hotkeyUIEditorSize1400x1050=UI Editor Size 1400x1050
EDSTR_ENUMVAL_e_hotkeyUIEditorSize1600x1200=UI Editor Size 1600x1200
EDSTR_ENUMVAL_e_hotkeyUIEditorSize1680x1050=UI Editor Size 1680x1050
EDSTR_ENUMVAL_e_hotkeyUIEditorSize1920x1080=UI Editor Size 1920x1080
EDSTR_ENUMVAL_e_hotkeyUIEditorSize1920x1200=UI Editor Size 1920x1200
EDSTR_ENUMVAL_e_hotkeyUIEditorSize2048x1536=UI Editor Size 2048x1536
EDSTR_ENUMVAL_e_hotkeyUIEditorSize2560x1600=UI Editor Size 2560x1600
EDSTR_ENUMVAL_e_hotkeyUIEditorSize2560x2048=UI Editor Size 2560x2048
EDSTR_ENUMVAL_e_hotkeyUIEditorSize4096x2304=UI Editor Size 4096x2304
EDSTR_ENUMVAL_e_hotkeyUIEditorSize4096x2560=UI Editor Size 4096x2560
EDSTR_ENUMVAL_e_hotkeyUIEditorSize4096x3072=UI Editor Size 4096x3072
EDSTR_ENUMVAL_e_hotkeyUIEditorSize720x406=UI Editor Size 720x406
EDSTR_ENUMVAL_e_hotkeyUIEditorSize800x600=UI Editor Size 800x600
EDSTR_ENUMVAL_e_hotkeyUIEditorToggle=UI Editor Toggle
EDSTR_ENUMVAL_e_hotkeyUIEditorToggleVisible=UI Editor Toggle Visible
EDSTR_ENUMVAL_e_hotkeyUIEditorUndo=UI Editor Undo
EDSTR_ENUMVAL_e_hotkeyVideoRecord=Video Record
EDSTR_ENUMVAL_e_hotkeyWarpIn=Warp In
EDSTR_ENUMVAL_e_itemEffectFlagTransient=Transient
EDSTR_ENUMVAL_e_itemFlagCanDrop=Can Drop
EDSTR_ENUMVAL_e_itemFlagDropOnDeath=Drop On Death
EDSTR_ENUMVAL_e_itemFlagEnabledWhileDead=Enabled While Dead
EDSTR_ENUMVAL_e_itemFlagKillWhenDepleted=Destroy When Depleted
EDSTR_ENUMVAL_e_killDisplayAlways=Always
EDSTR_ENUMVAL_e_killDisplayDefault=Default
EDSTR_ENUMVAL_e_killDisplayNever=Never
EDSTR_ENUMVAL_e_lightParamColorizationBlend=Blend
EDSTR_ENUMVAL_e_lightParamColorizationBrightness=Brightness
EDSTR_ENUMVAL_e_lightParamColorizationContrast=Contrast
EDSTR_ENUMVAL_e_lightParamColorizationHue=Hue
EDSTR_ENUMVAL_e_lightParamColorizationInputGamma=Input Gamma
EDSTR_ENUMVAL_e_lightParamColorizationInputHigh=Input High
EDSTR_ENUMVAL_e_lightParamColorizationInputLow=Input Low
EDSTR_ENUMVAL_e_lightParamColorizationLightness=Lightness
EDSTR_ENUMVAL_e_lightParamColorizationOutputHigh=Output High
EDSTR_ENUMVAL_e_lightParamColorizationOutputLow=Output Low
EDSTR_ENUMVAL_e_lightParamColorizationSaturation=Saturation
EDSTR_ENUMVAL_e_lightParamCreepHDRDiffuseMultiplier=Creep HDR Diffuse Multiplier
EDSTR_ENUMVAL_e_lightParamCreepHDREmisMultiplier=Creep HDR Emissive Multiplier
EDSTR_ENUMVAL_e_lightParamCreepHDRSpecMultiplier=Creep HDR Specular Multiplier
EDSTR_ENUMVAL_e_lightParamCreepSpecularExp=Creep Specular Exponent
EDSTR_ENUMVAL_e_lightParamHDRAmbientMultiplier=HDR Ambient Multiplier
EDSTR_ENUMVAL_e_lightParamHDRBloomThreshold=HDR Bloom Threshold
EDSTR_ENUMVAL_e_lightParamHDRDiffuseMultiplier=HDR Diffuse Multiplier
EDSTR_ENUMVAL_e_lightParamHDREmisMultiplier=HDR Emissive Multiplier
EDSTR_ENUMVAL_e_lightParamHDRExposure=HDR Exposure
EDSTR_ENUMVAL_e_lightParamHDRGain=HDR Gain
EDSTR_ENUMVAL_e_lightParamHDRScale=HDR Scale
EDSTR_ENUMVAL_e_lightParamHDRSpecMultiplier=HDR Specular Multiplier
EDSTR_ENUMVAL_e_lightParamHDRWhitePoint=HDR White Point
EDSTR_ENUMVAL_e_lightParamSSAODetailFullOcclusion=Full Detail Occlusion Threshold
EDSTR_ENUMVAL_e_lightParamSSAODetailNoOcclusion=No Detail Occlusion Threshold
EDSTR_ENUMVAL_e_lightParamSSAODetailOcclusionPower=Detail Occlusion Power
EDSTR_ENUMVAL_e_lightParamSSAODetailOcclusionRadius=Detail Occlusion Radius
EDSTR_ENUMVAL_e_lightParamSSAOFullOcclusion=Full Occlusion Threshold
EDSTR_ENUMVAL_e_lightParamSSAONoOcclusion=No Occlusion Threshold
EDSTR_ENUMVAL_e_lightParamSSAOOcclusionPower=Occlusion Power
EDSTR_ENUMVAL_e_lightParamSSAOOcclusionRadius=Occlusion Radius
EDSTR_ENUMVAL_e_lightParamTerrainHDRDiffuse=Terrain HDR Diffuse Multiplier
EDSTR_ENUMVAL_e_lightParamTerrainHDRSpecular=Terrain HDR Specular Multiplier
EDSTR_ENUMVAL_e_lightParamTerrainSpecularExp=Terrain Specular Exponent
EDSTR_ENUMVAL_e_listWalkModeRandom=Random
EDSTR_ENUMVAL_e_listWalkModeRandomNoRepeat=Random No Repeat
EDSTR_ENUMVAL_e_listWalkModeShuffle=Shuffle
EDSTR_ENUMVAL_e_mapKindMission=Mission
EDSTR_ENUMVAL_e_mapKindStory=Story
EDSTR_ENUMVAL_e_mapKindUpgrade=Upgrade
EDSTR_ENUMVAL_e_markerMatchCasterPlayer=Casting Player
EDSTR_ENUMVAL_e_markerMatchCasterUnit=Casting Unit
EDSTR_ENUMVAL_e_markerMatchId=Id
EDSTR_ENUMVAL_e_markerMatchLink=Link
EDSTR_ENUMVAL_e_mercenaryPortraitTintColorAvailable=Available
EDSTR_ENUMVAL_e_mercenaryPortraitTintColorInsufficientCredits=Insufficient Credits
EDSTR_ENUMVAL_e_mercenaryPortraitTintColorPurchased=Purchased
EDSTR_ENUMVAL_e_minimapShapeCircle=Circle
EDSTR_ENUMVAL_e_minimapShapeQuad=Quad
EDSTR_ENUMVAL_e_missionStateComplete=Complete
EDSTR_ENUMVAL_e_missionStateHidden=Hidden
EDSTR_ENUMVAL_e_missionStateLocked=Locked
EDSTR_ENUMVAL_e_missionStateUnlocked=Unlocked
EDSTR_ENUMVAL_e_modelEventActor=Actor
EDSTR_ENUMVAL_e_modelEventCustom=Custom
EDSTR_ENUMVAL_e_modelEventFootprintLeft=Footprint Left
EDSTR_ENUMVAL_e_modelEventFootprintRight=Footprint Right
EDSTR_ENUMVAL_e_modelEventSound=Sound
EDSTR_ENUMVAL_e_modelEventUnknown=None
EDSTR_ENUMVAL_e_modelFlagAdjustTerrain=Adjust Terrain
EDSTR_ENUMVAL_e_modelFlagAOData=AO Data
EDSTR_ENUMVAL_e_modelFlagAutoUnload=Auto Unload
EDSTR_ENUMVAL_e_modelFlagDownload=Download
EDSTR_ENUMVAL_e_modelFlagDynamicZChanger=Dynamic Z Changer
EDSTR_ENUMVAL_e_modelFlagFacial=Facial
EDSTR_ENUMVAL_e_modelFlagForcePortraitModel=Always Use Portrait Model
EDSTR_ENUMVAL_e_modelFlagForceTextureSearch=Force Texture Search
EDSTR_ENUMVAL_e_modelFlagFOW=Fog Of War
EDSTR_ENUMVAL_e_modelFlagFreezeParticlesAndRibbonsOnAnimPause=Freeze Particles On Animation Pause
EDSTR_ENUMVAL_e_modelFlagGrowBoundsByElements=Grow Bounds
EDSTR_ENUMVAL_e_modelFlagIgnorable=Ignorable
EDSTR_ENUMVAL_e_modelFlagIgnoreAspectRatioScale=Ignore Aspect Ratio Scale
EDSTR_ENUMVAL_e_modelFlagParticipatesInRagdollOnRagdollCollisions=Participates In Ragdoll On Ragdoll Collisions
EDSTR_ENUMVAL_e_modelFlagPreventedWhenPhysicsPerformanceConstrained=Prevented When Physics Performance Constrained
EDSTR_ENUMVAL_e_modelFlagPreventTextureAutoUpdate=Prevent Texture Auto Update
EDSTR_ENUMVAL_e_modelFlagPreventTextureFileTokenRecognition=Prevent Texture File Tokens
EDSTR_ENUMVAL_e_modelFlagShowCreepEngulfmentEvenOnLow=Show Creep Engulfment For Low Quality
EDSTR_ENUMVAL_e_modelFlagTeenSafe=Teen Safe
EDSTR_ENUMVAL_e_modelFlagVariationFallback=Variation Fallback
EDSTR_ENUMVAL_e_modelFlagWait=Wait
EDSTR_ENUMVAL_e_modelQualityAny=Any
EDSTR_ENUMVAL_e_modelQualityHigh=High
EDSTR_ENUMVAL_e_modelQualityLow=Low
EDSTR_ENUMVAL_e_motionActorTrackingActual=Actual
EDSTR_ENUMVAL_e_motionActorTrackingHookless=No Hook
EDSTR_ENUMVAL_e_motionActorTrackingLinear=Linear
EDSTR_ENUMVAL_e_motionAdaptableParabolaHotspotLand=Land
EDSTR_ENUMVAL_e_motionAdaptableParabolaHotspotLaunch=Launch
EDSTR_ENUMVAL_e_motionAdaptableParabolaHotspotPostApex=After Apex
EDSTR_ENUMVAL_e_motionAdaptableParabolaHotspotPreApex=Before Apex
EDSTR_ENUMVAL_e_motionAdaptableParabolaSegApex=Apex
EDSTR_ENUMVAL_e_motionAdaptableParabolaSegAscent=Ascent
EDSTR_ENUMVAL_e_motionAdaptableParabolaSegDescent=Descent
EDSTR_ENUMVAL_e_motionAdaptableParabolaSegLand=Land
EDSTR_ENUMVAL_e_motionAdaptableParabolaSegLaunch=Launch
EDSTR_ENUMVAL_e_motionArrivalTest2D=2D
EDSTR_ENUMVAL_e_motionArrivalTest3D=3D
EDSTR_ENUMVAL_e_motionArrivalTestAdaptive=Adaptive
EDSTR_ENUMVAL_e_motionArrivalTestNever=Never
EDSTR_ENUMVAL_e_motionBlendExponential=Exponential
EDSTR_ENUMVAL_e_motionBlendLinear=Linear
EDSTR_ENUMVAL_e_motionBlendLogarithmic=Logarithmic
EDSTR_ENUMVAL_e_motionBlendNone=None
EDSTR_ENUMVAL_e_motionDriverAdaptableParabola=Parabola
EDSTR_ENUMVAL_e_motionDriverBallistic=Ballistic
EDSTR_ENUMVAL_e_motionDriverGuidance=Guidance
EDSTR_ENUMVAL_e_motionDriverNone=None
EDSTR_ENUMVAL_e_motionDriverThrow=Throw
EDSTR_ENUMVAL_e_motionOverlayNone=None
EDSTR_ENUMVAL_e_motionOverlayOrbit=Orbit
EDSTR_ENUMVAL_e_motionOverlayPolarityAlternating=Alternating
EDSTR_ENUMVAL_e_motionOverlayPolarityNegative=Negative
EDSTR_ENUMVAL_e_motionOverlayPolarityNone=None
EDSTR_ENUMVAL_e_motionOverlayPolarityPositive=Positive
EDSTR_ENUMVAL_e_motionOverlayPolarityRandom=Random
EDSTR_ENUMVAL_e_motionOverlayRevolver=Revolver
EDSTR_ENUMVAL_e_motionOverlayWave=Wave
EDSTR_ENUMVAL_e_motionRotActorDocking=Docking
EDSTR_ENUMVAL_e_motionRotActorLookAtTarget=Look At Target
EDSTR_ENUMVAL_e_motionRotActorLookAtTarget2D=Look At Target 2D
EDSTR_ENUMVAL_e_motionRotActorNone=None
EDSTR_ENUMVAL_e_motionRotActorUpright=Upright
EDSTR_ENUMVAL_e_motionRotActorZeroRoll=Zero Roll
EDSTR_ENUMVAL_e_motionRotLaunchActorLaunchToTarget=Launch To Target
EDSTR_ENUMVAL_e_motionRotLaunchActorLaunchToTarget2D=Launch To Target 2D
EDSTR_ENUMVAL_e_motionRotLaunchActorNone=None
EDSTR_ENUMVAL_e_motionRotLaunchActorSupplied=Supplied
EDSTR_ENUMVAL_e_motionThrowRotLauncherForward=Launcher Forward
EDSTR_ENUMVAL_e_motionThrowRotLookAtTarget=Look At Target
EDSTR_ENUMVAL_e_motionThrowRotLookAtTarget2D=Look At Target 2D
EDSTR_ENUMVAL_e_motionThrowRotNone=None
EDSTR_ENUMVAL_e_motionThrowRotThrowForward=Throw Forward
EDSTR_ENUMVAL_e_motionThrowRotVectored=Vectored
EDSTR_ENUMVAL_e_motionTurnDefault=Default
EDSTR_ENUMVAL_e_motionTurnOptimal=Optimal
EDSTR_ENUMVAL_e_motionTurnRevertToUp=Revert To Up
EDSTR_ENUMVAL_e_mountFlagFreePlay=Free Play
EDSTR_ENUMVAL_e_mountFlagIsVariation=Is Variation
EDSTR_ENUMVAL_e_moverFlagIgnoreMovementSuppression=Ignore Movement Suppression
EDSTR_ENUMVAL_e_moverFlagRestoreHeight=Restore Height
EDSTR_ENUMVAL_e_moverPatternTypeBounce=Bounce
EDSTR_ENUMVAL_e_moverPatternTypeStripe=Stripe
EDSTR_ENUMVAL_e_notifyAreaFlagHelpFriend=Help Friend
EDSTR_ENUMVAL_e_notifyAreaFlagHurtEnemy=Hurt Enemy
EDSTR_ENUMVAL_e_notifyAreaFlagHurtFriend=Hurt Friend
EDSTR_ENUMVAL_e_notifyAreaFlagMinorDanger=Minor Danger
EDSTR_ENUMVAL_e_notifyAreaFlagOnlyWorkers=Workers Only
EDSTR_ENUMVAL_e_objectiveRewardDNA=DNA
EDSTR_ENUMVAL_e_objectiveRewardInfestation=Infestation
EDSTR_ENUMVAL_e_objectiveRewardMutagen=Mutagen
EDSTR_ENUMVAL_e_objectiveTypeOptional=Optional
EDSTR_ENUMVAL_e_objectiveTypePrimary=Primary
EDSTR_ENUMVAL_e_occlusionHide=Hide
EDSTR_ENUMVAL_e_occlusionNone=None
EDSTR_ENUMVAL_e_occlusionShow=Show
EDSTR_ENUMVAL_e_oscillatorNoise=Noise
EDSTR_ENUMVAL_e_oscillatorSawDown=Saw Down
EDSTR_ENUMVAL_e_oscillatorSawUp=Saw Up
EDSTR_ENUMVAL_e_oscillatorSine=Sine
EDSTR_ENUMVAL_e_oscillatorSquare=Square
EDSTR_ENUMVAL_e_oscillatorTriangle=Triangle
EDSTR_ENUMVAL_e_overrideColorAlly=Ally
EDSTR_ENUMVAL_e_overrideColorHostile=Hostile
EDSTR_ENUMVAL_e_overrideColorNeutral=Neutral
EDSTR_ENUMVAL_e_overrideColorSelf=Self
EDSTR_ENUMVAL_e_participantObserver=Observer
EDSTR_ENUMVAL_e_participantParticipant=Participant
EDSTR_ENUMVAL_e_participantReferee=Referee
EDSTR_ENUMVAL_e_participantSpectator=Spectator
EDSTR_ENUMVAL_e_pathAvoidNormal=Normal
EDSTR_ENUMVAL_e_pathAvoidWalker=Walker
EDSTR_ENUMVAL_e_pathBlockVision=Block Vision
EDSTR_ENUMVAL_e_pathBoostCliff=Boost Cliff
EDSTR_ENUMVAL_e_pathBoostHeight=Boost Height
EDSTR_ENUMVAL_e_pathCreep=Creep
EDSTR_ENUMVAL_e_pathDense=No Burrowing
EDSTR_ENUMVAL_e_pathDropOff=Resource Drop Off
EDSTR_ENUMVAL_e_pathFogged=Fogged
EDSTR_ENUMVAL_e_pathGroundNoSpawn=Ground - No Spawn
EDSTR_ENUMVAL_e_pathingTypeBuilding=Building
EDSTR_ENUMVAL_e_pathingTypeCliff=Cliff
EDSTR_ENUMVAL_e_pathingTypeGround=Ground
EDSTR_ENUMVAL_e_pathingTypeNone=None
EDSTR_ENUMVAL_e_pathLocationMinimap=Minimap
EDSTR_ENUMVAL_e_pathLocationWorld=World
EDSTR_ENUMVAL_e_pathMasked=Masked
EDSTR_ENUMVAL_e_pathModeBuilder=Builder
EDSTR_ENUMVAL_e_pathModeDigger=Digger
EDSTR_ENUMVAL_e_pathModeFlying=Flying
EDSTR_ENUMVAL_e_pathModeGround=Ground
EDSTR_ENUMVAL_e_pathModeJumper=Jumper
EDSTR_ENUMVAL_e_pathModeScaler=Scaler
EDSTR_ENUMVAL_e_pathNearResources=Near Resources
EDSTR_ENUMVAL_e_pathNoBuild=No Build
EDSTR_ENUMVAL_e_pathNoCanSee=No Can See
EDSTR_ENUMVAL_e_pathNoCreep=No Creep
EDSTR_ENUMVAL_e_pathShrubVision=Shrub Vision
EDSTR_ENUMVAL_e_pausedParticleSystemBehaviorAutomatic=Automatic
EDSTR_ENUMVAL_e_pausedParticleSystemBehaviorContinuous=Continuous
EDSTR_ENUMVAL_e_pausedParticleSystemBehaviorFade=Fade
EDSTR_ENUMVAL_e_pausedParticleSystemBehaviorFreezeAll=Freeze All
EDSTR_ENUMVAL_e_pausedParticleSystemBehaviorFreezeEmissionRate=Freeze Emission Rate
EDSTR_ENUMVAL_e_physicsMaterialBone=Bone
EDSTR_ENUMVAL_e_physicsMaterialClothHeavy=Cloth (Heavy)
EDSTR_ENUMVAL_e_physicsMaterialClothLight=Cloth (Light)
EDSTR_ENUMVAL_e_physicsMaterialCreep=Creep
EDSTR_ENUMVAL_e_physicsMaterialDirt=Dirty
EDSTR_ENUMVAL_e_physicsMaterialEnergyShield=Energy Shield
EDSTR_ENUMVAL_e_physicsMaterialFlesh=Flesh
EDSTR_ENUMVAL_e_physicsMaterialHair=Hair
EDSTR_ENUMVAL_e_physicsMaterialIce=Ice
EDSTR_ENUMVAL_e_physicsMaterialLava=Lava
EDSTR_ENUMVAL_e_physicsMaterialLightArmor=Light Armor
EDSTR_ENUMVAL_e_physicsMaterialMetalHeavy=Metal (Heavy)
EDSTR_ENUMVAL_e_physicsMaterialMetalLight=Metal (Light)
EDSTR_ENUMVAL_e_physicsMaterialMetalProtoss=Metal Protoss
EDSTR_ENUMVAL_e_physicsMaterialPaper=Paper
EDSTR_ENUMVAL_e_physicsMaterialPlastic=Plastic
EDSTR_ENUMVAL_e_physicsMaterialRock=Rock
EDSTR_ENUMVAL_e_physicsMaterialRubber=Rubber
EDSTR_ENUMVAL_e_physicsMaterialSand=Sand
EDSTR_ENUMVAL_e_physicsMaterialSnow=Snow
EDSTR_ENUMVAL_e_physicsMaterialWater=Water
EDSTR_ENUMVAL_e_physicsMaterialWood=Wood
EDSTR_ENUMVAL_e_placementPrevent=Prevent
EDSTR_ENUMVAL_e_placementRequire=Require
EDSTR_ENUMVAL_e_placementTestCliff=Cliff
EDSTR_ENUMVAL_e_placementTestCreep=Creep
EDSTR_ENUMVAL_e_placementTestDensity=Density
EDSTR_ENUMVAL_e_placementTestFog=Fog
EDSTR_ENUMVAL_e_placementTestIgnoreBlockers=Ignore Blockers
EDSTR_ENUMVAL_e_placementTestIgnoreInvisible=Ignore Invisible
EDSTR_ENUMVAL_e_placementTestPower=Power
EDSTR_ENUMVAL_e_placementTestZone=Zone
EDSTR_ENUMVAL_e_planeAir=Air
EDSTR_ENUMVAL_e_planeGround=Ground
EDSTR_ENUMVAL_e_playerID0=Player 00
EDSTR_ENUMVAL_e_playerID1=Player 01
EDSTR_ENUMVAL_e_playerID10=Player 10
EDSTR_ENUMVAL_e_playerID11=Player 11
EDSTR_ENUMVAL_e_playerID12=Player 12
EDSTR_ENUMVAL_e_playerID13=Player 13
EDSTR_ENUMVAL_e_playerID14=Player 14
EDSTR_ENUMVAL_e_playerID15=Player 15
EDSTR_ENUMVAL_e_playerID2=Player 02
EDSTR_ENUMVAL_e_playerID3=Player 03
EDSTR_ENUMVAL_e_playerID4=Player 04
EDSTR_ENUMVAL_e_playerID5=Player 05
EDSTR_ENUMVAL_e_playerID6=Player 06
EDSTR_ENUMVAL_e_playerID7=Player 07
EDSTR_ENUMVAL_e_playerID8=Player 08
EDSTR_ENUMVAL_e_playerID9=Player 09
EDSTR_ENUMVAL_e_playerLeaveFlagClearSelection=Clear Selection
EDSTR_ENUMVAL_e_playerLeaveFlagFinalizeScore=Finalize Score
EDSTR_ENUMVAL_e_playerLeaveFlagForcedAlliance=Forced Alliance
EDSTR_ENUMVAL_e_playerLeaveFlagFulfillResourceRequests=Fulfill Resource Requests
EDSTR_ENUMVAL_e_playerLeaveFlagSplitResources=Split Resources
EDSTR_ENUMVAL_e_playerRelationshipAlly=Ally
EDSTR_ENUMVAL_e_playerRelationshipEnemy=Enemy
EDSTR_ENUMVAL_e_playerRelationshipNeutral=Neutral
EDSTR_ENUMVAL_e_playerRelationshipSelf=Self
EDSTR_ENUMVAL_e_playerTypeComputer=Computer
EDSTR_ENUMVAL_e_playerTypeHostile=hostile
EDSTR_ENUMVAL_e_playerTypeNeutral=Neutral
EDSTR_ENUMVAL_e_playerTypeNone=None
EDSTR_ENUMVAL_e_playerTypeUser=User
EDSTR_ENUMVAL_e_pointBlockPathing=Block Pathing
EDSTR_ENUMVAL_e_pointNoFlyZone=No Fly Zone
EDSTR_ENUMVAL_e_pointNormal=Normal
EDSTR_ENUMVAL_e_pointSoundEmitter=Sound Emitter
EDSTR_ENUMVAL_e_pointStartLoc=Start Location
EDSTR_ENUMVAL_e_pointThreeD=Three Dimensional
EDSTR_ENUMVAL_e_preloadBlocking=Blocking
EDSTR_ENUMVAL_e_preloadFlagInstantiate=Instantiate
EDSTR_ENUMVAL_e_preloadFlagMapCampaign=Campaign Map
EDSTR_ENUMVAL_e_preloadImmediate=Immediate
EDSTR_ENUMVAL_e_preloadModelFlagRequire3DPortrait=Require 3D Portrait
EDSTR_ENUMVAL_e_preloadNextSession=Next Session
EDSTR_ENUMVAL_e_preloadOffscreen=Offscreen
EDSTR_ENUMVAL_e_preloadThisSession=This Session
EDSTR_ENUMVAL_e_raceFlagSelectable=Selectable
EDSTR_ENUMVAL_e_raceFlagTrialAllowed=Trial Allowed
EDSTR_ENUMVAL_e_rankDisplayAlways=Always
EDSTR_ENUMVAL_e_rankDisplayDefault=Default
EDSTR_ENUMVAL_e_rankDisplayNever=Never
EDSTR_ENUMVAL_e_requirementNodeFlagTechTreeCheat=Tech Tree Cheat
EDSTR_ENUMVAL_e_requirementShow=Show
EDSTR_ENUMVAL_e_requirementStateCompleteOnly=Completed
EDSTR_ENUMVAL_e_requirementStateCompleteOnlyAtUnit=Completed at Unit
EDSTR_ENUMVAL_e_requirementStateInProgressOnly=In Progress
EDSTR_ENUMVAL_e_requirementStateInProgressOnlyAtUnit=In Progress at Unit
EDSTR_ENUMVAL_e_requirementStateInProgressOrBetter=In Progress or Better
EDSTR_ENUMVAL_e_requirementStateInProgressOrBetterAtUnit=In Progress or Better at Unit
EDSTR_ENUMVAL_e_requirementStateKilled=Killed
EDSTR_ENUMVAL_e_requirementStateKills=Kills
EDSTR_ENUMVAL_e_requirementStatePeak=Peak
EDSTR_ENUMVAL_e_requirementStateQueuedOnly=Queued
EDSTR_ENUMVAL_e_requirementStateQueuedOnlyAtUnit=Queued at Unit
EDSTR_ENUMVAL_e_requirementStateQueuedOrBetter=Queued or Better
EDSTR_ENUMVAL_e_requirementStateQueuedOrBetterAtUnit=Queued or Better at Unit
EDSTR_ENUMVAL_e_requirementStateRevivable=Revivable
EDSTR_ENUMVAL_e_requirementStateTotal=Total
EDSTR_ENUMVAL_e_requirementUse=Use
EDSTR_ENUMVAL_e_resourceStateHarvestable=Harvestable
EDSTR_ENUMVAL_e_resourceStateRaw=Raw
EDSTR_ENUMVAL_e_resourceStateUnknown=None
EDSTR_ENUMVAL_e_resourceTypeCustom=Custom Resource
EDSTR_ENUMVAL_e_resourceTypeMinerals=Minerals
EDSTR_ENUMVAL_e_resourceTypeTerrazine=Terrazine
EDSTR_ENUMVAL_e_resourceTypeUnknown=None
EDSTR_ENUMVAL_e_resourceTypeVespene=Vespene
EDSTR_ENUMVAL_e_responseFlagAcquire=Acquire
EDSTR_ENUMVAL_e_responseFlagFlee=Flee
EDSTR_ENUMVAL_e_rewardFlagAllowed=Allowed
EDSTR_ENUMVAL_e_rewardFlagCloaked=Cloaked
EDSTR_ENUMVAL_e_rewardFlagDefault=Default
EDSTR_ENUMVAL_e_rewardFlagHidden=Hidden
EDSTR_ENUMVAL_e_scoreCollapseAverage=Average
EDSTR_ENUMVAL_e_scoreCollapseLatest=Collapse Latest
EDSTR_ENUMVAL_e_scoreCollapseMaximize=Maximize
EDSTR_ENUMVAL_e_scoreResultFlagHidden=Hidden
EDSTR_ENUMVAL_e_scoreSortAscending=Ascending
EDSTR_ENUMVAL_e_scoreSortDescending=Descending
EDSTR_ENUMVAL_e_scoreValueActionsAlliance=Actions (Alliance)
EDSTR_ENUMVAL_e_scoreValueActionsCommand=Actions (Command)
EDSTR_ENUMVAL_e_scoreValueActionsControlGroup=Actions (Control Group)
EDSTR_ENUMVAL_e_scoreValueActionsResourceTrade=Actions (Resource Trading)
EDSTR_ENUMVAL_e_scoreValueActionsSelect=Actions (Selection)
EDSTR_ENUMVAL_e_scoreValueActionsTarget=Actions (Targeting)
EDSTR_ENUMVAL_e_scoreValueAPM=Actions Per Minute
EDSTR_ENUMVAL_e_scoreValueAPMAverage=APM Average
EDSTR_ENUMVAL_e_scoreValueArmorTechnologyCount=Armor Technology Count
EDSTR_ENUMVAL_e_scoreValueArmorTechnologyValue=Armor Technology Value
EDSTR_ENUMVAL_e_scoreValueCommandsAlliance=Commands (Alliance)
EDSTR_ENUMVAL_e_scoreValueCommandsCommand=Commands (Command)
EDSTR_ENUMVAL_e_scoreValueCommandsControlGroup=Commands (Control Group)
EDSTR_ENUMVAL_e_scoreValueCommandsResourceTrade=Commands (Resource Trade)
EDSTR_ENUMVAL_e_scoreValueCommandsSelect=Commands (Select)
EDSTR_ENUMVAL_e_scoreValueCommandsTarget=Commands (Target)
EDSTR_ENUMVAL_e_scoreValueCPM=Commands Per Minute
EDSTR_ENUMVAL_e_scoreValueCPMAverage=CPM Average
EDSTR_ENUMVAL_e_scoreValueCustomCollected=Custom Resources - Collected
EDSTR_ENUMVAL_e_scoreValueCustomCollectionRate=Custom Resource Collection Rate
EDSTR_ENUMVAL_e_scoreValueCustomCurrent=Custom Resources - Current
EDSTR_ENUMVAL_e_scoreValueCustomDonated=Custom Resources - Donated
EDSTR_ENUMVAL_e_scoreValueCustomFloatAverage=Custom Resource Float Average
EDSTR_ENUMVAL_e_scoreValueCustomFriendlyFireArmy=Custom Friendly Fire Army
EDSTR_ENUMVAL_e_scoreValueCustomFriendlyFireEconomy=Custom Friendly Fire Economy
EDSTR_ENUMVAL_e_scoreValueCustomFriendlyFireNone=Custom Friendly Fire None
EDSTR_ENUMVAL_e_scoreValueCustomFriendlyFireTechnology=Custom Friendly Fire Technology
EDSTR_ENUMVAL_e_scoreValueCustomFriendlyFireUpgrade=Custom Friendly Fire Upgrade
EDSTR_ENUMVAL_e_scoreValueCustomKilledArmy=Custom Resource Killed Army
EDSTR_ENUMVAL_e_scoreValueCustomKilledEconomy=Custom Resource Killed Economy
EDSTR_ENUMVAL_e_scoreValueCustomKilledNone=Custom Resource Killed None
EDSTR_ENUMVAL_e_scoreValueCustomKilledTechnology=Custom Resource Killed Technology
EDSTR_ENUMVAL_e_scoreValueCustomKilledUpgrade=Custom Killed Upgrade
EDSTR_ENUMVAL_e_scoreValueCustomLostArmy=Custom Resource Lost Army
EDSTR_ENUMVAL_e_scoreValueCustomLostEconomy=Custom Resource Lost Economy
EDSTR_ENUMVAL_e_scoreValueCustomLostNone=Custom Resource Lost None
EDSTR_ENUMVAL_e_scoreValueCustomLostTechnology=Custom Resource Lost Technology
EDSTR_ENUMVAL_e_scoreValueCustomLostUpgrade=Custom Resource Lost Upgrade
EDSTR_ENUMVAL_e_scoreValueCustomReceived=Custom Resources - Received
EDSTR_ENUMVAL_e_scoreValueCustomSpent=Custom Resources - Spent
EDSTR_ENUMVAL_e_scoreValueCustomUsedActiveForces=Custom Resources - Used (Active Forces)
EDSTR_ENUMVAL_e_scoreValueCustomUsedCurrentArmy=Custom Resources - Used (Current, Military)
EDSTR_ENUMVAL_e_scoreValueCustomUsedCurrentEconomy=Custom Resources - Used (Current, Economy)
EDSTR_ENUMVAL_e_scoreValueCustomUsedCurrentNone=Custom Resources - Used (Current)
EDSTR_ENUMVAL_e_scoreValueCustomUsedCurrentTechnology=Custom Resources - Used (Current, Technology)
EDSTR_ENUMVAL_e_scoreValueCustomUsedCurrentUpgrade=Custom Resources - Used (Current, Upgrade)
EDSTR_ENUMVAL_e_scoreValueCustomUsedInProgressArmy=Custom Resources - Used (In Progress, Military)
EDSTR_ENUMVAL_e_scoreValueCustomUsedInProgressEconomy=Custom Resources - Used (In Progress, Economy)
EDSTR_ENUMVAL_e_scoreValueCustomUsedInProgressNone=Custom Resources - Used (In Progress)
EDSTR_ENUMVAL_e_scoreValueCustomUsedInProgressTechnology=Custom Resources - Used (In Progress, Technology)
EDSTR_ENUMVAL_e_scoreValueCustomUsedInProgressUpgrade=Custom Resources - Used (In Progress, Upgrade)
EDSTR_ENUMVAL_e_scoreValueCustomUsedTotalArmy=Custom Resources - Used (Total, Military)
EDSTR_ENUMVAL_e_scoreValueCustomUsedTotalEconomy=Custom Resources - Used (Total, Economy)
EDSTR_ENUMVAL_e_scoreValueCustomUsedTotalNone=Custom Resources - Used (Total)
EDSTR_ENUMVAL_e_scoreValueCustomUsedTotalTechnology=Custom Resources - Used (Total, Technology)
EDSTR_ENUMVAL_e_scoreValueCustomUsedTotalUpgrade=Custom Resources - Used (Total, Upgrade)
EDSTR_ENUMVAL_e_scoreValueEnergyDamageDealtTotal=Energy Damage Dealt Total
EDSTR_ENUMVAL_e_scoreValueEnergyDamageTakenTotal=Energy Damage Taken Total
EDSTR_ENUMVAL_e_scoreValueEnergyHealedTotal=Energy Healed Total
EDSTR_ENUMVAL_e_scoreValueEnergySpentTotal=Energy Spent Total
EDSTR_ENUMVAL_e_scoreValueFlagDisplayAsPercent=Display As Percent
EDSTR_ENUMVAL_e_scoreValueFlagDisplayAsSigned=Display As Signed
EDSTR_ENUMVAL_e_scoreValueFlagHidden=Hidden
EDSTR_ENUMVAL_e_scoreValueFlagPersistToDB=Persist To DB
EDSTR_ENUMVAL_e_scoreValueFlagProfile=Profile
EDSTR_ENUMVAL_e_scoreValueFlagStatistic=Statistic
EDSTR_ENUMVAL_e_scoreValueFlagTriggerAchievement=Trigger Achievement
EDSTR_ENUMVAL_e_scoreValueFoodCappedTime=Food Capped Time
EDSTR_ENUMVAL_e_scoreValueFoodMade=Supplies Made
EDSTR_ENUMVAL_e_scoreValueFoodMadeKilled=Food Made (Killed)
EDSTR_ENUMVAL_e_scoreValueFoodMadeLost=Food Made (Lost)
EDSTR_ENUMVAL_e_scoreValueFoodUsed=Supplies Used
EDSTR_ENUMVAL_e_scoreValueFoodUsedArmy=Supplies Used (Army)
EDSTR_ENUMVAL_e_scoreValueFoodUsedEconomy=Supplies Used (Economy)
EDSTR_ENUMVAL_e_scoreValueFoodUsedKilled=Food Used (Killed)
EDSTR_ENUMVAL_e_scoreValueFoodUsedLost=Food Used (Lost)
EDSTR_ENUMVAL_e_scoreValueFoodUsedNone=Supplies Used (Other)
EDSTR_ENUMVAL_e_scoreValueFoodUsedTechnology=Supplies Used (Technology)
EDSTR_ENUMVAL_e_scoreValueFoodUsedUpgrade=Food Used (Upgrade)
EDSTR_ENUMVAL_e_scoreValueIdleProductionTime=Idle Time - Production
EDSTR_ENUMVAL_e_scoreValueIdleWorkerTime=Idle Time - Workers
EDSTR_ENUMVAL_e_scoreValueLifeDamageDealtTotal=Life Damage Dealt Total
EDSTR_ENUMVAL_e_scoreValueLifeDamageTakenTotal=Life Damage Taken Total
EDSTR_ENUMVAL_e_scoreValueLifeHealedTotal=Life Healed Total
EDSTR_ENUMVAL_e_scoreValueLifeSpentTotal=Life Spent Total
EDSTR_ENUMVAL_e_scoreValueMetaExperience=Meta Experience
EDSTR_ENUMVAL_e_scoreValueMineralsCollected=Minerals - Collected
EDSTR_ENUMVAL_e_scoreValueMineralsCollectionRate=Minerals Collection Rate
EDSTR_ENUMVAL_e_scoreValueMineralsCurrent=Minerals - Current
EDSTR_ENUMVAL_e_scoreValueMineralsDonated=Minerals - Donated
EDSTR_ENUMVAL_e_scoreValueMineralsFloatAverage=Minerals Float Average
EDSTR_ENUMVAL_e_scoreValueMineralsFriendlyFireArmy=Minerals Friendly Fire Army
EDSTR_ENUMVAL_e_scoreValueMineralsFriendlyFireEconomy=Minerals Friendly Fire Economy
EDSTR_ENUMVAL_e_scoreValueMineralsFriendlyFireNone=Minerals Friendly Fire None
EDSTR_ENUMVAL_e_scoreValueMineralsFriendlyFireTechnology=Minerals Friendly Fire Technology
EDSTR_ENUMVAL_e_scoreValueMineralsFriendlyFireUpgrade=Minerals Friendly Fire Upgrade
EDSTR_ENUMVAL_e_scoreValueMineralsKilledArmy=Minerals Killed Army
EDSTR_ENUMVAL_e_scoreValueMineralsKilledEconomy=Minerals Killed Economy
EDSTR_ENUMVAL_e_scoreValueMineralsKilledNone=Minerals Killed None
EDSTR_ENUMVAL_e_scoreValueMineralsKilledTechnology=Minerals Killed Technology
EDSTR_ENUMVAL_e_scoreValueMineralsKilledUpgrade=Minerals Killed Upgrade
EDSTR_ENUMVAL_e_scoreValueMineralsLostArmy=Minerals Lost Army
EDSTR_ENUMVAL_e_scoreValueMineralsLostEconomy=Minerals Lost Economy
EDSTR_ENUMVAL_e_scoreValueMineralsLostNone=Minerals Lost None
EDSTR_ENUMVAL_e_scoreValueMineralsLostTechnology=Minerals Lost Technology
EDSTR_ENUMVAL_e_scoreValueMineralsLostUpgrade=Minerals Lost Upgrade
EDSTR_ENUMVAL_e_scoreValueMineralsReceived=Minerals - Received
EDSTR_ENUMVAL_e_scoreValueMineralsSpent=Minerals - Spent
EDSTR_ENUMVAL_e_scoreValueMineralsUsedActiveForces=Minerals - Used (Active Forces)
EDSTR_ENUMVAL_e_scoreValueMineralsUsedCurrentArmy=Minerals - Used (Current, Military)
EDSTR_ENUMVAL_e_scoreValueMineralsUsedCurrentEconomy=Minerals - Used (Current, Economy)
EDSTR_ENUMVAL_e_scoreValueMineralsUsedCurrentNone=Minerals - Used (Current)
EDSTR_ENUMVAL_e_scoreValueMineralsUsedCurrentTechnology=Minerals - Used (Current, Technology)
EDSTR_ENUMVAL_e_scoreValueMineralsUsedCurrentUpgrade=Minerals - Used (Current Upgrade)
EDSTR_ENUMVAL_e_scoreValueMineralsUsedInProgressArmy=Minerals - Used (In Progress, Military)
EDSTR_ENUMVAL_e_scoreValueMineralsUsedInProgressEconomy=Minerals - Used (In Progress, Economy)
EDSTR_ENUMVAL_e_scoreValueMineralsUsedInProgressNone=Minerals - Used (In Progress)
EDSTR_ENUMVAL_e_scoreValueMineralsUsedInProgressTechnology=Minerals - Used (In Progress, Technology)
EDSTR_ENUMVAL_e_scoreValueMineralsUsedInProgressUpgrade=Minerals - Used (In Progress, Upgrade)
EDSTR_ENUMVAL_e_scoreValueMineralsUsedTotalArmy=Minerals - Used (Total, Military)
EDSTR_ENUMVAL_e_scoreValueMineralsUsedTotalEconomy=Minerals - Used (Total, Economy)
EDSTR_ENUMVAL_e_scoreValueMineralsUsedTotalNone=Minerals - Used (Total)
EDSTR_ENUMVAL_e_scoreValueMineralsUsedTotalTechnology=Minerals - Used (Total, Technology)
EDSTR_ENUMVAL_e_scoreValueMineralsUsedTotalUpgrade=Minerals - Used (Total, Upgrade)
EDSTR_ENUMVAL_e_scoreValueMiscTechnologyCount=Miscellaneous Technology Count
EDSTR_ENUMVAL_e_scoreValueMiscTechnologyValue=Miscellaneous Technology Value
EDSTR_ENUMVAL_e_scoreValueOperationAdd=Add
EDSTR_ENUMVAL_e_scoreValueOperationDivide=Divide
EDSTR_ENUMVAL_e_scoreValueOperationMultiply=Multiply
EDSTR_ENUMVAL_e_scoreValueOperationSubtract=Subtract
EDSTR_ENUMVAL_e_scoreValuePreventDefeatActiveCount=Prevent Defeat - Active Count
EDSTR_ENUMVAL_e_scoreValuePreventDefeatInProgressCount=Prevent Defeat - In Progress Count
EDSTR_ENUMVAL_e_scoreValuePreventDefeatQueuedCount=Prevent Defeat - Queued Count
EDSTR_ENUMVAL_e_scoreValuePreventDestroyActiveCount=Prevent Destroy - Active Count
EDSTR_ENUMVAL_e_scoreValuePreventDestroyInProgressCount=Prevent Destroy - In Progress Count
EDSTR_ENUMVAL_e_scoreValuePreventDestroyQueuedCount=Prevent Destroy - Queued Count
EDSTR_ENUMVAL_e_scoreValuePreventRevealActiveCount=Prevent Reveal - Active Count
EDSTR_ENUMVAL_e_scoreValuePreventRevealInProgressCount=Prevent Reveal - In Progress Count
EDSTR_ENUMVAL_e_scoreValuePreventRevealQueuedCount=Prevent Reveal - Queued Count
EDSTR_ENUMVAL_e_scoreValueReportAverage=Average
EDSTR_ENUMVAL_e_scoreValueReportFinal=Final
EDSTR_ENUMVAL_e_scoreValueReportSamples=Samples
EDSTR_ENUMVAL_e_scoreValueShieldsDamageDealtTotal=Shields Damage Dealt Total
EDSTR_ENUMVAL_e_scoreValueShieldsDamageTakenTotal=Shields Damage Taken Total
EDSTR_ENUMVAL_e_scoreValueShieldsHealedTotal=Shields Healed Total
EDSTR_ENUMVAL_e_scoreValueShieldsSpentTotal=Shields Spent Total
EDSTR_ENUMVAL_e_scoreValueStructuresActiveArmy=Structures Active (Army)
EDSTR_ENUMVAL_e_scoreValueStructuresActiveCount=Structures - Active Count
EDSTR_ENUMVAL_e_scoreValueStructuresActiveEconomy=Structures Active (Economy)
EDSTR_ENUMVAL_e_scoreValueStructuresActiveNone=Structures Active
EDSTR_ENUMVAL_e_scoreValueStructuresActiveTechnology=Structures Active (Technology)
EDSTR_ENUMVAL_e_scoreValueStructuresCanceledCount=Structures Canceled Count
EDSTR_ENUMVAL_e_scoreValueStructuresCanceledValue=Structures Canceled Value
EDSTR_ENUMVAL_e_scoreValueStructuresFriendlyFireCount=Structures Friendly Fire Count
EDSTR_ENUMVAL_e_scoreValueStructuresFriendlyFireValue=Structures Friendly Fire Value
EDSTR_ENUMVAL_e_scoreValueStructuresInProgressCount=Structures - In Progress Count
EDSTR_ENUMVAL_e_scoreValueStructuresKilledCount=Structures - Killed Count
EDSTR_ENUMVAL_e_scoreValueStructuresKilledPoints=Structures Killed Points
EDSTR_ENUMVAL_e_scoreValueStructuresKilledValue=Structures - Killed Value
EDSTR_ENUMVAL_e_scoreValueStructuresLostCount=Structures - Lost Count
EDSTR_ENUMVAL_e_scoreValueStructuresLostValue=Structures - Lost Value
EDSTR_ENUMVAL_e_scoreValueStructuresMadePoints=Structures Made Points
EDSTR_ENUMVAL_e_scoreValueStructuresPeakCount=Structures - Peak Count
EDSTR_ENUMVAL_e_scoreValueStructuresPeakValue=Structures - Peak Value
EDSTR_ENUMVAL_e_scoreValueStructuresQueuedCount=Structures - Queued Count
EDSTR_ENUMVAL_e_scoreValueStructuresSalvagedCount=Structures Salvaged Count
EDSTR_ENUMVAL_e_scoreValueStructuresSalvagedValue=Structures Salvaged Value
EDSTR_ENUMVAL_e_scoreValueStructuresStartCount=Structures Start Count
EDSTR_ENUMVAL_e_scoreValueStructuresTotalCount=Structures - Total Count
EDSTR_ENUMVAL_e_scoreValueStructuresTotalValue=Structures - Total Value
EDSTR_ENUMVAL_e_scoreValueTechnologyPercent=Technology - Percent
EDSTR_ENUMVAL_e_scoreValueTechnologyPoints=Technology - Points
EDSTR_ENUMVAL_e_scoreValueTerrazineCollected=Terrazine - Collected
EDSTR_ENUMVAL_e_scoreValueTerrazineCollectionRate=Terrazine Collection Rate
EDSTR_ENUMVAL_e_scoreValueTerrazineCurrent=Terrazine - Current
EDSTR_ENUMVAL_e_scoreValueTerrazineDonated=Terrazine - Donated
EDSTR_ENUMVAL_e_scoreValueTerrazineFloatAverage=Terrazine Float Average
EDSTR_ENUMVAL_e_scoreValueTerrazineFriendlyFireArmy=Terrazine Friendly Fire Army
EDSTR_ENUMVAL_e_scoreValueTerrazineFriendlyFireEconomy=Terrazine Friendly Fire Economy
EDSTR_ENUMVAL_e_scoreValueTerrazineFriendlyFireNone=Terrazine Friendly Fire None
EDSTR_ENUMVAL_e_scoreValueTerrazineFriendlyFireTechnology=Terrazine Friendly Fire Technology
EDSTR_ENUMVAL_e_scoreValueTerrazineFriendlyFireUpgrade=Terrazine Friendly Fire Upgrade
EDSTR_ENUMVAL_e_scoreValueTerrazineKilledArmy=Terrazine Killed Army
EDSTR_ENUMVAL_e_scoreValueTerrazineKilledEconomy=Terrazine Killed Economy
EDSTR_ENUMVAL_e_scoreValueTerrazineKilledNone=Terrazine Killed None
EDSTR_ENUMVAL_e_scoreValueTerrazineKilledTechnology=Terrazine Killed Technology
EDSTR_ENUMVAL_e_scoreValueTerrazineKilledUpgrade=Terrazine Killed Upgrade
EDSTR_ENUMVAL_e_scoreValueTerrazineLostArmy=Terrazine Lost Army
EDSTR_ENUMVAL_e_scoreValueTerrazineLostEconomy=Terrazine Lost Economy
EDSTR_ENUMVAL_e_scoreValueTerrazineLostNone=Terrazine Lost None
EDSTR_ENUMVAL_e_scoreValueTerrazineLostTechnology=Terrazine Lost Technology
EDSTR_ENUMVAL_e_scoreValueTerrazineLostUpgrade=Terrazine Lost Upgrade
EDSTR_ENUMVAL_e_scoreValueTerrazineReceived=Terrazine - Received
EDSTR_ENUMVAL_e_scoreValueTerrazineSpent=Terrazine - Spent
EDSTR_ENUMVAL_e_scoreValueTerrazineUsedActiveForces=Terrazine - Used (Active Forces)
EDSTR_ENUMVAL_e_scoreValueTerrazineUsedCurrentArmy=Terrazine - Used (Current, Military)
EDSTR_ENUMVAL_e_scoreValueTerrazineUsedCurrentEconomy=Terrazine - Used (Current, Economy)
EDSTR_ENUMVAL_e_scoreValueTerrazineUsedCurrentNone=Terrazine - Used (Current)
EDSTR_ENUMVAL_e_scoreValueTerrazineUsedCurrentTechnology=Terrazine - Used (Current, Technology)
EDSTR_ENUMVAL_e_scoreValueTerrazineUsedCurrentUpgrade=Terrazine - Used (Current, Upgrade)
EDSTR_ENUMVAL_e_scoreValueTerrazineUsedInProgressArmy=Terrazine - Used (In Progress, Military)
EDSTR_ENUMVAL_e_scoreValueTerrazineUsedInProgressEconomy=Terrazine - Used (In Progress, Economy)
EDSTR_ENUMVAL_e_scoreValueTerrazineUsedInProgressNone=Terrazine - Used (In Progress)
EDSTR_ENUMVAL_e_scoreValueTerrazineUsedInProgressTechnology=Terrazine - Used (In Progress, Technology)
EDSTR_ENUMVAL_e_scoreValueTerrazineUsedInProgressUpgrade=Terrazine - Used (In Progress, Upgrade)
EDSTR_ENUMVAL_e_scoreValueTerrazineUsedTotalArmy=Terrazine - Used (Total, Military)
EDSTR_ENUMVAL_e_scoreValueTerrazineUsedTotalEconomy=Terrazine - Used (Total, Economy)
EDSTR_ENUMVAL_e_scoreValueTerrazineUsedTotalNone=Terrazine - Used (Total)
EDSTR_ENUMVAL_e_scoreValueTerrazineUsedTotalTechnology=Terrazine - Used (Total, Technology)
EDSTR_ENUMVAL_e_scoreValueTerrazineUsedTotalUpgrade=Terrazine - Used (Total, Upgrade)
EDSTR_ENUMVAL_e_scoreValueTypeFixed=Real
EDSTR_ENUMVAL_e_scoreValueTypeInteger=Integer
EDSTR_ENUMVAL_e_scoreValueTypeTime=Time
EDSTR_ENUMVAL_e_scoreValueUncontestedCombatTime=Uncontested Combat Time
EDSTR_ENUMVAL_e_scoreValueUnitKillsPeakCount=Unit Kills Peak Count
EDSTR_ENUMVAL_e_scoreValueUnitsActiveArmy=Units Active (Army)
EDSTR_ENUMVAL_e_scoreValueUnitsActiveCount=Units - Active Count
EDSTR_ENUMVAL_e_scoreValueUnitsActiveEconomy=Units Active (Economy)
EDSTR_ENUMVAL_e_scoreValueUnitsActiveNone=Units Active
EDSTR_ENUMVAL_e_scoreValueUnitsActiveTechnology=Units Active (Technology)
EDSTR_ENUMVAL_e_scoreValueUnitsCanceledCount=Units Canceled Count
EDSTR_ENUMVAL_e_scoreValueUnitsCanceledValue=Units Canceled Value
EDSTR_ENUMVAL_e_scoreValueUnitsFriendlyFireCount=Units Friendly Fire Count
EDSTR_ENUMVAL_e_scoreValueUnitsFriendlyFireValue=Units Friendly Fire Value
EDSTR_ENUMVAL_e_scoreValueUnitsInProgressCount=Units - In Progress Count
EDSTR_ENUMVAL_e_scoreValueUnitsKilledCount=Units - Killed Count
EDSTR_ENUMVAL_e_scoreValueUnitsKilledPoints=Units Killed Points
EDSTR_ENUMVAL_e_scoreValueUnitsKilledValue=Units - Killed Value
EDSTR_ENUMVAL_e_scoreValueUnitsLostCount=Units - Lost Count
EDSTR_ENUMVAL_e_scoreValueUnitsLostValue=Units - Lost Value
EDSTR_ENUMVAL_e_scoreValueUnitsMadePoints=Units Made Points
EDSTR_ENUMVAL_e_scoreValueUnitsPeakCount=Units - Peak Count
EDSTR_ENUMVAL_e_scoreValueUnitsPeakValue=Units - Peak Value
EDSTR_ENUMVAL_e_scoreValueUnitsQueuedCount=Units - Queued Count
EDSTR_ENUMVAL_e_scoreValueUnitsSalvagedCount=Salvaged Count
EDSTR_ENUMVAL_e_scoreValueUnitsSalvagedValue=Salvaged Value
EDSTR_ENUMVAL_e_scoreValueUnitsStartCount=Units Start Count
EDSTR_ENUMVAL_e_scoreValueUnitsTotalCount=Units - Total Count
EDSTR_ENUMVAL_e_scoreValueUnitsTotalValue=Units - Total Value
EDSTR_ENUMVAL_e_scoreValueVespeneCollected=Vespene - Collected
EDSTR_ENUMVAL_e_scoreValueVespeneCollectionRate=Vespene Collection Rate
EDSTR_ENUMVAL_e_scoreValueVespeneCurrent=Vespene - Current
EDSTR_ENUMVAL_e_scoreValueVespeneDonated=Vespene - Donated
EDSTR_ENUMVAL_e_scoreValueVespeneFloatAverage=Vespene Float Average
EDSTR_ENUMVAL_e_scoreValueVespeneFriendlyFireArmy=Vespene Friendly Fire Army
EDSTR_ENUMVAL_e_scoreValueVespeneFriendlyFireEconomy=Vespene Friendly Fire Economy
EDSTR_ENUMVAL_e_scoreValueVespeneFriendlyFireNone=Vespene Friendly Fire None
EDSTR_ENUMVAL_e_scoreValueVespeneFriendlyFireTechnology=Vespene Friendly Fire Technology
EDSTR_ENUMVAL_e_scoreValueVespeneFriendlyFireUpgrade=Vespene Friendly Fire Upgrade
EDSTR_ENUMVAL_e_scoreValueVespeneKilledArmy=Vespene Killed Army
EDSTR_ENUMVAL_e_scoreValueVespeneKilledEconomy=Vespene Killed Economy
EDSTR_ENUMVAL_e_scoreValueVespeneKilledNone=Vespene Killed None
EDSTR_ENUMVAL_e_scoreValueVespeneKilledTechnology=Vespene Killed Technology
EDSTR_ENUMVAL_e_scoreValueVespeneKilledUpgrade=Vespene Killed Upgrade
EDSTR_ENUMVAL_e_scoreValueVespeneLostArmy=Vespene Lost Army
EDSTR_ENUMVAL_e_scoreValueVespeneLostEconomy=Vespene Lost Economy
EDSTR_ENUMVAL_e_scoreValueVespeneLostNone=Vespene Lost None
EDSTR_ENUMVAL_e_scoreValueVespeneLostTechnology=Vespene Lost Technology
EDSTR_ENUMVAL_e_scoreValueVespeneLostUpgrade=Vespene Lost Upgrade
EDSTR_ENUMVAL_e_scoreValueVespeneReceived=Vespene - Received
EDSTR_ENUMVAL_e_scoreValueVespeneSpent=Vespene - Spent
EDSTR_ENUMVAL_e_scoreValueVespeneUsedActiveForces=Vespene - Used (Active Forces)
EDSTR_ENUMVAL_e_scoreValueVespeneUsedCurrentArmy=Vespene - Used (Current, Military)
EDSTR_ENUMVAL_e_scoreValueVespeneUsedCurrentEconomy=Vespene - Used (Current, Economy)
EDSTR_ENUMVAL_e_scoreValueVespeneUsedCurrentNone=Vespene - Used (Current)
EDSTR_ENUMVAL_e_scoreValueVespeneUsedCurrentTechnology=Vespene - Used (Current, Technology)
EDSTR_ENUMVAL_e_scoreValueVespeneUsedCurrentUpgrade=Vespene - Used (Current, Upgrade)
EDSTR_ENUMVAL_e_scoreValueVespeneUsedInProgressArmy=Vespene - Used (In Progress, Military)
EDSTR_ENUMVAL_e_scoreValueVespeneUsedInProgressEconomy=Vespene - Used (In Progress, Economy)
EDSTR_ENUMVAL_e_scoreValueVespeneUsedInProgressNone=Vespene - Used (in Progress)
EDSTR_ENUMVAL_e_scoreValueVespeneUsedInProgressTechnology=Vespene - Used (In Progress, Technology)
EDSTR_ENUMVAL_e_scoreValueVespeneUsedInProgressUpgrade=Vespene - Used (In Progress, Upgrade)
EDSTR_ENUMVAL_e_scoreValueVespeneUsedTotalArmy=Vespene - Used (Total, Military)
EDSTR_ENUMVAL_e_scoreValueVespeneUsedTotalEconomy=Vespene - Used (Total, Economy)
EDSTR_ENUMVAL_e_scoreValueVespeneUsedTotalNone=Vespene - Used (Total)
EDSTR_ENUMVAL_e_scoreValueVespeneUsedTotalTechnology=Vespene - Used (Total, Technology)
EDSTR_ENUMVAL_e_scoreValueVespeneUsedTotalUpgrade=Vespene - Used (Total, Upgrade)
EDSTR_ENUMVAL_e_scoreValueWeaponTechnologyCount=Weapon Technology Count
EDSTR_ENUMVAL_e_scoreValueWeaponTechnologyValue=Weapon Technology Value
EDSTR_ENUMVAL_e_scoreValueWorkersActiveCount=Workers Active Count
EDSTR_ENUMVAL_e_scoreValueWorkersKilledCount=Workers Killed Count
EDSTR_ENUMVAL_e_scoreValueWorkersLostCount=Workers Lost Count
EDSTR_ENUMVAL_e_scoreValueWorkersPeakCount=Workers Peak Count
EDSTR_ENUMVAL_e_scoreValueWorkersStartCount=Workers Start Count
EDSTR_ENUMVAL_e_scoreValueWorkersTotalCount=Workers Total Count
EDSTR_ENUMVAL_e_selectionColorAlly=Ally
EDSTR_ENUMVAL_e_selectionColorEnemy=Enemy
EDSTR_ENUMVAL_e_selectionColorSelected=Selected
EDSTR_ENUMVAL_e_selectionColorSubgroup=Subgroup
EDSTR_ENUMVAL_e_serpentBasic=Basic
EDSTR_ENUMVAL_e_serpentSwimming=Swimming
EDSTR_ENUMVAL_e_shieldImpactDamage=Damage
EDSTR_ENUMVAL_e_shieldImpactFizzle=Fizzle
EDSTR_ENUMVAL_e_slAOELayer=Area of Effect
EDSTR_ENUMVAL_e_slBlobShadowLayer=Blob Shadow
EDSTR_ENUMVAL_e_slBuildingLayer=Building
EDSTR_ENUMVAL_e_slFakeVectorUILayer=Vector UI (Fake)
EDSTR_ENUMVAL_e_slLayer0=Layer 0
EDSTR_ENUMVAL_e_slLayer1=Layer 1
EDSTR_ENUMVAL_e_slLayer2=Layer 2
EDSTR_ENUMVAL_e_slLayer3=Layer 3
EDSTR_ENUMVAL_e_slMaterialUILayer=UI Layer
EDSTR_ENUMVAL_e_slPowerLayer=Power
EDSTR_ENUMVAL_e_slVectorUILayer=Vector UI
EDSTR_ENUMVAL_e_soundBlendInverse=Inverse
EDSTR_ENUMVAL_e_soundBlendLinear=Linear
EDSTR_ENUMVAL_e_soundBlendLogarithmic=Logarithmic
EDSTR_ENUMVAL_e_soundBlendUnknown=None
EDSTR_ENUMVAL_e_soundCategoryAlert=SFX_Map_Events
EDSTR_ENUMVAL_e_soundCategoryAmbient=AMB_Ambient_2D
EDSTR_ENUMVAL_e_soundCategoryBuild=SFX_Build
EDSTR_ENUMVAL_e_soundCategoryCombat=SFX_Hero_Combat
EDSTR_ENUMVAL_e_soundCategoryDeath=SFX_Breakables
EDSTR_ENUMVAL_e_soundCategoryDialogue=DX_Voice_Map_Event
EDSTR_ENUMVAL_e_soundCategoryDoodad=AMB_Doodad
EDSTR_ENUMVAL_e_soundCategoryFlames=SFX_NPC_Combat
EDSTR_ENUMVAL_e_soundCategoryFoley=AMB_NPC_Movement
EDSTR_ENUMVAL_e_soundCategoryGather=SFX_Pickups
EDSTR_ENUMVAL_e_soundCategoryME=SFX_Cutscene_In_Engine
EDSTR_ENUMVAL_e_soundCategoryMessage=AMB_Ambient_Oneshot
EDSTR_ENUMVAL_e_soundCategoryMission=DX_Mission
EDSTR_ENUMVAL_e_soundCategoryMovement=SFX_Hero_Movement
EDSTR_ENUMVAL_e_soundCategoryMovie=SFX_Cutscene_Prerendered
EDSTR_ENUMVAL_e_soundCategoryMusic=MX_Music
EDSTR_ENUMVAL_e_soundCategoryOther=SFX_Physics
EDSTR_ENUMVAL_e_soundCategoryReady=DX_Voice_Announcer
EDSTR_ENUMVAL_e_soundCategorySAmbient=AMB_Set_Ambient
EDSTR_ENUMVAL_e_soundCategorySEmitters=SFX_Spell_AOE
EDSTR_ENUMVAL_e_soundCategorySpell=SFX_Spell_Oneshots
EDSTR_ENUMVAL_e_soundCategorySpellOneshotImpact=SFX_Spell_Oneshot_Impact
EDSTR_ENUMVAL_e_soundCategorySpellOneshotLaunch=SFX_Spell_Oneshot_Launch
EDSTR_ENUMVAL_e_soundCategorySPieces=AMB_Ambient_Emitter
EDSTR_ENUMVAL_e_soundCategoryTest=z_Test
EDSTR_ENUMVAL_e_soundCategoryTV=SFX_Spell Ultimate
EDSTR_ENUMVAL_e_soundCategoryUI=UI_User_Interface
EDSTR_ENUMVAL_e_soundCategoryUIMovie=SFX_Video
EDSTR_ENUMVAL_e_soundCategoryUser1=User 1
EDSTR_ENUMVAL_e_soundCategoryUser10=User 10
EDSTR_ENUMVAL_e_soundCategoryUser2=User 2
EDSTR_ENUMVAL_e_soundCategoryUser3=User 3
EDSTR_ENUMVAL_e_soundCategoryUser4=User 4
EDSTR_ENUMVAL_e_soundCategoryUser5=User 5
EDSTR_ENUMVAL_e_soundCategoryUser6=User 6
EDSTR_ENUMVAL_e_soundCategoryUser7=User 7
EDSTR_ENUMVAL_e_soundCategoryUser8=User 8
EDSTR_ENUMVAL_e_soundCategoryUser9=User 9
EDSTR_ENUMVAL_e_soundCategoryVoice=DX_Voice_Hero
EDSTR_ENUMVAL_e_soundDupePrevent=Prevent
EDSTR_ENUMVAL_e_soundDupeReplace=Replace
EDSTR_ENUMVAL_e_soundExclusivityFlagSupressionInterrupts=Suppression Interrupts Sounds
EDSTR_ENUMVAL_e_soundFlagAutoUnload=Auto Unload
EDSTR_ENUMVAL_e_soundFlagDownload=Download
EDSTR_ENUMVAL_e_soundFlagHideSubtitle=Hide Subtitle
EDSTR_ENUMVAL_e_soundFlagIgnorable=Can Be Ignored
EDSTR_ENUMVAL_e_soundFlagManualOverride=Manual Override
EDSTR_ENUMVAL_e_soundFlagNeedsFXA=Needs FXA
EDSTR_ENUMVAL_e_soundFlagNeedsTTS=Needs Text To Speech
EDSTR_ENUMVAL_e_soundFlagNeedsUpdate=Needs Update
EDSTR_ENUMVAL_e_soundFlagObsolete=Obsolete
EDSTR_ENUMVAL_e_soundFlagPurgable=Purgeable
EDSTR_ENUMVAL_e_soundFlagRerecord=Re-record
EDSTR_ENUMVAL_e_soundFlagStream=Stream
EDSTR_ENUMVAL_e_soundFlagTemporary=Temporary
EDSTR_ENUMVAL_e_soundFlagUnpausable=Unpauseable
EDSTR_ENUMVAL_e_soundFlagUseDoppler=Use Doppler
EDSTR_ENUMVAL_e_soundFlagWait=Wait
EDSTR_ENUMVAL_e_soundFormatPCM16=PCM 16
EDSTR_ENUMVAL_e_soundFormatPCM24=PCM 24
EDSTR_ENUMVAL_e_soundFormatPCM32=PCM 32
EDSTR_ENUMVAL_e_soundFormatPCM8=PCM 8
EDSTR_ENUMVAL_e_soundFormatPCMFLOAT=PCM FLOAT
EDSTR_ENUMVAL_e_soundMode2D=2D
EDSTR_ENUMVAL_e_soundMode3DHead=3D Head Relative
EDSTR_ENUMVAL_e_soundMode3DWorld=3D World Relative
EDSTR_ENUMVAL_e_soundQualityFlagHerds=Allow Herds
EDSTR_ENUMVAL_e_soundResamplerCubic=Cubic
EDSTR_ENUMVAL_e_soundResamplerLinear=Linear
EDSTR_ENUMVAL_e_soundResamplerNone=None
EDSTR_ENUMVAL_e_soundResamplerSpline=Spline
EDSTR_ENUMVAL_e_soundSelectRandom=Random
EDSTR_ENUMVAL_e_soundSelectSequential=Sequential
EDSTR_ENUMVAL_e_soundSelectShuffle=Shuffle
EDSTR_ENUMVAL_e_soundtrackCategoryAmbience=Ambience
EDSTR_ENUMVAL_e_soundtrackCategoryMusic=Music
EDSTR_ENUMVAL_e_soundtrackFlagContinuous=Continuous
EDSTR_ENUMVAL_e_speakerBackLeft=Back Left
EDSTR_ENUMVAL_e_speakerBackRight=Back Right
EDSTR_ENUMVAL_e_speakerCenter=Center
EDSTR_ENUMVAL_e_speakerFrontLeft=Front Left
EDSTR_ENUMVAL_e_speakerFrontRight=Front Right
EDSTR_ENUMVAL_e_speakerLFE=Low Frequency Effects
EDSTR_ENUMVAL_e_speakerMode5Point1=Surround (5.1)
EDSTR_ENUMVAL_e_speakerMode7Point1=Surround (7.1)
EDSTR_ENUMVAL_e_speakerModeMono=Mono
EDSTR_ENUMVAL_e_speakerModeProLogic=Pro Logic
EDSTR_ENUMVAL_e_speakerModeQuad=Quad
EDSTR_ENUMVAL_e_speakerModeStereo=Stereo
EDSTR_ENUMVAL_e_speakerModeSurround=Surround
EDSTR_ENUMVAL_e_speakerModeUnknown=None
EDSTR_ENUMVAL_e_speakerSideLeft=Side Left
EDSTR_ENUMVAL_e_speakerSideRight=Side Right
EDSTR_ENUMVAL_e_squibTypeDirt=Dirt
EDSTR_ENUMVAL_e_squibTypeFlesh=Flesh
EDSTR_ENUMVAL_e_squibTypeLightArmor=Light Armor
EDSTR_ENUMVAL_e_squibTypeMetal=Metal
EDSTR_ENUMVAL_e_squibTypeMiss=Miss
EDSTR_ENUMVAL_e_squibTypeNone=None
EDSTR_ENUMVAL_e_squibTypeRock=Rock
EDSTR_ENUMVAL_e_squibTypeSand=Sand
EDSTR_ENUMVAL_e_squibTypeShield=Shield
EDSTR_ENUMVAL_e_squibTypeSnow=Snow
EDSTR_ENUMVAL_e_squibTypeWater=Water
EDSTR_ENUMVAL_e_squibTypeWood=Wood
EDSTR_ENUMVAL_e_startingUnitFlagResourceRally=Automatically Harvest Nearest Resource
EDSTR_ENUMVAL_e_startingUnitFlagResourceSetRally=Automatically Set Harvest Rally Point
EDSTR_ENUMVAL_e_statusDisplayAll=All
EDSTR_ENUMVAL_e_statusDisplayDamaged=Damaged
EDSTR_ENUMVAL_e_statusDisplayNone=None
EDSTR_ENUMVAL_e_statusDisplaySelected=Selected
EDSTR_ENUMVAL_e_statusDisplayTargeting=Targeting
EDSTR_ENUMVAL_e_talentModificationCatalogReplacement=Catalog Replacement
EDSTR_ENUMVAL_e_talentModificationCooldownReduction=Cooldown Reduction
EDSTR_ENUMVAL_e_talentModificationFlatModification=Flat Modification
EDSTR_ENUMVAL_e_talentModificationMultiplyLevelModification=Multiply Level Modification
EDSTR_ENUMVAL_e_talentModificationNone=None
EDSTR_ENUMVAL_e_talentModificationStringReplacement=String Replacement
EDSTR_ENUMVAL_e_talentProfileFlagHidden=Hidden
EDSTR_ENUMVAL_e_targetFilterAir=Air
EDSTR_ENUMVAL_e_targetFilterAlly=Ally
EDSTR_ENUMVAL_e_targetFilterArmored=Armored
EDSTR_ENUMVAL_e_targetFilterBenign=Benign
EDSTR_ENUMVAL_e_targetFilterBiological=Biological
EDSTR_ENUMVAL_e_targetFilterBuried=Buried
EDSTR_ENUMVAL_e_targetFilterCanHaveEnergy=Can Have Energy
EDSTR_ENUMVAL_e_targetFilterCanHaveShields=Can Have Shields
EDSTR_ENUMVAL_e_targetFilterCloaked=Cloaked
EDSTR_ENUMVAL_e_targetFilterDead=Dead
EDSTR_ENUMVAL_e_targetFilterDestructible=Destructible
EDSTR_ENUMVAL_e_targetFilterDetector=Detector
EDSTR_ENUMVAL_e_targetFilterEnemy=Enemy
EDSTR_ENUMVAL_e_targetFilterGround=Ground
EDSTR_ENUMVAL_e_targetFilterHallucination=Hallucination
EDSTR_ENUMVAL_e_targetFilterHarvestableResource=Resource (Harvestable)
EDSTR_ENUMVAL_e_targetFilterHasEnergy=Has Energy
EDSTR_ENUMVAL_e_targetFilterHasShields=Has Shields
EDSTR_ENUMVAL_e_targetFilterHeroic=Heroic
EDSTR_ENUMVAL_e_targetFilterHidden=Hidden
EDSTR_ENUMVAL_e_targetFilterHover=Hover
EDSTR_ENUMVAL_e_targetFilterInvulnerable=Invulnerable
EDSTR_ENUMVAL_e_targetFilterItem=Item
EDSTR_ENUMVAL_e_targetFilterLight=Light
EDSTR_ENUMVAL_e_targetFilterMassive=Massive
EDSTR_ENUMVAL_e_targetFilterMechanical=Mechanical
EDSTR_ENUMVAL_e_targetFilterMissile=Missile
EDSTR_ENUMVAL_e_targetFilterNeutral=Neutral
EDSTR_ENUMVAL_e_targetFilterOuter=Outer
EDSTR_ENUMVAL_e_targetFilterPassive=Passive
EDSTR_ENUMVAL_e_targetFilterPlayer=Player
EDSTR_ENUMVAL_e_targetFilterPreventDefeat=Prevent Defeat
EDSTR_ENUMVAL_e_targetFilterPreventReveal=Prevent Reveal
EDSTR_ENUMVAL_e_targetFilterPsionic=Psionic
EDSTR_ENUMVAL_e_targetFilterRadar=Radar
EDSTR_ENUMVAL_e_targetFilterRawResource=Resource (Raw)
EDSTR_ENUMVAL_e_targetFilterResistant=Resistant
EDSTR_ENUMVAL_e_targetFilterRevivable=Revivable
EDSTR_ENUMVAL_e_targetFilterRobotic=Robotic
EDSTR_ENUMVAL_e_targetFilterSelf=Self
EDSTR_ENUMVAL_e_targetFilterSilenced=Silenced
EDSTR_ENUMVAL_e_targetFilterStasis=Stasis
EDSTR_ENUMVAL_e_targetFilterStructure=Structure
EDSTR_ENUMVAL_e_targetFilterStunned=Stunned
EDSTR_ENUMVAL_e_targetFilterSummoned=Summoned
EDSTR_ENUMVAL_e_targetFilterUncommandable=Uncommandable
EDSTR_ENUMVAL_e_targetFilterUnderConstruction=Under Construction
EDSTR_ENUMVAL_e_targetFilterUnstoppable=Unstoppable
EDSTR_ENUMVAL_e_targetFilterVisible=Visible
EDSTR_ENUMVAL_e_targetFilterWorker=Worker
EDSTR_ENUMVAL_e_targetFindFlagEvaluateCmd=Evaluate Command Flag
EDSTR_ENUMVAL_e_targetFindSetCombined=Set Combined
EDSTR_ENUMVAL_e_targetFindSetSequential=Set Sequential
EDSTR_ENUMVAL_e_targetFindSetSuccessful=Set Successful
EDSTR_ENUMVAL_e_teamColorDiffuse=Diffuse
EDSTR_ENUMVAL_e_teamColorEmissive=Emissive
EDSTR_ENUMVAL_e_techStateComplete=Complete
EDSTR_ENUMVAL_e_techStateInProgress=In Progress
EDSTR_ENUMVAL_e_techStateQueued=Queued
EDSTR_ENUMVAL_e_techStateRevivable=Revivable
EDSTR_ENUMVAL_e_teleportResetMissile=Missile
EDSTR_ENUMVAL_e_teleportResetWeapon=Weapon
EDSTR_ENUMVAL_e_terrainHeightFlagAirSmoothing=Air Smoothing
EDSTR_ENUMVAL_e_terrainTileFlagConform=Conform
EDSTR_ENUMVAL_e_terrainTileFlagElevated=Elevated
EDSTR_ENUMVAL_e_terrainTileFlagReversed=Reversed
EDSTR_ENUMVAL_e_textTagEdgeBottom=Bottom
EDSTR_ENUMVAL_e_textTagEdgeLeft=Left
EDSTR_ENUMVAL_e_textTagEdgeRight=Right
EDSTR_ENUMVAL_e_textTagEdgeTop=Top
EDSTR_ENUMVAL_e_textTagEdgeUnknown=None
EDSTR_ENUMVAL_e_textureEntryFlagUnifyWithInnateModelTextures=Unify With Model Textures
EDSTR_ENUMVAL_e_textureExpressionOpBestMatch=Best Match
EDSTR_ENUMVAL_e_textureExpressionOpExcludeHasAll=Exclude Has All
EDSTR_ENUMVAL_e_textureExpressionOpExcludeHasAny=Exclude Has Any
EDSTR_ENUMVAL_e_textureExpressionOpExcludeMovies=Exclude Movies
EDSTR_ENUMVAL_e_textureExpressionOpExcludeRangeSiblings=Exclude Range Siblings
EDSTR_ENUMVAL_e_textureExpressionOpIGNORE=IGNORE
EDSTR_ENUMVAL_e_textureExpressionOpInnate=Innate
EDSTR_ENUMVAL_e_textureExpressionOpRequireAll=Require All
EDSTR_ENUMVAL_e_textureExpressionOpRequireAny=Require Any
EDSTR_ENUMVAL_e_textureProp00=Variation 00
EDSTR_ENUMVAL_e_textureProp01=Variation 01
EDSTR_ENUMVAL_e_textureProp02=Variation 02
EDSTR_ENUMVAL_e_textureProp03=Variation 03
EDSTR_ENUMVAL_e_textureProp04=Variation 04
EDSTR_ENUMVAL_e_textureProp05=Variation 05
EDSTR_ENUMVAL_e_textureProp06=Variation 06
EDSTR_ENUMVAL_e_textureProp07=Variation 07
EDSTR_ENUMVAL_e_textureProp08=Variation 08
EDSTR_ENUMVAL_e_textureProp09=Variation 09
EDSTR_ENUMVAL_e_textureProp10=Variation 10
EDSTR_ENUMVAL_e_texturePropadornment=Adornment
EDSTR_ENUMVAL_e_texturePropagria=Agria
EDSTR_ENUMVAL_e_texturePropaiur=Aiur
EDSTR_ENUMVAL_e_texturePropalbion=Albion
EDSTR_ENUMVAL_e_textureProparmory=Armory
EDSTR_ENUMVAL_e_texturePropashenvaleproper=Ashenvale Proper
EDSTR_ENUMVAL_e_texturePropavernus=Avernus
EDSTR_ENUMVAL_e_texturePropbackpack=Backpack
EDSTR_ENUMVAL_e_texturePropbattlefield=Battlefield
EDSTR_ENUMVAL_e_texturePropbelshir=Bel'Shir
EDSTR_ENUMVAL_e_texturePropbraxisalpha=Braxis Alpha
EDSTR_ENUMVAL_e_texturePropbridge=Bridge
EDSTR_ENUMVAL_e_texturePropbriefing=Briefing
EDSTR_ENUMVAL_e_texturePropbuff=Buff
EDSTR_ENUMVAL_e_texturePropburned=Burned
EDSTR_ENUMVAL_e_texturePropcampaign=Campaign
EDSTR_ENUMVAL_e_texturePropcantina=Cantina
EDSTR_ENUMVAL_e_texturePropcastanar=Castanar
EDSTR_ENUMVAL_e_texturePropchar=Char
EDSTR_ENUMVAL_e_texturePropchar2=Char Two
EDSTR_ENUMVAL_e_texturePropchardunes=Char Dunes
EDSTR_ENUMVAL_e_texturePropcharset=Char Set
EDSTR_ENUMVAL_e_texturePropcomponent=Component
EDSTR_ENUMVAL_e_texturePropcyberworld=Cyberworld
EDSTR_ENUMVAL_e_texturePropdark=Dark
EDSTR_ENUMVAL_e_texturePropdesertworld=Desert World
EDSTR_ENUMVAL_e_texturePropdiffuse=Diffuse
EDSTR_ENUMVAL_e_texturePropdominionlab=Dominion Lab
EDSTR_ENUMVAL_e_texturePropemissive=Emissive
EDSTR_ENUMVAL_e_texturePropfemale=Female
EDSTR_ENUMVAL_e_texturePropgender=Gender
EDSTR_ENUMVAL_e_textureProphaven=Haven
EDSTR_ENUMVAL_e_textureProphelios=Helios
EDSTR_ENUMVAL_e_textureProphelmet=Helmet
EDSTR_ENUMVAL_e_textureProphybridduskset=Hybrid Dusk Set
EDSTR_ENUMVAL_e_textureProphybridlabinner=Hybrid Lab Inner
EDSTR_ENUMVAL_e_textureProphybridlabouter=Hybrid Lab Outer
EDSTR_ENUMVAL_e_textureProphybridlabxelnaga=Hybrid Lab Xel'Naga
EDSTR_ENUMVAL_e_textureProphybridnightset=Hybrid Night Set
EDSTR_ENUMVAL_e_texturePropiceworld=Ice World
EDSTR_ENUMVAL_e_texturePropignore=IGNORE
EDSTR_ENUMVAL_e_texturePropinfested=Infested
EDSTR_ENUMVAL_e_texturePropkaldirset=Kaldir Set
EDSTR_ENUMVAL_e_texturePropkingscrest=Kings Crest
EDSTR_ENUMVAL_e_texturePropkingscrestdocks=Kings Crest Docks
EDSTR_ENUMVAL_e_texturePropkingscrestgardens=Kings Crest Gardens
EDSTR_ENUMVAL_e_texturePropkingscrestravencourt=Kings Crest Raven Court
EDSTR_ENUMVAL_e_texturePropkorhal=Korhal
EDSTR_ENUMVAL_e_texturePropkorhalcity=Korhal City
EDSTR_ENUMVAL_e_texturePropkorhaloutskirts=Korhal Outskirts
EDSTR_ENUMVAL_e_texturePropkorhalplanetset=Korhal Planet Set
EDSTR_ENUMVAL_e_texturePropkorhalplatform=Korhal Platform
EDSTR_ENUMVAL_e_texturePropkorhalspaceset=Korhal Space Set
EDSTR_ENUMVAL_e_textureProplab=Lab
EDSTR_ENUMVAL_e_textureProplocation=Location
EDSTR_ENUMVAL_e_texturePropluxoria=Luxoria
EDSTR_ENUMVAL_e_texturePropmale=Male
EDSTR_ENUMVAL_e_texturePropmarsara=Mar Sara
EDSTR_ENUMVAL_e_texturePropmarsarabar=Mar Sara Bar
EDSTR_ENUMVAL_e_texturePropmeinhoff=Meinhoff
EDSTR_ENUMVAL_e_texturePropmerc=Mercenary
EDSTR_ENUMVAL_e_texturePropmisc=Miscellaneous
EDSTR_ENUMVAL_e_texturePropmonlyth=Monlyth
EDSTR_ENUMVAL_e_texturePropnewfolsom=New Folsom
EDSTR_ENUMVAL_e_texturePropnewsreport=News Report
EDSTR_ENUMVAL_e_texturePropniflheim=Niflheim
EDSTR_ENUMVAL_e_texturePropnormal=Normal
EDSTR_ENUMVAL_e_texturePropobservatory=Observatory
EDSTR_ENUMVAL_e_texturePropphased=Phased
EDSTR_ENUMVAL_e_texturePropportzion=Port Zion
EDSTR_ENUMVAL_e_texturePropprisonship=Prison Ship
EDSTR_ENUMVAL_e_texturePropprotoss=Protoss
EDSTR_ENUMVAL_e_textureProprace=Race
EDSTR_ENUMVAL_e_texturePropredstone=Redstone
EDSTR_ENUMVAL_e_texturePropshakuras=Shakuras
EDSTR_ENUMVAL_e_texturePropsOpContainsAll=Contains All
EDSTR_ENUMVAL_e_texturePropsOpContainsAny=Contains Any
EDSTR_ENUMVAL_e_texturePropsOpEquals=Equals
EDSTR_ENUMVAL_e_texturePropspaceset=Space Set
EDSTR_ENUMVAL_e_texturePropspecular=Specular
EDSTR_ENUMVAL_e_texturePropstarship=Star Ship
EDSTR_ENUMVAL_e_textureProptarsonis=Tarsonis
EDSTR_ENUMVAL_e_texturePropterran=Terran
EDSTR_ENUMVAL_e_textureProptileset=Tileset
EDSTR_ENUMVAL_e_textureProptyphon=Typhon
EDSTR_ENUMVAL_e_textureProptyrador=Tyrador
EDSTR_ENUMVAL_e_texturePropulaan=Ulaan
EDSTR_ENUMVAL_e_texturePropulnar=Ulnar
EDSTR_ENUMVAL_e_texturePropvalhalla=Valhalla
EDSTR_ENUMVAL_e_texturePropvariation=Variation
EDSTR_ENUMVAL_e_texturePropvideo=Video
EDSTR_ENUMVAL_e_texturePropxil=Xil
EDSTR_ENUMVAL_e_texturePropzerg=Zerg
EDSTR_ENUMVAL_e_texturePropzerus=Zerus
EDSTR_ENUMVAL_e_texturePropzerusset=Zerus Set
EDSTR_ENUMVAL_e_texturePropzhakuldas=Zhakul'Das
EDSTR_ENUMVAL_e_textureSelectByUpdateLinkOpAppend=Append
EDSTR_ENUMVAL_e_textureSelectByUpdateLinkOpReplace=Replace
EDSTR_ENUMVAL_e_textureSlotbackground=Background
EDSTR_ENUMVAL_e_textureSlotbody=Body
EDSTR_ENUMVAL_e_textureSlotbuff=Buff
EDSTR_ENUMVAL_e_textureSlotcampaign=Campaign
EDSTR_ENUMVAL_e_textureSlotclanlogo=Clan Logo
EDSTR_ENUMVAL_e_textureSlotcolonistShip=Colonist Ship
EDSTR_ENUMVAL_e_textureSlotComponentdefault=Default
EDSTR_ENUMVAL_e_textureSlotComponentdiffuse=Diffuse
EDSTR_ENUMVAL_e_textureSlotComponentemissive=Emissive
EDSTR_ENUMVAL_e_textureSlotComponentnormal=Normal
EDSTR_ENUMVAL_e_textureSlotComponentspecular=Specular
EDSTR_ENUMVAL_e_textureSlotdecal=Decal
EDSTR_ENUMVAL_e_textureSlotgeneric01=Generic 01
EDSTR_ENUMVAL_e_textureSlotgeneric02=Generic 02
EDSTR_ENUMVAL_e_textureSlotgeneric03=Generic 03
EDSTR_ENUMVAL_e_textureSlotgeneric04=Generic 04
EDSTR_ENUMVAL_e_textureSlotgeneric05=Generic 05
EDSTR_ENUMVAL_e_textureSlothair=Hair
EDSTR_ENUMVAL_e_textureSlothead=Head
EDSTR_ENUMVAL_e_textureSlotignore=IGNORE
EDSTR_ENUMVAL_e_textureSlotmain=Main
EDSTR_ENUMVAL_e_textureSlotmerc=Merc
EDSTR_ENUMVAL_e_textureSlotnone=None
EDSTR_ENUMVAL_e_textureSlotprotoss=Protoss
EDSTR_ENUMVAL_e_textureSlotreflection=Reflection
EDSTR_ENUMVAL_e_textureSlotterran=Terran
EDSTR_ENUMVAL_e_textureSlotvideo=Video
EDSTR_ENUMVAL_e_textureSlotvideo01=Video 01
EDSTR_ENUMVAL_e_textureSlotvideo02=Video 02
EDSTR_ENUMVAL_e_textureSlotvideo03=Video 03
EDSTR_ENUMVAL_e_textureSlotvideo04=Video 04
EDSTR_ENUMVAL_e_textureSlotzerg=Zerg
EDSTR_ENUMVAL_e_textureVideoPlayFlagLooping=Play Flag Looping
EDSTR_ENUMVAL_e_textureVideoPlayFlagSynced=Play Flag Synced
EDSTR_ENUMVAL_e_textureVideoSound2D=2D
EDSTR_ENUMVAL_e_textureVideoSound3DAtAttach=3D Attached
EDSTR_ENUMVAL_e_textureVideoSound3DAtOrigin=3D Origin
EDSTR_ENUMVAL_e_textureVideoSoundNone=None
EDSTR_ENUMVAL_e_timeSourceGameTime=Game Time
EDSTR_ENUMVAL_e_timeSourceRealTime=Real Time
EDSTR_ENUMVAL_e_trDark=Dark
EDSTR_ENUMVAL_e_trHighlight=Highlight
EDSTR_ENUMVAL_e_trMidtone=Midtone
EDSTR_ENUMVAL_e_turretIdleFollowMovement=Follow Movement
EDSTR_ENUMVAL_e_turretIdleFollowMovementReverse=Follow Movement Reverse
EDSTR_ENUMVAL_e_turretIdleHold=Hold
EDSTR_ENUMVAL_e_turretIdleReset=Reset
EDSTR_ENUMVAL_e_turretIdleResetIfMoving=Reset If Moving
EDSTR_ENUMVAL_e_turretIdleSpin=Spin
EDSTR_ENUMVAL_e_uiStatusFlagTypeIncapacitated=Incapacitated
EDSTR_ENUMVAL_e_unitAIFlagCampaign=Campaign
EDSTR_ENUMVAL_e_unitAIFlagForcedToMove=Force To Move
EDSTR_ENUMVAL_e_unitAIFlagForceUnburrow=Force Unburrow
EDSTR_ENUMVAL_e_unitAIFlagScriptControlled=Script Controlled
EDSTR_ENUMVAL_e_unitAIFlagSuggestBurrow=Suggest Burrow
EDSTR_ENUMVAL_e_unitAIFlagSuggestUnburrow=Suggest Unburrow
EDSTR_ENUMVAL_e_unitAIFlagSuicide=Flag Suicide
EDSTR_ENUMVAL_e_unitAIFlagWantsToMove=Wants To Move
EDSTR_ENUMVAL_e_unitAttributeUnknown=None
EDSTR_ENUMVAL_e_unitCollideAir1=Flying
EDSTR_ENUMVAL_e_unitCollideAir10=Unused (Air 10)
EDSTR_ENUMVAL_e_unitCollideAir11=Unused (Air 11)
EDSTR_ENUMVAL_e_unitCollideAir12=Unused (Air 12)
EDSTR_ENUMVAL_e_unitCollideAir13=Unused (Air 13)
EDSTR_ENUMVAL_e_unitCollideAir14=Unused (Air 14)
EDSTR_ENUMVAL_e_unitCollideAir15=Unused (Air 15)
EDSTR_ENUMVAL_e_unitCollideAir16=Unused (Air 16)
EDSTR_ENUMVAL_e_unitCollideAir2=Flying Immobile
EDSTR_ENUMVAL_e_unitCollideAir3=Flying Escorts
EDSTR_ENUMVAL_e_unitCollideAir4=Unused (Air 04)
EDSTR_ENUMVAL_e_unitCollideAir5=Unused (Air 05)
EDSTR_ENUMVAL_e_unitCollideAir6=Unused (Air 06)
EDSTR_ENUMVAL_e_unitCollideAir7=Unused (Air 07)
EDSTR_ENUMVAL_e_unitCollideAir8=Unused (Air 08)
EDSTR_ENUMVAL_e_unitCollideAir9=Unused (Air 09)
EDSTR_ENUMVAL_e_unitCollideLand1=Burrow
EDSTR_ENUMVAL_e_unitCollideLand10=Unused (Land 10)
EDSTR_ENUMVAL_e_unitCollideLand11=Unused (Land 11)
EDSTR_ENUMVAL_e_unitCollideLand12=Unused (Land 12)
EDSTR_ENUMVAL_e_unitCollideLand13=D-8 Charge
EDSTR_ENUMVAL_e_unitCollideLand14=Unused (Land 14)
EDSTR_ENUMVAL_e_unitCollideLand15=Unused (Land 15)
EDSTR_ENUMVAL_e_unitCollideLand16=Unused (Land 16)
EDSTR_ENUMVAL_e_unitCollideLand2=Ground
EDSTR_ENUMVAL_e_unitCollideLand3=Larva
EDSTR_ENUMVAL_e_unitCollideLand4=Swarm
EDSTR_ENUMVAL_e_unitCollideLand5=Colossus
EDSTR_ENUMVAL_e_unitCollideLand6=Structure
EDSTR_ENUMVAL_e_unitCollideLand7=Roach Burrow
EDSTR_ENUMVAL_e_unitCollideLand8=Tiny Critter
EDSTR_ENUMVAL_e_unitCollideLand9=ForceField
EDSTR_ENUMVAL_e_unitColorStyleNormal=Normal
EDSTR_ENUMVAL_e_unitColorStyleOverrideMinimap=Override Minimap
EDSTR_ENUMVAL_e_unitColorStyleOverrideWorld=Override World
EDSTR_ENUMVAL_e_unitEffectBirth=Birth
EDSTR_ENUMVAL_e_unitEffectCreate=Create
EDSTR_ENUMVAL_e_unitEffectDeath=Death
EDSTR_ENUMVAL_e_unitEffectRevive=Revive
EDSTR_ENUMVAL_e_unitFlagAcquireRally=Acquire Rally
EDSTR_ENUMVAL_e_unitFlagAIAllowSuicideOverride=AI Unit Obeys Suicide Even If It's Not A Normal Attacking Unit
EDSTR_ENUMVAL_e_unitFlagAICaster=AI Caster
EDSTR_ENUMVAL_e_unitFlagAIChangeling=AI Changeling
EDSTR_ENUMVAL_e_unitFlagAIDefense=AI Tag For Defense Units
EDSTR_ENUMVAL_e_unitFlagAIFleeDamageDisabled=AI Disable Flee On Damage
EDSTR_ENUMVAL_e_unitFlagAIForceTactical=AI Flag To Force Tactical Think Called Even On Inactive AI/ScriptControlled 
EDSTR_ENUMVAL_e_unitFlagAIHighPrioTarget=AI Tag For Marking Special High Priority Targets
EDSTR_ENUMVAL_e_unitFlagAILifetime=AI Tag For Temporary Units
EDSTR_ENUMVAL_e_unitFlagAIMakeIgnore=AI Ignores This Unit Type And Won't Try To Make It
EDSTR_ENUMVAL_e_unitFlagAIObservatory=AI Observatory
EDSTR_ENUMVAL_e_unitFlagAIPreferBurrow=AI Prefer Burrow
EDSTR_ENUMVAL_e_unitFlagAIPressForwardDisabled=AI Disable Press Forward
EDSTR_ENUMVAL_e_unitFlagAIResourceBlocker=AI Resource Blocker
EDSTR_ENUMVAL_e_unitFlagAISplash=AI Tag For Area of Effect/Splash Damage Units
EDSTR_ENUMVAL_e_unitFlagAISplitter=AI Tag For Splitter Wave Behavior
EDSTR_ENUMVAL_e_unitFlagAISupport=AI Tag For Support Units
EDSTR_ENUMVAL_e_unitFlagAIThreatAir=AI Threat (Air)
EDSTR_ENUMVAL_e_unitFlagAIThreatGround=AI Threatens Air Units
EDSTR_ENUMVAL_e_unitFlagAlwaysThreatens=Always a Threat to Attackers
EDSTR_ENUMVAL_e_unitFlagArmorDisabledWhileConstructing=No Armor While Constructing
EDSTR_ENUMVAL_e_unitFlagArmySelect=Army Select
EDSTR_ENUMVAL_e_unitFlagBounce=Bounce
EDSTR_ENUMVAL_e_unitFlagBuiltOnOptional=Built On Optional
EDSTR_ENUMVAL_e_unitFlagBuried=Buried
EDSTR_ENUMVAL_e_unitFlagCameraFollow=Camera Follow
EDSTR_ENUMVAL_e_unitFlagClearRallyOnDeath=Clear Rally On Death
EDSTR_ENUMVAL_e_unitFlagClearRallyOnTargetLost=Keep Rally On TargetLost
EDSTR_ENUMVAL_e_unitFlagCloaked=Cloaked
EDSTR_ENUMVAL_e_unitFlagCreateVisible=Create Visible
EDSTR_ENUMVAL_e_unitFlagDestructible=Destructible
EDSTR_ENUMVAL_e_unitFlagForceCollisionCheck=Always Check Collision
EDSTR_ENUMVAL_e_unitFlagHero=Hero
EDSTR_ENUMVAL_e_unitFlagHiddenCargoUI=Hidden Cargo UI
EDSTR_ENUMVAL_e_unitFlagIgnoreAttackAlert=Ignore Attack Alert
EDSTR_ENUMVAL_e_unitFlagIgnoreTerrainZInit=Ignore Terrain Height
EDSTR_ENUMVAL_e_unitFlagIndividualSubgroups=Individual Subgroups
EDSTR_ENUMVAL_e_unitFlagInvulnerable=Invulnerable
EDSTR_ENUMVAL_e_unitFlagKillCredit=Kill Credit
EDSTR_ENUMVAL_e_unitFlagMissile=Missile
EDSTR_ENUMVAL_e_unitFlagMovable=Movable
EDSTR_ENUMVAL_e_unitFlagNoDeathEvent=No Death Event
EDSTR_ENUMVAL_e_unitFlagNoDraw=No Draw
EDSTR_ENUMVAL_e_unitFlagNoPortraitTalk=No Portrait Talk
EDSTR_ENUMVAL_e_unitFlagNoScore=No Score
EDSTR_ENUMVAL_e_unitFlagPawnable=Pawnable
EDSTR_ENUMVAL_e_unitFlagPenaltyRevealed=Penalty Revealed
EDSTR_ENUMVAL_e_unitFlagPlayerRevivable=Revivable
EDSTR_ENUMVAL_e_unitFlagPreferLastAttackTarget=Prefer Last Attack Target
EDSTR_ENUMVAL_e_unitFlagPreventDefeat=Prevent Defeat
EDSTR_ENUMVAL_e_unitFlagPreventDestroy=Prevent Destroy
EDSTR_ENUMVAL_e_unitFlagPreventReveal=Prevent Reveal
EDSTR_ENUMVAL_e_unitFlagResistant=Resistant
EDSTR_ENUMVAL_e_unitFlagResumeLastMoveOrder=Resume Last Move Order
EDSTR_ENUMVAL_e_unitFlagSelectableWhileDead=Selectable While Dead
EDSTR_ENUMVAL_e_unitFlagShareControl=Share Control
EDSTR_ENUMVAL_e_unitFlagShowResources=Show Resources
EDSTR_ENUMVAL_e_unitFlagStatTrackAbilities=Track Ability Statistics
EDSTR_ENUMVAL_e_unitFlagStatTrackCreation=Track Creation Statistics
EDSTR_ENUMVAL_e_unitFlagStatTrackDamageDone=Track Damage Done Statistics
EDSTR_ENUMVAL_e_unitFlagStatTrackDamageReceived=Track Damage Received Statistics
EDSTR_ENUMVAL_e_unitFlagTargetableWhileDead=Targetable While Dead
EDSTR_ENUMVAL_e_unitFlagTownAlert=Use Town Alert
EDSTR_ENUMVAL_e_unitFlagTownCamera=Town Camera
EDSTR_ENUMVAL_e_unitFlagTurnable=Turnable
EDSTR_ENUMVAL_e_unitFlagTurnBeforeMove=Turn Before Moving
EDSTR_ENUMVAL_e_unitFlagUnclickable=Cannot Be Clicked
EDSTR_ENUMVAL_e_unitFlagUncloakable=Uncloakable
EDSTR_ENUMVAL_e_unitFlagUncommandable=Uncommandable
EDSTR_ENUMVAL_e_unitFlagUncursorable=No Cursor
EDSTR_ENUMVAL_e_unitFlagUndetectable=Undetectable
EDSTR_ENUMVAL_e_unitFlagUnhighlightable=Cannot Be Highlighted
EDSTR_ENUMVAL_e_unitFlagUnradarable=Not On Radar
EDSTR_ENUMVAL_e_unitFlagUnselectable=Unselectable
EDSTR_ENUMVAL_e_unitFlagUnstoppable=Unstoppable
EDSTR_ENUMVAL_e_unitFlagUntargetable=Untargetable
EDSTR_ENUMVAL_e_unitFlagUntooltipable=No Tooltip
EDSTR_ENUMVAL_e_unitFlagUseLineOfSight=Use Line of Sight
EDSTR_ENUMVAL_e_unitFlagVisionTestCenterOnly=Vision Test Center Only
EDSTR_ENUMVAL_e_unitFlagWorker=Worker
EDSTR_ENUMVAL_e_unitMobCampaign=Campaign
EDSTR_ENUMVAL_e_unitMobClassic=Classic
EDSTR_ENUMVAL_e_unitMobMultiplayer=Multiplayer
EDSTR_ENUMVAL_e_unitMobNone=None
EDSTR_ENUMVAL_e_unitMobObsolete=Obsolete
EDSTR_ENUMVAL_e_unitMobOnHold=On Hold
EDSTR_ENUMVAL_e_unitMobStory=Story
EDSTR_ENUMVAL_e_unitResponseAcquire=Acquire
EDSTR_ENUMVAL_e_unitResponseAcquireNoFlee=Acquire No Flee
EDSTR_ENUMVAL_e_unitResponseFlee=Flee
EDSTR_ENUMVAL_e_unitResponseNothing=No Response
EDSTR_ENUMVAL_e_unitSoundAttack=Attack
EDSTR_ENUMVAL_e_unitSoundBirth=Birth
EDSTR_ENUMVAL_e_unitSoundBoard=Board
EDSTR_ENUMVAL_e_unitSoundClick=Click
EDSTR_ENUMVAL_e_unitSoundClickError=Click Error
EDSTR_ENUMVAL_e_unitSoundConstruction=Construction
EDSTR_ENUMVAL_e_unitSoundHelp=Sound Help
EDSTR_ENUMVAL_e_unitSoundHighlight=Highlight
EDSTR_ENUMVAL_e_unitSoundMovement=Movement
EDSTR_ENUMVAL_e_unitSoundPissed=Pissed
EDSTR_ENUMVAL_e_unitSoundReady=Ready
EDSTR_ENUMVAL_e_unitSoundTurning=Turning
EDSTR_ENUMVAL_e_unitSoundUnknown=None
EDSTR_ENUMVAL_e_unitSoundWhat=What
EDSTR_ENUMVAL_e_unitSoundYes=Yes
EDSTR_ENUMVAL_e_unitStatusCargo=Cargo
EDSTR_ENUMVAL_e_unitStatusCharges=Charges
EDSTR_ENUMVAL_e_unitStatusCustom=Custom
EDSTR_ENUMVAL_e_unitStatusDuration=Duration
EDSTR_ENUMVAL_e_unitStatusEnergy=Energy
EDSTR_ENUMVAL_e_unitStatusGroupAll=All
EDSTR_ENUMVAL_e_unitStatusGroupAllied=Allied
EDSTR_ENUMVAL_e_unitStatusGroupEnemy=Enemy
EDSTR_ENUMVAL_e_unitStatusGroupOwner=Owner
EDSTR_ENUMVAL_e_unitStatusLife=Life
EDSTR_ENUMVAL_e_unitStatusMagazine=Magazine
EDSTR_ENUMVAL_e_unitStatusProgress=Progress
EDSTR_ENUMVAL_e_unitStatusShields=Shields
EDSTR_ENUMVAL_e_unitStatusUnknown=None
EDSTR_ENUMVAL_e_unitStatusWorkers=Workers
EDSTR_ENUMVAL_e_unitTauntCheer=Cheer
EDSTR_ENUMVAL_e_unitTauntDance=Dance
EDSTR_ENUMVAL_e_unitTauntTease=Tease
EDSTR_ENUMVAL_e_unitTypeAIBully=AI Bully
EDSTR_ENUMVAL_e_unitTypeLeaderAlias=Leader Alias
EDSTR_ENUMVAL_e_unitTypeLink=Link
EDSTR_ENUMVAL_e_unitTypeSelectAlias=Select Alias
EDSTR_ENUMVAL_e_unitVitalEnergy=Energy
EDSTR_ENUMVAL_e_unitVitalLife=Life
EDSTR_ENUMVAL_e_unitVitalShields=Shields
EDSTR_ENUMVAL_e_unitVitalUnknown=None
EDSTR_ENUMVAL_e_upgradeFlagTechTreeCheat=Tech Tree Cheat
EDSTR_ENUMVAL_e_upgradeFlagUpgradeCheat=Cheat
EDSTR_ENUMVAL_e_upgradeOperationAdd=Add
EDSTR_ENUMVAL_e_upgradeOperationDivide=Divide
EDSTR_ENUMVAL_e_upgradeOperationMultiply=Multiply
EDSTR_ENUMVAL_e_upgradeOperationSet=Set
EDSTR_ENUMVAL_e_upgradeOperationSubtract=Subtract
EDSTR_ENUMVAL_e_userFieldFlagConvState=Conversation State
EDSTR_ENUMVAL_e_userFieldFlagModifiable=Modifiable
EDSTR_ENUMVAL_e_userTypeAbilCmd=Ability Command
EDSTR_ENUMVAL_e_userTypeActor=Actor
EDSTR_ENUMVAL_e_userTypeColor=Color
EDSTR_ENUMVAL_e_userTypeCompare=Compare
EDSTR_ENUMVAL_e_userTypeFixed=Real
EDSTR_ENUMVAL_e_userTypeGameLink=Game Link
EDSTR_ENUMVAL_e_userTypeImage=Image
EDSTR_ENUMVAL_e_userTypeInt=Integer
EDSTR_ENUMVAL_e_userTypeModel=Model
EDSTR_ENUMVAL_e_userTypeMovie=Movie
EDSTR_ENUMVAL_e_userTypeSound=Sound
EDSTR_ENUMVAL_e_userTypeString=String
EDSTR_ENUMVAL_e_userTypeText=Text
EDSTR_ENUMVAL_e_userTypeUnit=Unit
EDSTR_ENUMVAL_e_userTypeUpgrade=Upgrade
EDSTR_ENUMVAL_e_userTypeUser=User
EDSTR_ENUMVAL_e_validateCombineAnd=And
EDSTR_ENUMVAL_e_validateCombineOr=Or
EDSTR_ENUMVAL_e_valueCompareEq=Equal To
EDSTR_ENUMVAL_e_valueCompareGE=Greater Than Or Equal To
EDSTR_ENUMVAL_e_valueCompareGT=Greater Than
EDSTR_ENUMVAL_e_valueCompareLE=Less Than Or Equal To
EDSTR_ENUMVAL_e_valueCompareLT=Less Than
EDSTR_ENUMVAL_e_valueCompareNE=Not Equal To
EDSTR_ENUMVAL_e_variationContextAll=All
EDSTR_ENUMVAL_e_variationContextGame=Game
EDSTR_ENUMVAL_e_variationContextHeroCutscene=Hero Cutscene
EDSTR_ENUMVAL_e_vitalColorEnergy=Energy
EDSTR_ENUMVAL_e_vitalColorLife=Life
EDSTR_ENUMVAL_e_vitalColorShields=Shields
EDSTR_ENUMVAL_e_vitalTypeCurrent=Current
EDSTR_ENUMVAL_e_vitalTypeDelta=Delta
EDSTR_ENUMVAL_e_vitalTypeFraction=Fraction
EDSTR_ENUMVAL_e_vitalTypeMaximum=Maximum
EDSTR_ENUMVAL_e_volumeControlMusic=Music
EDSTR_ENUMVAL_e_volumeControlSoundAmbience=Sound Ambience
EDSTR_ENUMVAL_e_volumeControlSoundEffects=Sound Effects
EDSTR_ENUMVAL_e_volumeControlSoundReady=Sound Ready
EDSTR_ENUMVAL_e_volumeControlSoundUI=Sound UI
EDSTR_ENUMVAL_e_volumeControlSoundVoices=Sound Voices
EDSTR_ENUMVAL_e_volumeControlUnknown=Unknown
EDSTR_ENUMVAL_e_weaponLegacyMovementMoving=Moving
EDSTR_ENUMVAL_e_weaponLegacyMovementNone=None
EDSTR_ENUMVAL_e_weaponLegacyMovementSlowing=Slowing
EDSTR_ENUMVAL_e_weaponLegacyOptionCanRetargetWhileChanneling=Can Retarget While Channeling
EDSTR_ENUMVAL_e_weaponLegacyOptionFaceTargetWhileInCooldown=Face Target While In Cooldown
EDSTR_ENUMVAL_e_weaponLegacyOptionKeepChanneling=Keep Channeling
EDSTR_ENUMVAL_e_weaponLegacyOptionLockTurretWhileFiring=Lock Turret While Firing
EDSTR_ENUMVAL_e_weaponLegacyOptionNoDeceleration=No Deceleration
EDSTR_ENUMVAL_e_weaponLegacyOptionUninterruptible=Uninterruptible
EDSTR_ENUMVAL_e_weaponLegacyOptionUseRangeToCenter=Use Range To Center
EDSTR_ENUMVAL_e_weaponOptionCanInitiateAttackOrder=Can Initiate Attack
EDSTR_ENUMVAL_e_weaponOptionContinuousScan=Continuous Scan
EDSTR_ENUMVAL_e_weaponOptionDisabled=Disabled
EDSTR_ENUMVAL_e_weaponOptionDisplayCooldown=Display Cooldown
EDSTR_ENUMVAL_e_weaponOptionHidden=Hidden
EDSTR_ENUMVAL_e_weaponOptionHoldFileInShrubs=Hold Fire In Shrubs
EDSTR_ENUMVAL_e_weaponOptionIgnoreThreat=Ignore Threat
EDSTR_ENUMVAL_e_weaponOptionLinkedCooldown=Linked Cooldown
EDSTR_ENUMVAL_e_weaponOptionMelee=Melee
EDSTR_ENUMVAL_e_weaponOptionOnlyFireAtAttackOrderTarget=Only Fire At Attack Target
EDSTR_ENUMVAL_e_weaponOptionOnlyFireWhileInAttackOrder=Only Fire While Attacking
EDSTR_ENUMVAL_e_weaponOptionRequireEnabledAttackAbil=Require Enabled Attack Ability
EDSTR_ENUMVAL_e_weaponPrioritizeByAngle=Angle
EDSTR_ENUMVAL_e_weaponPrioritizeByDistance=Distance
EDSTR_ENUMVAL_e_weaponPrioritizeByDistanceFromTarget=Distance From Target

// Field Hints
EDSTR_FIELDHINT_CAbil_AbilSetId=An arbitrary identifier that can be set on different abilities of the same type to make commands issued by one ability apply to any other abilities on other units in the selection with the same identifier.
EDSTR_FIELDHINT_CAbil_Alignment=Selects whether there is any preference given to friendly or enemy units while targeting with this ability.
EDSTR_FIELDHINT_CAbil_EditorCategories=Editor Categories are used for filtering and organization within the StarCraft II Editor.
EDSTR_FIELDHINT_CAbil_InfoTooltipPriority=Determines the order that this ability appears in an 'info' tooltip tag. If the priority is set to 0 then it will not be shown.
EDSTR_FIELDHINT_CAbil_Name=Name of the ability
EDSTR_FIELDHINT_CAbil_OrderArray=Order fields allow you to customize the appearance of the waypoint lines that show up when you queue orders.
EDSTR_FIELDHINT_CAbil_TargetMessage=Specifies the text to display in the command card UI while targeting with this ability.
EDSTR_FIELDHINT_CAbil_TechAliasArray=Specifies an alternate set of identifiers (or aliases) for this ability which allows it to be considered equivalent to other abilities with the same aliases by requirements.
EDSTR_FIELDHINT_CAbil_TechPlayer=The player used when requirement checks are run by this ability. By default this is set to the 'Upkeep' player (the player who pays for this unit's food cost).
EDSTR_FIELDHINT_CAbilArmMagazine_Alert=Alert that plays every time ammo construction completes.
EDSTR_FIELDHINT_CAbilArmMagazine_CalldownEffect=The effect that occurs when using this ability.
EDSTR_FIELDHINT_CAbilArmMagazine_EffectArray=Effects that execute for each ammo unit.
EDSTR_FIELDHINT_CAbilArmMagazine_ExternalAngle=Angle at which external ammo units are positioned around the main unit.  0 degrees lines up with the front of the main unit.
EDSTR_FIELDHINT_CAbilArmMagazine_Flags=Flags for the ability
EDSTR_FIELDHINT_CAbilArmMagazine_InfoArray=Parameters relating to specific commands of the ability.
EDSTR_FIELDHINT_CAbilArmMagazine_Launch=Defines how the ammo units are launched.
EDSTR_FIELDHINT_CAbilArmMagazine_Leash=Maximum range the ammo unit can travel from the main unit.
EDSTR_FIELDHINT_CAbilArmMagazine_MaxCount=The maximum number of units that can be stored in this magazine. If set to 0 then there is no maximum.
EDSTR_FIELDHINT_CAbilArmMagazine_ReturnLifeFraction=When an ammo unit gets to this fraction of life, it will return to the main unit.
EDSTR_FIELDHINT_CAbilAttack_AcquireFilters=Defines what kinds of targets a unit with this ability will acquire on its own.
EDSTR_FIELDHINT_CAbilAttack_AcquirePriority=When more than one of a unit's abilities try to auto-acquire targets, the ability that returns a highest "acquire priority" will be given the first chance to examine the potential targets.  Abilities that don't acquire targets should set this to 0.  Abilities that are set to 0 won't be given a chance to acquire targets.
EDSTR_FIELDHINT_CAbilAttack_CmdButtonArray=Data relating to specific commands of the ability.
EDSTR_FIELDHINT_CAbilAttack_MaxAttackSpeedMultiplier=The maximum multiplier for attack speed increasing with this ability.
EDSTR_FIELDHINT_CAbilAttack_MinAttackSpeedMultiplier=The minimum multiplier for attack speed increasing with this ability.
EDSTR_FIELDHINT_CAbilAttack_SmartFilters=When you right click a unit, only these unit types will be attacked.
EDSTR_FIELDHINT_CAbilAttack_SmartPriority=Determines how important this ability is versus other abilities with a smart priority when deciding which ability should handle a smart command (usually bound to right click).
EDSTR_FIELDHINT_CAbilAttack_SupportedFilters=Units that do not pass these filters will simply be ignored without displaying specific error information when targeting.
EDSTR_FIELDHINT_CAbilAugment_AbilCmd=Specifies the ability and command that will be augmented by this ability and the additional order that will be issued if you go into target mode with this ability.
EDSTR_FIELDHINT_CAbilAugment_AutoCastFilters=Determines the filters that are used to pick a nearby target if auto casting is enabled.
EDSTR_FIELDHINT_CAbilAugment_AutoCastValidatorArray=Specifies validators to run on nearby targets when autocasting is enabled to determine whether they should be targeted by this ability.
EDSTR_FIELDHINT_CAbilAugment_Cost=Specifies the resources, cooldown, and charges to apply when an augment order is issued.
EDSTR_FIELDHINT_CAbilAugment_Effect=Selects an effect to apply when an augment order begins. For Zealot Charge, for example, this applies a behavior to increase the movement speed of the Zealot.
EDSTR_FIELDHINT_CAbilAugment_SmartPriority=Determines how important this ability is versus other abilities with a smart priority when deciding which ability should handle a smart command (usually bound to right click).
EDSTR_FIELDHINT_CAbilAugment_SmartValidatorArray=Specifies validators to run on any target that is right clicked to make sure that this order can be handled.
EDSTR_FIELDHINT_CAbilAugment_TargetType=Determines what type of targets are requested (i.e. points, units, or either).
EDSTR_FIELDHINT_CAbilBattery_CmdButtonArray=Data relating to specific commands of the ability.
EDSTR_FIELDHINT_CAbilBattery_Effect=Selects the effect to apply onto another unit when it uses the battery.
EDSTR_FIELDHINT_CAbilBattery_EnumFilters=When using this ability, what types of units can it be cast upon.
EDSTR_FIELDHINT_CAbilBattery_EnumRange=How far away from the casting unit can this ability be cast.
EDSTR_FIELDHINT_CAbilBattery_Range=Range of the ability
EDSTR_FIELDHINT_CAbilBattery_SmartPriority=Determines how important this ability is versus other abilities with a smart priority when deciding which ability should handle a smart command (usually bound to right click).
EDSTR_FIELDHINT_CAbilBattery_TargetFilters=Target unit types on which the ability can be used
EDSTR_FIELDHINT_CAbilBeacon_SmartPriority=Determines how important this ability is versus other abilities with a smart priority when deciding which ability should handle a smart command (usually bound to right click).
EDSTR_FIELDHINT_CAbilBehavior_AutoCastValidatorArray=Auto cast requirements for the ability
EDSTR_FIELDHINT_CAbilBehavior_BehaviorArray=Behaviors the ability will add or remove from the caster.
EDSTR_FIELDHINT_CAbilBehavior_CmdButtonArray=Data relating to specific commands of the ability.
EDSTR_FIELDHINT_CAbilBehavior_Cost=Cost parameters for the ability
EDSTR_FIELDHINT_CAbilBehavior_CycleMode=If there are multiple behaviors for the current ability level, this setting controls how it cycles through those abilities.
EDSTR_FIELDHINT_CAbilBehavior_Flags=Flags for the ability
EDSTR_FIELDHINT_CAbilBehavior_LearnButtonImage=Specifies a button image to use for learning a new level for each level of this ability.
EDSTR_FIELDHINT_CAbilBehavior_LearnButtonName=Specifies a button name to use for learning a new level for each level of this ability.
EDSTR_FIELDHINT_CAbilBehavior_LearnButtonTooltip=Specifies a button tooltip to use for learning a new level for each level of this ability.
EDSTR_FIELDHINT_CAbilBehavior_LearnButtonTooltipImage=Specifies a button tooltip image to use for learning a new level for each level of this ability.
EDSTR_FIELDHINT_CAbilBehavior_LevelButtonOffImage=Specifies an alternate 'off' button image to use for each level of this ability.
EDSTR_FIELDHINT_CAbilBehavior_LevelButtonOffName=Specifies an alternate 'off' button name to use for each level of this ability.
EDSTR_FIELDHINT_CAbilBehavior_LevelButtonOffTooltip=Specifies an alternate 'off' button tooltip to use for each level of this ability.
EDSTR_FIELDHINT_CAbilBehavior_LevelButtonOffTooltipImage=Specifies an alternate 'off' button tooltip image to use for each level of this ability.
EDSTR_FIELDHINT_CAbilBehavior_LevelButtonOnImage=Specifies an alternate 'on' button image to use for each level of this ability.
EDSTR_FIELDHINT_CAbilBehavior_LevelButtonOnName=Specifies an alternate 'on' button name to use for each level of this ability.
EDSTR_FIELDHINT_CAbilBehavior_LevelButtonOnTooltip=Specifies an alternate 'on' button tooltip to use for each level of this ability.
EDSTR_FIELDHINT_CAbilBehavior_LevelButtonOnTooltipImage=Specifies an alternate 'on' button tooltip image to use for each level of this ability.
EDSTR_FIELDHINT_CAbilBehavior_ValidatorArray=Validators for executing the ability
EDSTR_FIELDHINT_CAbilBuild_Alert=Alert that occurs when construction is complete
EDSTR_FIELDHINT_CAbilBuild_BuildMorphAbil=If this ability is cast on the unit this is connected to, the building will morph.
EDSTR_FIELDHINT_CAbilBuild_ConstructionMover=Mover that is used by the constructing unit while building
EDSTR_FIELDHINT_CAbilBuild_EffectArray=Selects an effect to apply at various stages of the build process using the builder as the caster and the building as the target.
EDSTR_FIELDHINT_CAbilBuild_ErrorAlert=The alert that occurs when something prevents construction.
EDSTR_FIELDHINT_CAbilBuild_FidgetDelayMax=Maximum fidget delay time of the ability
EDSTR_FIELDHINT_CAbilBuild_FidgetDelayMin=Minimum fidget delay time of the ability
EDSTR_FIELDHINT_CAbilBuild_FlagArray=Flags for the ability
EDSTR_FIELDHINT_CAbilBuild_HaltCmdButton=Specifies default button information for the Halt command which can be used to set requirements and the restriction state.
EDSTR_FIELDHINT_CAbilBuild_InfoArray=Parameters relating to specific commands of the ability.
EDSTR_FIELDHINT_CAbilBuild_Range=Range of the ability
EDSTR_FIELDHINT_CAbilBuild_RefundFraction=Build cancellation refund parameters for the ability
EDSTR_FIELDHINT_CAbilBuild_SmartPriority=Determines how important this ability is versus other abilities with a smart priority when deciding which ability should handle a smart command (usually bound to right click).
EDSTR_FIELDHINT_CAbilBuild_Type=Type of construction process for the ability
EDSTR_FIELDHINT_CAbilBuildable_CmdButtonArray=Data relating to specific commands of the ability.
EDSTR_FIELDHINT_CAbilEffect_AcquirePriority=When more than one of a unit's abilities try to auto-acquire targets, the ability that returns a highest "acquire priority" will be given the first chance to examine the potential targets.  Abilities that don't acquire targets should set this to 0.  Abilities that are set to 0 won't be given a chance to acquire targets.
EDSTR_FIELDHINT_CAbilEffect_Activity=Determines the text displayed in the unit info panel while an order for this ability is active.
EDSTR_FIELDHINT_CAbilEffect_AlertArray=Links to the alerts that will play at the different stages of the ability.
EDSTR_FIELDHINT_CAbilEffect_Arc=Controls the arc around the caster that the target of the ability must be in.  Example 360 is all around, 90 is a cone in front.  If the target is outside this arc when the ability is cast, the caster will turn until the target is inside the arc.
EDSTR_FIELDHINT_CAbilEffect_ArcSlop=If the target is moving, how far past the initial arc are they allowed to move before casting is cancelled.
EDSTR_FIELDHINT_CAbilEffect_AutoCastFilters=Auto Cast Target Filters
EDSTR_FIELDHINT_CAbilEffect_AutoCastRange=The range at which auto casting can be triggered.
EDSTR_FIELDHINT_CAbilEffect_AutoCastValidatorArray=The ability will only auto cast if the validators specified here all return true.
EDSTR_FIELDHINT_CAbilEffect_CancelableArray=Stages at which the effect can be canceled
EDSTR_FIELDHINT_CAbilEffect_CastIntroTime=The duration of the Cast phase
EDSTR_FIELDHINT_CAbilEffect_CastOutroTime=The minimum amount of time the casting unit must be in the Channel phase
EDSTR_FIELDHINT_CAbilEffect_CastOutroTimeEffect=If specified, the length of this effect will be used as the Cast Finish Time
EDSTR_FIELDHINT_CAbilEffect_Cost=Cost parameters for the ability
EDSTR_FIELDHINT_CAbilEffect_CursorEffect=To make an Area of Effect cursor display for this ability, hook up a Search Area effect to this field, and create a Splat actor that inherits from Cursor Splat.
EDSTR_FIELDHINT_CAbilEffect_CursorRangeMode=This field controls how the cursor behaves when casting this ability.  Clamp will make it so you can't target beyond the range and ForceMax will make it so you are forced to cast it at max range.  Normal doesn't enforce any range restrictions.
EDSTR_FIELDHINT_CAbilEffect_Effect=Selects the effect that will be applied. Specifying multiple effects here will let you choose an effect per level of this ability.
EDSTR_FIELDHINT_CAbilEffect_ErrorAlert=The Alert that will happen if the ability cannot be cast.
EDSTR_FIELDHINT_CAbilEffect_FinishTime=The duration of the Finish stage, which occurs after the effect has been applied.
EDSTR_FIELDHINT_CAbilEffect_Flags=Flags for the ability.
EDSTR_FIELDHINT_CAbilEffect_Placeholder=Ghost placement image for the ability
EDSTR_FIELDHINT_CAbilEffect_PrepTime=Duration of the Prepare stage, which occurs in between Approach and Cast.
EDSTR_FIELDHINT_CAbilEffect_ProgressButtonArray=An array of buttons that display at different stages of the ability.
EDSTR_FIELDHINT_CAbilEffect_Range=Casting range of the ability
EDSTR_FIELDHINT_CAbilEffect_RangeSlop=How much further a target unit may move away from the initial targeted position before casting is cancelled.
EDSTR_FIELDHINT_CAbilEffect_RefundFraction=The fraction of the costs that will be returned if the ability is cancelled.
EDSTR_FIELDHINT_CAbilEffect_ShowProgressArray=The stages of the ability that a progress bar should appear for the caster.
EDSTR_FIELDHINT_CAbilEffect_SmartPriority=Determines how important this ability is versus other abilities with a smart priority when deciding which ability should handle a smart command (usually bound to right click).
EDSTR_FIELDHINT_CAbilEffect_TargetFilters=Target unit types on which the ability can be used
EDSTR_FIELDHINT_CAbilEffect_TargetSorts=Determines how the ability prioritizes potential targets.
EDSTR_FIELDHINT_CAbilEffect_UninterruptibleArray=The stages at which the ability is uninterruptible.
EDSTR_FIELDHINT_CAbilEffectInstant_CmdButtonArray=Data relating to specific commands of the ability.
EDSTR_FIELDHINT_CAbilEffectTarget_CmdButtonArray=Data relating to specific commands of the ability.
EDSTR_FIELDHINT_CAbilEffectTarget_FinishCommand=Command the unit is ordered to use after finishing using this ability.
EDSTR_FIELDHINT_CAbilEffectTarget_PlaceUnit=The placement footprint of this unit will show up when targeting this ability.
EDSTR_FIELDHINT_CAbilHarvest_AcquireRadius=How far should a unit search for something new to harvest if its current target is in use or dries up.
EDSTR_FIELDHINT_CAbilHarvest_CmdButtonArray=Command button values for the ability
EDSTR_FIELDHINT_CAbilHarvest_FlagArray=Flags for the ability
EDSTR_FIELDHINT_CAbilHarvest_Range=Determines how close to the resource node the unit has to be to harvest.
EDSTR_FIELDHINT_CAbilHarvest_ResourceAcquire=Resource types that the unit will auto-acquire when harvesting.
EDSTR_FIELDHINT_CAbilHarvest_ResourceAllowed=Resource types that this ability can harvest.
EDSTR_FIELDHINT_CAbilHarvest_ResourceAmountBonus=Additional amount of resources gathered by the ability.  This is added to the Harvest Amount defined in the resource behavior of the resource node.
EDSTR_FIELDHINT_CAbilHarvest_ResourceAmountMultiplier=Multiplier for the amount of resources gathered by the ability.  This multiplies the Harvest Amount defined in the resource behavior of the resource node.
EDSTR_FIELDHINT_CAbilHarvest_ResourceAmountRequest=The amount requested from a resource when harvesting. The larger of this value and the Harvest Amount defined in the resource behavior will determine how much is actually extracted.
EDSTR_FIELDHINT_CAbilHarvest_ResourceTimeBonus=Additional amount of time it takes to harvest with this ability.  This is added to the Harvest Time defined in the resource behavior of the resource node.
EDSTR_FIELDHINT_CAbilHarvest_ResourceTimeMultiplier=Multiplier for the amount of time it takes to harvest with this ability.  This multiplies the Harvest Time defined in the resource behavior of the resource node.
EDSTR_FIELDHINT_CAbilHarvest_SmartPriority=Determines how important this ability is versus other abilities with a smart priority when deciding which ability should handle a smart command (usually bound to right click).
EDSTR_FIELDHINT_CAbilInteract_SmartPriority=Determines how important this ability is versus other abilities with a smart priority when deciding which ability should handle a smart command (usually bound to right click).
EDSTR_FIELDHINT_CAbilInventory_CmdButtonArray=Command button values for the ability
EDSTR_FIELDHINT_CAbilInventory_Flags=Flags for the ability.
EDSTR_FIELDHINT_CAbilInventory_SmartPriority=Determines how important this ability is versus other abilities with a smart priority when deciding which ability should handle a smart command (usually bound to right click).
EDSTR_FIELDHINT_CAbilLearn_VeterancyBehavior=The veterancy behavior used in level requirements for the InfoArray.  If none specified, the first veterancy behavior will be used.
EDSTR_FIELDHINT_CAbilMerge_Alert=Alert that plays when the merge is complete.
EDSTR_FIELDHINT_CAbilMerge_CmdButtonArray=Command button values for the ability
EDSTR_FIELDHINT_CAbilMerge_Effect=Effect that occurs when a merge begins
EDSTR_FIELDHINT_CAbilMerge_Flags=Flags for the ability.
EDSTR_FIELDHINT_CAbilMerge_Info=Parameters for the ability
EDSTR_FIELDHINT_CAbilMerge_Range=Maximum distance units can be apart for the merge to begin
EDSTR_FIELDHINT_CAbilMergeable_CmdButtonArray=Command button values for the ability
EDSTR_FIELDHINT_CAbilMorph_AbilClassDisableArray=Ability types that will be disabled when using this morph ability.
EDSTR_FIELDHINT_CAbilMorph_AbilClassEnableArray=Ability types that will be enabled when using this morph ability.
EDSTR_FIELDHINT_CAbilMorph_AcquirePriority=When more than one of a unit's abilities try to auto-acquire targets, the ability that returns a highest "acquire priority" will be given the first chance to examine the potential targets.  Abilities that don't acquire targets should set this to 0.  Abilities that are set to 0 won't be given a chance to acquire targets.
EDSTR_FIELDHINT_CAbilMorph_ActorKey=A string value passed to the actor system when this ability is used.  This value can be referenced in an Ability Key term.
EDSTR_FIELDHINT_CAbilMorph_Alert=Alert that plays when the morph completes
EDSTR_FIELDHINT_CAbilMorph_AutoCastCountMax=Maximum number of targets that can be in the auto cast range for auto cast to execute.
EDSTR_FIELDHINT_CAbilMorph_AutoCastCountMin=Minimum number of targets that must be in the auto cast range for auto cast to execute.
EDSTR_FIELDHINT_CAbilMorph_AutoCastFilters=Target unit types that will trigger the auto cast.
EDSTR_FIELDHINT_CAbilMorph_AutoCastRange=The range at which the auto cast will scan for potential targets.
EDSTR_FIELDHINT_CAbilMorph_AutoCastValidatorArray=Any validators specified here must return true for the auto cast to execute.
EDSTR_FIELDHINT_CAbilMorph_CancelUnit=The unit that will result if the morph is cancelled.  If this field is left blank, then the original unit will result if the morph is cancelled.
EDSTR_FIELDHINT_CAbilMorph_CmdButtonArray=Command button values for the ability
EDSTR_FIELDHINT_CAbilMorph_Cost=Cost parameters for the ability
EDSTR_FIELDHINT_CAbilMorph_ErrorAlert=Alert that plays when an error occurs with the morph
EDSTR_FIELDHINT_CAbilMorph_FinishGlobalAlert=Alert that plays for every player when the morph completes
EDSTR_FIELDHINT_CAbilMorph_Flags=Flags for the ability.
EDSTR_FIELDHINT_CAbilMorph_InfoArray=Parameters relating to specific commands of the ability.
EDSTR_FIELDHINT_CAbilMorph_RefundFraction=The fraction of the costs that will be returned if the ability is cancelled.
EDSTR_FIELDHINT_CAbilMorph_StartGlobalAlert=Alert that plays for every player when the morph begins
EDSTR_FIELDHINT_CAbilMorph_ValidatorArray=Validators for executing the ability
EDSTR_FIELDHINT_CAbilMove_BoardBunkerSmartPriority=Determines how important the board bunker command is versus other commands or abilities with a smart priority when deciding which ability should handle a smart command (usually bound to right click).
EDSTR_FIELDHINT_CAbilMove_BoardTransportSmartPriority=Determines how important the board transport command is versus other commands or abilities with a smart priority when deciding which ability should handle a smart command (usually bound to right click).
EDSTR_FIELDHINT_CAbilMove_CmdButtonArray=Command button values for the ability
EDSTR_FIELDHINT_CAbilMove_FleeRange=Distance a unit will flee when attacked by an enemy it cannot retaliate against
EDSTR_FIELDHINT_CAbilMove_FleeTime=Maximum amount of time a unit will spend fleeing for a single attack
EDSTR_FIELDHINT_CAbilMove_FollowRangeSlop=Follow distance for the ability
EDSTR_FIELDHINT_CAbilMove_MoveSmartPriority=Determines how important the move command is versus other commands or abilities with a smart priority when deciding which ability should handle a smart command (usually bound to right click).
EDSTR_FIELDHINT_CAbilMove_PowerupSmartPriority=Determines how important the powerup command is versus other commands or abilities with a smart priority when deciding which ability should handle a smart command (usually bound to right click).
EDSTR_FIELDHINT_CAbilMove_RechargeSmartPriority=Determines how important the recharge command is versus other commands or abilities with a smart priority when deciding which ability should handle a smart command (usually bound to right click).
EDSTR_FIELDHINT_CAbilPawn_Flags=Flags for the ability.
EDSTR_FIELDHINT_CAbilPawn_InfoArray=Parameters relating to specific commands of the ability.
EDSTR_FIELDHINT_CAbilProgress_Cancelable=Determines if this ability cancelable.
EDSTR_FIELDHINT_CAbilQueue_CmdButtonArray=Command button values for the ability
EDSTR_FIELDHINT_CAbilQueue_Flags=Flags for the ability.
EDSTR_FIELDHINT_CAbilQueue_QueueCount=Number of queue slots that the building can work simultaneously (ie a Reactor sets the Queue count on a Barracks to 2, allowing it to train on 2 slots at once)
EDSTR_FIELDHINT_CAbilQueue_QueueSize=Number of slots in the queue.
EDSTR_FIELDHINT_CAbilQueueable_ErrorAlert=The alert that plays if the queue is full when the ability is used.
EDSTR_FIELDHINT_CAbilQueueable_RefundFraction=The fraction of the costs that will be returned if the ability is cancelled.
EDSTR_FIELDHINT_CAbilRally_CmdButtonArray=Command button values for the ability
EDSTR_FIELDHINT_CAbilRally_InfoArray=Parameters relating to specific commands of the ability.
EDSTR_FIELDHINT_CAbilRally_SmartPriority=Determines how important this ability is versus other abilities with a smart priority when deciding which ability should handle a smart command (usually bound to right click).
EDSTR_FIELDHINT_CAbilRedirect_Abil=The ability that this ability redirects.
EDSTR_FIELDHINT_CAbilRedirect_Flags=Flags for the ability.
EDSTR_FIELDHINT_CAbilRedirectInstant_CmdButtonArray=Command button values for the ability
EDSTR_FIELDHINT_CAbilRedirectTarget_CmdButtonArray=Command button values for the ability
EDSTR_FIELDHINT_CAbilResearch_Flags=Flags for the ability.
EDSTR_FIELDHINT_CAbilResearch_InfoArray=Parameters relating to specific commands of the ability.
EDSTR_FIELDHINT_CAbilRevive_VeterancyBehavior=The veterancy behavior used to calculate revive costs that grow with level.  If none specified, the first veterancy behavior will be used.
EDSTR_FIELDHINT_CAbilSpecialize_Alert=Alert that plays when the specialization completes.
EDSTR_FIELDHINT_CAbilSpecialize_Flags=Flags for the ability.
EDSTR_FIELDHINT_CAbilSpecialize_InfoArray=Parameters relating to specific commands of the ability.
EDSTR_FIELDHINT_CAbilStop_CmdButtonArray=Command button values for the ability
EDSTR_FIELDHINT_CAbilStop_Flags=Flags for the ability.
EDSTR_FIELDHINT_CAbilTrain_ActorKey=A string value passed to the actor system when this ability is used.  This value can be referenced in an Ability Key term.
EDSTR_FIELDHINT_CAbilTrain_Alert=Alert that plays when the training completes
EDSTR_FIELDHINT_CAbilTrain_Flags=Flags for the ability.
EDSTR_FIELDHINT_CAbilTrain_InfoArray=Parameters relating to specific commands of the ability.
EDSTR_FIELDHINT_CAbilTrain_MorphUnit=What the unit will morph into when the train ability is used. For example, the Larva's train ability will morph it into an egg.
EDSTR_FIELDHINT_CAbilTrain_Offset=Offset vector that controls the direction relative to the producing structure that the produced unit will spawn.
EDSTR_FIELDHINT_CAbilTrain_Range=Maximum range from the producing structure the produced units can spawn.
EDSTR_FIELDHINT_CAbilTransport_CmdButtonArray=Command button values for the ability
EDSTR_FIELDHINT_CAbilTransport_Flags=Flags for the ability.
EDSTR_FIELDHINT_CAbilTransport_InitialLoadDelay=Initial delay when the transport starts loading
EDSTR_FIELDHINT_CAbilTransport_InitialUnloadDelay=Initial delay when the transport starts unloading
EDSTR_FIELDHINT_CAbilTransport_LoadCargoBehavior=Behavior that units gain when they are loaded into the transport
EDSTR_FIELDHINT_CAbilTransport_LoadPeriod=Delay time between loading units
EDSTR_FIELDHINT_CAbilTransport_LoadSmartPriority=Determines how important this ability is versus other abilities with a smart priority when deciding which ability should handle a smart command (usually bound to right click).
EDSTR_FIELDHINT_CAbilTransport_LoadTransportBehavior=Behavior the transport gains when it loads units
EDSTR_FIELDHINT_CAbilTransport_LoadValidatorArray=These validators must return true for a unit to be loaded into the transport.
EDSTR_FIELDHINT_CAbilTransport_MaxCargoCount=Maximum number of units the transport can hold
EDSTR_FIELDHINT_CAbilTransport_MaxCargoSize=Maximum cargo size a unit can be to be loaded into the transport
EDSTR_FIELDHINT_CAbilTransport_MaxUnloadRange=Maximum distance from which the transport can unload its cargo
EDSTR_FIELDHINT_CAbilTransport_Range=Maximum distance from which the transport can load its cargo
EDSTR_FIELDHINT_CAbilTransport_SearchRadius=Area around the transport that it will search for load targets if the Load All command is given.
EDSTR_FIELDHINT_CAbilTransport_TargetFilters=Target unit types that can be loaded into the transport
EDSTR_FIELDHINT_CAbilTransport_TargetSorts=Determines how the ability prioritizes potential load targets.
EDSTR_FIELDHINT_CAbilTransport_TotalCargoSpace=Total amount of cargo space
EDSTR_FIELDHINT_CAbilTransport_UnloadCargoBehavior=Behavior that units gain when they are unloaded from the transport
EDSTR_FIELDHINT_CAbilTransport_UnloadPeriod=Delay time between unloading units
EDSTR_FIELDHINT_CAbilTransport_UnloadTransportBehavior=Behavior the transport gains when unloading units
EDSTR_FIELDHINT_CAbilTransport_UnloadValidatorArray=These validators must return true for units to be unloaded from the transport
EDSTR_FIELDHINT_CAbilWarpable_CmdButtonArray=Command button values for the ability
EDSTR_FIELDHINT_CAbilWarpable_PowerUserBehavior=This behavior is given to units while they are warping in.  If this is a Power User behavior, then it will restrict what sort of power field the unit must be warped in to.
EDSTR_FIELDHINT_CAbilWarpTrain_Alert=Alert set that plays when a unit has finished warping in
EDSTR_FIELDHINT_CAbilWarpTrain_InfoArray=Parameters relating to specific commands of the ability.
EDSTR_FIELDHINT_CAbilWarpTrain_RefundFraction=The fraction of the costs that will be returned if the ability is cancelled.
EDSTR_FIELDHINT_CAchievement_Category=The category the achievement belongs to.  Categories are displayed in the in game achievement UI.
EDSTR_FIELDHINT_CAchievement_Icon=Icon for the achievement
EDSTR_FIELDHINT_CAchievement_Name=Name of the achievement
EDSTR_FIELDHINT_CActor_AcceptedHostedPropTransfers=Determines which types of hosted props will be transferred to a new actor.
EDSTR_FIELDHINT_CActor_AcceptedTransfers=Determines which additional properties of an actor will be transferred to a new actor.
EDSTR_FIELDHINT_CActor_Aliases=An alias is an alternative (often generic) name that can be used to refer to an actor.  For example, most unit actors use the _Unit alias, allowing other actors that send messages targeting _Unit to get those messages to the unit actor in that scope.
EDSTR_FIELDHINT_CActor_CopySource=Allows you to specify a separate actor in the same scope that will be used to transfer properties to a new actor.
EDSTR_FIELDHINT_CActor_EditorCategories=Editor Categories are used for filtering and organization within the StarCraft II Editor.
EDSTR_FIELDHINT_CActor_Filter=Filter determines whether this actor is visible for Enemy, Neutral, Self, or Ally players.
EDSTR_FIELDHINT_CActor_Flags=Flags apply to all actors.  They allow you to change several actor behaviors, such as whether an actor is added to the External Finder and whether it will be added to a saved game.
EDSTR_FIELDHINT_CActor_FogVisibility=How the actor appears when under the fog of war.
EDSTR_FIELDHINT_CActor_Inherits=Properties this actor inherits from its host actor
EDSTR_FIELDHINT_CActor_InheritType=Determines how this actor gets properties from its host.
EDSTR_FIELDHINT_CActor_Macros=Macros are actor events that are defined externally and combined with this actor's events.
EDSTR_FIELDHINT_CActor_Sharing=Sharing allows you to use an existing actor for an actor request rather than always creating a new actor. Per Effect Tree will only share actors when they are created while executing the same effect.
EDSTR_FIELDHINT_CActor_Supporter=When the Supporter of this actor dies, this actor will receive a SupporterDestruction message that is commonly used to destroy the actor.
EDSTR_FIELDHINT_CActor_Terms=Actor terms (similar to trigger conditions) that must validate successfully in order for this actor to be created.
EDSTR_FIELDHINT_CActorAction_AccuracyHalfArc=Accuracy is used to determine how far subsequent attacks can stray from the initial target. Half Arc means you specify the degrees allowed from the original attack vector.
EDSTR_FIELDHINT_CActorAction_AcquisitionPitchHalfArc=Acquisition Arc controls how far the initial attack can stray vertically from the center of the target. Half Arc specifies the degrees allowed from the center of the unit.
EDSTR_FIELDHINT_CActorAction_AcquisitionYawHalfArc=Acquisition Arc controls how far the initial attack can stray horizontally from the center of the target. Half Arc specifies the degrees allowed from the center of the unit.
EDSTR_FIELDHINT_CActorAction_ActionFlags=Flags for customizing various details about how an attack's FX behave.  These flags handle a number of specific (though sometimes consequential) edge cases and are therefore frequently unnecessary.
EDSTR_FIELDHINT_CActorAction_AttackAnimName=Attack physics data is determined by matching the animation properties that were played using the specified attack animation name.
EDSTR_FIELDHINT_CActorAction_AttackAnimSource=Attack physics data is determined by matching the animation properties that were played on the specified actor.
EDSTR_FIELDHINT_CActorAction_Beam=The beam actor associated with this action.
EDSTR_FIELDHINT_CActorAction_BeamScope=The scope the beam actor will be created in.
EDSTR_FIELDHINT_CActorAction_CombatRevealDurationType=Determines whether the attacking unit is revealed only once at the beginning of the attack (One Shot) or whether it lasts for the duration of the attack (Duration By Victim).
EDSTR_FIELDHINT_CActorAction_ContainerAssets=The assets this action will use if the unit is attacking from a transport, such as a Bunker.
EDSTR_FIELDHINT_CActorAction_ContainerAttachQuery=Attach methods that are run on the transport unit to determine the attach point for the action's launch assets.
EDSTR_FIELDHINT_CActorAction_ContainerModel=Actor model that is created for the launch art when the unit invoking this action is inside a transport, such as a Bunker.
EDSTR_FIELDHINT_CActorAction_ContainerSite=Site that will be used to position the launch of the attack when the launch assets can not be used and the unit is inside of a transport.
EDSTR_FIELDHINT_CActorAction_ContainerSiteOps=Site Ops that will be used to position any actors created for the launch of the attack when the unit is inside of a transport.
EDSTR_FIELDHINT_CActorAction_ContainerSound=Actor sound that is created for the launch sound when the unit invoking this action is inside a transport, such as a Bunker.
EDSTR_FIELDHINT_CActorAction_ContainerTerrainSquibMap=Configures the models and sounds that will be created when attacking from a bunker. These actors will only be created when attacking from a bunker on one of the physics materials specified, where the physics material is based on the terrain texture at the location of the bunker.
EDSTR_FIELDHINT_CActorAction_ContainerTerrainSquibModel=Configures the actor that will be used to display the model when attacking from a bunker.
EDSTR_FIELDHINT_CActorAction_ContainerTerrainSquibSound=Configures the actor that will be used to play the sound when attacking from a bunker.
EDSTR_FIELDHINT_CActorAction_DamageAttachQuery=Attach methods that are run on the target units of a splash attack to determine the attach point for the action's damage assets.
EDSTR_FIELDHINT_CActorAction_DamageMap=Configure damage assets for the action.  Damage assets play on targets that are hit by splash damage done by effects associated with this action, when an Action Damage message is sent.
EDSTR_FIELDHINT_CActorAction_DamageModel=Actor model that is created to display the cause of damage when the target unit takes splash or channeled damage.
EDSTR_FIELDHINT_CActorAction_DamageModelReaction=Actor that displays the wound effects that will be spawned when the target unit takes splash or channeled damage.
EDSTR_FIELDHINT_CActorAction_DamagePhysics=Configures the types of physics impulses that result from splash or channeled damage applied to the target unit.
EDSTR_FIELDHINT_CActorAction_DamageReattachQuery=Attach methods that are run to reestablish a splash damage attach point that is lost due to the unit morphing or swapping actor.
EDSTR_FIELDHINT_CActorAction_DamageSite=Site that will be used to position the splash damage display of the attack when the damage assets can not be used as a site.
EDSTR_FIELDHINT_CActorAction_DamageSiteOps=Site Ops that will be used to position any actors created for the splash damage display for the attack.
EDSTR_FIELDHINT_CActorAction_DamageSiteOpsReaction=Site Ops that will be used to position any actors created for the wounded effect display for the attack.
EDSTR_FIELDHINT_CActorAction_DamageSound=Actor sound that is created for the damage sound.
EDSTR_FIELDHINT_CActorAction_DamageTerrainSquibMap=Configures the models and sounds that will be created when the targeted unit takes splash damage. These actors will only be created when being damaged on one of the physics materials specified, where the physics material is based on the terrain texture at the location of the damaged unit.
EDSTR_FIELDHINT_CActorAction_DamageTerrainSquibModel=Configures the actor that will be used to display the model for damaged unit physics.
EDSTR_FIELDHINT_CActorAction_DamageTerrainSquibSound=Configures the actor that will be used to play the sound for damaged unit physics.
EDSTR_FIELDHINT_CActorAction_ForceCommencementFrom=If this field is configured, only ActionCommence messages from the specified effect are considered valid.
EDSTR_FIELDHINT_CActorAction_ImpactAttachQuery=Attach methods that are run on the target unit to determine the attach point for the action's impact assets.
EDSTR_FIELDHINT_CActorAction_ImpactGuideAlias=The actor alias configured here will be added to the actors that are created for the impact display. The alias allows you to easily reference whichever actor gets created without knowing what it was.
EDSTR_FIELDHINT_CActorAction_ImpactMap=Configure impact assets for the action.  Impact assets play on the target that is hit by the effects associated with this action, when an Action Impact message is sent.
EDSTR_FIELDHINT_CActorAction_ImpactModel=Actor model that is created for the impact art.
EDSTR_FIELDHINT_CActorAction_ImpactModelReaction=Actor that displays the wound effects that will be spawned when the missile impacts the target unit.
EDSTR_FIELDHINT_CActorAction_ImpactPhysics=Configures the types of physics impulses when the missile impacts the target unit.
EDSTR_FIELDHINT_CActorAction_ImpactPointSite=Site that will be used to position the impact of the missile when the impact hits the terrain rather than a unit and the impact assets can not be used as a site.
EDSTR_FIELDHINT_CActorAction_ImpactPointSiteOps=Site Ops that will be used to position any actors created for the impact of the missile when the impact hits the terrain rather than a unit.
EDSTR_FIELDHINT_CActorAction_ImpactReattachQuery=Attach methods that are run to reestablish a missile impact attach point that is lost due to the unit morphing or swapping actor.
EDSTR_FIELDHINT_CActorAction_ImpactSite=Site that will be used to position the impact of the missile when the impact assets can not be used as a site.
EDSTR_FIELDHINT_CActorAction_ImpactSiteFallback=Site that will be used as a fallback to position the impact of the missile when the impact site and impact assets can not be used as a site.
EDSTR_FIELDHINT_CActorAction_ImpactSiteOps=Site Ops that will be used to position any actors created for the impact of the missile.
EDSTR_FIELDHINT_CActorAction_ImpactSiteOpsReaction=Site Ops that will be used to position any actors created for the wounded effect display when the missile hits the target unit.
EDSTR_FIELDHINT_CActorAction_ImpactSound=Actor sound that is created for the impact sound.
EDSTR_FIELDHINT_CActorAction_ImpactTerrainSquibMap=Configures the models and sounds that will be created when this attack impacts the terrain. These actors will only be created when impacting one of the physics materials specified, where the physics material is based on the terrain texture at the impact point.
EDSTR_FIELDHINT_CActorAction_ImpactTerrainSquibModel=Configures the actor that will be used to display the model for terrain physics impacts.
EDSTR_FIELDHINT_CActorAction_ImpactTerrainSquibSound=Configures the actor that will be used to play the sound for terrain physics impacts.
EDSTR_FIELDHINT_CActorAction_LaunchAssets=Configure launch assets for the action.  Launch assets play on the caster that invokes the effects associated with this action, when the action is created.
EDSTR_FIELDHINT_CActorAction_LaunchAttachQuery=Attach methods that are run on the caster unit to determine the attach point for the action's launch assets.
EDSTR_FIELDHINT_CActorAction_LaunchGuideAlias=The actor alias configured here will be added to the actors that are created for the launch display. The alias allows you to easily reference whichever actor gets created without knowing what it was.
EDSTR_FIELDHINT_CActorAction_LaunchModel=Actor model that is created for the launch art.
EDSTR_FIELDHINT_CActorAction_LaunchRequest=The launch request allows you to specify an external actor that will be used as the target for the missile.
EDSTR_FIELDHINT_CActorAction_LaunchSite=Site that will be used to position the launch of the attack when the launch assets can not be used.
EDSTR_FIELDHINT_CActorAction_LaunchSiteFallback=Site that will be used as a fallback to position the launch of the missile when the launch site and launch assets can not be used as a site.
EDSTR_FIELDHINT_CActorAction_LaunchSiteOps=Site Ops that will be used to position any actors created for the launch of the attack.
EDSTR_FIELDHINT_CActorAction_LaunchSound=Actor sound that is created for the launch sound.
EDSTR_FIELDHINT_CActorAction_LaunchTerrainSquibMap=Configures the models and sounds that will be created when this attack launches. These actors will only be created when launching on one of the physics materials specified, where the physics material is based on the terrain texture at the launch point.
EDSTR_FIELDHINT_CActorAction_LaunchTerrainSquibModel=Configures the actor that will be used to display the model for missile launch physics.
EDSTR_FIELDHINT_CActorAction_LaunchTerrainSquibSound=Configures the actor that will be used to play the sound for missile launch physics.
EDSTR_FIELDHINT_CActorAction_Lifetime=Amount of time the action sticks around before destroying itself.
EDSTR_FIELDHINT_CActorAction_Missile=The missile actor associated with this action.
EDSTR_FIELDHINT_CActorAction_ShieldFlashType=Facer shield impacts are localized on the point where the impact occurs.  Full shield impacts display a shield that surrounds the unit.  Header shield impacts are similar to Facer impacts, except they are angled more towards the sky.
EDSTR_FIELDHINT_CActorAction_ShieldRippleScaleFactor=Scales the size of any shield impacts specifically for this attack in order to make specific attacks more noticeable.
EDSTR_FIELDHINT_CActorAction_WeaponFireTrackingTimeWindow=Determines the window of time between subsequent attacks that an attacking unit will be revealed.
EDSTR_FIELDHINT_CActorArc_Angle=Angle determines how far the arc extends from the origin. The arc is extended by setting the time of an animation such that each 30 degrees translates into 1 second of animation.
EDSTR_FIELDHINT_CActorArc_AngleAnimProps=Determines which animation on the model is played in order to extend the arc.
EDSTR_FIELDHINT_CActorArc_Radius=Radius specifies the scale of the arc model.
EDSTR_FIELDHINT_CActorBase_On=Configures what events this actor responds to, and what messages the actor sends in response to those events.
EDSTR_FIELDHINT_CActorBase_Remove=This is used to remove event responses from this actor that occur in an actor this actor inherits from.
EDSTR_FIELDHINT_CActorBeam_HostImpact=The impact host determines the actor that the end of the beam is connected to.
EDSTR_FIELDHINT_CActorBeam_HostImpactSiteOps=The impact host site ops allow you to customize how the end of the beam is attached to the impact host.
EDSTR_FIELDHINT_CActorBeam_HostLaunch=The launch host determines the actor that the start of the beam is connected to.
EDSTR_FIELDHINT_CActorBeam_HostLaunchSiteOps=The launch host site ops allow you to customize how the start of the beam is attached to the launch host.
EDSTR_FIELDHINT_CActorBeamStandard_Beam=Link to the beam entry this actor should use.
EDSTR_FIELDHINT_CActorBearings_AddToProximitySystem=Controls whether this actor can be interacted with using the cursor and whether it can be found by other actors performing an area search.
EDSTR_FIELDHINT_CActorBearings_Host=Actors can inherit their position, rotation, and other properties like visibility from their host based on how the hosted properties are configured. Typically you can think of hosts like an object's parent in a hierarchy of objects.
EDSTR_FIELDHINT_CActorBearings_HostForProps=If this field is set, this host will be used to inherit hosted properties while the normal host is still used to inherit position and rotation.
EDSTR_FIELDHINT_CActorBearings_HostSiteOps=The host site ops are used to customize the position and rotation (bearings) that are inherited from the host. Each site operation is applied to the incoming bearings in the order that they are listed. For example, site ops can be used to attach an actor to the head of another actor by using the attach site op.
EDSTR_FIELDHINT_CActorBearings_ScopeBearingsTracking=Controls whether the position and rotation for this actor are inherited from the scope or from the host. If the actor has no host, it will automatically follow the scope unless scope tracking is forced off. The scope position depends on the context of the actor but is typically based on a unit's synchronous position, the position of the cursor, or where the actor was initially created.
EDSTR_FIELDHINT_CActorCamera_Camera=Link to a camera object that will be used to determine the camera parameters that aren't controlled by actor like field of view or falloff.
EDSTR_FIELDHINT_CActorCamera_HostEye=The eye host determines the actor that will used to position the eye of the camera. The target of the camera is determined by the normal Host field.
EDSTR_FIELDHINT_CActorCamera_HostEyeSiteOps=The eye host site ops allow you to customize the position and rotation of the eye of the camera.
EDSTR_FIELDHINT_CActorCameraModel_Camera=Camera models are models that follow a specified camera. The camera field determines which camera it will follow.
EDSTR_FIELDHINT_CActorCreep_FoliageSpawnTarget=The foliage spawn target is an actor that will be created whenever foliage is destroyed as a result of the growth of creep.
EDSTR_FIELDHINT_CActorCreep_SubjectResponses=Subject responses allow you to configure how different types of actors will respond to creep growth. For example, by default tree doodads are configured to disintegrate when creep grows on them.
EDSTR_FIELDHINT_CActorDoodad_BoostedCliffLevel=The footprint for a doodad can flag cells as Boost Cliff. Any cells with the Boost Cliff flag will adjust the cliff level used for vision to the cliff level specified here. Typically used to adjust the cliff level of bridge doodads.
EDSTR_FIELDHINT_CActorDoodad_BoostedHeight=The footprint for a doodad can flag cells as Boost Height. Any cells with the Boost Height flag will adjust the synchronous height map to the specified height. Typically used on large tree doodads such that flying units will fly over the trees rather than through them.
EDSTR_FIELDHINT_CActorDoodad_DoodadFlags=Allows you to configure flags on a doodad such as whether it will only apply a footprint without creating an actor or whether it will pause animations while the doodad is not visible.
EDSTR_FIELDHINT_CActorDoodad_EditorAnim=Animation that this doodad plays when it is placed in the Terrain Editor
EDSTR_FIELDHINT_CActorDoodad_EditorFacingAlignment=The facing of this doodad when placed in the editor must be a multiple of the angle specified here. For example if the alignment is 15 degrees then valid facings would be 15 or 30 but not 20 degrees.
EDSTR_FIELDHINT_CActorDoodad_EditorFlags=These configure how this doodad behaves when placed in the Terrain Editor
EDSTR_FIELDHINT_CActorDoodad_EditorIcon=Icon displayed in Button and Tree views in the Terrain Editor
EDSTR_FIELDHINT_CActorDoodad_EditorModel=Model that is displayed when this doodad is placed in the Terrain Editor.  Useful for doodads such as weather effects that would be hard to locate and manipulate in the Terrain Editor if they did not use an alternative model.
EDSTR_FIELDHINT_CActorDoodad_Facing=Default direction the doodad faces when being placed in the Terrain Editor
EDSTR_FIELDHINT_CActorDoodad_Footprint=Footprint the doodad uses
EDSTR_FIELDHINT_CActorDoodad_MinimapColor=Specifies the color for the doodad's generated minimap shape. The color is ignored for custom minimap images and only applies to minimap generation in the editor.
EDSTR_FIELDHINT_CActorDoodad_MinimapIcon=Determines the minimap icon that will be used in-game instead of drawing the doodad based on its radius.
EDSTR_FIELDHINT_CActorDoodad_MinimapImage=Specify an optional image to draw into the minimap instead of a generic shape with alpha blending support. Only applies to minimap generation in the editor.
EDSTR_FIELDHINT_CActorDoodad_MinimapRenderPriority=Determines the render priority of this doodad's minimap icon based on the corresponding order in the Actor Global Config - Render Priority List.
EDSTR_FIELDHINT_CActorDoodad_MinimapShape=Choose whether the doodad will be drawn as a square or circle on the minimap if no custom image is used. Only applies to minimap generation in the editor.
EDSTR_FIELDHINT_CActorDoodad_MinimapSize=Specifies the size of the image or shape in world coordinates where zero implies no minimap display. Only applies to minimap generation in the editor.
EDSTR_FIELDHINT_CActorDoodad_NoFlyZoneHardRadius=If this radius is greater than zero, the doodad will automatically create a no fly zone at its position that completely blocks air unit movement up to the specified radius.
EDSTR_FIELDHINT_CActorDoodad_NoFlyZoneSoftRadius=If this radius is greater than zero, the doodad will automatically create a no fly zone at its position that pushes air units away up to the specified radius.
EDSTR_FIELDHINT_CActorDoodad_OccludeHeight=When the footprint for this doodad has cells marked as Block Vision, units below the height specified here will not be able to see past this doodad. By increasing this value, it allows you to make line of sight blocking doodads that can block vision for flying units.
EDSTR_FIELDHINT_CActorDoodad_Radius=Determines the collision radius of this doodad in the editor.
EDSTR_FIELDHINT_CActorDoodad_RandomScaleRange=When this doodad is placed in the Terrain Editor, it will pick a random scale from this range.
EDSTR_FIELDHINT_CActorDoodad_TexSets=Texture set categorization for the Terrain Editor.
EDSTR_FIELDHINT_CActorDoodad_VisibleOpacity=When this doodad is visible, it will be shown with the opacity specified here. The doodad will be shown with full opacity when it is in the fog of war.
EDSTR_FIELDHINT_CActorDoodad_VisibleOpacityBlendDuration=If this doodad has a Visibility Opacity below 1.0, it will apply the opacity over the time duration specified here when the doodad is no longer fully visible.
EDSTR_FIELDHINT_CActorFoliageFXSpawner_Radius=Specifies the radius to search around the doodad for foliage that will be replaced with actors.
EDSTR_FIELDHINT_CActorFoliageFXSpawner_SpawnTarget=Foliage found in the spawner radius will be destroyed and replaced with an actor copy using the actor specified here. This system allows death animations to be played on foliage.
EDSTR_FIELDHINT_CActorForce_Duration=The force actor will stay alive and apply forces to nearby models with physics bodies throughout the specified duration. Setting this to -1 will cause it to apply the force indefinitely until the actor is manually destroyed.
EDSTR_FIELDHINT_CActorForce_Field=Determines whether the force will be applied radially or directionally. A radial force will be applied outward from the center of the force field whereas a directional force will be applied in the same direction across the entire area of the force field.
EDSTR_FIELDHINT_CActorForce_ForceFlags=Force flags allow you to control whether the force has falloff which diminishes in strength over distance and whether the same force can stack by being applied multiple times from different sources.
EDSTR_FIELDHINT_CActorForce_Magnitude=The magnitude of a force determines how much acceleration will be applied to physics bodies within the force field.
EDSTR_FIELDHINT_CActorForce_Receiver=If specified, determines what type of actor can be a valid target for the force.
EDSTR_FIELDHINT_CActorForceBox_Height=Specifies the total height of the box. The distance from the origin of the force box to the top and bottom sides will be half of this value.
EDSTR_FIELDHINT_CActorForceBox_Length=Specifies the total length of the box. The distance from the origin of the force box to the front and back sides will be half of this value.
EDSTR_FIELDHINT_CActorForceBox_Origin=Allows you to choose whether the bearings of this actor represents the center or the bottom of the force field. This can be used to apply a force to adjacent actors on only one side of the force actor.
EDSTR_FIELDHINT_CActorForceBox_Width=Specifies the total width of the box. The distance from the origin of the force box to the left and right sides will be half of this value.
EDSTR_FIELDHINT_CActorForceConeRoundedEnd_Angle=Specifies the apex angle of the cone, which is the angle between the lines that define the cone's convergence point.
EDSTR_FIELDHINT_CActorForceConeRoundedEnd_Length=Specifies the total length of the cone measured from base to apex point. The radius of the cone will be calculated based on the length and angle.
EDSTR_FIELDHINT_CActorForceCylinder_Length=Determines the spatial distance from one end of the cylinder to the other.
EDSTR_FIELDHINT_CActorForceCylinder_Radius=Determines one half of the distance from the center of the cylinder to the sides.
EDSTR_FIELDHINT_CActorForceLineSegment_HostEnd=Positions the end of the line segment using the bearings of the end host specified here.
EDSTR_FIELDHINT_CActorForceLineSegment_HostEndSiteOps=Allows you to customize position and rotation that is inherited from the end host by applying each site operation in the order it is listed.
EDSTR_FIELDHINT_CActorForceSphere_Direction=Spherical forces that are directed upwards will be rotated to match the z axis of the model they are attached to, which can be used for large splash damage attacks. Forces directed forwards will match the forward facing of the model they are attached to.
EDSTR_FIELDHINT_CActorForceSphere_IsHemisphere=Enable this flag for the force to be applied as a hemisphere, which is half of a sphere, rather than a full sphere. For an upward directed sphere, the top half of the sphere would be used as the hemisphere.
EDSTR_FIELDHINT_CActorForceSphere_Radius=Determines one half of the distance from the center of the sphere to the edge.
EDSTR_FIELDHINT_CActorGlobalConfig_ActorUnitFallback=The actor specified here will be created for any units that do not have a unit actor configured with an auto-create event for when the unit is born. Auto-create events are when the event sends a "Create" message with no other parameters.
EDSTR_FIELDHINT_CActorGlobalConfig_AttachHarnessActor=This is the actor that is used when attaching a model to another actor if there is no other actor specified for that attachment.
EDSTR_FIELDHINT_CActorGlobalConfig_AttachHarnessSOpAttach=When attaching actors with an attach method, this determines the attachment site op that will manage how the actors are attached.
EDSTR_FIELDHINT_CActorGlobalConfig_AttachHarnessSOpLocalOffset=When attaching actors with a position offset, this determines the offset site op that will manage how the actors are attached.
EDSTR_FIELDHINT_CActorGlobalConfig_AttachHarnessSOpRotationExplicit=When attaching actors with a specific rotation, this determines the rotation site op that will manage how the actors are attached.
EDSTR_FIELDHINT_CActorGlobalConfig_BodySquibs=Defines the default body squibs for every unit, which are actors that display death effects such as fire or blood that will be attached to the death model. Units can override the default body squibs for a custom death by defining a body squib with the same name in the unit's Death Customs field.
EDSTR_FIELDHINT_CActorGlobalConfig_CloakModel=The model specified here will be used to apply the cloaking effect to any cloaked units. The model must have a special cloak material that can be used for that purpose.
EDSTR_FIELDHINT_CActorGlobalConfig_CloakModelLow=The model specified here will be used to apply the cloaking effect to any cloaked units when the shader graphics settings is set to low. The model must have a special cloak material that can be used for that purpose.
EDSTR_FIELDHINT_CActorGlobalConfig_CloakTransitionArray=Configures the initial and looping animations that will be played on the cloaked material for any cloaked units. Each possible transition is based on the alliance between the local player and the owner of the cloaked unit.
EDSTR_FIELDHINT_CActorGlobalConfig_CommandUIActor=Determines the actor model that will be created to display movement waypoints or other queued abilities. The waypoint actor's model will be overridden with the model file specified in the ability's order data.
EDSTR_FIELDHINT_CActorGlobalConfig_CreepEngulfmentModel=The model specified here will be used to apply the creep engulfment effect to any non-zerg buildings positioned on top of creep. The model must have a special creep material that can be used for that purpose.
EDSTR_FIELDHINT_CActorGlobalConfig_CreepHeightClasses=Defines a named set of parameters for creep engulfment that determine the height that the engulfment will be limited to. Each model actor specifes which parameters to use with their Creep Height Class field.
EDSTR_FIELDHINT_CActorGlobalConfig_CreepRates=Defines a named set of parameters for creep engulfment that determine the speed that creep engulfment can grow or shrink. Each model actor specifies which parameters to use with their Creep Rate Grow and Creep Rate Shrink fields.
EDSTR_FIELDHINT_CActorGlobalConfig_DeathCustomPriorityList=If multiple Custom Death conditions are satisfied, this list determines which Custom Death takes priority.  A Custom Death must be in this list in order to function.
EDSTR_FIELDHINT_CActorGlobalConfig_DeathCustoms=Defines a named set of parameters for customized unit deaths that are available to every unit. The parameters determine the model and sound that will be used for the custom death. Unit actors can use a custom death specified here by sending a Death Customize message with the name of the custom death in response to the Unit Death Customize event.
EDSTR_FIELDHINT_CActorGlobalConfig_MainActor=The Main Actor for each actor scope will be the Unit Actor in that scope if it exists, or the actor that is found based on the actor key specified in this field. The Main Actor receives certain messages from code directly rather than sending the messages to the entire scope, and can also be accessed using the ::Main system key.
EDSTR_FIELDHINT_CActorGlobalConfig_MaxSpeedForSound=All sounds played through actor will be skipped if the game speed exceeds the specified maximum game speed for sounds to be played. Skipping sounds improves replay performance at high speed and also avoids undesirable audio results from playing many sounds on top of each other.
EDSTR_FIELDHINT_CActorGlobalConfig_MinimapRenderPriorityList=Defines an ordered set of names that can be used to control the order that actors will be rendered on the minimap. Actors with a given named priority will render after names above it in the list and before names that are below it. This can be used to have Hero units render on top of less important actors like Doodads.
EDSTR_FIELDHINT_CActorGlobalConfig_MissileBoundsOptSpeedThreshold=Missiles that are travelling at a velocity greater than the value specified in this field will automatically extend the bounds of their model to include any emitted particles. Models typically do not extend their bounds to include particles in order to improve game performance, but fast travelling missiles can experience visual issues with emitted particles if the bounds are not extended.
EDSTR_FIELDHINT_CActorGlobalConfig_PopulationLimitModel=Squib actors created by Action Actors will be limited to the amount specified here if the game is running below 15 fps. Squibs can be ignored without negatively affecting the visual experience in order to maintain adequate performance.
EDSTR_FIELDHINT_CActorGlobalConfig_RevealTint=Units that are attacking from within the fog of war will be tinted based on the value specified in this field when they are temporarily made visible during the attack.
EDSTR_FIELDHINT_CActorGlobalConfig_SceneActor=The game renders multiple scenes each frame, typically including one scene for the game world and one for portraits. Each scene has a Scene Actor created for it that handles fullscreen effects like tint and lighting or changing the active camera. The Scene Actor for each scene will be created based on the actor specified in this field.
EDSTR_FIELDHINT_CActorLightModel_Light=Specifies the Light Actor that this model will follow. This is used to render debug models for lights in the editor.
EDSTR_FIELDHINT_CActorList_IsAutoDestroy=If this actor is configured to auto destroy, it will kill itself automatically after staying around for at least a frame. Otherwise this actor will stay alive until it is manually destroyed.
EDSTR_FIELDHINT_CActorMissile_HostReturn=Primarily for tentacle attacks, configures where will the missile will return to.
EDSTR_FIELDHINT_CActorMissile_HostReturnSiteOps=Primarily for tentacle attacks, site operation settings for where the missile will return to.
EDSTR_FIELDHINT_CActorMissile_IsTentacle=Determines whether this missile should behave like a tentacle or not.  Tentacles will fire out at the target, and then return.
EDSTR_FIELDHINT_CActorMissile_PreHost=The Action Actor reference configured for this field will be sent a MissilePreHost message in order to have the action create visual effects for the missile.
EDSTR_FIELDHINT_CActorModel_AnimBlendTime=This affects the animation blend times for all animations on this model.  When set to -1, this will use the Global Animation Blend Time setting.
EDSTR_FIELDHINT_CActorModel_AutoScaleFactor=This model actor will be automatically scaled by an amount determined by multiplying the Auto Scale Factor with the ratio between the parent model's radius and this model's radius defined in Model Data. For example, the model would be scaled larger when attached to a model with a radius greater than the model's own radius. Burrowed splats use this to automatically scale to each Zerg unit.
EDSTR_FIELDHINT_CActorModel_AutoScaleFromSelectionFactor=This model actor will be automatically scaled by an amount determined by multiplying the Auto Scale From Selection Factor with the ratio between the parent model's selection radius and this model's selection radius defined in Model Data. This works exactly like the Auto Scale Factor field except it is based on the Selection Radius field in Model Data.
EDSTR_FIELDHINT_CActorModel_CreepHeightClass=Configures the height of creep engulfment for this model based on the Actor Global Config's Creep Height Classes field. The default game data has Tiny, Small, and Medium configurations that normally match the height of the model.
EDSTR_FIELDHINT_CActorModel_CreepRateGrow=Configures the growth rate of creep engulfment for this model based on the Actor Global Config's Creep Rates field. This field must be set in order for a building to be engulfed by creep.
EDSTR_FIELDHINT_CActorModel_CreepRateShrink=Configures the shrink rate of creep engulfment for this model based on the Actor Global Config's Creep Rates field.
EDSTR_FIELDHINT_CActorModel_EventDataFootprint=In the Model Data you can configure Events that will display actual footprints left by a unit's movement. The model specified here will be created to display the left or right footprints.
EDSTR_FIELDHINT_CActorModel_EventDataFootprintActor=In the Model Data you can configure Events that will display actual footprints left by a unit's movement. The actor specified here will be created to display the left or right footprints.
EDSTR_FIELDHINT_CActorModel_EventDataSound=In the Model Data you can configure Events that will play sounds at a specific point in an animation. The sound specified here will be played at that point in the animation.
EDSTR_FIELDHINT_CActorModel_EventDataSoundActor=In the Model Data you can configure Events that will play sounds at a specific point in an animation. The sound actor specified here will be created and played at that point in the animation.
EDSTR_FIELDHINT_CActorModel_HostedAttaches=This field allows you to dynamically control bones in the model that are configured as attach points. The attach point will be procedurally positioned based on the position of the host actor configured here. This can be used to stretch the model to follow a missile mover like for the Spine Crawler's Tentacle attack.
EDSTR_FIELDHINT_CActorModel_LocalOffsetFor2ndVisibilityTest=Fog of War visibility tests are performed at the Proximity Position, which is typically the actor's center (0, 0, 0). If this field is set, a second visibility test will be performed that can only make the actor more visible. The offset is specified in local coordinates where positive y matches the facing of the actor and positive x is to the right of the actor. This can be used to extend an actor's visibility in only one direction.
EDSTR_FIELDHINT_CActorModel_Model=Link to the model entry this actor uses
EDSTR_FIELDHINT_CActorModel_ModelFlags=Flags that apply to all model actors.  These flags change certain aspects of model behavior such as whether it can be hit tested (clicked on), whether it ignores walkables (pass through doodads rather than stand on top of them), and whether visibility tests are performed at all.
EDSTR_FIELDHINT_CActorModel_PhysicsImpactDefault=Physics impact data determines how a model responds to a Physics Impact Customize message. The values specified in the default phyiscs impact data will be used unless the customized values have been modified from their default values.
EDSTR_FIELDHINT_CActorModel_PhysicsImpacts=Physics impact data determines how a model responds to a Physics Impact Customize message. The model or sound specified in the physics impact data will be created when the impact occurs. For example, this can be used to play a metallic sound when a physics body collides with a metal pipe.
EDSTR_FIELDHINT_CActorModel_ProximityPosition=The proximity position determines where the first visiblity test will be performed for the actor. Most actors use the Center Actor option to perform the test at (0, 0, 0). However, models that are not symmetrical typically need to use the Center Model Bounds option in order to move the visibility test offset from the center of the actor.
EDSTR_FIELDHINT_CActorModel_Scale=Scale applied to this actor
EDSTR_FIELDHINT_CActorPortrait_AnimTargets=Specifies which actors in a portrait frame will receive animation messages that are sent when playing a specific animation on that portrait.
EDSTR_FIELDHINT_CActorPortrait_FaceFXTarget=Specifies which model actor in a portrait frame to play facial animations on when a portrait has been set up with a FaceFX file.
EDSTR_FIELDHINT_CActorPower_PowerSource=Link to the Power Source behavior for this actor.
EDSTR_FIELDHINT_CActorPower_VisualArray=Array of actor splats associated with the different power levels of the Power Source behavior.
EDSTR_FIELDHINT_CActorProgress_StageArray=Parameters for the different progress stages.  The ability that creates the Progress actor controls how long the actor spends in each stage.
EDSTR_FIELDHINT_CActorQuad_CenterActor=Quad actors place the center actors between the launch and impact actors. Multiple center actors are created based on the remaining height after the impact and launch heights are subtracted from the total height.
EDSTR_FIELDHINT_CActorQuad_CenterHeight=The center height determines how many center actors are created by first subtracting the launch and impact heights from the total height and then dividing the remaining height by the center height.
EDSTR_FIELDHINT_CActorQuad_Decoration=Used to spawn a decorative actor that travels down the length of the quad along the Height axis.
EDSTR_FIELDHINT_CActorQuad_Height=The height field specifies the total horizontal length of the quad actor. The height will override the values specified in the quad field while retaining the center point and orientation. This does not refer to the Z height.
EDSTR_FIELDHINT_CActorQuad_ImpactActor=The impact actor is created at the end of the quad, typically where the mouse cursor is positioned when this is used for targeting cursors.
EDSTR_FIELDHINT_CActorQuad_ImpactHeight=The impact height specifies the vertical scale (local Y axis) of the impact actor. The impact height is subtracted from the total height when determining how many center actors will be created.
EDSTR_FIELDHINT_CActorQuad_LaunchActor=The launch actor is created at the beginning of the quad, typically where the unit is positioned when this is used for targeting cursors.
EDSTR_FIELDHINT_CActorQuad_LaunchHeight=The launch height specifies the vertical scale (local Y axis) of the launch actor. The launch height is subtracted from the total height when determining how many center actors will be created.
EDSTR_FIELDHINT_CActorQuad_Quad=The quad determines the center point, dimensions, and orientation of the quad actor. The corners of the quad will be positioned based on the min x, min y, max x, and max y points. The height and width fields will override the values specified here while keeping the same center point and orientation. The orientation refers to whether the min and max values are reversed, which can be used to flip the impact and launch points.
EDSTR_FIELDHINT_CActorQuad_Width=The width field affects the horizontal scale (local X axis) of each quad actor. The width will override the values specified in the quad field while retaining the center point and orientation.
EDSTR_FIELDHINT_CActorQueryResponse_OnResponse=Message that gets dispatched when a query response is triggered.  This will only happen if the actor triggering the response passes the Subject filters.
EDSTR_FIELDHINT_CActorQueryResponse_Subject=Controls the types of actors that will trigger a response.
EDSTR_FIELDHINT_CActorRange_Abil=Link to an ability that the range actor will get a radius value from.
EDSTR_FIELDHINT_CActorRange_Arc=The arc that this range display encompasses.
EDSTR_FIELDHINT_CActorRange_Behavior=Link to a behavior that the range actor will get a radius value from.
EDSTR_FIELDHINT_CActorRange_CliffLevelFlags=Whether or not the range indicators will be displayed on lower, equal, or higher cliff levels than the cliff level at the position of the Range Actor.
EDSTR_FIELDHINT_CActorRange_Icon=The texture that will be used to create the range circle
EDSTR_FIELDHINT_CActorRange_IconArcLength=Controls the spacing between the range icon textures
EDSTR_FIELDHINT_CActorRange_IconScale=The scale to apply to the image
EDSTR_FIELDHINT_CActorRange_Range=Sets the radius of the range actor
EDSTR_FIELDHINT_CActorRange_RangeFlags=Flags for this range actor
EDSTR_FIELDHINT_CActorRange_Sight=Link to a unit that the range actor will get a sight radius value from.
EDSTR_FIELDHINT_CActorRange_Weapon=Link to a weapon that the range actor will get a radius value from.
EDSTR_FIELDHINT_CActorRegion_NotifyArcKey=Specifies the Arc Actor that will receive the Arc Set Angle message as a result of this Region Actor receiving a Query Set Caster message.
EDSTR_FIELDHINT_CActorRegion_NotifyClosestScaleKey=The targeting Actor specified here will automatically scale its length from its origin to the closest valid target. The new scale is based on the distance between the closest Actor and the Actor that was specified as the Closest To Ref Key in the Query Persistent message.
EDSTR_FIELDHINT_CActorRegion_NotifyRadiusKey=Specifies a targeting Actor that will have its radius automatically scaled to match the Effect radius found as a result of receiving a Query Set Caster message.
EDSTR_FIELDHINT_CActorRegion_QueryAbilCmd=Fallback Ability Command that will be used if the Query Set Caster message does not specify an Ability.
EDSTR_FIELDHINT_CActorRegion_QueryEffect=Fallback Effect that will be used if the Query Set Caster message does not specify an Ability and the Query Ability Command is also not set.
EDSTR_FIELDHINT_CActorRegion_QueryFilters=Fallback Target Filters that will be used if the Query Set Caster message does not specify an Ability and the Query Ability Command is also not set.
EDSTR_FIELDHINT_CActorRegion_QueryRange=If the distance between the caster and target is greater than the query range, the region will be positioned near the target location towards the caster based on the range.
EDSTR_FIELDHINT_CActorRegion_RegionFlags=If the Use Effect Range flag is enabled, the query range will be based on the range of the Effect found as a result of handling a Query Set Caster message.
EDSTR_FIELDHINT_CActorRegionArc_Angle=Arc regions only cover a portion of a circle based on the specified angle in degrees.
EDSTR_FIELDHINT_CActorRegionArc_Radius=The radius of an Arc Region is the length from the origin to the edge of the region.
EDSTR_FIELDHINT_CActorRegionCircle_Radius=The radius of a Circle Region is the length from the origin to the edge of the region.
EDSTR_FIELDHINT_CActorRegionCombine_ChildArray=Combines all child regions into a single region.
EDSTR_FIELDHINT_CActorRegionPolygon_PointArray=Array for the points that define the shape of the polygon regions
EDSTR_FIELDHINT_CActorRegionQuad_Height=The height field specifies the total horizontal length of the quad actor. The height will override the values specified in the quad field while retaining the center point and orientation. This does not refer to the Z height.
EDSTR_FIELDHINT_CActorRegionQuad_Quad=Points that define the shape of rectangular regions
EDSTR_FIELDHINT_CActorRegionQuad_Width=The width field affects the horizontal scale (local X axis) of each quad actor. The width will override the values specified in the quad field while retaining the center point and orientation.
EDSTR_FIELDHINT_CActorSelection_Alpha=The alpha for a selection circle determines the opacity of the rendered circle. The xyz vector specified here represents the initial alpha as X, the persistent alpha as Y, and the decay alpha as Z.
EDSTR_FIELDHINT_CActorSelection_Attenuation=The attenuation for a selection circle specifies a change in height where the circle begins to fade out.
EDSTR_FIELDHINT_CActorSelection_FallOff=FallOff extends the radius of the selection circle with an additional area where the circle fades out.
EDSTR_FIELDHINT_CActorSelection_HalfHeight=Specifies the half of the height of the box where the selection circle can be rendered. If the height is too small it will clip the circle.
EDSTR_FIELDHINT_CActorSelection_HostRadiusPercent=The selection circle will automatically scale with the selection radius of the host actor based on the percentage specified here.
EDSTR_FIELDHINT_CActorSelection_InnerBoundaryFallOffRatio=Controls the fading behavior of the inner portion of the selection circle.
EDSTR_FIELDHINT_CActorSelection_InnerBoundaryRatio=Controls the fading behavior of the inner portion of the selection circle.
EDSTR_FIELDHINT_CActorSelection_InnerOffsetRatio=Controls the fading behavior of the inner portion of the selection circle.
EDSTR_FIELDHINT_CActorSelection_InnerWidth=Inner width controls the size of the faded inner portion of the selection circle.
EDSTR_FIELDHINT_CActorSelection_OuterWidth=Outer width controls the size of the selection circle's solid outer border.
EDSTR_FIELDHINT_CActorSelection_RotationSpeed=Speed at which the selection circle rotates
EDSTR_FIELDHINT_CActorSelection_SegmentCount=Number of selection circle segments
EDSTR_FIELDHINT_CActorSelection_SegmentPercentSolid=Percentage of the selection circle segments that are solid
EDSTR_FIELDHINT_CActorSelection_SelectionFlags=Controls whether the selection circle is rendered as a cheap quad splat that doesn't conform to terrain and whether it is rendered as a crescent or as segments.
EDSTR_FIELDHINT_CActorSetQueried_AttachQuery=List of attach methods that will run to determine which attach points this actor should spawn the Spawn Target on
EDSTR_FIELDHINT_CActorSetQueried_Host=Determines what actor this actor will host off of
EDSTR_FIELDHINT_CActorSetQueried_SpawnTarget=Actor that will be spawned on whatever attach points are returned by the attach query
EDSTR_FIELDHINT_CActorShadow_Alpha=The alpha for a shadow determines the opacity of the rendered circle. The xyz vector specified here represents the initial alpha as X, the persistent alpha as Y, and the decay alpha as Z.
EDSTR_FIELDHINT_CActorShadow_Attenuation=The attenuation for a shadow specifies a change in height where the shadow begins to fade out.
EDSTR_FIELDHINT_CActorShadow_FallOff=FallOff extends the radius of the shadow with an additional area where the shadow fades out.
EDSTR_FIELDHINT_CActorShadow_HalfHeight=Specifies the half of the height of the box where the shadow can be rendered. If the height is too small it will clip the shadow.
EDSTR_FIELDHINT_CActorShadow_HostRadiusPercent=The shadow will automatically scale with the selection radius of the host actor based on the percentage specified here.
EDSTR_FIELDHINT_CActorShield_RadiusMax=The maximum scale of the shield ripple that will be created when taking damage. This scale will be used if the damage amount is greater than or equal to the Scale Damage Maximum.
EDSTR_FIELDHINT_CActorShield_RadiusMin=The minimum scale of the shield ripple that will be created when taking damage. This scale will be used if the damage amount is less than or equal to the Scale Damage Minimum.
EDSTR_FIELDHINT_CActorShield_Ripple=Determines the actor that will be created and scaled for the shield ripple effect when taking damage.
EDSTR_FIELDHINT_CActorShield_ScaleDamageMax=The maximum amount of damage that corresponds to the maximum radius value. The scale of the shield ripple is calculated by comparing the damaged received with the minimum and maximum damage values and applying that ratio to the minimum and maximum radius.
EDSTR_FIELDHINT_CActorShield_ScaleDamageMin=The minimum amount of damage that corresponds to the minimum radius value. The scale of the shield ripple is calculated by comparing the damaged received with the minimum and maximum damage values and applying that ratio to the minimum and maximum radius.
EDSTR_FIELDHINT_CActorShieldImpact_MaxCountLarge=Maximum number of impacts that appear on large units.  Unit size is determined by the radius thresholds on this actor.
EDSTR_FIELDHINT_CActorShieldImpact_MaxCountMedium=Maximum number of impacts that appear on medium units.  Unit size is determined by the radius thresholds on this actor.
EDSTR_FIELDHINT_CActorShieldImpact_MaxCountSmall=Maximum number of impacts that appear on small units.  Unit size is determined by the radius thresholds on this actor.
EDSTR_FIELDHINT_CActorShieldImpact_RadiusLarge=Units whose model bounding sphere is greater than or equal to this value are considered large.
EDSTR_FIELDHINT_CActorShieldImpact_RadiusMedium=Units whose model bounding sphere is greater than or equal to this value, and less than the Radius (Large) value are considered medium.  Units whose model bounding sphere is less than this value are considered small.
EDSTR_FIELDHINT_CActorShieldImpact_VisualDirectionalFacer=The shield actor specified here will be created when a shield impact has a valid direction and the Action Actor specifies its Shield Flash Type as the Facer Type.
EDSTR_FIELDHINT_CActorShieldImpact_VisualDirectionalHeader=The shield actor specified here will be created when a shield impact has a valid direction and the Action Actor specifies its Shield Flash Type as the Header Type.
EDSTR_FIELDHINT_CActorShieldImpact_VisualDirectionless=The shield actor specified here will be created whenever a shield impact occurs that does not have a valid direction. For example, a unit can be attacked from inside of its own shield, in which case it doesn't have a valid direction.
EDSTR_FIELDHINT_CActorSiteBillboard_BillboardType=Based on the Billboard Type, Billboard Sites can either be Unobstructable where they are always seen by the camera, or they can be moved towards the camera a certain distance if the Use Towards Camera Distance type is set.
EDSTR_FIELDHINT_CActorSiteBillboard_HoldRotation=Sites with the Hold Rotation flag set will determine an initial rotation and use that rotation for the rest of its lifetime rather than constantly recalculating it.
EDSTR_FIELDHINT_CActorSiteBillboard_TowardsCameraDistance=If the Billboard Type is set to Use Towards Camera Distance, this is the distance that the billboard will be moved towards the camera.
EDSTR_FIELDHINT_CActorSiteBillboard_UpdateDriveBearings=If the Billboard is set to Update Drive Bearings, the Billboard position and rotation will be updated whenever its Actor Host or Actor Scope has their bearings modified. If this flag is turned off, the Billboard will only be updated whenever it is displayed on screen.
EDSTR_FIELDHINT_CActorSiteMover_Acceleration=Acceleration of the moving site
EDSTR_FIELDHINT_CActorSiteMover_Deceleration=Deceleration of the moving site
EDSTR_FIELDHINT_CActorSiteMover_Speed=Initial speed of the moving site
EDSTR_FIELDHINT_CActorSiteMover_SpeedMax=Maximum speed of the moving site
EDSTR_FIELDHINT_CActorSiteOp_HoldPosition=Site Ops with the Hold Position flag set will determine an initial position and use that position for the rest of its lifetime rather than constantly recalculating it.
EDSTR_FIELDHINT_CActorSiteOp_HoldRotation=Site Ops with the Hold Rotation flag set will determine an initial rotation and use that rotation for the rest of its lifetime rather than constantly recalculating it.
EDSTR_FIELDHINT_CActorSiteOpAttach_AttachQuery=Attach point or set of attach methods that will determine which attach point this site operation will pick
EDSTR_FIELDHINT_CActorSiteOpAttach_ForceSoftAttach=Force a soft attach method, these can be adjusted for rotation and positioning after.
EDSTR_FIELDHINT_CActorSiteOpPersistentOffset_HostInitial=Combined with HostInitialSiteOps, provides the initial bearings that are transformed into local space.
EDSTR_FIELDHINT_CActorSiteOpPersistentOffset_HostInitialSiteOps=Combined with HostInitial, provides the initial bearings that are transformed into local space.
EDSTR_FIELDHINT_CActorSiteRocker_Elevation=Elevation movement for the actor
EDSTR_FIELDHINT_CActorSiteRocker_ElevationPeriod=Duration over which the site will adjust its elevation
EDSTR_FIELDHINT_CActorSiteRocker_Pitch=Up and down tilting motion parameters for the actor
EDSTR_FIELDHINT_CActorSiteRocker_PitchPeriod=Duration over which the site will adjust its pitch
EDSTR_FIELDHINT_CActorSiteRocker_Roll=Side-to-side rolling motion for the actor
EDSTR_FIELDHINT_CActorSiteRocker_RollPeriod=Duration over which the site will adjust its roll
EDSTR_FIELDHINT_CActorSplat_FadeIn=Duration over which the splat will fade in when created
EDSTR_FIELDHINT_CActorSplat_FadeOut=Duration over which the splat will fade out when destroyed
EDSTR_FIELDHINT_CActorSquib_Map=Map of assets and properties to use per impact type
EDSTR_FIELDHINT_CActorStateMonitor_StateArray=States are a name that is associated with a series of terms.  States can be referenced in a State Changed or a State Validate term in this actor.
EDSTR_FIELDHINT_CActorTerrain_PhysicsImpactDefault=Physics impact data determines how the terrain responds to a Physics Impact Customize message. The values specified in the default phyiscs impact data will be used unless the customized values have been modified from their default values.
EDSTR_FIELDHINT_CActorTerrain_PhysicsImpacts=Physics impact data determines how the terrain responds to a Physics Impact Customize message. The model or sound specified in the physics impact data will be created when the impact occurs. For example, this can be used to create dust clouds when a physics body collides with dirt terrain.
EDSTR_FIELDHINT_CActorTerrainDeformer_BlendTime=The blend time when terrain is being deformed by this actor.
EDSTR_FIELDHINT_CActorTerrainDeformer_Footprint=Link to a footprint.  Determines the area that will be deformed.
EDSTR_FIELDHINT_CActorTerrainDeformer_TerrainDeformerFlags=Flags for this actor.
EDSTR_FIELDHINT_CActorText_FixedSize=Font size for the text
EDSTR_FIELDHINT_CActorText_HeightOffset=Height offset (relative to the ground) for the text
EDSTR_FIELDHINT_CActorText_MaxSize=Maximum horizontal and vertical size for the text
EDSTR_FIELDHINT_CActorText_Text=The text this actor will display
EDSTR_FIELDHINT_CActorText_TextScale=Scale factor for the size of the text
EDSTR_FIELDHINT_CActorTurret_PitchQuery=Attach query that will get the attach point this actor will use to control pitch on the model.  The attach point must be linked to a special turret bone in the model file.
EDSTR_FIELDHINT_CActorTurret_YawQuery=Attach query that will get the attach point this actor will use to control yaw on the model.  The attach point must be linked to a special turret bone in the model file.
EDSTR_FIELDHINT_CActorUnit_AbilSoundArray=Sounds for this unit that are associated with individual abilities.
EDSTR_FIELDHINT_CActorUnit_BarHeight=The height of the unit's health bar.
EDSTR_FIELDHINT_CActorUnit_BarOffset=How high above the attach point the health bar will appear.
EDSTR_FIELDHINT_CActorUnit_BarWidth=The width of the unit's health bar.
EDSTR_FIELDHINT_CActorUnit_Baselines=Baseline animations are animations that are always at the 'base' of the unit's animation stack.
EDSTR_FIELDHINT_CActorUnit_BuildModel=Link to the asset the unit uses while under construction.
EDSTR_FIELDHINT_CActorUnit_DeathActorModel=Link to the actor model that will be used for the unit's death.
EDSTR_FIELDHINT_CActorUnit_DeathActorModelLow=Link to the actor model that will be used for the unit's death when the player is on Low graphics settings.
EDSTR_FIELDHINT_CActorUnit_DeathActorSound=Link to the actor sound that will be used for the unit's death.
EDSTR_FIELDHINT_CActorUnit_DeathActorVoice=Link to the actor sound that will be used for the unit's death voice.
EDSTR_FIELDHINT_CActorUnit_DeathArray=Model and sound assets that the unit will use for different death types.
EDSTR_FIELDHINT_CActorUnit_DeathCustoms=Custom deaths are used to have a unit play a atypical death models/animations in specific circumstances.  To set up the circumstances for a custom death, use a Unit Death Customize event, set up the terms under which you want the death to occur, and send a 
EDSTR_FIELDHINT_CActorUnit_EditorAnim=Animation the unit plays when viewed in the Terrain Editor.
EDSTR_FIELDHINT_CActorUnit_EditorModel=Model the unit uses when viewed in the Terrain Editor.
EDSTR_FIELDHINT_CActorUnit_GlossaryAnim=Animation the unit plays when viewed in the in game unit glossary.
EDSTR_FIELDHINT_CActorUnit_GroupSoundArray=The sound the unit will play when it is selected in a group.
EDSTR_FIELDHINT_CActorUnit_HeroIcon=The icon displayed in the hero icon area of the game UI if this unit is flagged as being a hero.
EDSTR_FIELDHINT_CActorUnit_LifeArmorIcon=The icon for this unit's armor type.
EDSTR_FIELDHINT_CActorUnit_MinimapIcon=The icon for this unit on the minimap.
EDSTR_FIELDHINT_CActorUnit_PlacementModel=Link to the asset the unit uses while being placed.
EDSTR_FIELDHINT_CActorUnit_PlacementSound=Link to the asset the unit plays when it is placed.
EDSTR_FIELDHINT_CActorUnit_PortraitActor=Link to the actor portrait this unit's portrait will use.
EDSTR_FIELDHINT_CActorUnit_PortraitModel=Link to the asset this unit's portrait uses.
EDSTR_FIELDHINT_CActorUnit_ShieldArmorIcon=The icon for this unit's shield type.
EDSTR_FIELDHINT_CActorUnit_SoundArray=Array of response sounds for the unit.
EDSTR_FIELDHINT_CActorUnit_StatusBarFlags=The status bars that are allowed to appear on the unit.
EDSTR_FIELDHINT_CActorUnit_StatusChargeData=Information about charges to show above the unit
EDSTR_FIELDHINT_CActorUnit_StatusColors=The color properties of the various status bar types for this unit.
EDSTR_FIELDHINT_CActorUnit_UnitIcon=The icon that will display in the control group bar if this unit is assigned to a control group.
EDSTR_FIELDHINT_CActorUnit_WalkAnimMoveSpeed=The number of game units per second that the walk animation is animated to, so that the unit's model doesn't get 'slippy feet' visual artifacts.  A WalkAnimMoveSpeed of 3 means the unit is animated to walk at a rate of 3 tiles per second in the default case.  (The artist creating the asset actually types a value that is 100 times this into the asset in MAX, because in that context, a tile is 100 inches.)
EDSTR_FIELDHINT_CActorUnit_WalkAnimTimeScalingAsFlyer=Enables a ground unit to avoid time scaling its walk animations, as if it was a flyer.  Normally, ground units automatically modify their walk animation time scale as they accelerate and decelerate, to ensure their feet do not appear to slide on the ground.  Flyers do not need this time scaling, because they do not have feet that need to be matched to the ground.  However, a ground unit like a hovercraft does not need this time scaling either, because it also does not have feet and appears to hover over the ground like a flyer.  In short, this flag exists to handle the hovercraft scenario.
EDSTR_FIELDHINT_CAlert_Display=Who (relative to the player that triggered the alert) sees the alert
EDSTR_FIELDHINT_CAlert_Fade=Fade out time (in seconds) for the alert
EDSTR_FIELDHINT_CAlert_Flags=Flags for the alert
EDSTR_FIELDHINT_CAlert_Icon=Icon that appears with the alert
EDSTR_FIELDHINT_CAlert_Life=Duration of the alert in seconds before it begins to fade
EDSTR_FIELDHINT_CAlert_OverlapDuration=The amount of time that an alert persists for calculating overlap restrictions.
EDSTR_FIELDHINT_CAlert_OverlapGlobalCount=The maximum number of alert sounds that will play back to back.
EDSTR_FIELDHINT_CAlert_OverlapLocalCount=The maximum number of alerts that can be triggered within the Overlap Local Radius.
EDSTR_FIELDHINT_CAlert_OverlapLocalRadius=The radius that the alert system will search for overlapping alerts.
EDSTR_FIELDHINT_CAlert_PingColor=The color of the alert's minimap ping
EDSTR_FIELDHINT_CAlert_PingModel=The model of the alert's minimap ping
EDSTR_FIELDHINT_CAlert_PingTime=Duration of the minimap ping
EDSTR_FIELDHINT_CAlert_PrimaryActions=Actions that occur when the alert is left clicked, or the spacebar is pressed.
EDSTR_FIELDHINT_CAlert_SecondaryActions=Actions that occur when the alert is right clicked.
EDSTR_FIELDHINT_CAlert_Sound=Sound that plays for the alert
EDSTR_FIELDHINT_CAlert_Text=Text that appears for the alert
EDSTR_FIELDHINT_CAlert_Voice=Voice sound played on the triggering unit of the alert (if applicable)
EDSTR_FIELDHINT_CBehavior_Alignment=Buff icon color
EDSTR_FIELDHINT_CBehavior_BehaviorCategories=A method of categorizing behaviors that can be useful for enabling and disabling certain behaviors on units
EDSTR_FIELDHINT_CBehavior_Cost=Cost parameters for the behavior.
EDSTR_FIELDHINT_CBehavior_EditorCategories=Editor Categories are used for filtering and organization within the StarCraft II Editor.
EDSTR_FIELDHINT_CBehavior_InfoFlags=Behavior flags
EDSTR_FIELDHINT_CBehavior_InfoIcon=Behavior icon
EDSTR_FIELDHINT_CBehavior_InfoTooltipPriority=The priority of this behavior for tooltips that use auto-generated lists of behaviors.
EDSTR_FIELDHINT_CBehavior_Name=Name of the behavior
EDSTR_FIELDHINT_CBehavior_Requirements=The behavior will be disabled if the requirements are not met.  Also used to display requirements on passive command card icons that are linked to a behavior.
EDSTR_FIELDHINT_CBehavior_TechAliasArray=Array of tech aliases for this behavior.
EDSTR_FIELDHINT_CBehavior_Tooltip=Tooltip text for the behavior
EDSTR_FIELDHINT_CBehaviorAttribute_MaxPoints=Maximum number of points this attribute can have.
EDSTR_FIELDHINT_CBehaviorAttribute_MinPoints=Minimum number of points this attribute can have.
EDSTR_FIELDHINT_CBehaviorAttribute_Modification=Modifications are a set of temporary changes applied to any unit that has this behavior.
EDSTR_FIELDHINT_CBehaviorBuff_BuffFlags=Flags specific to buff behaviors.
EDSTR_FIELDHINT_CBehaviorBuff_DamageResponse=Parameters that control how this behavior responds to damage taken by the owning unit.
EDSTR_FIELDHINT_CBehaviorBuff_DisableValidatorArray=If one of these validators returns false, the behavior will be disabled.
EDSTR_FIELDHINT_CBehaviorBuff_DisplayDuration=Alignment of Players to which this behavior's countdown appears
EDSTR_FIELDHINT_CBehaviorBuff_Duration=Duration of the behavior
EDSTR_FIELDHINT_CBehaviorBuff_DurationRandomMax=Each time this behavior is applied, a random value between the Duration Random Max and Duration Random Min will be chosen and added to the Duration.
EDSTR_FIELDHINT_CBehaviorBuff_DurationRandomMin=Each time this behavior is applied, a random value between the Duration Random Max and Duration Random Min will be chosen and added to the Duration.
EDSTR_FIELDHINT_CBehaviorBuff_ExpireEffect=Effect that occurs if the behavior lasts through its entire duration.
EDSTR_FIELDHINT_CBehaviorBuff_FinalEffect=Effect that occurs when the behavior is removed.
EDSTR_FIELDHINT_CBehaviorBuff_InitialEffect=Effect that occurs when the behavior is applied.
EDSTR_FIELDHINT_CBehaviorBuff_MaxStackCount=Maximum number of times the behavior can stack on a unit
EDSTR_FIELDHINT_CBehaviorBuff_MaxStackCountPerCaster=Maximum number of times the behavior can stack on a unit per caster
EDSTR_FIELDHINT_CBehaviorBuff_Modification=Modifications are a set of temporary changes applied to any unit that has this behavior.
EDSTR_FIELDHINT_CBehaviorBuff_Period=Recurring interval that starts after the behavior is applied.  The behavior will execute its Periodic Effect each interval.
EDSTR_FIELDHINT_CBehaviorBuff_PeriodCount=Maximum number of times the Periodic Effect can be executed.  -1 means no limit.
EDSTR_FIELDHINT_CBehaviorBuff_PeriodicDisplayEffect=Effect used to calculate expected change in vitals for status bars. (Damage over time or heal over time)
EDSTR_FIELDHINT_CBehaviorBuff_PeriodicEffect=Effect that occurs each period.
EDSTR_FIELDHINT_CBehaviorBuff_Player=Determines which player will own the unit that the behavior is applied to.
EDSTR_FIELDHINT_CBehaviorBuff_RefreshEffect=Effect that occurs when the behavior is reapplied
EDSTR_FIELDHINT_CBehaviorBuff_RemoveValidatorArray=If one of these validators returns false, the behavior will be removed.
EDSTR_FIELDHINT_CBehaviorBuff_TimeScaleSource=Determines the scale applied to time values on this behavior.  If set to global, will use the current global time scale.  If set to Target or Caster, the behavior will use the timescale of the unit returned by that query.
EDSTR_FIELDHINT_CBehaviorBuff_VitalRegenVitalsRemain=Regen Modification is applied to vital regeneration for as many multiples of Amount Missing are missing from the vital
EDSTR_FIELDHINT_CBehaviorBuff_VitalRegenVitalsRemainPercent=Regen Modification is applied to vital regeneration for as many multiples of Amount Missing are missing from the vital percentage
EDSTR_FIELDHINT_CBehaviorClickResponse_Chance=The chance that the Count Effect will be executed once the player has clicked the Count number of times.
EDSTR_FIELDHINT_CBehaviorClickResponse_Count=The number of clicks needed to trigger the click response
EDSTR_FIELDHINT_CBehaviorClickResponse_CountDelay=Timer that resets every time the player clicks.  If the player does not click again before the timer expires, the player's click count is reset.
EDSTR_FIELDHINT_CBehaviorClickResponse_CountEffect=Effect that occurs if the player clicks enough times and the Chance passes.
EDSTR_FIELDHINT_CBehaviorClickResponse_Relationship=The relationship the clicking player must have with this unit for the player's clicks to be registered.
EDSTR_FIELDHINT_CBehaviorConjoined_Radius=How close conjoined units have to be to each other to share health.
EDSTR_FIELDHINT_CBehaviorCreepSource_Birth=The footprint that controls the size the creep will be when the unit with this behavior is birthed.
EDSTR_FIELDHINT_CBehaviorCreepSource_Build=The footprint that controls the size the creep will be while the unit with this behavior is under construction.
EDSTR_FIELDHINT_CBehaviorCreepSource_Delay=The delay before the creep starts growing.
EDSTR_FIELDHINT_CBehaviorCreepSource_DisableValidatorArray=If one of these validators returns false, the behavior will be disabled.
EDSTR_FIELDHINT_CBehaviorCreepSource_Grown=The footprint that controls the size the creep will grow to.
EDSTR_FIELDHINT_CBehaviorCreepSource_Period=Amount of time in between creep growths.
EDSTR_FIELDHINT_CBehaviorCreepSource_RemoveValidatorArray=If one of these validators returns false, the behavior will be removed.
EDSTR_FIELDHINT_CBehaviorCreepSource_Start=The footprint that controls the size the creep will be when the game starts if the unit with this behavior is pre placed.
EDSTR_FIELDHINT_CBehaviorJump_DurationMoveOut=Amount of time before the unit can jump again
EDSTR_FIELDHINT_CBehaviorJump_DurationPostLand=Amount of time before the unit can move after landing
EDSTR_FIELDHINT_CBehaviorJump_DurationPreLaunch=Amount of time it takes the unit to begin the jump
EDSTR_FIELDHINT_CBehaviorJump_InitiateRangeDown=Distance from the edge of the cliff at which the unit will jump down
EDSTR_FIELDHINT_CBehaviorJump_InitiateRangeUp=Distance from the edge of the cliff at which the unit will jump up
EDSTR_FIELDHINT_CBehaviorJump_LandAdjustmentDown=Distance from the cliff face the unit lands when it jumps down the cliff
EDSTR_FIELDHINT_CBehaviorJump_LandAdjustmentUp=Distance from the cliff face the unit lands when it jumps up the cliff
EDSTR_FIELDHINT_CBehaviorJump_MoverDown=Mover that controls the trajectory of the unit when jumping down.
EDSTR_FIELDHINT_CBehaviorJump_MoverUp=Mover that controls the trajectory of the unit when jumping up.
EDSTR_FIELDHINT_CBehaviorJump_Placeholder=The placeholder unit that is substituted during the jump.
EDSTR_FIELDHINT_CBehaviorJump_TriggerHeightDeltaMax=The max change in height that can trigger a jump.
EDSTR_FIELDHINT_CBehaviorJump_TriggerHeightDeltaMin=The minimum change in height that can trigger a jump.
EDSTR_FIELDHINT_CBehaviorPowerSource_PowerLevel=Power level for this power source
EDSTR_FIELDHINT_CBehaviorPowerSource_PowerLink=String used to differentiate different types of power sources
EDSTR_FIELDHINT_CBehaviorPowerSource_Radius=Size of the power source
EDSTR_FIELDHINT_CBehaviorPowerUser_Flags=Flags specific to the Power User behavior type
EDSTR_FIELDHINT_CBehaviorPowerUser_PlacementMinPowerLevel=Minimum power level required for placement
EDSTR_FIELDHINT_CBehaviorPowerUser_PoweredWhileUnderConstruction=Determines if the unit with this behavior is powered under construction
EDSTR_FIELDHINT_CBehaviorPowerUser_PowerLink=Types of power sources that will power this behavior.  If multiple power sources are present, this behavior will be powered at the maximum level of all contributing power sources.
EDSTR_FIELDHINT_CBehaviorPowerUser_PowerStageArray=Power state parameters
EDSTR_FIELDHINT_CBehaviorResource_Capacity=Maximum amount of resource the unit with this behavior can have
EDSTR_FIELDHINT_CBehaviorResource_CarryResourceBehavior=Behavior applied to worker units that carry this resource
EDSTR_FIELDHINT_CBehaviorResource_EmptyHarvestAmount=Amount of the resource that can be harvested per trip once the resources have been exhausted
EDSTR_FIELDHINT_CBehaviorResource_EmptyUnit=The resource node is swapped to this unit once the resources have been exhausted
EDSTR_FIELDHINT_CBehaviorResource_ExhaustedAlert=Alert that plays when no resources remain in this node
EDSTR_FIELDHINT_CBehaviorResource_HarvestAmount=Amount of the resource that is harvested per trip
EDSTR_FIELDHINT_CBehaviorResource_HarvestTime=Amount of time it takes to harvest the resource
EDSTR_FIELDHINT_CBehaviorResource_ReturnDelay=Delay time before the harvester will deliver its resource cargo
EDSTR_FIELDHINT_CBehaviorReveal_Duration=Duration of the reveal
EDSTR_FIELDHINT_CBehaviorSpawn_Center=Offset from the center of the owning unit of this behavior.  This position will be the center position of the spawn offsets defined in the Offset field.
EDSTR_FIELDHINT_CBehaviorSpawn_DisplayDuration=Alignment of Players to which this behavior's countdown appears
EDSTR_FIELDHINT_CBehaviorSpawn_Effect=Effect that occurs when a unit spawns
EDSTR_FIELDHINT_CBehaviorSpawn_Flags=Flags specific to the Spawn behavior type
EDSTR_FIELDHINT_CBehaviorSpawn_InfoArray=Array of parameters relating to units this behavior can spawn
EDSTR_FIELDHINT_CBehaviorSpawn_Limit=If this behavior spawns enough units to reach this limit, it will not spawn any more units until some of the existing units are destroyed.
EDSTR_FIELDHINT_CBehaviorSpawn_Offset=When a unit spawns, it will randomly select an offset from this list.  This offset is then added to the offset described in the Center field.  The new unit spawns at the resultant offset from the center of the spawning unit.
EDSTR_FIELDHINT_CBehaviorSpawn_Range=Distance away from the spawning unit that a new unit can spawn.
EDSTR_FIELDHINT_CBehaviorVeterancy_SharedXPFraction=Amount of shared experience points
EDSTR_FIELDHINT_CBehaviorVeterancy_SharedXPRadius=Radius required for the experience points to be shared
EDSTR_FIELDHINT_CBehaviorVeterancy_ShareFilters=Filters for shared experience points.
EDSTR_FIELDHINT_CBehaviorVeterancy_TargetFilters=Filters for units that will trigger experience gain for the owning unit of this behavior.
EDSTR_FIELDHINT_CBehaviorVeterancy_VeterancyLevelArray=Veterancy level parameters for the behavior
EDSTR_FIELDHINT_CBehaviorVeterancy_XPFraction=Amount of experience points that are awarded
EDSTR_FIELDHINT_CBehaviorWander_Delay=Period of time between wander moves.
EDSTR_FIELDHINT_CBehaviorWander_Leash=When enabled, the wander behavior is leashed.
EDSTR_FIELDHINT_CBehaviorWander_Range=Distance the unit can wander
EDSTR_FIELDHINT_CButton_AlertIcon=Icon that appears in alerts that are played from abilities that use this button
EDSTR_FIELDHINT_CButton_AlertName=Name that appears in the alert tooltip
EDSTR_FIELDHINT_CButton_AlertTooltip=Text for the alert tooltip
EDSTR_FIELDHINT_CButton_EditorCategories=Editor Categories are used for filtering and organization within the StarCraft II Editor.
EDSTR_FIELDHINT_CButton_Hotkey=Hotkey for the button
EDSTR_FIELDHINT_CButton_Icon=Icon for the button
EDSTR_FIELDHINT_CButton_Name=Name of the button
EDSTR_FIELDHINT_CButton_TintRacially=When enabled, this button will be colorized based on the player's race
EDSTR_FIELDHINT_CButton_Tooltip=Tooltip text for the button
EDSTR_FIELDHINT_CCamera_DistanceMax=The maximum distance the camera can be set to.
EDSTR_FIELDHINT_CCamera_DistanceMin=The minimum distance the camera can be set to.
EDSTR_FIELDHINT_CCamera_FieldOfViewMax=The maximum Field of view.
EDSTR_FIELDHINT_CCamera_FieldOfViewMin=The minimum Field of view.
EDSTR_FIELDHINT_CCamera_FollowScrollLimit=The maximum speed the camera can move when following a unit
EDSTR_FIELDHINT_CCamera_PitchMax=Maximum angle of attack for the camera
EDSTR_FIELDHINT_CCamera_PitchMin=Minimum angle of attack for the camera
EDSTR_FIELDHINT_CCharacter_Age=Approximate age of the character
EDSTR_FIELDHINT_CCharacter_Attitude=General attitude and demeanor
EDSTR_FIELDHINT_CCharacter_Color=Color used within conversation tree views
EDSTR_FIELDHINT_CCharacter_Description=Detailed description of the character
EDSTR_FIELDHINT_CCharacter_Dialect=Language dialect for voice reference
EDSTR_FIELDHINT_CCharacter_Gender=Character's gender
EDSTR_FIELDHINT_CCharacter_Image=Image used in character description file
EDSTR_FIELDHINT_CCharacter_Name=Character display name
EDSTR_FIELDHINT_CCharacter_Pitch=Pitch used for sounds spoken by this character
EDSTR_FIELDHINT_CCharacter_Race=Character's race
EDSTR_FIELDHINT_CCharacter_Relevance=Character's relevance to the game world and story
EDSTR_FIELDHINT_CCharacter_Timbre=Timbre of character's voice
EDSTR_FIELDHINT_CCharacter_Variations=Model variation used for this character
EDSTR_FIELDHINT_CCharacter_Voice=Text-to-speech voice used for this character
EDSTR_FIELDHINT_CCharacter_VoiceRef=Real life person used for voice reference
EDSTR_FIELDHINT_CCliff_CliffMaterial=The textures for this cliff.
EDSTR_FIELDHINT_CCliff_CliffMesh=Link to a Terrain Cliff Mesh that defines the mesh properties for this cliff.
EDSTR_FIELDHINT_CCliff_EditorIcon=Icon for the cliff in the StarCraft II Editor
EDSTR_FIELDHINT_CCliffDoodad_CliffSet=The cliff set that the cliff object uses
EDSTR_FIELDHINT_CCliffDoodad_HeightCodes=The height map that determines the mounting location of the cliff objects
EDSTR_FIELDHINT_CCliffDoodad_NumCellsAcross=The horizontal length of the height map
EDSTR_FIELDHINT_CCliffDoodad_NumCellsDown=The vertical length of the height map
EDSTR_FIELDHINT_CCliffMesh_CliffHeights=Defines the height of each cliff level.
EDSTR_FIELDHINT_CCliffMesh_ModelPath=Tells the game where to look for the cliff models in the archive.
EDSTR_FIELDHINT_CConversation_AnimBlendDefault=Default animation blending time used for lines in this conversation, in milliseconds
EDSTR_FIELDHINT_CConversation_AnimBlendOut=Animation blend out time used when the conversation is done playing, in milliseconds
EDSTR_FIELDHINT_CConversation_Choices=Conversation choices
EDSTR_FIELDHINT_CConversation_Comments=Comments that explain or help organize the conversation in the StarCraft II Editor
EDSTR_FIELDHINT_CConversation_DefaultSpeaker1=Default speaker for the first line added to the conversation
EDSTR_FIELDHINT_CConversation_DefaultSpeaker2=Default speaker for the second line added to the conversation
EDSTR_FIELDHINT_CConversation_EditorCategories=Editor Categories are used for filtering and organization within the StarCraft II Editor.
EDSTR_FIELDHINT_CConversation_FacialAnims=Facial animations that play for the conversation
EDSTR_FIELDHINT_CConversation_FixedActions=Actions that occur for the conversation
EDSTR_FIELDHINT_CConversation_FixedConditions=Conditions for the actions that occur for the conversation
EDSTR_FIELDHINT_CConversation_Groups=Groups of conversation data
EDSTR_FIELDHINT_CConversation_Jumps=Conversation data outside of the current group to which the conversation can be jumped
EDSTR_FIELDHINT_CConversation_Lines=Lines that play for the conversation
EDSTR_FIELDHINT_CConversation_ObjectStates=Defines states available for use in the conversation, including characters and cameras
EDSTR_FIELDHINT_CConversation_ProductionLevel=Specifies current production status of the conversation
EDSTR_FIELDHINT_CConversation_ProductionLevelInfo=Properties of production levels
EDSTR_FIELDHINT_CConversation_RootItems=List of nodes at the root level of the conversation tree
EDSTR_FIELDHINT_CConversation_RunActions=List of all Run Action nodes in the conversation
EDSTR_FIELDHINT_CConversation_Waits=List of all Wait nodes in the conversation
EDSTR_FIELDHINT_CConversationState_CustomColors=Colors used in the conversation tree for lines using this state
EDSTR_FIELDHINT_CConversationState_Flags=Flags for the conversation state
EDSTR_FIELDHINT_CConversationState_Indices=Defines individual state values
EDSTR_FIELDHINT_CConversationState_InfoIds=User-defined info associated with the state
EDSTR_FIELDHINT_CConversationState_ValueRange=Range of numerical values allowed for the state
EDSTR_FIELDHINT_CCursor_Texture=Image or texture for the cursor
EDSTR_FIELDHINT_CDSPChorus_Delay=Delay interval for the chorus
EDSTR_FIELDHINT_CDSPChorus_Depth=Amount the chorus will detune
EDSTR_FIELDHINT_CDSPChorus_DryMix=Volume level for the pre-effect audio
EDSTR_FIELDHINT_CDSPChorus_Feedback=Amount of the chorus that is fed back through the chorus effect
EDSTR_FIELDHINT_CDSPChorus_Rate=Rate at which the chorus is detuned
EDSTR_FIELDHINT_CDSPChorus_WetMix1=Volume level 1 for the post-effect audio
EDSTR_FIELDHINT_CDSPChorus_WetMix2=Volume level 2 for the post-effect audio
EDSTR_FIELDHINT_CDSPChorus_WetMix3=Volume level 3 for the post-effect audio
EDSTR_FIELDHINT_CDSPCompressor_Attack=Amount of time (in milliseconds) the compressor will take to fade in a volume adjustment.
EDSTR_FIELDHINT_CDSPCompressor_GainMakeUp=Amount the entire signal is boosted after the compression effect has been applied.
EDSTR_FIELDHINT_CDSPCompressor_Release=Amount of time (in milliseconds) the compressor will take to fade out a volume adjustment.
EDSTR_FIELDHINT_CDSPCompressor_Threshold=Compression will be applied whenever the signal surpasses this threshold level.
EDSTR_FIELDHINT_CDSPDistortion_Level=Amount of distortion
EDSTR_FIELDHINT_CDSPEcho_DecayRatio=Amplitude of the echoes to original sound ratio
EDSTR_FIELDHINT_CDSPEcho_Delay=Delay time between the original sound and the echoes
EDSTR_FIELDHINT_CDSPEcho_DryMix=Volume level for the pre-effect audio
EDSTR_FIELDHINT_CDSPEcho_MaxChannels=Maximum number of echoes
EDSTR_FIELDHINT_CDSPEcho_WetMix=Volume level for the post-effect audio
EDSTR_FIELDHINT_CDSPFlange_Depth=Amount the flange will detune
EDSTR_FIELDHINT_CDSPFlange_DryMix=Volume level for the pre-effect audio
EDSTR_FIELDHINT_CDSPFlange_Rate=Oscillation rate for the flange
EDSTR_FIELDHINT_CDSPFlange_WetMix=Volume level for the post-effect audio
EDSTR_FIELDHINT_CDSPHighPass_Cutoff=Frequencies below the specified value will have their amplitude reduced
EDSTR_FIELDHINT_CDSPLowPass_Cutoff=Frequencies above the specified value will have their amplitude reduced
EDSTR_FIELDHINT_CDSPLowPassSimple_Cutoff=Frequencies above the specified value are removed
EDSTR_FIELDHINT_CDSPOscillator_Rate=Oscillation frequency
EDSTR_FIELDHINT_CDSPOscillator_Type=Type of oscillation
EDSTR_FIELDHINT_CDSPParamEQ_Bandwidth=Size of the range of frequencies (in octaves)
EDSTR_FIELDHINT_CDSPParamEQ_Center=Central frequency
EDSTR_FIELDHINT_CDSPParamEQ_Gain=Amount the amplitude of the range of frequencies is increased or decreased
EDSTR_FIELDHINT_CEffect_AINotifyFlags=Notifications sent to the AI when the effect is executed
EDSTR_FIELDHINT_CEffect_Alert=Specifies the alert to generate when the effect is executed. Alerts are displayed on the left side of the in-game UI.
EDSTR_FIELDHINT_CEffect_Chance=Specifies the odds (between 0 and 1) that this effect will actually get executed. A chance of 0 means it will never execute; a chance of 1 (the default) means it will always execute.
EDSTR_FIELDHINT_CEffect_EditorCategories=Editor Categories are used for filtering and organization within the StarCraft II Editor.
EDSTR_FIELDHINT_CEffect_Marker=Specifies the marker used by this effect's validators. Markers are typically used to spread effects used by multiple units from one player against any enemy units in the area.
EDSTR_FIELDHINT_CEffect_TechAliasArray=Identifies alternate names (known as aliases) that allow all effects with the same alias to be treated as equivalent in requirement checks.
EDSTR_FIELDHINT_CEffect_ValidatorArray=Validators for the effect
EDSTR_FIELDHINT_CEffectApplyBehavior_Behavior=Behavior that is applied by the effect
EDSTR_FIELDHINT_CEffectApplyBehavior_Count=Number of times the behavior is applied by the effect
EDSTR_FIELDHINT_CEffectApplyBehavior_Duration=Certain types of behaviors support durations which are normally specified in the behavior data. If the Use Duration flag is set on this effect, then this value will override the duration specified by the behavior data.
EDSTR_FIELDHINT_CEffectApplyBehavior_KillHallucination=When on, the effect kills hallucinations.
EDSTR_FIELDHINT_CEffectApplyBehavior_WhichUnit=Target to which the effect applies the behavior
EDSTR_FIELDHINT_CEffectApplyForce_Amount=Amount of force that is applied by the effect. Negative values draw units into the epicenter of the effect.
EDSTR_FIELDHINT_CEffectApplyForce_MassFraction=Determines how much of the affected unit's mass value should be taken into account to modify the requested force amount. A fraction of 1 means that the unit mass will provide normal inertia. A fraction of 0 means that the mass is ignored when calculating the force to be applied.
EDSTR_FIELDHINT_CEffectApplyForce_TimeScaleSource=Determines the time reference to multiply the force by. 
EDSTR_FIELDHINT_CEffectApplyForce_WhichLocation=Location where the effect occurs
EDSTR_FIELDHINT_CEffectApplyForce_WhichUnit=Specifies which unit in the effect tree to apply the force to.
EDSTR_FIELDHINT_CEffectCancelOrder_AbilCmd=If set, this effect will only cancel orders that have a matching ability command.
EDSTR_FIELDHINT_CEffectCancelOrder_Count=Determines how many orders to cancel.
EDSTR_FIELDHINT_CEffectCancelOrder_WhichUnit=Specifies which unit in the effect tree to cancel orders for.
EDSTR_FIELDHINT_CEffectCreateHealer_DrainResourceCostFactor=Multiplier applied to the target unit's Repair Resource values to determine resource cost for healing
EDSTR_FIELDHINT_CEffectCreateHealer_DrainVital=The type of vital drained from the caster to heal the target
EDSTR_FIELDHINT_CEffectCreateHealer_DrainVitalCostFactor=Cost ratio of caster vital consumed to target vital healed
EDSTR_FIELDHINT_CEffectCreateHealer_Flags=Flags for the effect
EDSTR_FIELDHINT_CEffectCreateHealer_ImpactUnit=The unit that is the target of this effect
EDSTR_FIELDHINT_CEffectCreateHealer_LaunchUnit=Specifies which unit spends vitals (if applicable) to heal the impact unit (aka the target).
EDSTR_FIELDHINT_CEffectCreateHealer_PeriodicEffect=Effect that executes each tick
EDSTR_FIELDHINT_CEffectCreateHealer_PeriodicValidator=Validator that is run each tick
EDSTR_FIELDHINT_CEffectCreateHealer_RechargeVital=Type of vital that is healed on the target
EDSTR_FIELDHINT_CEffectCreateHealer_RechargeVitalRate=Amount of vital that can be healed to the target each tick
EDSTR_FIELDHINT_CEffectCreateHealer_TimeFactor=This value is multiplied times the target unit's Repair Time.  If the resulting value is nonzero, then that is the amount of time it will take to heal the unit to full.  If the resulting value is zero, then the target will be healed at the rate of Recharge Vital Rate/second.
EDSTR_FIELDHINT_CEffectCreatePersistent_AINotifyEffect=This can be used to alert the AI of an area of effect to help it avoid hostile areas and prefer friendly areas.
EDSTR_FIELDHINT_CEffectCreatePersistent_DetectFilters=If the Reveal Radius for this effect is non-zero then this field configures what units are detected.
EDSTR_FIELDHINT_CEffectCreatePersistent_EffectRandMode=If the RandomEffect flag is on, this specifies what type of randomness to use.
EDSTR_FIELDHINT_CEffectCreatePersistent_ExpireDelay=Delay that occurs after the periodic durations
EDSTR_FIELDHINT_CEffectCreatePersistent_ExpireEffect=Effect that runs if the persistent effect expires
EDSTR_FIELDHINT_CEffectCreatePersistent_ExpireOffset=Offset coordinates for the Expire Effect
EDSTR_FIELDHINT_CEffectCreatePersistent_FinalEffect=Effect that runs when the persistent effect is destroyed, regardless of whether it expired or not
EDSTR_FIELDHINT_CEffectCreatePersistent_FinalOffset=Offset coordinates for the Final Effect
EDSTR_FIELDHINT_CEffectCreatePersistent_Flags=Flags for the effect
EDSTR_FIELDHINT_CEffectCreatePersistent_HeightMap=If the Reveal Radius for this effect is non-zero then this field configures what height map the reveal occurs on. If the reveal happens on the air height map then line of sight is ignored.
EDSTR_FIELDHINT_CEffectCreatePersistent_InitialDelay=Delay that occurs when the effect is created.
EDSTR_FIELDHINT_CEffectCreatePersistent_InitialEffect=Effect that runs after the Initial Delay
EDSTR_FIELDHINT_CEffectCreatePersistent_InitialOffset=Offset coordinates for the Initial Effect
EDSTR_FIELDHINT_CEffectCreatePersistent_OffsetFacingFallback=Specifies a fallback unit to use when calculating the offset of spawned effects relative to the start and end offset vectors if one or both of them is invalid.
EDSTR_FIELDHINT_CEffectCreatePersistent_OffsetRandMode=If the RandomOffset flag is on, this specifies what type of randomness to use.
EDSTR_FIELDHINT_CEffectCreatePersistent_OffsetVectorEndLocation=Used in conjunction with the Offset Vector Start Location to configure a direction that child effects will "travel" as they are executed. The End location is the farthest location from the Start location that the effects will go.
EDSTR_FIELDHINT_CEffectCreatePersistent_OffsetVectorStartLocation=Used in conjunction with the Offset Vector End Location to configure a direction that child effects will "travel" as they are executed. The Start location is usually either the caster or target location depending on what makes sense for the ability using this effect.
EDSTR_FIELDHINT_CEffectCreatePersistent_PeriodCount=Number of periods
EDSTR_FIELDHINT_CEffectCreatePersistent_PeriodicEffectArray=Effects that will run when a period ends
EDSTR_FIELDHINT_CEffectCreatePersistent_PeriodicOffsetArray=Offset coordinates for the periodic effects
EDSTR_FIELDHINT_CEffectCreatePersistent_PeriodicPeriodArray=Specifies the length of time between executing each periodic effect. Effects with a period count that exceeds the number of entries in this array will loop back and repeat the entries in order until the period count has been reached.
EDSTR_FIELDHINT_CEffectCreatePersistent_PeriodicValidator=Validator that will be checked periodically.  If this validator fails, the persistent effect will be destroyed.
EDSTR_FIELDHINT_CEffectCreatePersistent_PeriodRandMode=If the RandomPeriod flag is on, this specifies what type of randomness to use.
EDSTR_FIELDHINT_CEffectCreatePersistent_RadarFilters=If the Reveal Radius for this effect is non-zero then this field configures what units appear as radar blips under the fog of war.
EDSTR_FIELDHINT_CEffectCreatePersistent_RevealArc=Used by the arc revealer type to define the slice of the circle to reveal
EDSTR_FIELDHINT_CEffectCreatePersistent_RevealFacing=Used by both the arc and rectangle revealer types
EDSTR_FIELDHINT_CEffectCreatePersistent_RevealFlags=Line of sight tests are only supported by full circle revealer shapes
EDSTR_FIELDHINT_CEffectCreatePersistent_RevealRadius=Used by the arc revealer type to define the radius of the circle that the arc is cut from
EDSTR_FIELDHINT_CEffectCreatePersistent_RevealRectangleHeight=Used by the rectangle revealer, defines the rectangle height.
EDSTR_FIELDHINT_CEffectCreatePersistent_RevealRectangleWidth=Used by the rectangle revealer, defines the rectangle width.
EDSTR_FIELDHINT_CEffectCreatePersistent_TimeScaleSource=Specifies the unit to use to track the progress of time while the effect updates.
EDSTR_FIELDHINT_CEffectCreatePersistent_WhichLocation=Location where the effect occurs
EDSTR_FIELDHINT_CEffectCreateUnit_CreateFlags=Flags for the effect
EDSTR_FIELDHINT_CEffectCreateUnit_Origin=Origin position at which to create a unit.
EDSTR_FIELDHINT_CEffectCreateUnit_RallyUnit=Identifies a unit whose rally instructions are copied and issued to the created unit.
EDSTR_FIELDHINT_CEffectCreateUnit_SelectUnit=If this resolves to a unit and that unit is selected, then the newly created unit will also be selected. The created unit may also be added to control groups if the Select Control Groups create flag is set.
EDSTR_FIELDHINT_CEffectCreateUnit_SpawnCount=Number of units spawned
EDSTR_FIELDHINT_CEffectCreateUnit_SpawnEffect=Effect that runs on each of the spawned units
EDSTR_FIELDHINT_CEffectCreateUnit_SpawnOffset=Specifies a set of X,Y offsets relative to the effect location (specified by the Which Location field). The effect will use the closest offset that the unit can be spawned from to position the new unit when it is created.
EDSTR_FIELDHINT_CEffectCreateUnit_SpawnOwner=Owner of the spawned unit
EDSTR_FIELDHINT_CEffectCreateUnit_SpawnRange=Maximum distance away from the effect that a unit can be created.
EDSTR_FIELDHINT_CEffectCreateUnit_SpawnUnit=Unit that spawns
EDSTR_FIELDHINT_CEffectCreateUnit_TypeFallbackUnit=If the Spawn Unit is not setup, this field may specify another unit in the effect tree whose type will be used to create the new unit.
EDSTR_FIELDHINT_CEffectCreateUnit_WhichLocation=Location where the effect occurs
EDSTR_FIELDHINT_CEffectDamage_Amount=Amount of damage dealt by the effect
EDSTR_FIELDHINT_CEffectDamage_AreaArray=Area of effect values used to make splash damage effects
EDSTR_FIELDHINT_CEffectDamage_AreaRelativeOffset=The AreaArray areas are moved this amount relative to the facing.  A facing of zero points south, aka (0,-1), so a relative offset of (0,-1) would mean the search was moved south by 1 unit if the facing was zero (south).  If the search was facing east, that would move it east by 1 unit.
EDSTR_FIELDHINT_CEffectDamage_ArmorReduction=Amount of damage that 1 point of armor removes from the effect
EDSTR_FIELDHINT_CEffectDamage_AttributeBonus=Damage modifiers per unit attribute
EDSTR_FIELDHINT_CEffectDamage_AttributeFactor=Percentage damage modifiers per unit attribute
EDSTR_FIELDHINT_CEffectDamage_AttributeForced=If an attribute is forced then the scaled, factor, or unscaled amounts may contribute towards the best/worst damage.
EDSTR_FIELDHINT_CEffectDamage_Death=Death animation type that plays for a unit killed by this effect
EDSTR_FIELDHINT_CEffectDamage_ExcludeArray=Excludes units from the area search
EDSTR_FIELDHINT_CEffectDamage_Flags=Flags for the effect
EDSTR_FIELDHINT_CEffectDamage_ImpactLocation=Configures where the epicenter of the effect will be
EDSTR_FIELDHINT_CEffectDamage_ImpactUnitValidator=The impact unit will only be damaged if these validators pass; otherwise it is just used as the location of the attack. It may still call for help (if requested) even if the validator fails.
EDSTR_FIELDHINT_CEffectDamage_IncludeArray=Includes units in the area search
EDSTR_FIELDHINT_CEffectDamage_KillHallucination=When on, the effect kills hallucinations.
EDSTR_FIELDHINT_CEffectDamage_Kind=Type of damage
EDSTR_FIELDHINT_CEffectDamage_KindSplash=Splash damage refers to damage dealt to adjacent units that weren't the primary focus of the attack (which is specified by the Impact Location). This field determines the kind of damage that is dealt as splash.
EDSTR_FIELDHINT_CEffectDamage_LaunchLocation=The launch location can be used to specify an angle of impact and therefore the direction the effect uses when doing arc comparisons.
EDSTR_FIELDHINT_CEffectDamage_LeechFraction=Identifies how much of the damage dealt to the target is converted into each vital type for the attacker.
EDSTR_FIELDHINT_CEffectDamage_MaxCount=Maximum number of units the effect can target
EDSTR_FIELDHINT_CEffectDamage_MinCount=Minimum number of units the effect must target
EDSTR_FIELDHINT_CEffectDamage_MinCountError=Error that plays if the effect cannot get the minimum required number of targets
EDSTR_FIELDHINT_CEffectDamage_Random=Specifies a random range of values to be added to the fixed damage amount.
EDSTR_FIELDHINT_CEffectDamage_RecycleCount=If specified, it will re-damage units in an area when there are fewer targets than this number available.
EDSTR_FIELDHINT_CEffectDamage_RevealerParams=Specify parameters for creating a revealer based on the AreaArray of this effect
EDSTR_FIELDHINT_CEffectDamage_SearchFilters=Determines what targets are valid for the search
EDSTR_FIELDHINT_CEffectDamage_SearchFlags=Flags for the area search
EDSTR_FIELDHINT_CEffectDamage_ShieldBonus=Shield damage modifier
EDSTR_FIELDHINT_CEffectDamage_ShieldFactor=Percentage shield damage modifier
EDSTR_FIELDHINT_CEffectDamage_TargetSorts=Determines how the effect prioritizes potential targets.
EDSTR_FIELDHINT_CEffectDamage_Total=Determines how the effect reconciles damage bonuses to different attributes
EDSTR_FIELDHINT_CEffectDamage_Visibility=Whether the effect leaves a snapshot or reveals the offending unit
EDSTR_FIELDHINT_CEffectDamage_VitalBonus=Specifies a flat amount of damage to deal per vital type. If the current vitals are less than this amount, then they are used instead.
EDSTR_FIELDHINT_CEffectDamage_VitalBonusRandom=A random number between 0 and this number will be added to VitalBonus
EDSTR_FIELDHINT_CEffectDamage_VitalFractionCurrent=Specifies an amount to be multiplied by the unit's current vitals that may be dealt as damage. If the current vitals are less than this amount, then they are used instead.
EDSTR_FIELDHINT_CEffectDamage_VitalFractionCurrentRandom=A random number between 0 and this number will be added to VitalFractionCurrent
EDSTR_FIELDHINT_CEffectDamage_VitalFractionMax=Specifies an amount to be multiplied by the unit's maximum vitals that may be dealt as damage. If the current vitals are less than this amount, then they are used instead.
EDSTR_FIELDHINT_CEffectDamage_VitalFractionMaxRandom=A random number between 0 and this number will be added to VitalFractionMax
EDSTR_FIELDHINT_CEffectDestroyHealer_Count=How many healer objects that match the requested parameters are destroyed.
EDSTR_FIELDHINT_CEffectDestroyHealer_Effect=If specified, this effect will only destroy healer objects created by the requested effect.
EDSTR_FIELDHINT_CEffectDestroyHealer_Radius=The radius of the area to search for healer effects. The healer effect radius is also taken into consideration when performing the range check.
EDSTR_FIELDHINT_CEffectDestroyHealer_WhichLocation=Specifies where to look for healer effects to destroy.
EDSTR_FIELDHINT_CEffectDestroyPersistent_Count=How many persistent objects that match the requested parameters are destroyed.
EDSTR_FIELDHINT_CEffectDestroyPersistent_Effect=If specified, this effect will only destroy persistent objects created by the requested effect.
EDSTR_FIELDHINT_CEffectDestroyPersistent_Radius=The radius of the area to search for persistent effects. 
EDSTR_FIELDHINT_CEffectDestroyPersistent_WhichLocation=Specifies where to look for persistent objects to destroy.
EDSTR_FIELDHINT_CEffectEnumArea_AreaArray=Area parameters for the effect
EDSTR_FIELDHINT_CEffectEnumArea_AreaRelativeOffset=The AreaArray areas are moved this amount relative to the facing.  A facing of zero points south, aka (0,-1), so a relative offset of (0,-1) would mean the search was moved south by 1 unit if the facing was zero (south).  If the search was facing east, that would move it east by 1 unit.
EDSTR_FIELDHINT_CEffectEnumArea_ExcludeArray=Excludes units from the area search
EDSTR_FIELDHINT_CEffectEnumArea_ImpactLocation=Configures where the epicenter of the effect will be
EDSTR_FIELDHINT_CEffectEnumArea_IncludeArray=Includes units in the area search
EDSTR_FIELDHINT_CEffectEnumArea_LaunchLocation=Specifies the origin of a search. This forms a direction towards the Impact Location that all Arc tests will be relative to.
EDSTR_FIELDHINT_CEffectEnumArea_MaxCount=Maximum number of units the effect can target
EDSTR_FIELDHINT_CEffectEnumArea_MinCount=Minimum number of units the effect must target
EDSTR_FIELDHINT_CEffectEnumArea_MinCountError=Error that plays if the effect cannot get the minimum required number of targets
EDSTR_FIELDHINT_CEffectEnumArea_RecycleCount=If the requested number of units aren't found, this many units will be "recycled" and enumerated repeatedly until the requirements are met.
EDSTR_FIELDHINT_CEffectEnumArea_RevealerParams=Specify parameters for creating a revealer based on the AreaArray of this effect
EDSTR_FIELDHINT_CEffectEnumArea_SearchFilters=Determines what targets are valid for the search
EDSTR_FIELDHINT_CEffectEnumArea_SearchFlags=Flags for the area search
EDSTR_FIELDHINT_CEffectEnumArea_TargetSorts=Determines how the effect prioritizes potential targets.
EDSTR_FIELDHINT_CEffectEnumMagazine_EffectExternal=Specifies an effect to apply to all external ammo (like Interceptors launched by a Carrier or Broodlings escorting a Brood Lord) managed by an arm magazine ability that pass the requested Search Filters.
EDSTR_FIELDHINT_CEffectEnumMagazine_EffectInternal=Specifies an effect to apply to all internal ammo (like Interceptors inside a Carrier) managed by an arm magazine ability that pass the requested Search Filters.
EDSTR_FIELDHINT_CEffectEnumMagazine_MaxCount=Specifies the maximum number of ammo units to apply the requested internal and external effects to. If this value is 0 then the effect will apply to all ammo units that pass the Search Filters.
EDSTR_FIELDHINT_CEffectEnumMagazine_SearchFilters=Specifies a set of requirements and exclusions to apply against each unit in a magazine. Only units that pass the filters will have effects applied to them.
EDSTR_FIELDHINT_CEffectEnumMagazine_WhichUnit=Specifies a set of requirements and exclusions to apply against each unit in a magazine. Only units that pass the filters will have effects applied to them.
EDSTR_FIELDHINT_CEffectEnumTransport_CheckOuter=Requests that the search be performed against whatever unit contains the "Which Unit". This is useful if you have an effect attached to the Marine in a bunker but you want to find other units in the same bunker and you can't easily get access to the bunker itself (which is marine's container or outer unit).
EDSTR_FIELDHINT_CEffectEnumTransport_Effect=Specifies an effect to execute on all units in the transport that match the requested Search Filters.
EDSTR_FIELDHINT_CEffectEnumTransport_MaxCount=Specifies the maximum number of units to apply the effect to. If this value is 0 then the effect will apply to all units in the transport that pass the Search Filters.
EDSTR_FIELDHINT_CEffectEnumTransport_SearchFilters=Specifies a set of requirements and exclusions to apply against each unit in a transport. Only units that pass the filters will have effects applied to them.
EDSTR_FIELDHINT_CEffectEnumTransport_WhichUnit=Specifies the transport or passenger to search. If you specify a passenger, make sure that the Check Outer field is also enabled on this effect so it can find other units in the transport that contains the initial passenger.
EDSTR_FIELDHINT_CEffectIssueOrder_Abil=Ability the target unit is ordered to use
EDSTR_FIELDHINT_CEffectIssueOrder_AbilCmdIndex=Ability command index the target unit is ordered to use
EDSTR_FIELDHINT_CEffectIssueOrder_CmdFlags=Flags for the effect
EDSTR_FIELDHINT_CEffectIssueOrder_Player=Specifies the player that should issue the requested order which is useful for checking whether that player is allowed to issue that order (due to shared control, resources, etc). If a player is not specified then the alliance states are ignored.
EDSTR_FIELDHINT_CEffectIssueOrder_Target=Used to configure what the target of the ability will be
EDSTR_FIELDHINT_CEffectIssueOrder_WhichUnit=Used to configure which unit receives the order
EDSTR_FIELDHINT_CEffectLaunchMissile_AmmoLife=Missile hit points
EDSTR_FIELDHINT_CEffectLaunchMissile_AmmoUnit=Link to the projectile unit that will be launched
EDSTR_FIELDHINT_CEffectLaunchMissile_DeathType=The death type for the missile
EDSTR_FIELDHINT_CEffectLaunchMissile_FinishEffect=Specifies an effect that will be executed regardless of whether the missile impacts on its requested target or not. Useful to clean up anything that might have been created when the missile launched that should no longer exist regardless of whether it hit.
EDSTR_FIELDHINT_CEffectLaunchMissile_Flags=Flags for the effect
EDSTR_FIELDHINT_CEffectLaunchMissile_ImpactEffect=Effect that occurs when the missile hits its target
EDSTR_FIELDHINT_CEffectLaunchMissile_ImpactLocation=The target of the missile
EDSTR_FIELDHINT_CEffectLaunchMissile_ImpactOffset=Offset coordinates for the missile impact location
EDSTR_FIELDHINT_CEffectLaunchMissile_ImpactRange=The distance from the missile's target that will trigger impact
EDSTR_FIELDHINT_CEffectLaunchMissile_LaunchEffect=Effect that occurs when the missile is launched
EDSTR_FIELDHINT_CEffectLaunchMissile_LaunchLocation=The source of the missile
EDSTR_FIELDHINT_CEffectLaunchMissile_LaunchOffset=Offset coordinates for the missile launch location
EDSTR_FIELDHINT_CEffectLaunchMissile_Movers=Used to assign custom missile movers per range
EDSTR_FIELDHINT_CEffectLaunchMissile_PlaceholderUnit=Specifies the type of placeholder image that will be created at the missile's target location. It will be destroyed when the missile is done traveling (whether it impacts or not).
EDSTR_FIELDHINT_CEffectLaunchMissile_PlacementRange=Only used if the Placement flag is set on this effect. Specifies a radius to search around the Impact Location for a valid spot for the Ammo Unit to be placed. Typically you would also want to set the Death type to None to disable the Ammo Unit from dying when the missile is done traveling.
EDSTR_FIELDHINT_CEffectLaunchMissile_RetargetFilters=Only used if the Retarget flag is set on this effect. Specifies a set of requirements & exclusions to be applied against nearby units when the missile target becomes invalid and a new target must be found. The Retarget Range field specifies how far away from the missile's current location to search.
EDSTR_FIELDHINT_CEffectLaunchMissile_RetargetRange=Only used if the Retarget flag is set on this effect. Specifies a radius around the missile's current location to search. Only units that pass the Retarget Filters will be considered for retargeting.
EDSTR_FIELDHINT_CEffectLaunchMissile_ReturnDelay=Return delay for tentacle type missiles.
EDSTR_FIELDHINT_CEffectLaunchMissile_ReturnMovers=Used to assign custom missile movers per range.  Used on tentacle type missiles.
EDSTR_FIELDHINT_CEffectLaunchMissile_TransferBehavior=Specifies the type of behavior to be transferred onto the missile and applied onto a unit on impact. This behavior is removed from the Launch Unit when the missile is fired.
EDSTR_FIELDHINT_CEffectLaunchMissile_TransferCount=Specifies the stack count of the requested by the Transfer Behavior that can be transferred by this missile.
EDSTR_FIELDHINT_CEffectLaunchMissile_Visibility=If the Visibility is set to Snapshot and the Impact Unit is hostile to the origin of the effect, then the Impact Unit is sent a Unit Attacker actor message which is used to reveal a snapshot of the attacker for a short time that may be targeted by abilities but the player must have vision of to retaliate. If the Visibility is set to Visible then a revealer is attached to the attacker granting full vision of it to the Impact Unit and their allies for a short time.
EDSTR_FIELDHINT_CEffectModifyPlayer_Cost=Specifies resources, cooldowns, and/or charges that will be applied to the requested player. This can be used in situations where you don't have an ability available to specify and spend these amounts.
EDSTR_FIELDHINT_CEffectModifyPlayer_Resources=Specifies an amount of resources to grant to the requested player.
EDSTR_FIELDHINT_CEffectModifyPlayer_ResourcesCollected=Specifies an amount of resources to consider collected by the requested player.
EDSTR_FIELDHINT_CEffectModifyPlayer_WhichPlayer=Specifies which player should be modified by this effect.
EDSTR_FIELDHINT_CEffectModifyUnit_CopyOrderCount=Specifies how many orders of the Launch Unit are copied onto the Impact Unit. The Impact Unit's orders are cleared (although uninterruptible orders like morphs may remain until completed).
EDSTR_FIELDHINT_CEffectModifyUnit_CopyRallyCount=Specifies how many rally point locations are copied from the Launch Unit to the Impact Unit.
EDSTR_FIELDHINT_CEffectModifyUnit_Cost=Specifies an amount of resources, cooldowns, charges, and/or vitals that will be applied to the requested Impact Unit. This can be used in situations where you may not have an ability available to specify and spend these amounts.
EDSTR_FIELDHINT_CEffectModifyUnit_Height=Height modification
EDSTR_FIELDHINT_CEffectModifyUnit_HeightTime=Amount of time it takes to blend the height modification
EDSTR_FIELDHINT_CEffectModifyUnit_ImpactUnit=The unit that is the target of this effect
EDSTR_FIELDHINT_CEffectModifyUnit_KillCreditUnit=If this field points to a valid unit hostile to the Impact Unit, it will increase the kill count on the Impact Unit by one and dispatch a kill credit notification to behaviors.
EDSTR_FIELDHINT_CEffectModifyUnit_KillHallucination=When enabled, the effect kills hallucinations.
EDSTR_FIELDHINT_CEffectModifyUnit_LaunchUnit=Specifies the unit to copy veterancy, kills, and vitals (if requested), mimic (if requested), copy orders from (if requested), copy rally points from (if requested), and the player to modify resources for (if requested).
EDSTR_FIELDHINT_CEffectModifyUnit_ModifyFlags=Flags for the effect
EDSTR_FIELDHINT_CEffectModifyUnit_ModifyOwnerPlayer=Specifies a player to transfer the ownership of the Impact Unit to. If set to Unknown this is ignored.
EDSTR_FIELDHINT_CEffectModifyUnit_ResourceRestoreBonus=Specifies a flat bonus amount to add to a resource regardless of its capacity. This will be added to the Resource Restore Fraction result.
EDSTR_FIELDHINT_CEffectModifyUnit_ResourceRestoreFraction=Specifies a fraction that will be multiplied by the resource's capacity. This will be added to the Resource Restore Bonus.
EDSTR_FIELDHINT_CEffectModifyUnit_Resources=Specifies an amount of resources to harvest from the Launch Unit if it has a resource behavior.
EDSTR_FIELDHINT_CEffectModifyUnit_ResourcesHarvestedBonus=Specifies an amount of bonus resources added to any amount extracted from the resource specified by the Resources behavior and the Resources Harvested Fraction result.
EDSTR_FIELDHINT_CEffectModifyUnit_ResourcesHarvestedFraction=Specifies an amount that is multiplied by the amount extracted to grant as a bonus amount of resources harvested. This amount is added to the Resources Harvested Bonus.
EDSTR_FIELDHINT_CEffectModifyUnit_SalvageFactor=Only applies if the Salvage flag is set on this effect. Specifies the unit cost multiplier to determine how much of a refund is provided.
EDSTR_FIELDHINT_CEffectModifyUnit_SpawnCount=If the Impact Unit has a Spawn behavior, the number of spawned units will be adjusted by this amount.
EDSTR_FIELDHINT_CEffectModifyUnit_VeterancyBehavior=The veterancy behavior to give XP to, or copy XP between when the copy flag is set.  If none specified, the first veterancy behavior will be used.
EDSTR_FIELDHINT_CEffectModifyUnit_VitalArray=Vital modifiers
EDSTR_FIELDHINT_CEffectModifyUnit_XP=Experience points modifier
EDSTR_FIELDHINT_CEffectRedirectMissile_ImpactFilters=Specifies a set of requirements and exclusions when searching units near the Impact Location to redirect the requested missile to.
EDSTR_FIELDHINT_CEffectRedirectMissile_ImpactLocation=Specifies the area to search for units to redirect the missile to. Units at that location must pass the Impact Filters to be considered a valid target.
EDSTR_FIELDHINT_CEffectRedirectMissile_WhichUnit=Specifies which missile will be redirected towards the Impact Location.
EDSTR_FIELDHINT_CEffectReleaseMagazine_WhichUnit=Specifies which ammo unit will be released from an arm magazine ability's control. This is used for the Brood Lord Broodling escorts once they are launched at a target since they won't be controlled by the Brood Lord any longer.
EDSTR_FIELDHINT_CEffectRemoveBehavior_BehaviorAlignment=This effect will remove the specified number of behaviors that are of this alignment.
EDSTR_FIELDHINT_CEffectRemoveBehavior_BehaviorCategories=Types of behavior that are removed by the effect
EDSTR_FIELDHINT_CEffectRemoveBehavior_BehaviorClass=Classes of behavior that are removed by the effect
EDSTR_FIELDHINT_CEffectRemoveBehavior_BehaviorLink=Specific behavior that is removed by the effect
EDSTR_FIELDHINT_CEffectRemoveBehavior_Count=Number of behaviors that are removed by the effect.  Use zero to remove all matching behaviors.
EDSTR_FIELDHINT_CEffectRemoveBehavior_KillHallucination=When enabled, the effect kills hallucinations.
EDSTR_FIELDHINT_CEffectRemoveBehavior_WhichUnit=Used to configure which unit is the target of this effect
EDSTR_FIELDHINT_CEffectReturnMagazine_WhichUnit=Specifies which ammo unit will be sent back inside its magazine. This would be used if you wanted to force Interceptors to return inside the Carrier.
EDSTR_FIELDHINT_CEffectSet_EffectArray=List of effects that are executed when the set effect is executed
EDSTR_FIELDHINT_CEffectSet_MaxCount=Specifies a maximum number of child effects to be executed. Used with the Min Count.
EDSTR_FIELDHINT_CEffectSet_MinCount=Specifies a minimum number of child effects to be executed. Used with the Max Count.
EDSTR_FIELDHINT_CEffectSet_Random=Specifies that the child effects are shuffled in a random order before being executed.
EDSTR_FIELDHINT_CEffectSet_TargetLocationType=Specifies the type of targeting requirement this effect has when used with an ability. If set to Unknown (the default), then it will try to determine that requirement from the child effects.
EDSTR_FIELDHINT_CEffectSwitch_CaseArray=Switch logic
EDSTR_FIELDHINT_CEffectSwitch_CaseDefault=Default effect that is run if all other cases cannot be met
EDSTR_FIELDHINT_CEffectSwitch_TargetLocationType=Specifies the type of targeting requirement this effect has when used with an ability. If set to Unknown (the default), then it will try to determine that requirement from the child effects.
EDSTR_FIELDHINT_CEffectTeleport_ClearQueuedOrders=When enabled, the effect clears all previous orders from the unit's order queue
EDSTR_FIELDHINT_CEffectTeleport_MinDistance=Specifies the smallest distance permissible for a teleport. Helps to avoid spending energy or cooldowns on a teleport that doesn't get you closer to your target by a reasonable amount.
EDSTR_FIELDHINT_CEffectTeleport_PlacementArc=Only used if the Placement Range is less than 363. Specifies an arc around the teleporting unit that it will attempt to search to find a valid location.
EDSTR_FIELDHINT_CEffectTeleport_PlacementAround=Only used if the Placement Range is less than 363. Specifies a location to do placement tests for the teleporting unit.
EDSTR_FIELDHINT_CEffectTeleport_PlacementRange=The range from the target point that a teleporting unit can be placed if the target point is invalid
EDSTR_FIELDHINT_CEffectTeleport_Range=Teleport range
EDSTR_FIELDHINT_CEffectTeleport_SourceLocation=Specifies the origin of the teleport. This would typically be used where you want to perform a relative teleport like Recall. The teleporting unit's offset relative to that location would be preserved as closely as possible at the destination.
EDSTR_FIELDHINT_CEffectTeleport_TargetLocation=Used to configure the target location for the teleport
EDSTR_FIELDHINT_CEffectTeleport_WhichUnit=Used to configure which unit will teleport
EDSTR_FIELDHINT_CEffectTransferBehavior_Behavior=Behavior that is transferred by the effect
EDSTR_FIELDHINT_CEffectTransferBehavior_Copy=When enabled, the behavior will be copied rather than moved
EDSTR_FIELDHINT_CEffectTransferBehavior_Count=Number of behaviors to transfer (for stackable behaviors)
EDSTR_FIELDHINT_CEffectTransferBehavior_ImpactUnit=Used to configure which unit will receive the behavior
EDSTR_FIELDHINT_CEffectTransferBehavior_LaunchUnit=Used to configure which unit will be the source of the behavior
EDSTR_FIELDHINT_CEffectTransferBehavior_Preserve=Determines whether the behavior is transferred or cloned (i.e. left on the original unit).
EDSTR_FIELDHINT_CEffectUseCalldown_CalldownCount=Specifies how many calldowns are used by this effect. Note that if more are requested than are available it will simply use as many as it can find.
EDSTR_FIELDHINT_CEffectUseCalldown_CalldownEffect=Specifies that the calldown effect of an ability that manages calldowns (like an Arm Magazine or Transport ability) must match this value, otherwise it is not used. This effect is also executed at the location of the calldown unit once it is extracted from the Arm Magazine or Transport ability and moved to Which Location.
EDSTR_FIELDHINT_CEffectUseCalldown_WhichLocation=Specifies the location that the calldown will be moved to when used.
EDSTR_FIELDHINT_CEffectUseMagazine_AmmoEffect=Specifies an effect to execute on the ammo used by this effect.
EDSTR_FIELDHINT_CEffectUseMagazine_MagazineAbil=Specifies an explicit Arm Magazine ability to use ammo from. If not specified, it will cycle through the activated Arm Magazine abilities and use one ammo from the first one capable of launching.
EDSTR_FIELDHINT_CEffectUseMagazine_WhichUnit=Specifies which unit to use ammo from. This should be a unit with an Arm Magazine ability like a Carrier or Brood Lord.
EDSTR_FIELDHINT_CFootprint_EditorCategories=Editor Categories are used for filtering and organization within the StarCraft II Editor.
EDSTR_FIELDHINT_CFootprint_Layers=Footprints have 3 layers: Pathing (affects unit pathing), Placement Apply (determines what placement flags are applied to cells), and Placement Check (determines placement flag requirements for cells when a unit with this footprint is being placed)
EDSTR_FIELDHINT_CFootprint_Shape=The shape of a footprint.
EDSTR_FIELDHINT_CFoW_Color=Color of the fog of war
EDSTR_FIELDHINT_CGame_AcquireLeashRadius=Maximum distance a unit will chase an auto-acquired target before leashing
EDSTR_FIELDHINT_CGame_AttackRevealBehavior=Behavior that is used to reveal an attacking unit
EDSTR_FIELDHINT_CGame_CallForHelpPeriod=The period between calls for help.
EDSTR_FIELDHINT_CGame_CallForHelpRadius=The radius that a call for help will be broadcast to
EDSTR_FIELDHINT_CGame_CreepBlendTime=Amount of time it takes for creep to blend with the terrain
EDSTR_FIELDHINT_CGame_CreepDecaySound=Sound that plays when creep is receding
EDSTR_FIELDHINT_CGame_CreepDecayTime=Period of time between creep receding
EDSTR_FIELDHINT_CGame_CreepGrowSound=Sound that plays when creep is growing
EDSTR_FIELDHINT_CGame_DamageMinimum=The minimum amount of damage that can be dealt
EDSTR_FIELDHINT_CGame_DifficultyDefault=Default difficulty level for AI players
EDSTR_FIELDHINT_CGame_DifficultyLevels=Parameters for AI difficulty levels
EDSTR_FIELDHINT_CGame_FilterResults=Defines error messages for failing target filter criteria
EDSTR_FIELDHINT_CGame_HandicapValues=Handicap percentage values for the game
EDSTR_FIELDHINT_CGame_MapSizes=Map sizes for the game
EDSTR_FIELDHINT_CGame_SplashDamageEffect=Default splash damage effect for the game
EDSTR_FIELDHINT_CGame_TeamColors=Team color parameters for the game
EDSTR_FIELDHINT_CGame_UnitSightRangeDead=Default sight range for dead units in the game
EDSTR_FIELDHINT_CGame_UnitSightRangeUnderConstruction=Default sight range for units that are being built in the game
EDSTR_FIELDHINT_CGameUI_BehaviorBorderColors=Colors for the borders of behavior icons per alignment
EDSTR_FIELDHINT_CGameUI_BehaviorIconColors=Tint colors for behavior icons per alignment
EDSTR_FIELDHINT_CGameUI_CancelPlacementModeButtonFace=Button that appears in the bottom right of the command card when a unit is in placement mode
EDSTR_FIELDHINT_CGameUI_CancelTargetModeButtonFace=Button that appears in the bottom right of the command card when a unit is in target mode
EDSTR_FIELDHINT_CGameUI_CostDisplayColor=Color of cost floating text
EDSTR_FIELDHINT_CGameUI_CostDisplayFade=Amount of time it takes the cost floating text to fade
EDSTR_FIELDHINT_CGameUI_CostDisplayHeight=Size of the cost floating text
EDSTR_FIELDHINT_CGameUI_CostDisplaySpeed=Scroll speed for the cost floating text
EDSTR_FIELDHINT_CGameUI_InfoColorBuffed=Color of tooltip text for stats that are being temporarily buffed
EDSTR_FIELDHINT_CGameUI_InfoColorDebuffed=Color of tooltip text for stats that are being temporarily debuffed
EDSTR_FIELDHINT_CGameUI_InfoColorUpgraded=Color of tooltip text for stats that have been modified via an upgrade
EDSTR_FIELDHINT_CGameUI_MinimapData=Minimap configuration parameters
EDSTR_FIELDHINT_CGameUI_RegionNameSize=Size of the font for region names
EDSTR_FIELDHINT_CGameUI_RequirementsSatisfiedColor=Color of the text for requirements that have been met
EDSTR_FIELDHINT_CGameUI_RequirementsUnsatisfiedColor=Color of the text for requirements that have not been met
EDSTR_FIELDHINT_CGameUI_SelectionColors=Default colors for selection circles
EDSTR_FIELDHINT_CGameUI_SelectionData=Selection circle configuration parameters
EDSTR_FIELDHINT_CGameUI_SoundData=Sound data configuration parameters
EDSTR_FIELDHINT_CGameUI_VitalColors=Colors for vital numbers in the information panel
EDSTR_FIELDHINT_CGameUI_WayPointLineWidth=Width of the waypoint line
EDSTR_FIELDHINT_CGameUI_WayPointTileLength=Length of the waypoint line at which the model will tile
EDSTR_FIELDHINT_CGameUI_WireframeColorArray=Colors for unit wireframes
EDSTR_FIELDHINT_CItem_CarryBehaviorArray=Additional behaviors that are applied to the carrier of the item
EDSTR_FIELDHINT_CItem_CarryWeaponArray=Additional weapons enabled for the carrier of the item
EDSTR_FIELDHINT_CItem_Flags=Sets different properties for the item
EDSTR_FIELDHINT_CItemAbil_ToggledFace=When an item is toggled, it will use this face instead.  An example would be a CItemAbil that uses a CAbilBehavior.
EDSTR_FIELDHINT_CItemEffect_Effect=Effect used when an item is activated by a unit carrying it
EDSTR_FIELDHINT_CItemEffect_EffectCost=Cost of activating an item's effect
EDSTR_FIELDHINT_CItemEffect_EffectFlags=Sets different properties for the item
EDSTR_FIELDHINT_CItemEffect_Range=Maximum targeting range of an item's effect
EDSTR_FIELDHINT_CItemEffect_TargetFilters=Target filters for the effect cast from an item
EDSTR_FIELDHINT_CLight_EditorCategories=Editor Categories are used for filtering and organization within the StarCraft II Editor.
EDSTR_FIELDHINT_CLight_TimeStart=Time of day at which the light cycle begins for the light set
EDSTR_FIELDHINT_CModel_AnimBlendTime=Duration of the animation blend for the model
EDSTR_FIELDHINT_CModel_AnimSpeed=Multiplier that dictates the speed at which a model plays all of its animations.
EDSTR_FIELDHINT_CModel_EditorCategories=Editor Categories are used for filtering and organization within the StarCraft II Editor.
EDSTR_FIELDHINT_CModel_Flags=Sets different properties for the model
EDSTR_FIELDHINT_CModel_LowQualityModel=Lower quality version of the model that is used when graphical settings are set to low.
EDSTR_FIELDHINT_CModel_Model=Model file for the model
EDSTR_FIELDHINT_CModel_Occlusion=If this field is set to Hide, then this model will become translucent if there is a model behind it with this field set to Show.
EDSTR_FIELDHINT_CModel_RadiusLoose=If this value is not 0, it will override data that is normally queried from the model file.  This radius creates a virtual sphere around the model.  The model will only update its state when this sphere is within the camera's FOV.  This value typically needs to be larger than the actual radius of the model so the model will not pop in the fog of war.
EDSTR_FIELDHINT_CModel_RequiredAnims=Required animations for the model in story mode
EDSTR_FIELDHINT_CModel_ScaleMax=Maximum scale set randomly for the model's size. If this differs from Minimum Scale, the scale will be determined randomly each time the model is created.
EDSTR_FIELDHINT_CModel_ScaleMin=Minimum scale for the model's size. If this differs from Maximum Scale, the scale will be determined randomly each time the model is created.
EDSTR_FIELDHINT_CModel_SelectionOffset=Point where the selection circle will display when the model is selected. This can be changed on the X, Y, and Z axis. 
EDSTR_FIELDHINT_CModel_SelectionRadius=Radius of the selection circle
EDSTR_FIELDHINT_CModel_ShadowRadius=The radius of the units blob shadow on low quality
EDSTR_FIELDHINT_CModel_TechPurchaseCamera=Camera used when displaying the model in the tech purchase panel
EDSTR_FIELDHINT_CModel_TechPurchaseSpeed=Speed at which the tech purchase camera rotates around the model in the tech purchase panel
EDSTR_FIELDHINT_CModel_Tipability=Amount of tilt allowed for the model when traversing uneven terrain.
EDSTR_FIELDHINT_CModel_VariationCount=The total number of possible variations of a model. Variations are chosen randomly when the model is created.
EDSTR_FIELDHINT_CModel_WalkAnimMoveSpeed=The number of game units per second that the walk animation is animated to, so that the unit's model doesn't get 'slippy feet' visual artifacts.  A WalkAnimMoveSpeed of 3 means the unit is animated to walk at a rate of 3 tiles per second in the default case.  (The artist creating the asset actually types a value that is 100 times this into the asset in MAX, because in that context, a tile is 100 inches.)
EDSTR_FIELDHINT_CModelFoliage_SpringDampening=Amount by which the swaying of the foliage model is reduced
EDSTR_FIELDHINT_CModelFoliage_SpringStrength=Strength of the foliage model's swaying
EDSTR_FIELDHINT_CModelFoliage_WindInfluence=Amount of influence the wind has on the swaying of the foliage model
EDSTR_FIELDHINT_CMover_HeightMap=Height map in which the mover can interact
EDSTR_FIELDHINT_CRace_AttributeId=ID text for the race
EDSTR_FIELDHINT_CRace_Flags=Flags for the race
EDSTR_FIELDHINT_CRace_FoodCeiling=Maximum amount of food the race can have
EDSTR_FIELDHINT_CRace_GameMusic=Music that plays during games when playing the race
EDSTR_FIELDHINT_CRace_Name=Name of the race
EDSTR_FIELDHINT_CRace_ShowResource=Resources available to the race
EDSTR_FIELDHINT_CRace_StartingResource=Starting resource for the race
EDSTR_FIELDHINT_CRace_StartingUnitArray=Starting unit parameters for the race
EDSTR_FIELDHINT_CRace_StartLocationAlert=Alert that occurs for the race's starting location
EDSTR_FIELDHINT_CRequirement_EditorCategories=Editor Categories are used for filtering and organization within the StarCraft II Editor.
EDSTR_FIELDHINT_CRequirementAnd_OperandArray=All requirements in the array must be met
EDSTR_FIELDHINT_CRequirementCountBehavior_Count=The number of stacks of the specified behavior to validate against
EDSTR_FIELDHINT_CRequirementEq_OperandArray=All values in the array must be true
EDSTR_FIELDHINT_CRequirementGT_OperandArray=Requirements must be greater than the values in the array
EDSTR_FIELDHINT_CRequirementGTE_OperandArray=Requirement must be greater than or equal to the values in the array
EDSTR_FIELDHINT_CRequirementLT_OperandArray=Requirement must be less than the values in the array
EDSTR_FIELDHINT_CRequirementLTE_OperandArray=Requirement must be less than or equal to the values in the array
EDSTR_FIELDHINT_CRequirementNE_OperandArray=Requirement must not be equal to the values in the array
EDSTR_FIELDHINT_CRequirementNode_Tooltip=Tooltip text for the requirement
EDSTR_FIELDHINT_CRequirementNot_OperandArray=State must not occur
EDSTR_FIELDHINT_CRequirementOr_OperandArray=Requirement must equal at least one of the values in the array
EDSTR_FIELDHINT_CRequirementSum_OperandArray=Requirement must be the sum of the values in the array
EDSTR_FIELDHINT_CScoreResult_Flags=Flags for the score result
EDSTR_FIELDHINT_CScoreResult_Icon=Icon for the score result
EDSTR_FIELDHINT_CScoreResult_Name=Name of the score result
EDSTR_FIELDHINT_CScoreResult_SortValue=Sort order for the score result
EDSTR_FIELDHINT_CScoreResult_Tooltip=Tooltip text for the score result
EDSTR_FIELDHINT_CScoreResultPane_ValueTable=Panel of score results
EDSTR_FIELDHINT_CScoreResultRoot_HeaderTable=Header of score results
EDSTR_FIELDHINT_CScoreResultScore_ValueTable=Table of score results
EDSTR_FIELDHINT_CScoreValue_Flags=Flags for the score value
EDSTR_FIELDHINT_CScoreValue_Icon=Icon for the score value
EDSTR_FIELDHINT_CScoreValue_Name=Name of the score value
EDSTR_FIELDHINT_CScoreValue_Sort=Sort order for the score value
EDSTR_FIELDHINT_CScoreValue_Tooltip=Tooltip text for the score value
EDSTR_FIELDHINT_CScoreValueStandard_Value=Score value
EDSTR_FIELDHINT_CSound_AssetArray=Specifies the set of assets that are included in the sound.
EDSTR_FIELDHINT_CSound_Category=Assigns the sound to an FMOD channel group that can have a volume, paused, and muted status that is combined with individual sounds.
EDSTR_FIELDHINT_CSound_Chance=Specifies a percentage chance that a sound will actually create a voice when you request to play it. Defaults to 100%.
EDSTR_FIELDHINT_CSound_ConeAngle=Configures the FMOD channel cone parameters. Only applicable to 3D sounds; relative to the sound position in the world.
EDSTR_FIELDHINT_CSound_ConeOrientation=Configures the FMOD channel cone parameters. Only applicable to 3D sounds; relative to the sound position in the world.
EDSTR_FIELDHINT_CSound_ConeVolume=Configures the FMOD channel cone parameters. Only applicable to 3D sounds; relative to the sound position in the world.
EDSTR_FIELDHINT_CSound_DopplerLevel=Configures the FMOD channel doppler parameter. Only applicable to 3D sounds. Related to the doppler factor specified in the terrain data for a map.
EDSTR_FIELDHINT_CSound_DupeDestroyCount=Specifies the maximum instances of a sound that may be created before the least important voice is destroyed or when we stop creating new sounds (depends on the dupe maximum method).
EDSTR_FIELDHINT_CSound_DupeFadeBlend=Specifies a fade curve to use when a voice becomes or is no longer considered a duplicate.
EDSTR_FIELDHINT_CSound_DupeFadeIn=Specifies a fade curve to use when a voice becomes a duplicate.
EDSTR_FIELDHINT_CSound_DupeFadeOut=Specifies a fade curve to use when a voice is no longer considered a duplicate.
EDSTR_FIELDHINT_CSound_DupeHistoryCount=Specifies how many instances we track of a sound when it is done playing. Used primarily for sound selection when playing a new sound. For Random, we use the history to determine the last sound that played so we can avoid repeating that one.  For Shuffle, we use the history to find the least played subset and do a weighted randomization to select between them.
EDSTR_FIELDHINT_CSound_DupeMaximumMethod=Specifies how the sound engine handles the situation when the maximum number of duplicate sounds have been played.
EDSTR_FIELDHINT_CSound_DupeMuteCount=Specifies how many instances of a sound that may be created before the least important voice is muted.
EDSTR_FIELDHINT_CSound_DupeRepeatCount=Specifies how many repeated instances of a specific asset are permitted, even if they aren't overlapping. The least important instances beyond this count will be silenced.
EDSTR_FIELDHINT_CSound_DupeThresholdFadeTime=Specifies the fading behavior when a threshold of sounds for a category has been reached or is no longer present.
EDSTR_FIELDHINT_CSound_DupeThresholdPoints=Specifies the fading behavior when a threshold of sounds for a category has been reached or is no longer present.
EDSTR_FIELDHINT_CSound_DupeWait=Specifies how long after a sound is played before another is allowed to play in its audible range. Primarily used for creep sounds. This value may be randomized by picking a lower and upper bounds.
EDSTR_FIELDHINT_CSound_EditorCategories=Editor Categories are used for filtering and organization within the StarCraft II Editor.
EDSTR_FIELDHINT_CSound_Exclusivity=Determines whether this sound can be prevented from playing, or delayed, due to other sounds currently being played.
EDSTR_FIELDHINT_CSound_Flags=Configures various options for the sound.
EDSTR_FIELDHINT_CSound_FogFadeBlend=Specifies the fade curve to use when a 3D sound becomes fogged or unfogged.
EDSTR_FIELDHINT_CSound_FogFadeIn=Specifies the fade curve to use when a 3D sound becomes unfogged.
EDSTR_FIELDHINT_CSound_FogFadeOut=Specifies the fade curve to use when a 3D sound becomes fogged.
EDSTR_FIELDHINT_CSound_LocaleFlags=Only used by the editor to indicate production tracking status on localization.
EDSTR_FIELDHINT_CSound_LocalVolumeAdjustment=Applies a volume adjustment when the sound is played owned by the local player.
EDSTR_FIELDHINT_CSound_LoopCount=Specifies the number of times that a sound set will repeat. This will cause it to loop over all available assets based on their selection mode (shuffle or sequential). Specify -1 here to indicate you want it to loop infinitely. Note that loop points need to be configured per-asset, if applicable.
EDSTR_FIELDHINT_CSound_LowPassGain=Configures the FMOD channel low pass gain parameter (sets the gain of the dry signal when lowpass filtering is applied).
EDSTR_FIELDHINT_CSound_MixerPriority=A sound with a higher priority than another sound will not be stolen or made virtual by that sound. 0 = most important. 256 = least important.
EDSTR_FIELDHINT_CSound_Mode=Indicates if the sound should be configured as 2D, 3D (Head Relative), or 3D (World Relative). Sounds that are configured as 2D do not have a fog test performed. Generally 2D sounds should be reserved to map-wide audio like the ambience soundtrack or UI sounds. If a sound is configured as a 3D world-relative sound but does not have a valid position, it will be converted to a 3D head-relative sound.
EDSTR_FIELDHINT_CSound_MuteFadeBlend=Specifies the fade behavior when a sound is muted or unmuted.
EDSTR_FIELDHINT_CSound_MuteFadeIn=Specifies the fade behavior when a sound is muted.
EDSTR_FIELDHINT_CSound_MuteFadeOut=Specifies the fade behavior when a sound is unmuted.
EDSTR_FIELDHINT_CSound_NonLocalVolumeAdjustment=Applies a volume adjustment when the sound is played not owned by the local player.
EDSTR_FIELDHINT_CSound_OcclusionDirect=Configures the occlusion factors for a channel. Only applicable to 3D sounds. We don't have FMOD geometry objects, so this is the only way to reproduce that kind of behavior. This value may be randomized by picking a lower and upper bounds.
EDSTR_FIELDHINT_CSound_OcclusionReverb=Configures the occlusion factors for a channel. Only applicable to 3D sounds. We don't have FMOD geometry objects, so this is the only way to reproduce that kind of behavior. This value may be randomized by picking a lower and upper bounds.
EDSTR_FIELDHINT_CSound_OffsetFadeBlend=Specifies the fade in and fade out curve for a sound. The times are relative to the overall sound length including looping.
EDSTR_FIELDHINT_CSound_OffsetFadeIn=Specifies the fade in curve for a sound. The times are relative to the overall sound length including looping.
EDSTR_FIELDHINT_CSound_OffsetFadeOut=Specifies the fade out curve for a sound. The times are relative to the overall sound length including looping.
EDSTR_FIELDHINT_CSound_OffsetShiftBlend=Specifies the pitch shift in and out curve for a sound. The times are relative to the overall sound length including looping.
EDSTR_FIELDHINT_CSound_OffsetShiftIn=Specifies the pitch shift in curve for a sound. The times are relative to the overall sound length including looping.
EDSTR_FIELDHINT_CSound_OffsetShiftOut=Specifies the pitch shift out curve for a sound. The times are relative to the overall sound length including looping.
EDSTR_FIELDHINT_CSound_OverlapPitchDelta=Specifies the threshold for comparing two instances of the same asset to determine if they are overlapping (in which case the least important sounds are muted). Note that the pitch value refers to the Pitch data value, not the actual pitch of the waveform.
EDSTR_FIELDHINT_CSound_OverlapTimeDelta=Specifies the threshold for comparing two instances of the same asset to determine if they are overlapping (in which case the least important sounds are muted). Note that the pitch value refers to the Pitch data value, not the actual pitch of the waveform.
EDSTR_FIELDHINT_CSound_Pan=Specifies the speaker pan amount for 2D sounds. -1 = full left, +1 = full right, 0 = center. Defaults to 0. This value may be randomized by picking a lower and upper bounds.
EDSTR_FIELDHINT_CSound_PanLevel=Configures the FMOD channel 3D pan level parameter (sets how much the 3d engine has an effect on the channel, versus that set by Pan or Speaker Mix).  0 is 100% using the Speaker Mix values and not using the 3D engine at all.  1 is 100% using the 3D engine and not using the Speaker Mix values at all.
EDSTR_FIELDHINT_CSound_Pitch=Specifies a frequency shift for the sound. This is not a true octave shift, although there is a DSP (which is expensive) that can be applied to accomplish that. This value may be randomized by picking a lower and upper bounds.
EDSTR_FIELDHINT_CSound_PlayDelay=How long to delay playing this sound (in ms)
EDSTR_FIELDHINT_CSound_ResourcePriority=Used by the resource management system to determine how important this sound is to load and keep in memory.
EDSTR_FIELDHINT_CSound_ReverbBalance=Configures the default reverb direct and room levels.
EDSTR_FIELDHINT_CSound_ReverbRolloffBlend=Controls how much the default reverb levels are affected by a sound's distance from the listener.
EDSTR_FIELDHINT_CSound_ReverbRolloffPoints=Controls how much the default reverb levels are affected by a sound's distance from the listener.
EDSTR_FIELDHINT_CSound_Select=Specifies the way that we cycle through sounds in a set when looping over all assets or playing multiple instances of the same sound. Sequential means that we will play each of the assets in the sound before repeating. Shuffle means that we will randomly select assets until all of the assets have been played and then we will choose a new playlist. The same sound will never play back-to-back unless there is only one asset, or the same asset is in the set multiple times.
EDSTR_FIELDHINT_CSound_SpeakerMix=Configures the FMOD channel speaker mix per speaker. The most commonly adjusted setting here is adjusting the LFE volume for 3D sounds.
EDSTR_FIELDHINT_CSound_Spread=Configures the FMOD channel 3D spread setting in speaker space. When increasing the spread of a sound, the left and right parts of a stereo sound rotate away from their original position to give it more "stereoness".  Mono sounds can also be "spread" with this parameter.
EDSTR_FIELDHINT_CSound_SustainFade=Specifies the fade behavior when a sound is interrupted (usually by scripts or other gameplay).
EDSTR_FIELDHINT_CSound_SustainFadeBlend=Specifies the fade behavior when a sound is interrupted (usually by scripts or other gameplay).
EDSTR_FIELDHINT_CSound_Timeout=Specifies the amount of time that we wait for a sound to load (and maybe download) before we give up and cancel the request. Useful for making sure sounds don't play long after they are relevant.
EDSTR_FIELDHINT_CSound_VariationMinimum=Specifies the minimum number of assets from a sound that must be available regardless of the sound quality setting in the sound options panel.
EDSTR_FIELDHINT_CSound_Volume=Configures the ideal volume of a sound without any mixing or fading applied. This value may be randomized by picking a lower and upper bounds. This value is multiplied by the per-asset volume.
EDSTR_FIELDHINT_CSound_VolumeRolloffBlend=Specifies the volume adjustment behavior for 3D sounds based on the listener position. 
EDSTR_FIELDHINT_CSound_VolumeRolloffFadeBlend=Specifies the volume adjustment behavior for 3D sounds based on the listener position. 
EDSTR_FIELDHINT_CSound_VolumeRolloffFadeIn=Specifies the volume adjustment behavior for 3D sounds based on the listener position. 
EDSTR_FIELDHINT_CSound_VolumeRolloffFadeOut=Specifies the volume adjustment behavior for 3D sounds based on the listener position. 
EDSTR_FIELDHINT_CSound_VolumeRolloffPoints=Specifies the volume adjustment behavior for 3D sounds based on the listener position. 
EDSTR_FIELDHINT_CSoundExclusivity_CollideWithEqual=What action to take if an equal priority sound is already playing when the sound wants to play.
EDSTR_FIELDHINT_CSoundExclusivity_CollideWithHigher=What action to take if a higher priority sound is already playing when the sound wants to play.
EDSTR_FIELDHINT_CSoundExclusivity_CollideWithLower=What action to take if a lower priority sound is already playing when the sound wants to play.
EDSTR_FIELDHINT_CSoundExclusivity_Group=The exclusivity group of the sound.  All sounds played using this group will consider each other for exclusivity.  Sounds from other groups, or who don't have any group, will not be considered for exclusivity tests.
EDSTR_FIELDHINT_CSoundExclusivity_InterruptDelay=If this sound is interrupted, the sound interrupting it will delay it's playback by this amount to allow this sound to fade out etc.
EDSTR_FIELDHINT_CSoundExclusivity_InterruptFade=If this sound is interrupted, it will blend out using this setting.
EDSTR_FIELDHINT_CSoundExclusivity_InterruptFadeBlend=If this sound is interrupted, it will blend out using this setting.
EDSTR_FIELDHINT_CSoundExclusivity_Priority=The priority within the exclusivity group.  Used to make decisions about which sounds are more important than others.
EDSTR_FIELDHINT_CSoundExclusivity_QCollideWithEqual=What action to take if an equal priority sound is already queued when the sound wants to enter the queue.
EDSTR_FIELDHINT_CSoundExclusivity_QCollideWithHigher=What action to take if a higher priority sound is already queued when the sound wants to enter the queue.
EDSTR_FIELDHINT_CSoundExclusivity_QCollideWithLower=What action to take if a lower priority sound is already queued when the sound wants to enter the queue.
EDSTR_FIELDHINT_CSoundExclusivity_QDelay=When a sound is dequeued, it will wait this long (in ms) before playing.  This delay does not count towards the queue timeout time.
EDSTR_FIELDHINT_CSoundExclusivity_QTimeout=If the sound is queued for longer than this amount of time (in ms), it will give up and leave the queue without playing. A value of zero means it will never time out.
EDSTR_FIELDHINT_CSoundExclusivity_SuppressGroups=When a sound plays using this exclusivity data record, it will suppress these group numbers for ALL owning players.  Sounds in those groups will not be able to be played again until this sound is finished, and if the SupressionInterrupts flag is set, currently playing sounds will be interrupted.
EDSTR_FIELDHINT_CSoundtrack_CueArray=Cue parameters for each sound in the soundtrack. These parameters also let you add tracks to the soundtrack.
EDSTR_FIELDHINT_CSoundtrack_Delay=Delay time between songs in the soundtrack
EDSTR_FIELDHINT_CSoundtrack_Flags=Flags for the soundtrack item.
EDSTR_FIELDHINT_CSoundtrack_Select=Order in which the game selects sounds from the soundtrack
EDSTR_FIELDHINT_CTacticalOrder_Abil=Ability order issued to the unit by the tactical order.
EDSTR_FIELDHINT_CTacticalOrder_AbilCmdIndex=The index of the chosen ability entry that is sent to the unit.
EDSTR_FIELDHINT_CTacticalOrder_Validator=Validator run against the order being issued.
EDSTR_FIELDHINT_CTacticalSet_Array=The array of tactical orders that are sent to a unit. All orders will be sent to a unit, and validated against individually.
EDSTR_FIELDHINT_CTerrain_Ambience=Ambient music for the terrain type
EDSTR_FIELDHINT_CTerrain_BlendTextures=How textures are blended in the terrain type
EDSTR_FIELDHINT_CTerrain_CliffSets=Cliffs in the terrain type
EDSTR_FIELDHINT_CTerrain_CreepBaseSpecularMap=Creep specular map for the terrain type
EDSTR_FIELDHINT_CTerrain_CreepBaseTexture=Creep base texture in the terrain type
EDSTR_FIELDHINT_CTerrain_CreepEdgeNormalMap=Creep edge texture in the terrain type
EDSTR_FIELDHINT_CTerrain_CreepHeightMap=Creep height texture in the terrain type
EDSTR_FIELDHINT_CTerrain_CreepNoiseMap=Creep noise texture in the terrain type
EDSTR_FIELDHINT_CTerrain_CreepSettingsArray=Creep parameters for the terrain type
EDSTR_FIELDHINT_CTerrain_EditorCategories=Editor Categories are used for filtering and organization within the StarCraft II Editor.
EDSTR_FIELDHINT_CTerrain_FixedSkyboxModel=Fixed background models for the terrain type
EDSTR_FIELDHINT_CTerrain_FogColor=Default fog color for the terrain type.
EDSTR_FIELDHINT_CTerrain_FogDensity=Default fog density for the terrain type.
EDSTR_FIELDHINT_CTerrain_FogEnabled=Determines whether or not fog is on by default for the terrain type.
EDSTR_FIELDHINT_CTerrain_FoliageSettingsArray=Foliage parameters for the terrain type. The foliage settings that are used by game are determined by the game's graphic settings.
EDSTR_FIELDHINT_CTerrain_FOWColor=Default fog of war color for the terrain type.
EDSTR_FIELDHINT_CTerrain_Gravity=Gravity value for the terrain type
EDSTR_FIELDHINT_CTerrain_HardTiles=Terrain tiles that use the terrain type
EDSTR_FIELDHINT_CTerrain_HideLowestLevel=When enabled, the lowest terrain level in the terrain type is hidden.
EDSTR_FIELDHINT_CTerrain_Lighting=Lighting configuration for the terrain type
EDSTR_FIELDHINT_CTerrain_MinimapBackgroundColor=The color of the minimap where there is no terrain or water. This value is only used when the lowest terrain level is hidden, such as space terrain sets.
EDSTR_FIELDHINT_CTerrain_Name=Name of the terrain type
EDSTR_FIELDHINT_CTerrain_NonFixedSkyboxModel=Background model for the terrain type that is not fixed
EDSTR_FIELDHINT_CTerrain_ReverbAmbient=Ambient sound effects for the terrain type
EDSTR_FIELDHINT_CTerrain_ReverbGlobal=Global sound effects for the terrain type
EDSTR_FIELDHINT_CTerrain_SoundDistanceFactor=Sound distance factor for the terrain type
EDSTR_FIELDHINT_CTerrain_SoundRolloffFactor=Sound roll off factor for the terrain type
EDSTR_FIELDHINT_CTerrain_TilingFreq=Frequency in which the tile patterns repeat for the terrain type
EDSTR_FIELDHINT_CTerrainObject_EditorCategories=Editor Categories are used for filtering and organization within the StarCraft II Editor.
EDSTR_FIELDHINT_CTerrainObject_EditorFlags=Flags for the terrain object when it is placed in the StarCraft II Editor
EDSTR_FIELDHINT_CTerrainObject_EditorIcon=Icon for the terrain object in the StarCraft II Editor
EDSTR_FIELDHINT_CTerrainObject_EditorModel=Model for the terrain object in the StarCraft II Editor
EDSTR_FIELDHINT_CTerrainObject_Footprint=Footprint for the terrain object. The game uses the terrain's footprint for placement and collision.
EDSTR_FIELDHINT_CTerrainObject_Model=Model for the terrain object in the game
EDSTR_FIELDHINT_CTerrainObject_Radius=Collision range for the terrain object
EDSTR_FIELDHINT_CTerrainObject_TexSets=Texture set for the terrain object. Used for organization in the terrain editor.
EDSTR_FIELDHINT_CTerrainTex_DoodadEntry=Doodads generated by the terrain texture
EDSTR_FIELDHINT_CTerrainTex_EditorIcon=Icon for the texture in the terrain editor.
EDSTR_FIELDHINT_CTerrainTex_Normalmap=Normal map for the terrain texture
EDSTR_FIELDHINT_CTerrainTex_Texture=Image file for the terrain texture
EDSTR_FIELDHINT_CTexture_File=Art file for the texture. This can be a static image (.dds format) or a video (.ogv format).
EDSTR_FIELDHINT_CTexture_Prefix=Prefix for the name of the texture. This prefix helps the game find textures when it is replacing textures.
EDSTR_FIELDHINT_CTexture_PropsAdd=Tile set properties that are added to the texture
EDSTR_FIELDHINT_CTexture_PropsRemove=Tile set properties that are removed from the texture
EDSTR_FIELDHINT_CTexture_PropsSet=Current tile set for the texture
EDSTR_FIELDHINT_CTexture_Slot=Determines the slot on a models that the texture will appear
EDSTR_FIELDHINT_CTile_EditorIcon=Icon for the terrain tile in the StarCraft II Editor
EDSTR_FIELDHINT_CTile_Flags=Flags for the texture tile
EDSTR_FIELDHINT_CTurret_Idle=Movement of the turret when it does not have a target
EDSTR_FIELDHINT_CTurret_YawArc=Total angle of movement  for the turret
EDSTR_FIELDHINT_CTurret_YawIdleRate=Speed of the turret's movements when it does not have a target
EDSTR_FIELDHINT_CTurret_YawRate=Speed of the turret's movements when it has a target
EDSTR_FIELDHINT_CTurret_YawStart=Starting angle of the turret
EDSTR_FIELDHINT_CUnit_AbilArray=Any abilities added to the unit in this field will be available for use by this unit assuming they are also added to the Command Card. Abilities allow units to use spells like Psi Storm or buffs like Stim Pack by linking the Unit to a set of Effects that will be executed.
EDSTR_FIELDHINT_CUnit_Acceleration=Rate of speed increase at which the unit reaches maximum speed
EDSTR_FIELDHINT_CUnit_AcquireLeashRadius=This determines the radius around this unit where it is allowed to move to while performing acquired orders before it must return to its original location.
EDSTR_FIELDHINT_CUnit_AcquireLeashResetRadius=This determines the radius around the unit where it is allowed to acquire again if the unit passed its leash radius and is being ordered to return to its original location.
EDSTR_FIELDHINT_CUnit_AcquireMovementLimit=This determines the maximum pathing distance that this unit will travel to a target for an acquired order. If the target is beyond this distance then it won't acquire it.
EDSTR_FIELDHINT_CUnit_AddedOnArray=Add-on parameters for the unit. These values determine how the add-on affects the host unit.
EDSTR_FIELDHINT_CUnit_AddOnOffsetX=Offset position from the host building along the X-axis at which the add-on appears
EDSTR_FIELDHINT_CUnit_AddOnOffsetY=Offset position from the host building along the Y-axis at which the add-on appears
EDSTR_FIELDHINT_CUnit_AIEvalConstant=Specifies a flat value to be added to the AI importance calculation.
EDSTR_FIELDHINT_CUnit_AIEvalFactor=This value is multiplied by the AI importance calculation before the Constant is added.
EDSTR_FIELDHINT_CUnit_AIEvaluateAlias=Specifies the type of unit the AI will consider this unit when evaluating its importance.
EDSTR_FIELDHINT_CUnit_AINotifyEffect=Notification effect that occurs for the unit
EDSTR_FIELDHINT_CUnit_AIOverideTargetPriority=Priority for the unit that is used when the attacking unit is controlled by an AI player. When one unit has a higher priority than other units, the higher priority unit is attacked first.
EDSTR_FIELDHINT_CUnit_AttackSpeedMultiplierCreep=Increases the attack speed while on creep by multiplying this value by any other attack speed multipliers.
EDSTR_FIELDHINT_CUnit_AttackTargetPriority=Priority for the unit. When one unit has a higher priority than other units, the higher priority unit is attacked first by the default tactical AI.
EDSTR_FIELDHINT_CUnit_Attributes=Attributes for the unit. These attributes determine how weapons and armor affect the unit.
EDSTR_FIELDHINT_CUnit_BehaviorArray=Any behaviors added to the unit in this field are automatically applied to the unit when it is created. Behaviors can modify most of the inherent attributes of a unit including movement speed, armor values, and cloaking/detection.
EDSTR_FIELDHINT_CUnit_BoostedCliffLevel=Specifies how much to change the cliff levels by for cells that request it in the unit's footprint.
EDSTR_FIELDHINT_CUnit_BoostedHeight=Specifies how much the height map is raised by for cells that request it in the unit's footprint.
EDSTR_FIELDHINT_CUnit_BuildOnAs=Allows you to modify the type of building constructed on another building based on the built-upon building's built on list.
EDSTR_FIELDHINT_CUnit_BuiltOn=Existing unit on which the unit must be built
EDSTR_FIELDHINT_CUnit_CardLayouts=The command card for each unit defines a set of buttons for that unit to be displayed when that unit is selected, typically as a grid in the bottom right of the screen. The buttons displayed here can be used to activate or target an ability like Attack or Stim Pack, but can also be used for other purposes like temporarily switching the command card to a different 'card' of buttons or for displaying a button for a passive behavior on that unit.
EDSTR_FIELDHINT_CUnit_CargoOverlapFilters=Specifies a set of filters to use when unloading this unit from a transport to decide what units near the unload location should be ignored.
EDSTR_FIELDHINT_CUnit_CargoSize=Number of cargo slots for the unit
EDSTR_FIELDHINT_CUnit_Collide=Types of units with which the unit can collide
EDSTR_FIELDHINT_CUnit_CostCategory=The Leader Panel uses Cost Category to determine whether this unit is listed as Technology, Economy, or Army.
EDSTR_FIELDHINT_CUnit_CostResource=The amount of each resource that it will cost to build, train, or repair this unit.
EDSTR_FIELDHINT_CUnit_DamageDealtXP=Multiplier for experience points the unit is awarded per point of damage it deals.
EDSTR_FIELDHINT_CUnit_DamageTakenXP=Multiplier for experience points the unit is awarded per point of damage it takes.
EDSTR_FIELDHINT_CUnit_DeadFootprint=Pathing footprint of the unit when it is dead
EDSTR_FIELDHINT_CUnit_DeadInnerRadius=Radius at which the unit can interact with buildings when it is dead
EDSTR_FIELDHINT_CUnit_DeadRadius=Collision radius of the unit when it is dead
EDSTR_FIELDHINT_CUnit_DeathRevealDuration=Amount of time the death reveal radius remains visible after the unit dies.
EDSTR_FIELDHINT_CUnit_DeathRevealFilters=When this unit dies, it will trigger a combat reveal for any units passing these filters in the death reveal radius around it.
EDSTR_FIELDHINT_CUnit_DeathRevealRadius=Size of the area that is revealed around the unit when it dies.
EDSTR_FIELDHINT_CUnit_DeathRevealType=This will specify how a unit grants vision of hostile units in the surrounding area when it is killed.
EDSTR_FIELDHINT_CUnit_DeathTime=Amount of time it takes the unit to die. After this time, the unit will be removed from the game, and not able to be referenced. Setting to -1 will cause the unit to always be 'in the game' even if it is dead.
EDSTR_FIELDHINT_CUnit_Deceleration=Rate at which the unit's speed decreases until it comes to a complete stop
EDSTR_FIELDHINT_CUnit_DefaultAcquireLevel=If the unit is idle, this determines how abilities are allowed to acquire targets.
EDSTR_FIELDHINT_CUnit_Description=Tooltip text description of the unit.
EDSTR_FIELDHINT_CUnit_EditorCategories=Editor Categories are used for filtering and organization within the StarCraft II Editor.
EDSTR_FIELDHINT_CUnit_EditorFacingAlignment=This determines the facing angle of the unit when placed in the StarCraft II Editor.
EDSTR_FIELDHINT_CUnit_EditorFlags=Set the different options and behaviors of the unit when being placed in the editor
EDSTR_FIELDHINT_CUnit_EnergyArmor=Armor applied against damage when unit has energy remaining, if EnergyDamageRatio greater than zero.
EDSTR_FIELDHINT_CUnit_EnergyDamageGain=Amount of energy the unit gains per point of damage taken.
EDSTR_FIELDHINT_CUnit_EnergyDamageLeech=Amount of energy the unit gains per point of damage dealt.
EDSTR_FIELDHINT_CUnit_EnergyDamageRatio=If greater than zero, damage will be applied to energy before life.  This many points of damage will be absorbed for each point of energy lost.
EDSTR_FIELDHINT_CUnit_EnergyMax=Maximum amount of energy the unit can have.
EDSTR_FIELDHINT_CUnit_EnergyRegenDelay=Time between the unit using energy and the unit continuing to regenerate energy.
EDSTR_FIELDHINT_CUnit_EnergyRegenRate=Amount of energy the unit regenerates every second.
EDSTR_FIELDHINT_CUnit_EnergyRegenRateCreep=Amount of energy the unit regenerates every second while the unit is on creep.
EDSTR_FIELDHINT_CUnit_EnergyStart=Amount of energy with which the unit begins. The Energy Start cannot exceed the Energy Max.
EDSTR_FIELDHINT_CUnit_EquipmentArray=Allows you to display additional weapons and capabilities within the unit info pane.
EDSTR_FIELDHINT_CUnit_Facing=Facing angle of the unit in the game and in the StarCraft II Editor. This value only effects units that are not flagged as turnable.
EDSTR_FIELDHINT_CUnit_Fidget=Used to randomly move or animate a unit when a unit enters an idle state.
EDSTR_FIELDHINT_CUnit_FlagArray=Flags for the unit
EDSTR_FIELDHINT_CUnit_FogVisibility=How the unit appears under the fog of war
EDSTR_FIELDHINT_CUnit_Food=Amount of food or supplies the unit uses when active. If this value is positive, the unit raises the supply limit.
EDSTR_FIELDHINT_CUnit_Footprint=Footprint used by the unit.
EDSTR_FIELDHINT_CUnit_GlossaryAlias=The display type of the unit in the unit glossary. A unit with no Glossary Alias will not be displayed in the glossary.
EDSTR_FIELDHINT_CUnit_GlossaryCategory=What race the unit falls under in the unit help menu.
EDSTR_FIELDHINT_CUnit_GlossaryPriority=The position the unit is displayed in the unit help menu. Lower values will show up ahead of higher values.
EDSTR_FIELDHINT_CUnit_GlossaryStrongArray=Units that this unit is considered strong against for cost.
EDSTR_FIELDHINT_CUnit_GlossaryWeakArray=Units that this unit is considered weak against for cost.
EDSTR_FIELDHINT_CUnit_Height=Distance from the ground at which the unit appears
EDSTR_FIELDHINT_CUnit_HotkeyAlias=This determines which units share the same hotkey customizations.
EDSTR_FIELDHINT_CUnit_HotkeyCategory=Determines which race a unit is categorized under within the hotkey window.
EDSTR_FIELDHINT_CUnit_IdleCommand=This allows you to specify which ability command will be issued while the unit has no other orders.
EDSTR_FIELDHINT_CUnit_InfoTooltipPriority=This will affect the order of produced units listed by the "Produced Unit Information" text tag. A value of 0 will exclude this unit from the list.
EDSTR_FIELDHINT_CUnit_InnerRadius=Radius at which the unit can interact with buildings
EDSTR_FIELDHINT_CUnit_Item=The item-specific properties this unit has when contained in by an inventory ability. The Item Properties are determined under the Items data type.
EDSTR_FIELDHINT_CUnit_KillDisplay=Options for displaying the Kill Counter for the unit.
EDSTR_FIELDHINT_CUnit_KillResource=Resources gained from killing this unit.
EDSTR_FIELDHINT_CUnit_KillXP=Number of experience points the unit awards to its killer.
EDSTR_FIELDHINT_CUnit_LateralAcceleration=Amount of side-to-side speed the unit gains until it reaches its maximum speed
EDSTR_FIELDHINT_CUnit_LeaderAlias=The display name of the unit in the replay and observer leaderboard. A unit with no Leader Alias will not be displayed on the leaderboard.
EDSTR_FIELDHINT_CUnit_LifeArmor=Amount of armor for the unit
EDSTR_FIELDHINT_CUnit_LifeArmorDisplayFlags=Display flags for the unit's life armor.
EDSTR_FIELDHINT_CUnit_LifeArmorLevel=Displayed armor level for the unit. This value does not affect the unit's actual armor value.
EDSTR_FIELDHINT_CUnit_LifeArmorName=Name of the unit's armor
EDSTR_FIELDHINT_CUnit_LifeDamageGain=Amount of life the unit gains per point of damage taken.
EDSTR_FIELDHINT_CUnit_LifeDamageLeech=Amount of life the unit gains per point of damage dealt.
EDSTR_FIELDHINT_CUnit_LifeMax=Maximum amount of life for the unit
EDSTR_FIELDHINT_CUnit_LifeRegenDelay=Time between the unit losing life and the unit continuing to regenerate life.
EDSTR_FIELDHINT_CUnit_LifeRegenRate=Amount of life the unit gains per second.
EDSTR_FIELDHINT_CUnit_LifeRegenRateCreep=Amount of life the unit gains per second while the unit is on creep.
EDSTR_FIELDHINT_CUnit_LifeStart=Amount of life with which the unit starts. This value cannot exceed the Life Max for the unit. 
EDSTR_FIELDHINT_CUnit_LootArray=This determines how loot is selected when this unit type is killed.
EDSTR_FIELDHINT_CUnit_Mass=Weight and volume of the unit. This value affects the push and pull physics behavior for the unit.
EDSTR_FIELDHINT_CUnit_MinimapRadius=Size of the unit on the minimap
EDSTR_FIELDHINT_CUnit_Mob=Group to which the unit belongs when the MOB cheat is used
EDSTR_FIELDHINT_CUnit_Mover=Mover type for the unit. The unit's mover affects the way the unit paths.
EDSTR_FIELDHINT_CUnit_Name=Name of the unit
EDSTR_FIELDHINT_CUnit_OccludeHeight=Specifies how much this unit adjusts the vision line of sight for cells in its footprint that request to do so.
EDSTR_FIELDHINT_CUnit_OrderDisplayMinimum=Number of queued orders required for order waypoints to be displayed on the map.
EDSTR_FIELDHINT_CUnit_OverlapIndex=This value determines what other units it may overlap with while moving. The index can be 0, 1, or 2. 0 means that the unit cannot overlap with other units. A unit set to 1 and another unit set to 2 can overlap with eachother. 1 cannot overlap with another 1, and 2 cannot overlap with another 2. If two units are allowed to overlap, then the center points of those units must be X distance away, where X is the smaller of two those units' radii. If the two units cannot overlap, then the center points of those units must be Y distance away, where Y is both of their radii added together.
EDSTR_FIELDHINT_CUnit_PawnItemReduction=The percentage of the original unit's cost returned when sold as an item which uses the Pawn ability.
EDSTR_FIELDHINT_CUnit_PlacementFootprint=Footprint of the unit for the placement grid
EDSTR_FIELDHINT_CUnit_PlaneArray=Plane on which the unit can be attacked. If both Plane Air and Plane Ground are enabled, then the unit can be attacked by both land and air.
EDSTR_FIELDHINT_CUnit_PowerupCost=Powerup Cost lets you specify a Resource, Vitals, Charge, or Cooldown that must be spent in order to use the Powerup.
EDSTR_FIELDHINT_CUnit_PowerupEffect=This effect will be executed when the Powerup is used.
EDSTR_FIELDHINT_CUnit_PowerupFilters=Allows you to filter which units may use the Powerup.
EDSTR_FIELDHINT_CUnit_PowerupRange=Determines the range at which the Powerup may be obtained.
EDSTR_FIELDHINT_CUnit_PushPriority=Allows for units to push lower priority units out of the way.
EDSTR_FIELDHINT_CUnit_Race=Race to which the unit belongs
EDSTR_FIELDHINT_CUnit_Radius=Radius at which the unit can interact with other units
EDSTR_FIELDHINT_CUnit_RankDisplay=Options for displaying the Rank of the unit.
EDSTR_FIELDHINT_CUnit_RepairTime=Time it takes to repair the unit
EDSTR_FIELDHINT_CUnit_ResourceDropOff=Types of resources that the unit serves as a drop off for. Harvesting units will return these types of resources to this unit and add it to the player's resource pool.
EDSTR_FIELDHINT_CUnit_ResourceState=State of the resources contained by the unit. Harvestable means that resources can be harvested from the unit, raw cannot.
EDSTR_FIELDHINT_CUnit_ResourceType=Type of resource the unit contains
EDSTR_FIELDHINT_CUnit_Response=Response from the unit when it takes damage
EDSTR_FIELDHINT_CUnit_ReviveDelay=How long it takes for a unit to be revivable after it dies.
EDSTR_FIELDHINT_CUnit_ReviveInfoBase=Revive Cost determines the Resource cost required to revive the unit.
EDSTR_FIELDHINT_CUnit_ReviveInfoLevel=Revive Cost Per Level modifies the Revive Cost on a per level basis.
EDSTR_FIELDHINT_CUnit_ReviveTime=A flat amount of time it takes to revive the unit which is also added to the level-based revive time.
EDSTR_FIELDHINT_CUnit_ReviveType=Specifies the type of unit this unit should be revived as when it is dead (typically in case this unit type is an alternate form and you want it to revive as the normal form). 
EDSTR_FIELDHINT_CUnit_ScoreKill=Score that the Player gains when killing the unit
EDSTR_FIELDHINT_CUnit_ScoreLost=Score that the Player gains when the unit dies
EDSTR_FIELDHINT_CUnit_ScoreMake=Score that the Player gains when the unit is built
EDSTR_FIELDHINT_CUnit_ScoreResult=Specifies whether this unit type appears on the Build Order tab of the end-of-game score screen.
EDSTR_FIELDHINT_CUnit_SelectAlias=Unit types that are selected when the Player double-clicks on the unit. Example: Zerglings and Burrowed Zerglings share an alias.
EDSTR_FIELDHINT_CUnit_SeparationRadius=Distance between Air units in a squadron
EDSTR_FIELDHINT_CUnit_ShieldArmor=Armor applied against damage when unit has shield remaining, if ShieldDamageRatio greater than zero.
EDSTR_FIELDHINT_CUnit_ShieldArmorDisplayFlags=Display flags for the unit's shield armor.
EDSTR_FIELDHINT_CUnit_ShieldArmorLevel=Displayed shield level for the unit. This value does not affect the unit's actual shield armor value.
EDSTR_FIELDHINT_CUnit_ShieldArmorName=Name of the unit's shield
EDSTR_FIELDHINT_CUnit_ShieldDamageGain=Amount of shield the unit gains per point of damage taken.
EDSTR_FIELDHINT_CUnit_ShieldDamageLeech=Amount of shield the unit gains per point of damage dealt.
EDSTR_FIELDHINT_CUnit_ShieldDamageRatio=If greater than zero, damage will be applied to shields before energy.  This many points of damage will be absorbed for each point of shields lost.
EDSTR_FIELDHINT_CUnit_ShieldRegenDelay=Time it takes for a unit's shield to regenerate after exiting combat.
EDSTR_FIELDHINT_CUnit_ShieldRegenRate=Amount of shield the unit regenerates per second.
EDSTR_FIELDHINT_CUnit_ShieldRegenRateCreep=Amount of shield the unit regenerates per second while the unit is on creep.
EDSTR_FIELDHINT_CUnit_ShieldsMax=Maximum amount of shields for the unit
EDSTR_FIELDHINT_CUnit_ShieldsStart=Amount of life with which the unit's shield begins. This value cannot exceed the Energy Max for the unit.
EDSTR_FIELDHINT_CUnit_Sight=The units sight radius.
EDSTR_FIELDHINT_CUnit_SightBonus=Modifiers to the unit's sight radius depending on the time of day.
EDSTR_FIELDHINT_CUnit_Speed=Maximum speed for the unit
EDSTR_FIELDHINT_CUnit_SpeedBonusCreep=Bonus speed when the unit is on creep.
EDSTR_FIELDHINT_CUnit_SpeedDisplayFlags=Determines how the unit's speed value is displayed in info panel tooltips (basically if it is a single number, an equation, or some combination thereof).
EDSTR_FIELDHINT_CUnit_SpeedMultiplierCreep=Speed multiplier when the unit is on creep.
EDSTR_FIELDHINT_CUnit_StationaryTurningRate=Speed at which the unit turns while stationary
EDSTR_FIELDHINT_CUnit_SubgroupAlias=Determines which subgroup this unit will be placed in. Setting the same value here for multiple unit types will let them be grouped together.
EDSTR_FIELDHINT_CUnit_SubgroupPriority=This will determine the display priority within the info panel when multiple unit subgroups are selected.
EDSTR_FIELDHINT_CUnit_Subtitle=A secondary name or title that is displayed under a unit's primary name.
EDSTR_FIELDHINT_CUnit_SyncModelData=Specifies a file containing attach points which may be queried by triggers.
EDSTR_FIELDHINT_CUnit_TacticalAI=Specifies which tactical AI data is in charge of issuing this unit's orders when under AI control.
EDSTR_FIELDHINT_CUnit_TacticalAIChannel=Specifies a trigger function that should be called periodically while an order is being channeled so that the AI can cancel the order, if desired.
EDSTR_FIELDHINT_CUnit_TacticalAIFilters=Filter set for the tactical artificial intelligence's responses to targets
EDSTR_FIELDHINT_CUnit_TacticalAIRange=Range reference for the unit's tactical artificial intelligence
EDSTR_FIELDHINT_CUnit_TacticalAIThink=Function or code that runs the unit's tactical artificial intelligence
EDSTR_FIELDHINT_CUnit_TauntDuration=This will specify the length of time that a units' taunts (for /cheer and /dance) will last for.
EDSTR_FIELDHINT_CUnit_TechAliasArray=Specifies alternate identifiers called aliases that may be used to refer to this unit (or any others with the same alias) when defining requirements.
EDSTR_FIELDHINT_CUnit_TechTreeProducedUnitArray=This specifies units which are produced by this unit type and will appear underneath it on the tech tree help screen.
EDSTR_FIELDHINT_CUnit_TechTreeUnlockedUnitArray=Specifies the units that are displayed as unlocked by this unit in the tech tree help screen.
EDSTR_FIELDHINT_CUnit_TurningRate=Speed at which the unit turns while moving
EDSTR_FIELDHINT_CUnit_TurretArray=Turret objects may be used to allow units to attack targets that they aren't facing directly. They may also be configured to rotate when idle like the Missile Tower.
EDSTR_FIELDHINT_CUnit_VisionHeight=Height of the unit's field of vision
EDSTR_FIELDHINT_CUnit_VitalBonusDensity=This specifies a flat additive bonus applied to a unit's life, shields, or energy while on terrain that is considered dense or unburrow-able.
EDSTR_FIELDHINT_CUnit_VitalMultiplierDensity=This increases a unit's life, shields, or energy by multiplying this value by any other vital multipliers while on terrain that is considered dense or unburrow-able.
EDSTR_FIELDHINT_CUnit_WeaponArray=Units that have an Attack ability will attack with the weapons defined here. Weapons control parameters like attack speed, attack range, and which targets are valid for an attack. When the weapon fires, it can only damage a unit or apply other modifiers by executing the Effect that it is configured to use.
EDSTR_FIELDHINT_CUpgrade_AffectedUnitArray=When an upgrade is applied, any units matching the unit types listed here will be notified that their upgrades have changed. This sends an Upgrade actor message as a result and will also update certain properties of Weapons and Abilities for each unit. To have your Upgrade actually affect game data, you need to configure the Effects field.
EDSTR_FIELDHINT_CUpgrade_Alert=Alert that occurs when the upgrade is complete
EDSTR_FIELDHINT_CUpgrade_EditorCategories=Editor Categories are used for filtering and organization within the StarCraft II Editor.
EDSTR_FIELDHINT_CUpgrade_EffectArray=Researching this upgrade will apply the changes to game data configured in this field. For example if you want the upgrade to add 10 health to a Marine, you need to add an effect, choose Unit from the Type dropdown, choose Marine from the Object dropdown, and choose Life Maximum from the Field tree. Change the Operation to Add and the Value to 10. Thus researching this upgrade will Add 10 to the Marine's Life Maximum field.
EDSTR_FIELDHINT_CUpgrade_Icon=Icon for the upgrade
EDSTR_FIELDHINT_CUpgrade_Name=Name of the upgrade
EDSTR_FIELDHINT_CUpgrade_Race=Race to which the upgrade belongs
EDSTR_FIELDHINT_CUpgrade_TechAliasArray=Tech aliases used to reference the upgrade
EDSTR_FIELDHINT_CUser_Fields=Field definitions for the user type
EDSTR_FIELDHINT_CUser_Instances=Instances of the user type
EDSTR_FIELDHINT_CValidator_IgnoreWhileChanneling=Flag to ignore the validator when channeling
EDSTR_FIELDHINT_CValidator_ResultFailed=Error that appears when the validator's result fails
EDSTR_FIELDHINT_CValidatorCombine_CombineArray=An array of validators run simultaneously.
EDSTR_FIELDHINT_CValidatorCombine_Type=Operand for the combine validator.
EDSTR_FIELDHINT_CValidatorGameCompareTerrain_Compare=Comparison operator
EDSTR_FIELDHINT_CValidatorGameCompareTerrain_Value=Texture set that is validated
EDSTR_FIELDHINT_CValidatorGameCompareTimeOfDay_Compare=Comparison operator
EDSTR_FIELDHINT_CValidatorGameCompareTimeOfDay_Value=Time of day that is validated
EDSTR_FIELDHINT_CValidatorLocationArc_Arc=Arc degree that is validated
EDSTR_FIELDHINT_CValidatorLocationArc_Value=Location and effect that are validated
EDSTR_FIELDHINT_CValidatorLocationCompareCliffLevel_Compare=Cliff level comparison operator
EDSTR_FIELDHINT_CValidatorLocationCompareCliffLevel_Value=Location and effect that are validated
EDSTR_FIELDHINT_CValidatorLocationComparePower_Value=Power level that is validated
EDSTR_FIELDHINT_CValidatorLocationCompareRange_Compare=Comparison operator
EDSTR_FIELDHINT_CValidatorLocationCompareRange_Range=Range that is validated
EDSTR_FIELDHINT_CValidatorLocationEnumArea_Compare=Comparison operator
EDSTR_FIELDHINT_CValidatorLocationVision_WhichPlayer=Which Player's vision is validated
EDSTR_FIELDHINT_CValidatorPlayer_OtherPlayer=Additional parameters for the player validator
EDSTR_FIELDHINT_CValidatorPlayer_ResultNoPlayer=Error message for the player validator
EDSTR_FIELDHINT_CValidatorPlayer_WhichPlayer=Player that is validated
EDSTR_FIELDHINT_CValidatorPlayerAlliance_Value=Value that is validated
EDSTR_FIELDHINT_CValidatorPlayerAlliance_WithPlayer=Player that is validated
EDSTR_FIELDHINT_CValidatorPlayerCompareFoodAvailable_Value=Amount of available food that is validated
EDSTR_FIELDHINT_CValidatorPlayerCompareFoodMade_Value=Overall amount of food made that is validated
EDSTR_FIELDHINT_CValidatorPlayerCompareFoodUsed_Value=Amount of food used that is validated
EDSTR_FIELDHINT_CValidatorPlayerCompareRace_Value=Player race that is validated
EDSTR_FIELDHINT_CValidatorUnit_WhichUnit=Unit targeted by the validator
EDSTR_FIELDHINT_CValidatorUnitAbil_AbilClass=Type of ability that is validated
EDSTR_FIELDHINT_CValidatorUnitAbil_AbilLink=Ability that is validated
EDSTR_FIELDHINT_CValidatorUnitBehaviorState_BehaviorState=Behavior state that is validated
EDSTR_FIELDHINT_CValidatorUnitCompareCargo_Type=Type of cargo that is validated
EDSTR_FIELDHINT_CValidatorUnitCompareCargo_Value=Size of the cargo that is validated
EDSTR_FIELDHINT_CValidatorUnitCompareDeath_Value=Type of death that is validated
EDSTR_FIELDHINT_CValidatorUnitCompareField_Value=Value of the field that is validated
EDSTR_FIELDHINT_CValidatorUnitComparePowerUserLevel_Value=Power user level that is validated
EDSTR_FIELDHINT_CValidatorUnitCompareResourceContents_Behavior=Resource contents behavior that is validated
EDSTR_FIELDHINT_CValidatorUnitCompareResourceHarvesters_Value=Number of resource harvesters that are validated
EDSTR_FIELDHINT_CValidatorUnitCompareVital_Value=Amount of the vital that is validated
EDSTR_FIELDHINT_CValidatorUnitCompareVital_Vital=Type of vital that is validated
EDSTR_FIELDHINT_CValidatorUnitFilters_Filters=Filters for the unit that is validated
EDSTR_FIELDHINT_CWater_BeachShoreline=Model for the water's beach shoreline
EDSTR_FIELDHINT_CWater_CliffShoreline=Model for the water's cliff shoreline
EDSTR_FIELDHINT_CWater_FramesPerSec=Frame rate per second for the water's animation
EDSTR_FIELDHINT_CWater_IsLava=When enabled, the water is lava.
EDSTR_FIELDHINT_CWater_ReceiveShadows=Allows or disallows shadows to be cast on the top of the water
EDSTR_FIELDHINT_CWater_Sound=Sound the water makes
EDSTR_FIELDHINT_CWater_TilingFreq=Frequency of the tiling of the water's texture
EDSTR_FIELDHINT_CWeapon_AcquireFilters=Targets that are automatically attacked by the weapon.
EDSTR_FIELDHINT_CWeapon_Arc=Arc for the weapon acquiring and firing.
EDSTR_FIELDHINT_CWeapon_Backswing=Duration of the weapon's backswing
EDSTR_FIELDHINT_CWeapon_ChaseFilters=Targets that the weapon will not chase should it move out of range.
EDSTR_FIELDHINT_CWeapon_Cost=The cost of firing the weapon once.
EDSTR_FIELDHINT_CWeapon_CursorRangeMode=This field controls how the cursor behaves when using this weapon.  Clamp will make it so you can't target beyond the range and ForceMax will make it so you are forced to use it at max range.  Normal doesn't enforce any range restrictions.
EDSTR_FIELDHINT_CWeapon_EditorCategories=Editor Categories are used for filtering and organization within the StarCraft II Editor.
EDSTR_FIELDHINT_CWeapon_Icon=Icon for the weapon on the owning units info panel.
EDSTR_FIELDHINT_CWeapon_MinimumRange=Minimum attack range
EDSTR_FIELDHINT_CWeapon_MinScanRange=Minimum scan range for the weapon
EDSTR_FIELDHINT_CWeapon_Name=Name of the weapon
EDSTR_FIELDHINT_CWeapon_Range=Maximum range of the weapon
EDSTR_FIELDHINT_CWeapon_TargetFilters=Targets that the weapon can be fired at.
EDSTR_FIELDHINT_CWeaponLegacy_AllowedMovement=Unit movements that are allowed when using the weapon
EDSTR_FIELDHINT_CWeaponLegacy_PathingAmmoUnit=Unit used as the missile when the weapon is fired. Not all weapons have missiles.
EDSTR_FIELDHINT_CWeaponLegacy_RandomDelayMax=Maximum random delay before firing the weapon
EDSTR_FIELDHINT_CWeaponLegacy_RandomDelayMin=Minimum random delay before firing the weapon
EDSTR_FIELDHINT_CWeaponStrafe_LoiterRadius=Distance strafing units can travel when attacking
EDSTR_FIELDHINT_SAbilArmMagazineInfo_Count=Maximum amount of charges for the ability
EDSTR_FIELDHINT_SAbilArmMagazineInfo_CountStart=Starting amount of charges of the ability
EDSTR_FIELDHINT_SAbilBuildInfo_Time=Amount of time it takes to construct a unit.
EDSTR_FIELDHINT_SAbilBuildInfo_Unit=Unit that is constructed by the ability.
EDSTR_FIELDHINT_SAbilMergeInfo_Time=Amount of time it takes to merge units
EDSTR_FIELDHINT_SAbilMergeInfo_Unit=Unit that the merge creates
EDSTR_FIELDHINT_SAbilMorphInfo_RandomDelayMax=Maximum random delay before the morph begins
EDSTR_FIELDHINT_SAbilMorphInfo_RandomDelayMin=Minimum random delay before the morph begins
EDSTR_FIELDHINT_SAbilMorphInfo_Unit=Unit that the morph creates
EDSTR_FIELDHINT_SAbilOrderDisplay_Color=The tint color applied to the line texture and model drawn when displaying this command in the game world.
EDSTR_FIELDHINT_SAbilOrderDisplay_LineTexture=Line texture for the queued order display
EDSTR_FIELDHINT_SAbilOrderDisplay_Model=The model shown at the location that this type of command will occur.
EDSTR_FIELDHINT_SAbilOrderDisplay_Scale=Scale for the size of the queued order display
EDSTR_FIELDHINT_SAbilQueueableInfo_Alert=Sound that plays for the error alert
EDSTR_FIELDHINT_SAbilTrainInfo_Unit=Unit that is trained
EDSTR_FIELDHINT_SAbilWarpTrainInfo_Unit=Unit that the warp train creates
EDSTR_FIELDHINT_SActorBaseline_AnimProps=Default animations for the actor.
EDSTR_FIELDHINT_SActorBaseline_BlendIn=Duration of the blend ins for the baseline animations
EDSTR_FIELDHINT_SActorBaseline_BlendOut=Duration of the blend outs for the baseline animations
EDSTR_FIELDHINT_SActorCloakTransition_StateArray=Transition states for the cloak animation
EDSTR_FIELDHINT_SActorDeathBodySquib_ActorModel=The name of the actor that will be used to play the model associated with this body squib.  This value can be overridden to customize how and when the model plays.
EDSTR_FIELDHINT_SActorDeathBodySquib_ActorSound=The name of the actor that will be used to play the sound associated with this body squib.  This value can be overridden to customize how and when the sound plays.
EDSTR_FIELDHINT_SActorDeathBodySquib_Model=The model to create for this body squib.  If empty, no model is created, though this is rarely done.
EDSTR_FIELDHINT_SActorDeathBodySquib_ModelAttachQuery=Used to control which attachment points play a body squib model.  The Heart of the Swarm ragdoll deaths typically use Damage attach points for this.
EDSTR_FIELDHINT_SActorDeathBodySquib_ModelSiteOps=Used to customize the position and rotation of the body squib model.
EDSTR_FIELDHINT_SActorDeathBodySquib_Name=The name of the body squib specified by this field and its sibling data.  Makes it easy for custom deaths to share body squibs without duplicating data repeatedly.
EDSTR_FIELDHINT_SActorDeathBodySquib_Sound=The sound to play with this body squib.  If empty, no sound plays.  If this value is set, but SoundSiteOps and SoundAttachQuery are left empty, then a sound is created for and hosted off of each body squib model.
EDSTR_FIELDHINT_SActorDeathBodySquib_SoundAttachQuery=Used to control which attachment points play a body squib sound.  It is often sufficient to simply play one on the Center attachment point.  This is not exact for gib-style ragdolls where pieces fly everywhere, because the player might see a body part with a body squib model that does not have an associated sound, and conversely, he might see a body part with no body squib that plays a body squib sound.  But in most cases it fairly accurate and it is hard to notice when it is not, so this technique is typically good enough.
EDSTR_FIELDHINT_SActorDeathBodySquib_SoundSiteOps=Used to customize the position of the body squib sound.
EDSTR_FIELDHINT_SActorDeathData_AnimProps=Animation properties associated with the different types of death
EDSTR_FIELDHINT_SActorDeathData_ModelLink=Models used for the different types of death
EDSTR_FIELDHINT_SActorDeathData_SoundLink=Sounds for the different types of death
EDSTR_FIELDHINT_SActorMsgAnim_Name=Parent entry - AnimPlay inherits from this
EDSTR_FIELDHINT_SActorMsgAnimBlendTimeApply_BlendTime=Blend time for the animation, when changing from one animation to another
EDSTR_FIELDHINT_SActorMsgAnimBracketResume_Flags=Resume flags for the animation bracket
EDSTR_FIELDHINT_SActorMsgAnimBracketResume_TimeType=Type of time used by the Time Variant.  Example: Set Duration or Scaled based on animation preset time
EDSTR_FIELDHINT_SActorMsgAnimBracketResume_TimeVariant=Time variant that is applied to the animation bracket
EDSTR_FIELDHINT_SActorMsgAnimBracketStart_Closing=Closing animation of the animation bracket
EDSTR_FIELDHINT_SActorMsgAnimBracketStart_Content=Content/middle animation of the animation bracket
EDSTR_FIELDHINT_SActorMsgAnimBracketStart_Flags=Flags for the animation bracket
EDSTR_FIELDHINT_SActorMsgAnimBracketStart_Opening=Opening animation of the animation bracket
EDSTR_FIELDHINT_SActorMsgAnimBracketStart_TimeType=Type of time used by the Time Variant.  Example: Set Duration or Scaled based on animation preset time
EDSTR_FIELDHINT_SActorMsgAnimBracketStart_TimeVariant=Time variant that is applied to the animation bracket
EDSTR_FIELDHINT_SActorMsgAnimBracketStop_Flags=Stop flags for the animation
EDSTR_FIELDHINT_SActorMsgAnimBracketStop_TimeType=Type of time used by the Time Variant.  Example: Set Duration or Scaled based on animation preset time
EDSTR_FIELDHINT_SActorMsgAnimBracketStop_TimeVariant=Time variant that is applied to the Flags
EDSTR_FIELDHINT_SActorMsgAnimClear_BlendOut=Blend out time for the animation when using Animation Clear Name
EDSTR_FIELDHINT_SActorMsgAnimClearAllBut_BlendOut=The blend out time when using the Animation Clear All But Name message
EDSTR_FIELDHINT_SActorMsgAnimGroupApply_AtApply=Name of the Animation that is used when the animation group is applied
EDSTR_FIELDHINT_SActorMsgAnimGroupApply_AtRemove=Name of the Animation that is used when the animation group is removed
EDSTR_FIELDHINT_SActorMsgAnimGroupApply_Flags=Flags for the animation group
EDSTR_FIELDHINT_SActorMsgAnimGroupApply_TimeType=Type of time used by the Time Variant.  Example: Set Duration or Scaled based on animation preset time
EDSTR_FIELDHINT_SActorMsgAnimGroupApply_TimeVariant=Time variant that is applied to the animation group
EDSTR_FIELDHINT_SActorMsgAnimGroupRemove_Flags=Remove flag for the animation group
EDSTR_FIELDHINT_SActorMsgAnimGroupRemove_TimeType=Type of time used by the Time Variant.  Example: Set Duration or Scaled based on animation preset time
EDSTR_FIELDHINT_SActorMsgAnimGroupRemove_TimeVariant=Time variant that is applied to the animation group
EDSTR_FIELDHINT_SActorMsgAnimPlay_BlendIn=Duration of the blend in for the animation when it is played
EDSTR_FIELDHINT_SActorMsgAnimPlay_BlendOut=Duration of the blend out for the animation when it is played
EDSTR_FIELDHINT_SActorMsgAnimPlay_Flags=Play flags for the animation
EDSTR_FIELDHINT_SActorMsgAnimPlay_Props=The animation properties that are played.  Example: Stand, Attack
EDSTR_FIELDHINT_SActorMsgAnimPlay_TimeType=Type of time used by the Time Variant.  Example: Set Duration or Scaled based on animation preset time
EDSTR_FIELDHINT_SActorMsgAnimPlay_TimeVariant=Time variant that is applied to the animation to be played
EDSTR_FIELDHINT_SActorMsgAnimPlaySequence_SequenceName=A list of animations that will play in the animation play sequence
EDSTR_FIELDHINT_SActorMsgAnimProps_Props=Parent of an Anm Group Apply/Remove
EDSTR_FIELDHINT_SActorMsgAnimSetCompletion_Percent=Set the animation play time to this percentage completed.
EDSTR_FIELDHINT_SActorMsgAnimSetDuration_Duration=Set the animation duration to this duration value
EDSTR_FIELDHINT_SActorMsgAnimSetPaused_Paused=Flag to pause the animation
EDSTR_FIELDHINT_SActorMsgAnimSetPausedAll_Paused=Flag to pause the animation
EDSTR_FIELDHINT_SActorMsgAnimSetTime_Time=Sets the relative time of the animation
EDSTR_FIELDHINT_SActorMsgAnimSetTimeScale_Scale=Scales the animation speed for the specified animation.
EDSTR_FIELDHINT_SActorMsgAnimSetTimeScaleGlobal_Label=ID for this time scale setting
EDSTR_FIELDHINT_SActorMsgAnimSetTimeScaleGlobal_Scale=Scales the global animation speed for all actor animations 
EDSTR_FIELDHINT_SActorMsgAttachMethods_AttachMethods=Parent entry - Attach methods derive from this
EDSTR_FIELDHINT_SActorMsgAttachSetBearings_Bearings=Used to set explicit bearings
EDSTR_FIELDHINT_SActorMsgAttachSetBearingsFrom_Name=Get bearings from another actor of (name)
EDSTR_FIELDHINT_SActorMsgAttachSetBearingsFrom_SiteOps=Get bearings from siteops of another actor, a chance to transfer before setting
EDSTR_FIELDHINT_SActorMsgAttachSetPosition_Position=Used to set an explicit position at attach point
EDSTR_FIELDHINT_SActorMsgAttachSetPositionFrom_Name=Get position from another actor of (name)
EDSTR_FIELDHINT_SActorMsgAttachSetPositionFrom_SiteOps=Get position from siteops of another actor
EDSTR_FIELDHINT_SActorMsgAttachSetRotation_Rotation=Used to set an explicit rotation at an attach point
EDSTR_FIELDHINT_SActorMsgAttachSetRotationFrom_Name=Get rotation from another actor of (name)
EDSTR_FIELDHINT_SActorMsgAttachSetRotationFrom_SiteOps=Get rotation from siteops of another actor
EDSTR_FIELDHINT_SActorMsgClearOpacity_BlendOutDuration=Time taken to clear a blend adjustment
EDSTR_FIELDHINT_SActorMsgClearOpacity_Label=ID of blend adjustment to clear
EDSTR_FIELDHINT_SActorMsgClearScale_BlendOutDuration=Time taken to clear a scale adjustment
EDSTR_FIELDHINT_SActorMsgClearScale_Label=ID of scale adjustment to clear
EDSTR_FIELDHINT_SActorMsgClearTeamColor_BlendOutDuration=Time taken to clear a team color adjustment
EDSTR_FIELDHINT_SActorMsgClearTeamColor_Label=ID of team color adjustment to clear
EDSTR_FIELDHINT_SActorMsgClearTintColor_BlendOutDuration=Time taken to clear a tint color adjustment
EDSTR_FIELDHINT_SActorMsgClearTintColor_Label=ID of tint color adjustment to clear
EDSTR_FIELDHINT_SActorMsgCreate_Content=Array of effects that are executed when this event happens
EDSTR_FIELDHINT_SActorMsgCreate_Name=Actor that is created when this event happens
EDSTR_FIELDHINT_SActorMsgCreateCopy_CreateKey=Clone an actor source to Create
EDSTR_FIELDHINT_SActorMsgCreateCopy_SourceKey=Clone an actor source to Create
EDSTR_FIELDHINT_SActorMsgDeathCustomize_SubName=The name of the custom death variation we want to use
EDSTR_FIELDHINT_SActorMsgDestroy_Type=Normal -> Actor fades away.  Immediate -> Instantly gone.
EDSTR_FIELDHINT_SActorMsgHostSiteOpsSet_HostName=Name of the host itself
EDSTR_FIELDHINT_SActorMsgHostSiteOpsSet_Ops=Ops of the host you are changing
EDSTR_FIELDHINT_SActorMsgModelEventSuppress_Event=Event that is suppressed, suppressed events will not cause warnings.
EDSTR_FIELDHINT_SActorMsgModelEventSuppress_Suppress=When enabled, the Event is suppressed.
EDSTR_FIELDHINT_SActorMsgModelSwap_Model=This event will swap the current model with the new model listed
EDSTR_FIELDHINT_SActorMsgModelSwap_Variation=Optional, this will set a specific variation of a model during a Model Swap event
EDSTR_FIELDHINT_SActorMsgMoverSetAcceleration_Acceleration=Sets the increase in speed amount, until the mover reaches the maximum speed
EDSTR_FIELDHINT_SActorMsgMoverSetDeceleration_Deceleration=Sets the decrease in speed amount, until the mover is no longer in motion
EDSTR_FIELDHINT_SActorMsgMoverSetDestination2D_Destination2D=X and Y coordinates that define the destination point for the mover
EDSTR_FIELDHINT_SActorMsgMoverSetDestinationH_Height=Sets destination height relative to the ground at the destination.
EDSTR_FIELDHINT_SActorMsgMoverSetDestinationZ_Z=Sets the destination height of the destination regardless of the ground height at the destination.
EDSTR_FIELDHINT_SActorMsgMoverSetSpeed_Speed=Sets the current speed of the mover
EDSTR_FIELDHINT_SActorMsgMoverSetSpeedMax_SpeedMax=Sets the maximum speed of the mover
EDSTR_FIELDHINT_SActorMsgName_Name=Alias add/remove
EDSTR_FIELDHINT_SActorMsgPlayUnitSound_Sound=Play a unit sound, example Ready, Death
EDSTR_FIELDHINT_SActorMsgPortraitCustomize_Actor=Choose portrait model based on same unit, but different models or actors
EDSTR_FIELDHINT_SActorMsgPortraitCustomize_Model=Choose portrait model based on same unit, but different models or actors
EDSTR_FIELDHINT_SActorMsgPrint_String=Send a Debug text string the the screen and game debug log.
EDSTR_FIELDHINT_SActorMsgQueryRadius_Radius=One time occurance based on radius
EDSTR_FIELDHINT_SActorMsgQueryRadius_Response=Response to occurance
EDSTR_FIELDHINT_SActorMsgQueryRegion_Region=One time occurance based on region
EDSTR_FIELDHINT_SActorMsgQueryRegion_Response=Response to occurance
EDSTR_FIELDHINT_SActorMsgRefName_RefName=ID for referencing other actors
EDSTR_FIELDHINT_SActorMsgRefNotify_SubName=Allows an actor to send a message to another actor
EDSTR_FIELDHINT_SActorMsgRefSet_RefSource=Set source of reference
EDSTR_FIELDHINT_SActorMsgRefSetFromActor_RefPrimary=Set primary reference
EDSTR_FIELDHINT_SActorMsgRefSetFromActor_RefSecondary=Set secondary reference
EDSTR_FIELDHINT_SActorMsgRefSetFromMsg_RefMsg=Reference message. Example ::Host ::Sender
EDSTR_FIELDHINT_SActorMsgRefSetFromRequest_Actor=Find or Create to get Reference from
EDSTR_FIELDHINT_SActorMsgRefSetFromRequest_Effect=Find Effect to get reference from
EDSTR_FIELDHINT_SActorMsgRefSetFromRequest_Scope=Reference scope to use, Target or Source
EDSTR_FIELDHINT_SActorMsgRefSetFromRequest_Subject=Name of reference
EDSTR_FIELDHINT_SActorMsgRefSetRefreshName_RefreshName=If this is being hosted on an actor that may change, this is what the new actors alias is.
EDSTR_FIELDHINT_SActorMsgRefTableDump_Space=Global Scope, Actor debugging tool
EDSTR_FIELDHINT_SActorMsgSetBearings_Bearings=Coordinates for the bearings
EDSTR_FIELDHINT_SActorMsgSetBearingsH_h=Relative height for the bearings
EDSTR_FIELDHINT_SActorMsgSetBearingsH_Position2D=X and Y coordinates for the bearings
EDSTR_FIELDHINT_SActorMsgSetBearingsH_Rotation=Rotation of the bearings
EDSTR_FIELDHINT_SActorMsgSetCastShadows_CastShadows=Should this actor case shadows
EDSTR_FIELDHINT_SActorMsgSetFacing_Facing=Direction in which the actor faces
EDSTR_FIELDHINT_SActorMsgSetHeight_Height=Sets the height value for the actor
EDSTR_FIELDHINT_SActorMsgSetLocalTintColor_BlendDuration=How long to blend in the local tint color
EDSTR_FIELDHINT_SActorMsgSetLocalTintColor_Color=Sets the Local (Current player) tint color for the actor model
EDSTR_FIELDHINT_SActorMsgSetMinimapVisibility_Show=Should this actor show on the minimap
EDSTR_FIELDHINT_SActorMsgSetOpacity_BlendInDuration=How long to blend in the opacity
EDSTR_FIELDHINT_SActorMsgSetOpacity_Label=ID for this opacity setting
EDSTR_FIELDHINT_SActorMsgSetOpacity_Opacity=Sets the percentage of opacity for the actor
EDSTR_FIELDHINT_SActorMsgSetPosition_Position=X, Y, and Z coordinates for the position.
EDSTR_FIELDHINT_SActorMsgSetPosition2D_Position2D=X and Y coordinates for the position
EDSTR_FIELDHINT_SActorMsgSetPosition2DH_Position2D=X and Y coordinates for the position
EDSTR_FIELDHINT_SActorMsgSetPositionH_h=Relative height of the position
EDSTR_FIELDHINT_SActorMsgSetPositionH_Position2D=X and Y coordinates for the position
EDSTR_FIELDHINT_SActorMsgSetRotation_Rotation=Rotation of the actor
EDSTR_FIELDHINT_SActorMsgSetScale_BlendInDuration=Time to blend in this scale setting
EDSTR_FIELDHINT_SActorMsgSetScale_Label=ID for this scale setting
EDSTR_FIELDHINT_SActorMsgSetScale_Scale=Sets the scale size for the actor
EDSTR_FIELDHINT_SActorMsgSetShowStatusBar_ShowStatusBar=Boolean value for displaying status bar
EDSTR_FIELDHINT_SActorMsgSetShowStatusBar_Status=Different types of status bars, life, energy
EDSTR_FIELDHINT_SActorMsgSetSoundSuffix_Suffix=Used to enable a different set of unit sounds when under different behaviors, example Neural parasite
EDSTR_FIELDHINT_SActorMsgSetTeamColor_BlendInDuration=Time taken to blend in team color
EDSTR_FIELDHINT_SActorMsgSetTeamColor_Diffuse=Sets the color area of models for team colors.
EDSTR_FIELDHINT_SActorMsgSetTeamColor_Emissive=Sets the color area of models for team colors.
EDSTR_FIELDHINT_SActorMsgSetTeamColor_Label=ID of this Team color setting
EDSTR_FIELDHINT_SActorMsgSetTeamColor_Priority=The priority of this team color setting
EDSTR_FIELDHINT_SActorMsgSetText_Text=Text for the actor
EDSTR_FIELDHINT_SActorMsgSetTextColor_Color=Sets the color area of models for team colors.
EDSTR_FIELDHINT_SActorMsgSetTintColor_BlendInDuration=Time taken to apply this tint color
EDSTR_FIELDHINT_SActorMsgSetTintColor_Color=Tint color for the model of the actor
EDSTR_FIELDHINT_SActorMsgSetTintColor_Label=ID of this tint color setting
EDSTR_FIELDHINT_SActorMsgSetTintColor_Priority=Priority of this tint color setting
EDSTR_FIELDHINT_SActorMsgSetVisibility_Visible=When enabled, the actor is visible.
EDSTR_FIELDHINT_SActorMsgSetWalkAnimMoveSpeed_Value=Change value of the walk animation move speed
EDSTR_FIELDHINT_SActorMsgSetZ_Z=Sets the absolute height for the actor
EDSTR_FIELDHINT_SActorMsgSignal_Bearings=Send a signal that includes bearings (debug only)
EDSTR_FIELDHINT_SActorMsgSignal_SubName=Sub name for the signal
EDSTR_FIELDHINT_SActorMsgSoundAddDSP_DSP=Digital reverberation effect that is added to the sound actor
EDSTR_FIELDHINT_SActorMsgSoundSetMuted_Fade=When enabled, the sound fades to a muted state.
EDSTR_FIELDHINT_SActorMsgSoundSetMuted_State=When enabled, the sound is muted.
EDSTR_FIELDHINT_SActorMsgSoundSetOffset_Value=Used to set a sound to start from an offset value
EDSTR_FIELDHINT_SActorMsgSoundSetPaused_Fade=When enabled, the sound fades to a paused state.
EDSTR_FIELDHINT_SActorMsgSoundSetPaused_State=When enabled, the sound is paused.
EDSTR_FIELDHINT_SActorMsgSoundSetPitch_Blend=How the sound's pitch is blended
EDSTR_FIELDHINT_SActorMsgSoundSetPitch_ValueArray=Time and pitch level plot points for the sound
EDSTR_FIELDHINT_SActorMsgSoundSetReverbBalanceDirect_ValueArray=Used to adjust the Direct balance reverb for sounds
EDSTR_FIELDHINT_SActorMsgSoundSetReverbBalanceRoom_ValueArray=Used to adjust the Room balance reverb for sounds
EDSTR_FIELDHINT_SActorMsgSoundSetVolume_Blend=How the sound's volume is blended
EDSTR_FIELDHINT_SActorMsgSoundSetVolume_ValueArray=Time and volume level plot points
EDSTR_FIELDHINT_SActorMsgStatus_SubName=ID of this Status ID when using Status Set
EDSTR_FIELDHINT_SActorMsgStatusSet_Value=Value to set the Status ID to using Status Set
EDSTR_FIELDHINT_SActorMsgTexture_Slot=The position on the actor where textures will be shown
EDSTR_FIELDHINT_SActorMsgTextureProps_Props=Set the textures properties
EDSTR_FIELDHINT_SActorMsgTextureSelectById_Id=Used to apply a texture by a predetermined ID
EDSTR_FIELDHINT_SActorMsgTextureSelectByMatch_Source=Matches Diffuse, Emissive, Specular texture names from a source to target (Example: Goliath)
EDSTR_FIELDHINT_SActorMsgTextureSelectBySlot_Expression=Used to match textures to slots directly.
EDSTR_FIELDHINT_SActorMsgTextureVideoPlay_Flags=Options for how the video will play
EDSTR_FIELDHINT_SActorMsgTextureVideoPlay_FPS=Frames per second for the video playback
EDSTR_FIELDHINT_SActorMsgTextureVideoSetFrame_Frame=The video frame that will be displayed 
EDSTR_FIELDHINT_SActorMsgTextureVideoSetPaused_Paused=Flag to pause the video
EDSTR_FIELDHINT_SActorMsgTimerKill_Name=Name of the timer
EDSTR_FIELDHINT_SActorMsgTimerSet_Duration=Specifies the Duration of a timer that is being set
EDSTR_FIELDHINT_SActorMsgTimerSet_Name=Specifies the Name of a timer that is being set
EDSTR_FIELDHINT_SActorMsgTransition_Duration=Base and range lengths for the transition
EDSTR_FIELDHINT_SActorMsgTransition_Type=Type of transition
EDSTR_FIELDHINT_SActorMsgUIStatusFlagSet_FlagType=Used to set Hero icons
EDSTR_FIELDHINT_SActorMsgUIStatusFlagSet_Value=Used to set Hero icons
EDSTR_FIELDHINT_SActorProgressStage_AnimProps=Construction progress, Animation props
EDSTR_FIELDHINT_SActorProgressStage_BlendTime=Construction progress, Animation blend time
EDSTR_FIELDHINT_SActorProgressStage_Sound=Construction progress, sound
EDSTR_FIELDHINT_SActorQuadDecoration_Actor=The actor to create.
EDSTR_FIELDHINT_SActorQuadDecoration_SpawnInterval=How often in seconds to spawn an actor.
EDSTR_FIELDHINT_SActorQuadDecoration_TravelFunction=Used to modify how the actor moves along the path.  It will still take the same amount of total time to travel from point A to point B, but these modify how it travels there.
EDSTR_FIELDHINT_SActorQuadDecoration_TravelFunctionParam=The parameter to the travel function.  0.5 is always linear.  With Bias, a value greater than 0.5 will start fast and end slow, and a value less than 0.5 will start slow and end fast.  With Gain, a value greater than 0.5 will be fast on the sides and slow in the middle, and a value less than 0.5 will be slow on the sides and fast in the middle.
EDSTR_FIELDHINT_SActorQuadDecoration_TravelSpeed=How fast the actor travels, in units per second.
EDSTR_FIELDHINT_SActorQueryResponse_Scope=The scope will be responded to if receiving a query
EDSTR_FIELDHINT_SActorQuerySubject_Filters=Used to check for certain types of actor classes
EDSTR_FIELDHINT_SActorQuerySubject_Terms=Used to reject certain types of actor classes
EDSTR_FIELDHINT_SActorRangeAbil_Index=Index of the ability if it has multiple levels
EDSTR_FIELDHINT_SActorRangeAbil_Link=The ability that will be used to determine the radius of the Range Actor
EDSTR_FIELDHINT_SActorRequest_FailOnNoHost=If set to true, the actor will die.
EDSTR_FIELDHINT_SActorSiteOpsData_HoldPosition=If this flag is set, the site op position will be calculated once rather than continuously.
EDSTR_FIELDHINT_SActorSiteOpsData_HoldRotation=If this flag is set, the site op rotation will be calculated once rather than continuously.
EDSTR_FIELDHINT_SActorSiteOpsData_Ops=List of site operations that will be applied, in the order they will be applied.
EDSTR_FIELDHINT_SActorSoundLayer_PlayDelay=How long to delay playing this sound (in ms)
EDSTR_FIELDHINT_SActorStateInfo_Name=State of an actor. Example: Terran building burn down flames
EDSTR_FIELDHINT_SActorStateInfo_Terms=State of an actor. Example: Terran building burn down flames
EDSTR_FIELDHINT_SActorTermAbilKey_Key=Term to compare if a specific ability has been used.
EDSTR_FIELDHINT_SActorTermAbilTrainProduced_Unit=Term to compare if a unit was produced by training.
EDSTR_FIELDHINT_SActorTermAge_Age=Term to compare the age of a unit.
EDSTR_FIELDHINT_SActorTermAnimBaselineState_State=Current state of the baseline animation (Example: Stand, Walk)
EDSTR_FIELDHINT_SActorTermAnimFinished_Name=Term to compare if an Animation has finished playing
EDSTR_FIELDHINT_SActorTermAnimName_Name=Use to get the name of an animation that has completed
EDSTR_FIELDHINT_SActorTermAnimPlaying_AnimProps=Use to compare is these animprops are playing
EDSTR_FIELDHINT_SActorTermAnimPlaying_Name=Term to compare if an animation is currently playing by name
EDSTR_FIELDHINT_SActorTermAt_At=Caster effectissile source, used to check what actor this term is checking
EDSTR_FIELDHINT_SActorTermCap_Cap=Capacity of effects that can happen.  Example: Sensor tower effect is capped at 1 per unit detected, but each unit could be in the sensor range of multiple towers
EDSTR_FIELDHINT_SActorTermCompareField_Field=Name of field to compare against
EDSTR_FIELDHINT_SActorTermCompareField_Operator=Operator type (+ - * / =)
EDSTR_FIELDHINT_SActorTermCompareField_Target=Actor to compare against
EDSTR_FIELDHINT_SActorTermCompareField_Value=Value to compare against
EDSTR_FIELDHINT_SActorTermDeath_Death=Term to compare death for the actor
EDSTR_FIELDHINT_SActorTermEffectExecuteIndex_Index=Compares index of a repeated executed effect
EDSTR_FIELDHINT_SActorTermEffectParent_ParentName=Name of the parent of the actor
EDSTR_FIELDHINT_SActorTermEffectPeriodIndex_Index=Compares the period data effect of an effect
EDSTR_FIELDHINT_SActorTermFlyerHelper_Display=Is the flyer helper line displayed
EDSTR_FIELDHINT_SActorTermGame_Game=Synchronous or Asynchronous confirmation for messages, example: Right click on message boxes.
EDSTR_FIELDHINT_SActorTermHasStatus_SubName=True/False of status
EDSTR_FIELDHINT_SActorTermIsStatus_Level=Numeric level of status
EDSTR_FIELDHINT_SActorTermIsStatus_SubName=Name of status
EDSTR_FIELDHINT_SActorTermKeys_Keys=Units keys for matching actor messages
EDSTR_FIELDHINT_SActorTermKilledBy_UnitLink=Killed by unit value for the actor
EDSTR_FIELDHINT_SActorTermLevel_Level=Behavior level.  Example: Minerals have multiple levels.
EDSTR_FIELDHINT_SActorTermModelEventName_Name=The name of a model event
EDSTR_FIELDHINT_SActorTermModelName_ModelLink=Name/Id of model for comparison
EDSTR_FIELDHINT_SActorTermModelSwapFrom_ModelLink=Check if changing from a specific model
EDSTR_FIELDHINT_SActorTermModelSwapTo_ModelLink=Check if changing to a specific model
EDSTR_FIELDHINT_SActorTermModelVariation_Variation=Term to compare model variation for the actor
EDSTR_FIELDHINT_SActorTermMorphFrom_UnitLink=Check if morphing from a specific unit
EDSTR_FIELDHINT_SActorTermMorphTo_UnitLink=Check if morphing to a specific unit
EDSTR_FIELDHINT_SActorTermMotionPhase_Index=Term to compare motion phase index count for the actor
EDSTR_FIELDHINT_SActorTermMsg_Spec=Name plus type of actor message.  Automatically added to all messages
EDSTR_FIELDHINT_SActorTermOption_Level=Graphics level
EDSTR_FIELDHINT_SActorTermOption_Setting=Graphics Settings
EDSTR_FIELDHINT_SActorTermPassChance_PassChance=Chance percentage value for the actor to pass on this event
EDSTR_FIELDHINT_SActorTermPortraitModel_ModelLink=Link to the model of a portrait
EDSTR_FIELDHINT_SActorTermScope_ScopeType=Different types of scope.  Example: Effect, Portrait, Unit, Stand-Alone
EDSTR_FIELDHINT_SActorTermScopeContains_ActorName=Check if this actor exists in an actor scope
EDSTR_FIELDHINT_SActorTermSquib_Squib=Test the squib type for the effect versus the impact material
EDSTR_FIELDHINT_SActorTermStateChanged_Name=Status changing, example: Terran buildings normal, smoking, on fire.
EDSTR_FIELDHINT_SActorTermStateValid_Name=Current name of State
EDSTR_FIELDHINT_SActorTermSubName_SubName=Used automatically, example A, B, C
EDSTR_FIELDHINT_SActorTermTextureSlotSatisfiesExpression_Expression=Compare if slot satisfies expression, example: Civilian actor
EDSTR_FIELDHINT_SActorTermTextureSlotSatisfiesExpression_Slot=Compare if slot satisfies slot ID, example: Civilian portrait
EDSTR_FIELDHINT_SActorTermTimerName_Name=Name of timer.
EDSTR_FIELDHINT_SActorTermValidateBase_ValidatorLink=The validator you are going to use.
EDSTR_FIELDHINT_SActorTermViewerTreatsUnitAs_Test=Is this detected in some form?  Example: Hallucinated units.
EDSTR_FIELDHINT_SActorTermWeaponTargetAngle_Compare=
EDSTR_FIELDHINT_SAddedOnData_BehaviorLink=Behaviors that are applied when attached to the host
EDSTR_FIELDHINT_SAddedOnData_UnitLink=Units to which the behaviors are applied when the add-on is attached
EDSTR_FIELDHINT_SAttachKey_Index=Normally -1, Can use to pick a particular index.
EDSTR_FIELDHINT_SAttachKey_Keyword=Name of the Attach point.
EDSTR_FIELDHINT_SAttachProps_Id=Name of attach points
EDSTR_FIELDHINT_SAttachProps_Keys=Use to change one type of attach to another, example Ref_Head -> Weapon_01
EDSTR_FIELDHINT_SAttachProps_RadiusTarget=Radius of target at this point
EDSTR_FIELDHINT_SAttachProps_SquibType=What is the default squib reaction when this is shot.  Example (Blood, Armor)
EDSTR_FIELDHINT_SAttachQuery_Fallback=Attach point to go to if the method fails
EDSTR_FIELDHINT_SAttachQuery_Methods=Used to find an attach point based on a series of terms
EDSTR_FIELDHINT_SAttributeChange_Attribute=ID for attribute to adjust
EDSTR_FIELDHINT_SAttributeChange_Points=Amount to adjust attribute by
EDSTR_FIELDHINT_SCampaignData_CampaignBanks=These banks are deleted by the Delete Campaign Banks trigger action.
EDSTR_FIELDHINT_SCampaignData_TransitionBanks=These banks are never extracted from a cloud save.
EDSTR_FIELDHINT_SCardButton_Behavior=Behavior for the card button
EDSTR_FIELDHINT_SCardButton_Requirements=Requirements for the card button
EDSTR_FIELDHINT_SCardButton_Type=Type of card button
EDSTR_FIELDHINT_SCardLayoutButton_Column=Column placement for the card button
EDSTR_FIELDHINT_SCardLayoutButton_Row=Row placement for the card button
EDSTR_FIELDHINT_SCharge_CountMax=Maximum number of charges
EDSTR_FIELDHINT_SCharge_CountStart=Initial number of charges
EDSTR_FIELDHINT_SCharge_CountUse=Number of charges that are consumed on use
EDSTR_FIELDHINT_SCharge_Link=Charge ability link
EDSTR_FIELDHINT_SCharge_Location=Charge location
EDSTR_FIELDHINT_SConversationAction_FixedId=Arbitrary identifier used when defining 'fixed' actions that automatically show up in the editor
EDSTR_FIELDHINT_SConversationAction_Index=Action index array for the conversation choices
EDSTR_FIELDHINT_SConversationAction_Operation=Operation modifier array for the conversation choices
EDSTR_FIELDHINT_SConversationAction_State=State of the campaign for the conversation choices
EDSTR_FIELDHINT_SConversationAction_User=User defined data to be modified by this action
EDSTR_FIELDHINT_SConversationAction_Value=Number of conversation choices
EDSTR_FIELDHINT_SConversationActionSet_Actions=Actions that trigger when a set of mission conditions are met
EDSTR_FIELDHINT_SConversationActionSet_Text=Name of the action set for the conversation choices
EDSTR_FIELDHINT_SConversationChoice_Actions=Actions for the conversation choices
EDSTR_FIELDHINT_SConversationChoice_Children=Child conversation choice data
EDSTR_FIELDHINT_SConversationChoice_Comment=Comment text that will only appear in the editor
EDSTR_FIELDHINT_SConversationChoice_ConditionCheck=Option for checking All or Any conditions
EDSTR_FIELDHINT_SConversationChoice_Conditions=Conditions for the conversation choices
EDSTR_FIELDHINT_SConversationChoice_Id=Conversation choice ID
EDSTR_FIELDHINT_SConversationChoice_Permanent=When enabled, the conversation is marked as read after it is viewed.
EDSTR_FIELDHINT_SConversationChoice_RequiresPrevious=When enabled, a response to the previous dialog is required.
EDSTR_FIELDHINT_SConversationChoice_Text=Name of the conversation choice
EDSTR_FIELDHINT_SConversationComment_Id=Conversation comment ID
EDSTR_FIELDHINT_SConversationComment_Text=Comment text for the conversation
EDSTR_FIELDHINT_SConversationCondition_FixedId=Arbitrary identifier used when defining 'fixed' conditions that automatically show up in the editor
EDSTR_FIELDHINT_SConversationCondition_Index=Default conditions for the conversation choices
EDSTR_FIELDHINT_SConversationCondition_Operation=Operation modifier array for the conversation choices
EDSTR_FIELDHINT_SConversationCondition_State=Previously met conditions array for the conversation choices
EDSTR_FIELDHINT_SConversationCondition_User=User defined data to be checked by this condition
EDSTR_FIELDHINT_SConversationCondition_Value=Previously met condition value array for the conversation choices
EDSTR_FIELDHINT_SConversationConditionSet_Conditions=Conditions for the conversation
EDSTR_FIELDHINT_SConversationConditionSet_Text=Name of the conversation choice
EDSTR_FIELDHINT_SConversationFacialAnim_AnimAtts=Animation attributes for the conversation's facial animation
EDSTR_FIELDHINT_SConversationFacialAnim_AnimTag=Facial animation tags for the conversation
EDSTR_FIELDHINT_SConversationFacialAnim_Id=Conversation facial animation ID
EDSTR_FIELDHINT_SConversationFacialAnim_SpeechAtts=Speech attributes for the facial animation
EDSTR_FIELDHINT_SConversationFacialAnim_SpeechTag=Facial animation speech tags for the conversation
EDSTR_FIELDHINT_SConversationFacialAnim_Text=Facial animation names for the conversation
EDSTR_FIELDHINT_SConversationGroup_ApplyCutsceneToChildren=Apply the cutscene to all lines contained within the group
EDSTR_FIELDHINT_SConversationGroup_Children=Child conversation data
EDSTR_FIELDHINT_SConversationGroup_ChoiceCamera=Camera angle for the conversation choice selection
EDSTR_FIELDHINT_SConversationGroup_ChoiceSelection=Camera choice selection for the conversation group
EDSTR_FIELDHINT_SConversationGroup_Comment=Comment text that will only appear in the editor
EDSTR_FIELDHINT_SConversationGroup_ConditionCheck=Option for checking All or Any conditions
EDSTR_FIELDHINT_SConversationGroup_Conditions=Group conditions
EDSTR_FIELDHINT_SConversationGroup_CutsceneFile=Cutscene file to be played for this group
EDSTR_FIELDHINT_SConversationGroup_CutscenePosition=World position for cutscene playback
EDSTR_FIELDHINT_SConversationGroup_Id=Conversation group ID
EDSTR_FIELDHINT_SConversationGroup_LineSelection=Random, Sequenced, or Ordered line dialog
EDSTR_FIELDHINT_SConversationGroup_MaxChoices=Maximum number of choices allowed
EDSTR_FIELDHINT_SConversationGroup_MaxLines=Maximum number of lines before conversation ends
EDSTR_FIELDHINT_SConversationGroup_Name=Group Name
EDSTR_FIELDHINT_SConversationGroup_PlayOnceOnly=Only include this group during the conversation if it contains unplayed lines
EDSTR_FIELDHINT_SConversationJump_ConditionCheck=Option for checking All or Any conditions
EDSTR_FIELDHINT_SConversationJump_Conditions=Conditions for conversation jump
EDSTR_FIELDHINT_SConversationJump_Id=Jump ID
EDSTR_FIELDHINT_SConversationJump_Location=Jump to location
EDSTR_FIELDHINT_SConversationLine_Actions=Actions to be run when this line plays
EDSTR_FIELDHINT_SConversationLine_AltLine=Replaces the preceding line if this line's condition pass
EDSTR_FIELDHINT_SConversationLine_AltLineMatchText=When used as an alternate line, use the same text as the original line
EDSTR_FIELDHINT_SConversationLine_AnimBlendIn=Time, in milliseconds, that the line animation will blend in from the previous animation
EDSTR_FIELDHINT_SConversationLine_AnimBlendOut=Time, in milliseconds, that the line animation will blend out to the next animation
EDSTR_FIELDHINT_SConversationLine_AnimProps=Animation properties used to play an animation on the speaker unit during the line
EDSTR_FIELDHINT_SConversationLine_Comment=Comment text that will only appear in the editor
EDSTR_FIELDHINT_SConversationLine_ConditionCheck=Option for checking All or Any conditions
EDSTR_FIELDHINT_SConversationLine_Conditions=Conditions involving conversation states that must be true in order for this line to play
EDSTR_FIELDHINT_SConversationLine_CustomSpeaker=Name of the conversation's speaker
EDSTR_FIELDHINT_SConversationLine_CutsceneFile=Cutscene file to be played for this line
EDSTR_FIELDHINT_SConversationLine_CutscenePosition=World position for cutscene playback
EDSTR_FIELDHINT_SConversationLine_FacialAnim=Facial animation for the conversation lines
EDSTR_FIELDHINT_SConversationLine_FacialAsVoiceDir=When enabled, the facial animations change during speech rather than as a whole.
EDSTR_FIELDHINT_SConversationLine_FacialBlend=Facial animation blends for the conversation lines
EDSTR_FIELDHINT_SConversationLine_FixedDuration=When enabled, sound is based on the length of the text.
EDSTR_FIELDHINT_SConversationLine_Id=Custom conversation line ID
EDSTR_FIELDHINT_SConversationLine_ListenerCharacter=Character who is listening to this line
EDSTR_FIELDHINT_SConversationLine_LookAtAttach=Attachment point for look-at animation behavior
EDSTR_FIELDHINT_SConversationLine_LookAtType=Type of look-at animation behavior
EDSTR_FIELDHINT_SConversationLine_NoWait=When enabled, the conversation line does not wait for the previous line to end before starting.
EDSTR_FIELDHINT_SConversationLine_Objects=States and properties of different conversation objects
EDSTR_FIELDHINT_SConversationLine_OverlapPrevious=Time, in milliseconds, that this line will overlap with the previous line when it starts
EDSTR_FIELDHINT_SConversationLine_Sound=Sound file options for the conversation lines
EDSTR_FIELDHINT_SConversationLine_SoundIndex=Index of the sound asset within the sound entry for this line
EDSTR_FIELDHINT_SConversationLine_SpeakerCharacter=Character who is speaking this line
EDSTR_FIELDHINT_SConversationLine_SpeakerVariation=Variation of character who is speaking this line
EDSTR_FIELDHINT_SConversationLine_Text=Text line that is shown on the screen for the conversation line
EDSTR_FIELDHINT_SConversationLine_Variations=Speaker variations for the conversation lines
EDSTR_FIELDHINT_SConversationProductionLevel_Flags=Options associated with the current production level
EDSTR_FIELDHINT_SConversationProductionLevel_SubtitlePrefix=Text inserted before subtitles for conversations using this production level
EDSTR_FIELDHINT_SConversationRunActions_Actions=Actions to be run
EDSTR_FIELDHINT_SConversationRunActions_ConditionCheck=Option for checking All or Any conditions
EDSTR_FIELDHINT_SConversationRunActions_Conditions=Conditions to be checked
EDSTR_FIELDHINT_SConversationRunActions_Id=Conversation node identifier
EDSTR_FIELDHINT_SConversationStateIndex_Color=Color of the conversation state
EDSTR_FIELDHINT_SConversationStateIndex_EditorPrefix=Text included before the name when displaying in the editor only
EDSTR_FIELDHINT_SConversationStateIndex_EditorSuffix=Text included after the name when displaying in the editor only
EDSTR_FIELDHINT_SConversationStateIndex_Id=Conversation state ID
EDSTR_FIELDHINT_SConversationStateIndex_ImageAttach=Attachment point for trigger-based image display associated with this state
EDSTR_FIELDHINT_SConversationStateIndex_ImageEdge=Text tag edge for trigger-based image display associated with this state
EDSTR_FIELDHINT_SConversationStateIndex_ImagePath=Image path for trigger-based image display associated with this state
EDSTR_FIELDHINT_SConversationStateIndex_InfoAbilCmd=Ability command associated with a state value
EDSTR_FIELDHINT_SConversationStateIndex_InfoModel=Model associated with a state value
EDSTR_FIELDHINT_SConversationStateIndex_InfoText=Text associated with a state value
EDSTR_FIELDHINT_SConversationStateIndex_InfoUpgrade=Upgrade associated with a state value
EDSTR_FIELDHINT_SConversationStateIndex_InfoValue=Numerical value associated with a state value
EDSTR_FIELDHINT_SConversationStateIndex_MoviePath=Movie file associated with a state value
EDSTR_FIELDHINT_SConversationStateIndex_Name=Name of the conversation state
EDSTR_FIELDHINT_SConversationStateIndex_Variations=For model-based states corresponding to units, variations represent different model files which may be used
EDSTR_FIELDHINT_SConversationStateInfoAbilCmd_Abil=Ability
EDSTR_FIELDHINT_SConversationStateInfoAbilCmd_Cmd=Command index
EDSTR_FIELDHINT_SConversationStateInfoAbilCmd_Id=State identifier
EDSTR_FIELDHINT_SConversationStateInfoIds_Id=State identifier
EDSTR_FIELDHINT_SConversationStateInfoModel_Id=State identifier
EDSTR_FIELDHINT_SConversationStateInfoModel_Model=Model value
EDSTR_FIELDHINT_SConversationStateInfoText_Id=State identifier
EDSTR_FIELDHINT_SConversationStateInfoText_Text=Text value
EDSTR_FIELDHINT_SConversationStateInfoUpgrade_Id=State identifier
EDSTR_FIELDHINT_SConversationStateInfoUpgrade_Upgrade=Upgrade value
EDSTR_FIELDHINT_SConversationStateInfoValue_Id=State identifier
EDSTR_FIELDHINT_SConversationStateInfoValue_Value=Numerical value
EDSTR_FIELDHINT_SConversationStateVariation_DefaultCategories=Conversation categories for which this variation will be used by default
EDSTR_FIELDHINT_SConversationStateVariation_Value=Value text of a variation. In the case of model-based states, this is a model file name.
EDSTR_FIELDHINT_SConversationUserValue_Field=User data field
EDSTR_FIELDHINT_SConversationUserValue_Index=User data value index
EDSTR_FIELDHINT_SConversationUserValue_Instance=User data instance
EDSTR_FIELDHINT_SConversationUserValue_Type=User data type
EDSTR_FIELDHINT_SConversationWait_ConditionCheck=Option for checking All or Any conditions
EDSTR_FIELDHINT_SConversationWait_Conditions=Conditions to be checked
EDSTR_FIELDHINT_SConversationWait_Duration=Duration of the wait
EDSTR_FIELDHINT_SConversationWait_Id=Conversation node identifier
EDSTR_FIELDHINT_SCooldown_Link=Link to another ability's cooldown. This is referenced by the ability ID not the ability name.
EDSTR_FIELDHINT_SCooldown_Location=Location or property to which the cooldown is applied
EDSTR_FIELDHINT_SCost_Charge=Charge that is removed when the unit uses the ability
EDSTR_FIELDHINT_SCost_Cooldown=Amount of time it takes for the charge to regenerate
EDSTR_FIELDHINT_SCost_Display=When enabled, the specified cost appears in the ability's tooltip text.
EDSTR_FIELDHINT_SCost_Vital=Amount of vitals the unit must use in order to cast the ability
EDSTR_FIELDHINT_SCost_VitalFraction=Fraction of vitals the unit must use in order to cast the ability
EDSTR_FIELDHINT_SCostFactor_Charge=Charge settings for the ability
EDSTR_FIELDHINT_SCostFactor_Cooldown=Cooldown settings for the ability
EDSTR_FIELDHINT_SCostFactor_Resource=Resource settings for the ability
EDSTR_FIELDHINT_SCostFactor_Vital=Vital settings for the ability
EDSTR_FIELDHINT_SDamageKind_KindArray=Type of damage an effect applies to a unit
EDSTR_FIELDHINT_SDamageResponse_DamageValue=What damage value is used in the damage calculations.  Remaining - The amount of damage left to be done, possibly modified by other damage responses.  Original - The amount of damage to be done before any other damage responses modified it.
EDSTR_FIELDHINT_SDamageResponse_Exhausted=Effect that is applied to the unit when the amount of damage modified by the damage response reaches the modify limit specified
EDSTR_FIELDHINT_SDamageResponse_Fatal=Response to the damage that is based on whether or not the damage to the unit is fatal
EDSTR_FIELDHINT_SDamageResponse_Handled=Effect that is applied to the unit when its damage response is running
EDSTR_FIELDHINT_SDamageResponse_Ignore=Amount of damage the unit ignores before responding
EDSTR_FIELDHINT_SDamageResponse_Kind=Type of damage to which the unit should respond
EDSTR_FIELDHINT_SDamageResponse_Location=Location of the unit when it responds to damage
EDSTR_FIELDHINT_SDamageResponse_Maximum=Maximum damage response for the unit
EDSTR_FIELDHINT_SDamageResponse_Minimum=Minimum damage response for the unit
EDSTR_FIELDHINT_SDamageResponse_ModifyAmount=Amount of damage that is added or subtracted
EDSTR_FIELDHINT_SDamageResponse_ModifyFraction=Damage fraction modifier
EDSTR_FIELDHINT_SDamageResponse_ModifyLimit=Limit to modifying damage
EDSTR_FIELDHINT_SDamageResponse_TargetFilters=Units to which the damage response is applied
EDSTR_FIELDHINT_SDifficultyLevel_ActionsPerMinute=Actions per minute for the AI when set to the difficulty level
EDSTR_FIELDHINT_SDifficultyLevel_DefaultRebuildStructure=Type and number of structures the AI rebuilds
EDSTR_FIELDHINT_SDifficultyLevel_DefaultRebuildUnit=Type and number of units the AI rebuilds
EDSTR_FIELDHINT_SDifficultyLevel_Enabled=Difficulty levels that are enabled
EDSTR_FIELDHINT_SDifficultyLevel_Name=Names of the difficulty levels
EDSTR_FIELDHINT_SDirectionalLight_Color=Color of the directional light
EDSTR_FIELDHINT_SDirectionalLight_ColorMultiplier=Multiplies color values
EDSTR_FIELDHINT_SDirectionalLight_Direction=Direction of the light
EDSTR_FIELDHINT_SDirectionalLight_SpecColorMultiplier=Multiplies the color values of the specular light
EDSTR_FIELDHINT_SDirectionalLight_SpecularColor=Color of the specular light
EDSTR_FIELDHINT_SDirectionalLight_UseAmbientOcclusion=Toggle for Ambient Occlusion
EDSTR_FIELDHINT_SEffectArea_Arc=Used by the arc search
EDSTR_FIELDHINT_SEffectArea_FacingAdjustment=Used by the arc and rectangle searches to be able to rotate the search shape.  This rotation is added to whatever rotation they may already have from the effect (Impact Angle etc)
EDSTR_FIELDHINT_SEffectArea_MaxCount=The maximum number of results found allowed
EDSTR_FIELDHINT_SEffectArea_Radius=Used by the arc search
EDSTR_FIELDHINT_SEffectArea_RadiusBonus=Used by the arc and rectangle searches.
EDSTR_FIELDHINT_SEffectArea_RectangleHeight=Used by the rectangle search
EDSTR_FIELDHINT_SEffectArea_RectangleWidth=Used by the rectangle search
EDSTR_FIELDHINT_SEffectDamageArea_Bonus=Damage bonus for the effect
EDSTR_FIELDHINT_SEffectDamageArea_Fraction=Percentage of damage dealt by the effect
EDSTR_FIELDHINT_SEffectDamageArea_Validator=Damage validators for the effect
EDSTR_FIELDHINT_SEffectEnumArea_Effect=Effect that applies to units that match the search
EDSTR_FIELDHINT_SEffectModifyTurret_AimCompleteEffect=The effect to run when the turret points at the target
EDSTR_FIELDHINT_SEffectModifyTurret_Target=Specify what to target with the turret
EDSTR_FIELDHINT_SEffectModifyTurret_Turret=Specify what turret on the turret owner you want to modify
EDSTR_FIELDHINT_SEffectSearchRevealerParams_Duration=How long the reveal should last.  Zero means don't create a revealer.  Use the permanent flag to create a permanent revealer.
EDSTR_FIELDHINT_SEffectSearchRevealerParams_RevealFlags=Line of sight tests are only supported by full circle revealer shapes
EDSTR_FIELDHINT_SEffectSearchRevealerParams_ShapeExpansion=The search shape is expanded by this amount to create the revealer shape.
EDSTR_FIELDHINT_SEffectSwitchCase_Effect=Effect per case
EDSTR_FIELDHINT_SEffectSwitchCase_FallThrough=Switch case fall through for the effect
EDSTR_FIELDHINT_SEffectSwitchCase_Validator=Validators for switch cases
EDSTR_FIELDHINT_SEventDataFootprint_Model=For using a different footprint model than default
EDSTR_FIELDHINT_SEventDataSound_Sound=For using a different sound actor sound than default
EDSTR_FIELDHINT_SFidget_ChanceArray=Array of chance values for different fidgets
EDSTR_FIELDHINT_SFidget_DelayMax=Maximum delay before a fidget will happen
EDSTR_FIELDHINT_SFidget_DelayMin=Minimum delay before a fidget will happen
EDSTR_FIELDHINT_SFidget_TurnAngle=How far can this turn when performing a turn fidget
EDSTR_FIELDHINT_SFidget_TurningRate=How fast will this turn when performing a turn fidget
EDSTR_FIELDHINT_SFootprintBitSet_Character=Sets the character for this set of flags
EDSTR_FIELDHINT_SFootprintBitSet_Negative=Sets the flags for the character
EDSTR_FIELDHINT_SFootprintBitSet_Positive=Sets the flags for the character
EDSTR_FIELDHINT_SFootprintLayer_Area=Footprint editing area
EDSTR_FIELDHINT_SFootprintLayer_Rows=Number of rows for the footprint
EDSTR_FIELDHINT_SFootprintLayer_Sets=Sets or layers for the footprint
EDSTR_FIELDHINT_SFootprintPlacement_Area=The area the footprint takes up
EDSTR_FIELDHINT_SFootprintPlacement_Have=The area that affects other units - Placement - Bits that are set
EDSTR_FIELDHINT_SFootprintShape_Borders=Defines connections between border points
EDSTR_FIELDHINT_SFootprintShape_Mode=Regular, overlay, persistant, type of effect the footprint has.
EDSTR_FIELDHINT_SFootprintShape_Offsets=Points that make up the footprint shape
EDSTR_FIELDHINT_SFootprintShape_Radius=Distance of point furthest from center
EDSTR_FIELDHINT_SGlobalSoundData_HeadphoneModeFrequency=The cutoff frequency of the HRTF's lowpass filter function when at maximum effect.
EDSTR_FIELDHINT_SGlobalSoundData_HeadphoneModeMaxAngle=The angle range (0-360) of a 3D sound in relation to the listener, at which the HRTF function has maximum effect. 0 = front of the listener. 180 = from 90 degrees to the left of the listener to 90 degrees to the right. 360 = behind the listener.
EDSTR_FIELDHINT_SGlobalSoundData_HeadphoneModeMinAngle=The angle range (0-360) of a 3D sound in relation to the listener, at which the HRTF function begins to have an effect. 0 = in front of the listener. 180 = from 90 degrees to the left of the listener to 90 degrees to the right. 360 = behind the listener.
EDSTR_FIELDHINT_SGlobalSoundData_SoundDistanceFactor=Sound distance factor, multiplied by terrain type's factor.  Used only for doppler effect.
EDSTR_FIELDHINT_SGlobalSoundData_SoundDopplerFactor=Sound doppler factor, multiplied by terrain type's factor.  Used for doppler effect.
EDSTR_FIELDHINT_SGlobalSoundData_SoundRolloffFactor=Sound rolloff factor, multiplied by terrain type's factor.  Sound volume attenuation over distance factor.
EDSTR_FIELDHINT_SHandicap_Percent=Percentage amount for the handicap
EDSTR_FIELDHINT_SLightInfo_AmbientColor=Ambient color of the light
EDSTR_FIELDHINT_SLightInfo_Colorize=Color of the light
EDSTR_FIELDHINT_SLightInfo_DirectionalLight=When enabled, the light is a directional cone.
EDSTR_FIELDHINT_SLightInfo_Id=ID name for the light
EDSTR_FIELDHINT_SLightInfo_OperatorHDR=Lighting method used for HDR
EDSTR_FIELDHINT_SLightInfo_Param=Parameters for the light
EDSTR_FIELDHINT_SLightInfo_TerrainUseBackLight=Back lighting for the terrain
EDSTR_FIELDHINT_SLightInfo_TimeOfDay=Time of day information for the light
EDSTR_FIELDHINT_SLightInfo_TriggerTransition=Duration of the light's transition
EDSTR_FIELDHINT_SLightInfo_Variations=Variations in light for the different regions, sensitivity, and commands.
EDSTR_FIELDHINT_SLookAtType_Id=Look at type - turn slow
EDSTR_FIELDHINT_SLookAtTypeInfo_Group=Turret Group
EDSTR_FIELDHINT_SLookAtTypeInfo_Time=Time taken
EDSTR_FIELDHINT_SLookAtTypeInfo_Weight=Percent contribution
EDSTR_FIELDHINT_SMapSize_MaxCells=Maximum map size
EDSTR_FIELDHINT_SMapSize_Name=Names for each map size
EDSTR_FIELDHINT_SMinimapData_BlipUnitColor=Color of units that are detected by radar, on the minimap
EDSTR_FIELDHINT_SMinimapData_BorderSize=Size of each side of the minimap's border
EDSTR_FIELDHINT_SMinimapData_FrustumColor=Color overlay for the minimap box
EDSTR_FIELDHINT_SMinimapData_InnerBorderColor=Color of the minimap's inner border
EDSTR_FIELDHINT_SMinimapData_MinUnitDotSize=Smallest unit dot size for the minimap
EDSTR_FIELDHINT_SMinimapData_OuterBorderColor=Color of the minimap's outer border
EDSTR_FIELDHINT_SMinimapData_ResourceUnitColor=Color of resources on the minimap
EDSTR_FIELDHINT_SMinimapData_SelectedBorderSize=Border size for selected units on the minimap
EDSTR_FIELDHINT_SMinimapData_SelectedUnitBorderColor=Color of the border around selected units on the minimap
EDSTR_FIELDHINT_SMinimapData_SelectedUnitColor=Color of selected units on the minimap
EDSTR_FIELDHINT_SMinimapData_UnderAttackUnitColor=Color of units under attack on the minimap
EDSTR_FIELDHINT_SMinimapData_UnitBorderColor=Color of a unit's border on the minimap
EDSTR_FIELDHINT_SModelDataEvent_Anim=Animation this model event applies to
EDSTR_FIELDHINT_SModelDataEvent_Attachment=If an attachment point is specified, then use the rotation/position of it
EDSTR_FIELDHINT_SModelDataEvent_ModelQuality=Assign an event to quality of model settings.
EDSTR_FIELDHINT_SModelDataEvent_Name=ID of event
EDSTR_FIELDHINT_SModelDataEvent_Payload=Name of an actor to use
EDSTR_FIELDHINT_SModelDataEvent_Time=Time at which the event gets sent
EDSTR_FIELDHINT_SModelDataEvent_Type=Type of event, Example: Custom, Sound
EDSTR_FIELDHINT_SModelDataEvent_Variation=Can be used so the event will only play for a specific model variation.
EDSTR_FIELDHINT_SModelEventData_Actor=Base class of event data footprint and event data sound
EDSTR_FIELDHINT_SModelEventData_Name=Base class of event data footprint and event data sound
EDSTR_FIELDHINT_SModelVariation_Number=Number assignment for the model variation
EDSTR_FIELDHINT_SModelVariation_Probability=Probability of placing the model variation
EDSTR_FIELDHINT_SModelVariation_TextureAppliedGroups=Texture settings for the model variation
EDSTR_FIELDHINT_SModelVariation_TextureExpressionsForEditor=Set data for textures in the modelthat show in editor combo boxes
EDSTR_FIELDHINT_SModelVariation_TextureMatchesForEditor=Set data for textures in the modelthat show in editor combo boxes
EDSTR_FIELDHINT_SModification_AbilClassDisableArray=When enabled, the selected ability is disabled when the behavior is active.
EDSTR_FIELDHINT_SModification_AbilClassEnableArray=When enabled, the selected ability is enabled when the behavior is active.
EDSTR_FIELDHINT_SModification_AbilLinkDisableArray=Classes of ability that are disabled when the behavior is active
EDSTR_FIELDHINT_SModification_AbilLinkEnableArray=Classes of ability that are enabled when the behavior is active
EDSTR_FIELDHINT_SModification_AdditiveAttackSpeedFactor=Additive attack speed factors are added together.  1.0 would be a 100% increase in speed, -0.5 would be a 50% decrease in speed.
EDSTR_FIELDHINT_SModification_AdditiveMoveSpeedFactor=Additive move speed factors are added together.  1.0 would be a 100% increase in speed, -0.5 would be a 50% decrease in speed.
EDSTR_FIELDHINT_SModification_AttackSpeedMultiplier=Attack speed multipliers are multiplied together.  0.5 would halve the speed, 2.0 would double the speed.
EDSTR_FIELDHINT_SModification_AttributeChangeArray=Attribute changes for when the behavior is active
EDSTR_FIELDHINT_SModification_BehaviorCategoriesDisable=When enabled, the selected type of behavior is disabled.
EDSTR_FIELDHINT_SModification_BehaviorCategoriesEnable=When enabled, the selected type of behavior is enabled.
EDSTR_FIELDHINT_SModification_BehaviorClassDisableArray=When enabled, the selected class of behavior is disabled.
EDSTR_FIELDHINT_SModification_BehaviorClassEnableArray=Behavior classes to enable
EDSTR_FIELDHINT_SModification_BehaviorLinkDisableArray=Behaviors that are disabled when the behavior is active
EDSTR_FIELDHINT_SModification_BehaviorLinkEnableArray=Behaviors that are enabled when the behavior is active
EDSTR_FIELDHINT_SModification_DamageDealtFraction=Damage dealt by units with this behavior will be multiplied by the value specified here + 1.
EDSTR_FIELDHINT_SModification_DamageDealtMaximum=Maximum damage dealt by the unit
EDSTR_FIELDHINT_SModification_DamageDealtMinimum=Minimum damage dealt by the unit
EDSTR_FIELDHINT_SModification_DamageDealtScaled=Damage dealt by the unit when being scaled
EDSTR_FIELDHINT_SModification_DamageDealtUnscaled=Damage dealt by the unit when being unscaled
EDSTR_FIELDHINT_SModification_Detect=Distance at which the unit can detect cloaked units
EDSTR_FIELDHINT_SModification_DetectArc=Arc in front of the unit in which it can detect cloaked units
EDSTR_FIELDHINT_SModification_DetectBonus=Detection range bonus for the unit
EDSTR_FIELDHINT_SModification_DetectFilters=Types of units that can be detected by the unit
EDSTR_FIELDHINT_SModification_Food=Modifier for how much food the unit can take or give
EDSTR_FIELDHINT_SModification_HealDealtAdditiveMultiplier=Heal Dealt Additive Multipliers are added together.  1.0 would be a 100% increase in healing, -0.5 would be a 50% decrease in healing.
EDSTR_FIELDHINT_SModification_HealDealtMultiplier=Heal Dealt Multipliers are multiplied together.  0.5 would halve the healing, 2.0 would double the healing.
EDSTR_FIELDHINT_SModification_HealTakenAdditiveMultiplier=Heal Dealt Additive Multipliers are added together.  1.0 would be a 100% increase in healing, -0.5 would be a 50% decrease in healing.
EDSTR_FIELDHINT_SModification_HealTakenMultiplier=Heal Dealt Multipliers are multiplied together.  0.5 would halve the healing, 2.0 would double the healing.
EDSTR_FIELDHINT_SModification_Height=Modifier for the height of the unit
EDSTR_FIELDHINT_SModification_ModifyFlags=When enabled, the selected modification flag is active.
EDSTR_FIELDHINT_SModification_MoveSpeedBonus=Movement speed bonus for the unit
EDSTR_FIELDHINT_SModification_MoveSpeedMultiplier=Movement speed multipliers are multiplied together.  0.5 would halve the speed, 2.0 would double the speed.
EDSTR_FIELDHINT_SModification_QueueCount=Queue count modifier for the unit
EDSTR_FIELDHINT_SModification_QueueSize=Queue size modifier for the unit
EDSTR_FIELDHINT_SModification_Radar=Distance at which the unit can detect enemy units
EDSTR_FIELDHINT_SModification_RadarArc=Arc in which the unit can detect enemy units
EDSTR_FIELDHINT_SModification_RadarFilters=Filter that determines what kind of units can be detected
EDSTR_FIELDHINT_SModification_ResourceHarvestAmountBonus=Harvest amount bonus for the unit
EDSTR_FIELDHINT_SModification_ResourceHarvestAmountMultiplier=Multiplier for the harvest amount
EDSTR_FIELDHINT_SModification_ResourceHarvestTimeBonus=Amount of time to harvest bonus for the unit
EDSTR_FIELDHINT_SModification_ResourceHarvestTimeMultiplier=Multiplier for the amount of time to harvest
EDSTR_FIELDHINT_SModification_SightBonus=Sight bonus for the unit
EDSTR_FIELDHINT_SModification_SightMaximum=Maximum sight of the unit
EDSTR_FIELDHINT_SModification_SightMinimum=Minimum sight of the unit
EDSTR_FIELDHINT_SModification_SnareMultiplier=Multiplier for the effects of a snare
EDSTR_FIELDHINT_SModification_SoundArray=Sound properties for the behavior
EDSTR_FIELDHINT_SModification_StateFlags=When enabled, the selected state flag is active for a unit when it is affected by the behavior.
EDSTR_FIELDHINT_SModification_TimeScale=Speed at which the game time advances when the behavior is active
EDSTR_FIELDHINT_SModification_TurretDisableArray=Turrets that are disabled when the behavior is active
EDSTR_FIELDHINT_SModification_TurretEnableArray=Turrets that are enabled when the behavior is active
EDSTR_FIELDHINT_SModification_VitalDamageGainArray=Amount of health that is gained for every point of damage taken
EDSTR_FIELDHINT_SModification_VitalDamageLeechArray=Amount of health that is gained for every point of damage that is dealt
EDSTR_FIELDHINT_SModification_VitalMaxAdditiveMultiplierArray=Max Vital Additive Multipliers are added together.  1.0 would be a 100% increase in amount, -0.5 would be a 50% decrease in amount. Applied after all other max vital calculations.
EDSTR_FIELDHINT_SModification_VitalMaxArray=Adjusts maximum vitals by these amounts
EDSTR_FIELDHINT_SModification_VitalMaxFractionArray=Adds this much percent of starting (unbuffed) vitals.
EDSTR_FIELDHINT_SModification_VitalRegenArray=Health that is gained every second the behavior is active
EDSTR_FIELDHINT_SModification_VitalRegenMultiplier=These are added together before being applied to regeneration.  1.0 would be a 100% increase in regeneration, -0.5 would be a 50% decrease in regeneration.
EDSTR_FIELDHINT_SModification_WeaponArray=Weapons that are gained when the behavior is active
EDSTR_FIELDHINT_SModification_WeaponDisableArray=Weapons that are disabled when the behavior is active
EDSTR_FIELDHINT_SModification_WeaponEnableArray=Weapons that are enabled when the behavior is active
EDSTR_FIELDHINT_SModification_WeaponMinRange=Minimum range for the weapons
EDSTR_FIELDHINT_SModification_WeaponRange=Maximum range for the weapons
EDSTR_FIELDHINT_SModification_WeaponScanBonus=Speed at which the weapon can track a target
EDSTR_FIELDHINT_SMotionOverlay_Axis=Axis of the mover
EDSTR_FIELDHINT_SMotionOverlay_Polarity=Polarity of the mover
EDSTR_FIELDHINT_SMotionOverlay_PolarityDriver=Driver of the mover, example: Positive, Negative, Attenuating, Random
EDSTR_FIELDHINT_SMotionOverlay_RevolverAccel=Acceleration at which the mover will revolve
EDSTR_FIELDHINT_SMotionOverlay_RevolverAccelRange=Range of acceleration at which the mover will revolve
EDSTR_FIELDHINT_SMotionOverlay_RevolverMaxSpeed=Maximum speed at which the mover will revolve
EDSTR_FIELDHINT_SMotionOverlay_RevolverMaxSpeedRange=Maximum speed range at which the mover will revolve
EDSTR_FIELDHINT_SMotionOverlay_RevolverSpeed=Speed at which the mover will revolve
EDSTR_FIELDHINT_SMotionOverlay_RevolverSpeedRange=Speed range at which the mover will revolve
EDSTR_FIELDHINT_SMotionOverlay_Type=Type of movement for the mover
EDSTR_FIELDHINT_SMotionOverlay_Wavelength=Type of wavelength for the mover
EDSTR_FIELDHINT_SMotionOverlay_WavelengthChangeProbability=Probability that the wavelength will change or flicker
EDSTR_FIELDHINT_SMotionOverlayPhase_Scale=The scale of the overlay for Missile movers
EDSTR_FIELDHINT_SMotionPhase_Acceleration=Acceleration of the mover
EDSTR_FIELDHINT_SMotionPhase_AccelerationRange=Acceleration range of the mover
EDSTR_FIELDHINT_SMotionPhase_ActorTracking=How the mover tracks units on the move
EDSTR_FIELDHINT_SMotionPhase_ArrivalTestType=Controls now a missile tests if it is close enough to be considered Arrived
EDSTR_FIELDHINT_SMotionPhase_BlendType=Type of mover blend that is used when changing settings while in flight
EDSTR_FIELDHINT_SMotionPhase_Clearance=Specifies how much additional height the mover creates.
EDSTR_FIELDHINT_SMotionPhase_ClearanceLookahead=How far ahead the missile will test for clearing cliffs
EDSTR_FIELDHINT_SMotionPhase_Driver=Driver controls for how the mover behaves and appears to hit the target
EDSTR_FIELDHINT_SMotionPhase_FlightTime=Amount of time the mover is in flight
EDSTR_FIELDHINT_SMotionPhase_Gravity=Amount of gravitational pull that is added to the mover
EDSTR_FIELDHINT_SMotionPhase_IgnoresTerrain=Does this motion phase ignore the terrain height
EDSTR_FIELDHINT_SMotionPhase_MaxSpeed=Maximum speed of the mover
EDSTR_FIELDHINT_SMotionPhase_MinSpeed=Minimum speed of the mover
EDSTR_FIELDHINT_SMotionPhase_Outro=Blend out for the mover's movement or flight
EDSTR_FIELDHINT_SMotionPhase_OutroAltitude=Height at which the mover begins the Outro
EDSTR_FIELDHINT_SMotionPhase_Overlays=Scale of the mover in various motion phases
EDSTR_FIELDHINT_SMotionPhase_PowerslideAngle=Angle at which the mover appears to powerslide
EDSTR_FIELDHINT_SMotionPhase_PowerslideDecel=Deceleration of the mover as it powerslides
EDSTR_FIELDHINT_SMotionPhase_RotationActorType=Used to configure the rotation of the missile while it travels, so that its rotation doesn't necessarily relate to its actual travel path. 
EDSTR_FIELDHINT_SMotionPhase_RotationLaunchActorType=Used to configure the rotation of the missile while it travels, so that its rotation doesn't necessarily relate to its actual travel path. 
EDSTR_FIELDHINT_SMotionPhase_Speed=Speed at which the mover will move
EDSTR_FIELDHINT_SMotionPhase_SpeedRange=Speed range at which the mover moves
EDSTR_FIELDHINT_SMotionPhase_ThrowBandPitch=Like ThrowBandYaw, but for pitch
EDSTR_FIELDHINT_SMotionPhase_ThrowBandYaw=Used to configure throw variance along the yaw plane, as a deflection with respect to the core throw axis.
EDSTR_FIELDHINT_SMotionPhase_ThrowForward=A vector in local coordinate space that configures an arbitrary facing for the Vectored rotation type. 
EDSTR_FIELDHINT_SMotionPhase_ThrowRotationType=Rotation type of the throw
EDSTR_FIELDHINT_SMotionPhase_ThrowVector=The local coordinates of the throw. They do not need to be normalized. 
EDSTR_FIELDHINT_SMotionPhase_Timeout=Time before the mover disappears
EDSTR_FIELDHINT_SMotionPhase_TurnType=How a missile turns towards a target.
EDSTR_FIELDHINT_SMotionPhase_YawPitchRoll=Limits for the mover's Yaw, Pitch, and Roll.
EDSTR_FIELDHINT_SMotionPhase_YawPitchRollAccel=Acceleration at which the mover's Yaw, Pitch , and Roll changes.
EDSTR_FIELDHINT_SMotionPhase_YawPitchRollAccelRange=Acceleration range at which the mover's Yaw, Pitch, and Roll changes.
EDSTR_FIELDHINT_SMotionPhase_YawPitchRollRange=Range of the mover's Yaw, Pitch, and Roll.
EDSTR_FIELDHINT_SPointModel_HeightOffset=Height offset of the point model
EDSTR_FIELDHINT_SPointModel_Model=Model for the point
EDSTR_FIELDHINT_SPointModel_NameSize=Size of the point name
EDSTR_FIELDHINT_SPointModel_Scale=Size of the point model
EDSTR_FIELDHINT_SPointModel_SelectionOffset=Selection circle offset coordinates for the point model
EDSTR_FIELDHINT_SPointModel_SelectionRadius=Radius of the selection circle for the point model
EDSTR_FIELDHINT_SPowerStage_MaxStackCount=Maximum stack count for the power stage
EDSTR_FIELDHINT_SPowerStage_MinPowerLevel=Minimum power level required to be powered
EDSTR_FIELDHINT_SPowerStage_Modification=Modification setting for the behavior
EDSTR_FIELDHINT_SReverbBalance_Direct=Relative direct reverberation level
EDSTR_FIELDHINT_SReverbBalance_Room=Relative room reverberation level
EDSTR_FIELDHINT_SReverbRolloff_Direct=The direct reverb roll off value
EDSTR_FIELDHINT_SReverbRolloff_Distance=Pre delay for the reverberation roll off
EDSTR_FIELDHINT_SReverbRolloff_Room=The room reverb roll off value
EDSTR_FIELDHINT_SSelectionData_PreselectionAlpha=Alpha channels for the preselection circle
EDSTR_FIELDHINT_SSelectionData_PreselectionFallOff=Fall off value for the preselection circle
EDSTR_FIELDHINT_SSelectionData_PreselectionRotationSpeed=Rotation speed for the preselection circle
EDSTR_FIELDHINT_SSelectionData_PreselectionSegmentCount=Number of segments in the preselection circle
EDSTR_FIELDHINT_SSelectionData_PreselectionSegmentPercentSolid=Percentage of the preselection circle that is solid
EDSTR_FIELDHINT_SSelectionData_PreselectionTiming=Timing for the preselection circle
EDSTR_FIELDHINT_SSelectionData_PreselectionWidth=Width of the preselection circle
EDSTR_FIELDHINT_SSelectionData_SelectionAlpha=Alpha channels for the selection circle
EDSTR_FIELDHINT_SSelectionData_SelectionFallOff=Fall off value for the selection circle
EDSTR_FIELDHINT_SSelectionData_SelectionInnerBoundaryFallOffRatio=Fall off ratio for the inner boundary of the selection circle
EDSTR_FIELDHINT_SSelectionData_SelectionInnerBoundaryRatio=Ratio for the inner boundary of the selection circle
EDSTR_FIELDHINT_SSelectionData_SelectionInnerOffsetRatio=Offset ratio for the inner boundary of the selection circle
EDSTR_FIELDHINT_SSelectionData_SelectionRotationSpeed=Rotation speed for the selection circle
EDSTR_FIELDHINT_SSelectionData_SelectionSegmentCount=Number of segments in the selection circle
EDSTR_FIELDHINT_SSelectionData_SelectionSegmentPercentSolid=Percentage of the selection circle that is solid
EDSTR_FIELDHINT_SSelectionData_SelectionTiming=Timing for the selection circle
EDSTR_FIELDHINT_SSelectionData_SelectionWidth=Width of the selection circle
EDSTR_FIELDHINT_SSoundAsset_FacialAnim=Specifies the animation to play when this sound is played with a transmission or sound event from a model with a facial controller setup.
EDSTR_FIELDHINT_SSoundAsset_FacialFile=Specifies the location of the FXA or FXE file that will be loaded into the facial controller for a model playing this asset.
EDSTR_FIELDHINT_SSoundAsset_FacialGroup=Specifies the set of bones in the facial controller to apply motion while playing this asset.
EDSTR_FIELDHINT_SSoundAsset_File=Specifies the filename of the asset. Typically .ogg files should have their set data enable the Stream flag.
EDSTR_FIELDHINT_SSoundAsset_LoopCount=Specifies the number of times that an asset will be repeated when played.
EDSTR_FIELDHINT_SSoundAsset_LoopTime=Specifies the range in samples that an asset will loop (if a loop count is specified).
EDSTR_FIELDHINT_SSoundAsset_Offset=Specifies the time in samples into an asset will start when played. For example, to make a sound with a sample rate of 44kHz skip the first second of the sound, set the offset to 44000.
EDSTR_FIELDHINT_SSoundAsset_Pitch=Specifies the frequency shift that will be applied to this asset when played. This value may be randomized by picking a lower and upper bounds.
EDSTR_FIELDHINT_SSoundAsset_PortraitActor=Specifies the portrait actor that will be used when this asset is played as a transmission.
EDSTR_FIELDHINT_SSoundAsset_PortraitAnim=Specifies the animation to play when this asset is played for a portrait model. Typically this would be set to talk.
EDSTR_FIELDHINT_SSoundAsset_PortraitModel=Specifies the portrait model that will be used when this asset is played as a transmission.
EDSTR_FIELDHINT_SSoundAsset_Speaker=Specifies the localized name of the "speaker" of this asset. Used in the message log UI to tell the player who spoke a line.
EDSTR_FIELDHINT_SSoundAsset_Subtitle=Specifies the localized text associated with this asset. This will appear in the subtitle UI and also the message log UI unless the sound is configured to hide the subtitle.
EDSTR_FIELDHINT_SSoundAsset_SyncPoints=Specifies a set of times in samples. Used for beat-matching multiple sounds in the soundtrack system.
EDSTR_FIELDHINT_SSoundAsset_TemplateParam=When a TemplateParam is given, fields below will be filled out based on the asset array template field.  The intention of this field is to save time entering data if your parameters have a consistent pattern.
EDSTR_FIELDHINT_SSoundAsset_Volume=Configures the ideal volume of a sound without any mixing or fading applied. This value may be randomized by picking a lower and upper bounds. This value is multiplied by the set volume.
EDSTR_FIELDHINT_SSoundAsset_Weight=Specifies the chance between 0 and 100 that this asset will be selected when a sound set is played.
EDSTR_FIELDHINT_SSoundAssetTemplate_FacialAnim=The pattern to use to fill in sound asset facial anim, if a TemplateParam is specified.  Leave blank to not include in the template replacement. use ^TemplateParam^ where you want the template Id parameter to go.
EDSTR_FIELDHINT_SSoundAssetTemplate_FacialFile=The pattern to use to fill in sound asset facial file, if a TemplateParam is specified.  Leave blank to not include in the template replacement. use ^TemplateParam^ where you want the template Id parameter to go.
EDSTR_FIELDHINT_SSoundAssetTemplate_FacialGroup=The pattern to use to fill in sound asset facial group, if a TemplateParam is specified.  Leave blank to not include in the template replacement. use ^TemplateParam^ where you want the template Id parameter to go.
EDSTR_FIELDHINT_SSoundAssetTemplate_File=The pattern to use to fill in sound asset file, if a TemplateParam is specified.  Leave blank to not include in the template replacement. use ^TemplateParam^ where you want the template Id parameter to go.
EDSTR_FIELDHINT_SSoundAssetTemplate_PortraitAnim=The pattern to use to fill in sound asset protrait anim, if a TemplateParam is specified.  Leave blank to not include in the template replacement. use ^TemplateParam^ where you want the template Id parameter to go.
EDSTR_FIELDHINT_SSoundData_DSPArray=Reverberation sound effects for the sound data
EDSTR_FIELDHINT_SSoundData_LocalVolumeAdjustment=Applies a volume adjustment when a sound is played owned by the local player.
EDSTR_FIELDHINT_SSoundData_NonLocalVolumeAdjustment=Applies a volume adjustment when a sound is played not owned by the local player.
EDSTR_FIELDHINT_SSoundData_VolumeControl=Set the volume control for this category
EDSTR_FIELDHINT_SSoundtrackCue_MasterLayer=Master layer configuration parameter
EDSTR_FIELDHINT_SSoundtrackCue_SlaveLayers=Slave layer configuration parameters
EDSTR_FIELDHINT_SSoundtrackCue_Weight=Weight of the sound assets in the soundtrack
EDSTR_FIELDHINT_SSoundtrackMasterLayer_Sound=Sound in the master layer of the soundtrack
EDSTR_FIELDHINT_SSoundtrackSection_Chance=Chance for the sound to be selected
EDSTR_FIELDHINT_SSoundtrackSection_Sound=Sound in the slave layer of the soundtrack
EDSTR_FIELDHINT_SSoundtrackSection_Start=Start value of the slave sound
EDSTR_FIELDHINT_SSoundtrackSlaveLayer_Sections=Sections of the slave layer
EDSTR_FIELDHINT_SStartingUnit_Count=Count for each type of starting unit
EDSTR_FIELDHINT_SStartingUnit_Offset=Offset coordinates from the start location for the starting units
EDSTR_FIELDHINT_SStartingUnit_Range=Separation ranges for the starting units
EDSTR_FIELDHINT_SStartingUnit_Unit=Starting units
EDSTR_FIELDHINT_SStatusChargeData_AbilCmd=The ability command to show charge info for
EDSTR_FIELDHINT_STeamColor_HDRMultiplier=Multiplier for each team color's HDR
EDSTR_FIELDHINT_STeamColor_Name=Name of the team color
EDSTR_FIELDHINT_STeamColor_Value=Color value for the team color
EDSTR_FIELDHINT_STechCost_Resource=Tech cost resources that are used
EDSTR_FIELDHINT_STerrainDoodad_Model=Model for the foliage doodad on the texture
EDSTR_FIELDHINT_STerrainDoodad_PlacementRadius=Placement radius for the foliage
EDSTR_FIELDHINT_STerrainDoodad_Probability=Probability for each model to be placed
EDSTR_FIELDHINT_STerrainDoodad_RandomRotation=Random rotation toggle and settings for the foliage
EDSTR_FIELDHINT_STextureDeclare_Prefix=Declaration prefix for the model. This prefix is used to reference textures for the model.
EDSTR_FIELDHINT_STextureExpressionSpec_Expression=Check the slot to see if the texture in the slotsatifies the expression
EDSTR_FIELDHINT_STextureExpressionSpec_Slot=Check the slot to see if the texture in the slotsatifies the expression
EDSTR_FIELDHINT_STextureInfo_Expression=Expression for referencing the texture
EDSTR_FIELDHINT_STextureInfo_Probability=Probability that a specific texture will appear in the slot
EDSTR_FIELDHINT_STextureInfo_Slot=Slot for the texture on the model
EDSTR_FIELDHINT_STextureMatchSpec_Slot=Match slot to use same type of texture as another source slot
EDSTR_FIELDHINT_STextureMatchSpec_Source=Match slot to use same type of texture as another source slot
EDSTR_FIELDHINT_STextureNameAdaption_AppliesToFile=Check Innate (internal) texture or external (mopaq) texture
EDSTR_FIELDHINT_STextureNameAdaption_AppliesToInnate=Check Innate (internal) texture or external (mopaq) texture
EDSTR_FIELDHINT_STextureNameAdaption_PropsAdd=Used to alter the props for a texture if the filename is wrong
EDSTR_FIELDHINT_STextureNameAdaption_PropsRemove=Used to alter the props for a texture if the filename is wrong
EDSTR_FIELDHINT_STextureNameAdaption_PropsSet=Used to alter the props for a texture if the filename is wrong
EDSTR_FIELDHINT_STextureNameAdaption_Slot=Slot that the texture is applied to on the model
EDSTR_FIELDHINT_STextureNameAdaption_TriggerOnSubstring=Sub string for texture replacement
EDSTR_FIELDHINT_SUnitEquipment_Effect=Effect that is applied to the unit when it uses a specific equipment set
EDSTR_FIELDHINT_SUnitEquipment_Icon=Icon for the equipment set
EDSTR_FIELDHINT_SUnitEquipment_Name=Name of the equipment set
EDSTR_FIELDHINT_SUnitEquipment_Tooltip=Tooltip text for the equipment set that is used by the unit
EDSTR_FIELDHINT_SUnitEquipment_Weapon=Weapon for the equipment set
EDSTR_FIELDHINT_SUpgradeEffect_Operation=Operator that modifies the upgrade effect
EDSTR_FIELDHINT_SUpgradeEffect_Reference=Data that is altered
EDSTR_FIELDHINT_SUpgradeEffect_Value=Amount by which the value is altered
EDSTR_FIELDHINT_SUserField_Count=Number of values contained by this field
EDSTR_FIELDHINT_SUserField_EditorColumn=Column index within instance list in the editor
EDSTR_FIELDHINT_SUserField_EditorText=Option to use the field value within the name of the instance in the editor
EDSTR_FIELDHINT_SUserField_Flags=Field options
EDSTR_FIELDHINT_SUserField_GameLinkType=Game data type for Game Link fields
EDSTR_FIELDHINT_SUserField_Id=Field identifier
EDSTR_FIELDHINT_SUserField_Type=Field data type
EDSTR_FIELDHINT_SUserField_UserType=User type for User fields
EDSTR_FIELDHINT_SUserInstance_AbilCmd=Ability Command field values
EDSTR_FIELDHINT_SUserInstance_Actor=Actor field values
EDSTR_FIELDHINT_SUserInstance_Color=Color field values
EDSTR_FIELDHINT_SUserInstance_Compare=Compare field values
EDSTR_FIELDHINT_SUserInstance_Fixed=Real field values
EDSTR_FIELDHINT_SUserInstance_GameLink=Game Link field values
EDSTR_FIELDHINT_SUserInstance_Id=Instance identifier
EDSTR_FIELDHINT_SUserInstance_Image=Image field values
EDSTR_FIELDHINT_SUserInstance_Int=Integer field values
EDSTR_FIELDHINT_SUserInstance_Model=Model field values
EDSTR_FIELDHINT_SUserInstance_Movie=Movie field values
EDSTR_FIELDHINT_SUserInstance_Sound=Sound field values
EDSTR_FIELDHINT_SUserInstance_String=String field values
EDSTR_FIELDHINT_SUserInstance_Text=Text field values
EDSTR_FIELDHINT_SUserInstance_Unit=Unit field values
EDSTR_FIELDHINT_SUserInstance_Upgrade=Upgrade field values
EDSTR_FIELDHINT_SUserInstance_User=User field values
EDSTR_FIELDHINT_SUserInstanceAbilCmd_Abil=Ability
EDSTR_FIELDHINT_SUserInstanceAbilCmd_Cmd=Command index
EDSTR_FIELDHINT_SUserInstanceAbilCmd_Field=Field link
EDSTR_FIELDHINT_SUserInstanceActor_Actor=Actor value
EDSTR_FIELDHINT_SUserInstanceActor_Field=Field link
EDSTR_FIELDHINT_SUserInstanceColor_Color=Color value
EDSTR_FIELDHINT_SUserInstanceColor_Field=Field link
EDSTR_FIELDHINT_SUserInstanceCompare_Compare=Compare value
EDSTR_FIELDHINT_SUserInstanceCompare_Field=Field link
EDSTR_FIELDHINT_SUserInstanceField_Id=Identifier
EDSTR_FIELDHINT_SUserInstanceField_Index=Value index
EDSTR_FIELDHINT_SUserInstanceFixed_Field=Field link
EDSTR_FIELDHINT_SUserInstanceFixed_Fixed=Real value
EDSTR_FIELDHINT_SUserInstanceGameLink_Field=Field link
EDSTR_FIELDHINT_SUserInstanceGameLink_GameLink=Game Link value
EDSTR_FIELDHINT_SUserInstanceImage_Attach=Image attachment point
EDSTR_FIELDHINT_SUserInstanceImage_Edge=Image edge
EDSTR_FIELDHINT_SUserInstanceImage_Field=Field link
EDSTR_FIELDHINT_SUserInstanceImage_Image=Image file
EDSTR_FIELDHINT_SUserInstanceInt_Field=Field link
EDSTR_FIELDHINT_SUserInstanceInt_Int=Integer value
EDSTR_FIELDHINT_SUserInstanceModel_Field=Field link
EDSTR_FIELDHINT_SUserInstanceModel_Model=Model value
EDSTR_FIELDHINT_SUserInstanceMovie_Field=Field link
EDSTR_FIELDHINT_SUserInstanceMovie_Movie=Movie value
EDSTR_FIELDHINT_SUserInstanceSound_Field=Field link
EDSTR_FIELDHINT_SUserInstanceSound_Sound=Sound value
EDSTR_FIELDHINT_SUserInstanceString_Field=Field link
EDSTR_FIELDHINT_SUserInstanceString_String=String value
EDSTR_FIELDHINT_SUserInstanceText_Field=Field link
EDSTR_FIELDHINT_SUserInstanceText_Text=Text value
EDSTR_FIELDHINT_SUserInstanceUnit_Field=Field link
EDSTR_FIELDHINT_SUserInstanceUnit_Unit=Unit value
EDSTR_FIELDHINT_SUserInstanceUpgrade_Field=Field link
EDSTR_FIELDHINT_SUserInstanceUpgrade_Upgrade=Upgrade value
EDSTR_FIELDHINT_SUserInstanceUser_Field=Field link
EDSTR_FIELDHINT_SUserInstanceUser_Instance=User instance identifier
EDSTR_FIELDHINT_SUserInstanceUser_Type=User type
EDSTR_FIELDHINT_SValidatorEnumArea_Arc=Arc in which units are validated
EDSTR_FIELDHINT_SValidatorEnumArea_Compare=Method for filtering units in an area
EDSTR_FIELDHINT_SValidatorEnumArea_Count=Maximum number of units to validate
EDSTR_FIELDHINT_SValidatorEnumArea_Radius=Maximum area in which to validate units
EDSTR_FIELDHINT_SValidatorEnumArea_Validator=Validator for validating units
EDSTR_FIELDHINT_SVeterancyLevel_InfoIcon=Icon for the veterancy level
EDSTR_FIELDHINT_SVeterancyLevel_Modification=Modifications to the unit when the veterancy level is gained
EDSTR_FIELDHINT_SVitalColor_ColorArray=Vital color options
EDSTR_FIELDHINT_SVolumeFade_Time=Duration of the volume fade
EDSTR_FIELDHINT_SVolumeFade_Volume=Level of the volume
EDSTR_FIELDHINT_SVolumeRolloff_Distance=Distance for the sound roll off
EDSTR_FIELDHINT_SVolumeRolloff_Volume=Volume of the sound roll off
EDSTR_FIELDHINT_SVolumeThreshold_Count=Level of the volume threshold
EDSTR_FIELDHINT_SVolumeThreshold_Volume=Volume of the threshold
EDSTR_FIELDHINT_SWaterDoodad_Density=Density of the doodads on the water
EDSTR_FIELDHINT_SWaterDoodad_MaxSize=Maximum size of the doodads on the water
EDSTR_FIELDHINT_SWaterDoodad_MinSize=Minimum size of the doodads on the water
EDSTR_FIELDHINT_SWaterDoodad_Model=Models for the doodads on the water
EDSTR_FIELDHINT_SWaterStateDesc_Color=Color of the water
EDSTR_FIELDHINT_SWaterStateDesc_ColorFallOff=Color fade for the water depending on its depth
EDSTR_FIELDHINT_SWaterStateDesc_MeshRoughness=Roughness of the water's surface
EDSTR_FIELDHINT_SWaterStateDesc_MinReflection=Minimum amount of reflection on the water's surface
EDSTR_FIELDHINT_SWaterStateDesc_ReflectivityPower=Power or glow of the reflection off the water
EDSTR_FIELDHINT_SWaterStateDesc_RefractionDistortion=Distortion of the ground texture below the water
EDSTR_FIELDHINT_SWaterStateDesc_SpecularScaler=Specular multiplier
EDSTR_FIELDHINT_SWaterStateDesc_TextureRoughness=Roughness filter applied to the texture
EDSTR_FIELDHINT_SWaterStateDesc_UvRate=Flow rate for the water

// Field Indices
EDSTR_FIELDINDEX_CAbil_OrderArray=Order
EDSTR_FIELDINDEX_CAbil_SharedFlags=Shared Flags
EDSTR_FIELDINDEX_CAbil_TechAliasArray=Index
EDSTR_FIELDINDEX_CAbilArmMagazine_EffectArray=Effect
EDSTR_FIELDINDEX_CAbilArmMagazine_ExternalAngle=Index
EDSTR_FIELDINDEX_CAbilArmMagazine_Flags=Index
EDSTR_FIELDINDEX_CAbilArmMagazine_InfoArray=Info
EDSTR_FIELDINDEX_CAbilAttack_CmdButtonArray=Command Buttons
EDSTR_FIELDINDEX_CAbilAugment_AutoCastValidatorArray=Index
EDSTR_FIELDINDEX_CAbilAugment_Flags=Flag
EDSTR_FIELDINDEX_CAbilAugment_SmartValidatorArray=Index
EDSTR_FIELDINDEX_CAbilBeacon_CmdButtonArray=Index
EDSTR_FIELDINDEX_CAbilBehavior_AutoCastValidatorArray=Validator
EDSTR_FIELDINDEX_CAbilBehavior_BehaviorArray=Behavior
EDSTR_FIELDINDEX_CAbilBehavior_CmdButtonArray=Command
EDSTR_FIELDINDEX_CAbilBehavior_Cost=Index
EDSTR_FIELDINDEX_CAbilBehavior_Flags=Flag
EDSTR_FIELDINDEX_CAbilBehavior_LearnButtonImage=Learn Button Image
EDSTR_FIELDINDEX_CAbilBehavior_LearnButtonName=Learn Button Name
EDSTR_FIELDINDEX_CAbilBehavior_LearnButtonTooltip=Learn Button Tooltip
EDSTR_FIELDINDEX_CAbilBehavior_LearnButtonTooltipImage=Learn Button Tooltip Image
EDSTR_FIELDINDEX_CAbilBehavior_LevelButtonOffImage=Index
EDSTR_FIELDINDEX_CAbilBehavior_LevelButtonOffName=Index
EDSTR_FIELDINDEX_CAbilBehavior_LevelButtonOffTooltip=Index
EDSTR_FIELDINDEX_CAbilBehavior_LevelButtonOffTooltipImage=Level Button Off Tooltip Image
EDSTR_FIELDINDEX_CAbilBehavior_LevelButtonOnImage=Index
EDSTR_FIELDINDEX_CAbilBehavior_LevelButtonOnName=Index
EDSTR_FIELDINDEX_CAbilBehavior_LevelButtonOnTooltip=Index
EDSTR_FIELDINDEX_CAbilBehavior_LevelButtonOnTooltipImage=Level Button On Tooltip Image
EDSTR_FIELDINDEX_CAbilBehavior_OffCost=Off Cost
EDSTR_FIELDINDEX_CAbilBehavior_ValidatorArray=Validator
EDSTR_FIELDINDEX_CAbilBuild_EffectArray=Effect
EDSTR_FIELDINDEX_CAbilBuild_FlagArray=Flag
EDSTR_FIELDINDEX_CAbilBuild_InfoArray=Info
EDSTR_FIELDINDEX_CAbilBuildable_CmdButtonArray=Index
EDSTR_FIELDINDEX_CAbilEffect_AlertArray=Alert
EDSTR_FIELDINDEX_CAbilEffect_AutoCastValidatorArray=Validator
EDSTR_FIELDINDEX_CAbilEffect_CancelableArray=Index
EDSTR_FIELDINDEX_CAbilEffect_CancelCost=Level
EDSTR_FIELDINDEX_CAbilEffect_CastIntroTime=Index
EDSTR_FIELDINDEX_CAbilEffect_CastOutroTime=Index
EDSTR_FIELDINDEX_CAbilEffect_CastOutroTimeEffect=Cast Finish Time Effect
EDSTR_FIELDINDEX_CAbilEffect_Cost=Index
EDSTR_FIELDINDEX_CAbilEffect_CursorEffect=Index
EDSTR_FIELDINDEX_CAbilEffect_Effect=Index
EDSTR_FIELDINDEX_CAbilEffect_EffectRange=Index
EDSTR_FIELDINDEX_CAbilEffect_FinishTime=Index
EDSTR_FIELDINDEX_CAbilEffect_Flags=Flag
EDSTR_FIELDINDEX_CAbilEffect_InheritAttackPriorityArray=Index
EDSTR_FIELDINDEX_CAbilEffect_LearnButtonImage=Learn Button Image
EDSTR_FIELDINDEX_CAbilEffect_LearnButtonName=Learn Button Name
EDSTR_FIELDINDEX_CAbilEffect_LearnButtonTooltip=Learn Button Tooltip
EDSTR_FIELDINDEX_CAbilEffect_LearnButtonTooltipImage=Learn Button Tooltip Image
EDSTR_FIELDINDEX_CAbilEffect_LevelButtonImage=Index
EDSTR_FIELDINDEX_CAbilEffect_LevelButtonName=Index
EDSTR_FIELDINDEX_CAbilEffect_LevelButtonTooltip=Index
EDSTR_FIELDINDEX_CAbilEffect_LevelButtonTooltipImage=Level Button Tooltip Image
EDSTR_FIELDINDEX_CAbilEffect_PauseableArray=Stage
EDSTR_FIELDINDEX_CAbilEffect_Precast=Precast
EDSTR_FIELDINDEX_CAbilEffect_PreemptableArray=Stage
EDSTR_FIELDINDEX_CAbilEffect_PrepTime=Index
EDSTR_FIELDINDEX_CAbilEffect_ProducedUnitArray=Produced Unit
EDSTR_FIELDINDEX_CAbilEffect_ProgressButtonArray=Index
EDSTR_FIELDINDEX_CAbilEffect_Range=Index
EDSTR_FIELDINDEX_CAbilEffect_RefundArray=Stage
EDSTR_FIELDINDEX_CAbilEffect_ShowProgressArray=Index
EDSTR_FIELDINDEX_CAbilEffect_SmartValidatorArray=Smart Validators
EDSTR_FIELDINDEX_CAbilEffect_TargetFilters=Index
EDSTR_FIELDINDEX_CAbilEffect_UninterruptibleArray=Uninterruptible
EDSTR_FIELDINDEX_CAbilEffect_UseMarkerArray=Marker
EDSTR_FIELDINDEX_CAbilEffect_ValidatedArray=Validate
EDSTR_FIELDINDEX_CAbilEffectInstant_CmdButtonArray=Command
EDSTR_FIELDINDEX_CAbilEffectTarget_CmdButtonArray=Command
EDSTR_FIELDINDEX_CAbilHarvest_CancelableArray=Index
EDSTR_FIELDINDEX_CAbilHarvest_CmdButtonArray=Command
EDSTR_FIELDINDEX_CAbilHarvest_ResourceAcquire=Type
EDSTR_FIELDINDEX_CAbilHarvest_ResourceAllowed=Type
EDSTR_FIELDINDEX_CAbilHarvest_ResourceAmountBonus=Type
EDSTR_FIELDINDEX_CAbilHarvest_ResourceAmountMultiplier=Type
EDSTR_FIELDINDEX_CAbilHarvest_ResourceAmountRequest=Type
EDSTR_FIELDINDEX_CAbilHarvest_ResourceDestroy=Type
EDSTR_FIELDINDEX_CAbilHarvest_ResourceTimeBonus=Type
EDSTR_FIELDINDEX_CAbilHarvest_ResourceTimeMultiplier=Type
EDSTR_FIELDINDEX_CAbilHarvest_UninterruptibleArray=Index
EDSTR_FIELDINDEX_CAbilInteract_AutoCastValidatorArray=Index
EDSTR_FIELDINDEX_CAbilInteract_Flags=Index
EDSTR_FIELDINDEX_CAbilInteract_SmartValidatorArray=Index
EDSTR_FIELDINDEX_CAbilInteract_ValidatorArray=Index
EDSTR_FIELDINDEX_CAbilInventory_CmdButtonArray=Command
EDSTR_FIELDINDEX_CAbilInventory_InfoArray=Index
EDSTR_FIELDINDEX_CAbilInventory_ValidatorArray=Validator
EDSTR_FIELDINDEX_CAbilLearn_Flags=Index
EDSTR_FIELDINDEX_CAbilLearn_InfoArray=Index
EDSTR_FIELDINDEX_CAbilMerge_CmdButtonArray=Command
EDSTR_FIELDINDEX_CAbilMerge_Flags=Index
EDSTR_FIELDINDEX_CAbilMorph_AbilClassDisableArray=Index
EDSTR_FIELDINDEX_CAbilMorph_AbilClassEnableArray=Index
EDSTR_FIELDINDEX_CAbilMorph_AbilLinkDisableArray=Ability
EDSTR_FIELDINDEX_CAbilMorph_AbilLinkEnableArray=Ability
EDSTR_FIELDINDEX_CAbilMorph_AutoCastValidatorArray=Validator
EDSTR_FIELDINDEX_CAbilMorph_CmdButtonArray=Command
EDSTR_FIELDINDEX_CAbilMorph_Flags=Flag
EDSTR_FIELDINDEX_CAbilMorph_InfoArray=Index
EDSTR_FIELDINDEX_CAbilMorph_ValidatorArray=Validator
EDSTR_FIELDINDEX_CAbilMove_CmdButtonArray=Command
EDSTR_FIELDINDEX_CAbilMove_Flags=Flag
EDSTR_FIELDINDEX_CAbilPawn_Flags=Index
EDSTR_FIELDINDEX_CAbilPawn_InfoArray=Index
EDSTR_FIELDINDEX_CAbilProgress_VitalStartFactor=Vital
EDSTR_FIELDINDEX_CAbilQueue_CmdButtonArray=Command
EDSTR_FIELDINDEX_CAbilQueue_Flags=Index
EDSTR_FIELDINDEX_CAbilRally_CmdButtonArray=Command
EDSTR_FIELDINDEX_CAbilRally_Flags=Index
EDSTR_FIELDINDEX_CAbilRally_InfoArray=Info
EDSTR_FIELDINDEX_CAbilResearch_Flags=Flag
EDSTR_FIELDINDEX_CAbilResearch_InfoArray=Info
EDSTR_FIELDINDEX_CAbilRevive_CmdButtonArray=Index
EDSTR_FIELDINDEX_CAbilRevive_Flags=Flag
EDSTR_FIELDINDEX_CAbilRevive_Offset=Offset
EDSTR_FIELDINDEX_CAbilRevive_ValidatorArray=Index
EDSTR_FIELDINDEX_CAbilRevive_VitalArray=Vital
EDSTR_FIELDINDEX_CAbilSpecialize_Flags=Index
EDSTR_FIELDINDEX_CAbilSpecialize_InfoArray=Index
EDSTR_FIELDINDEX_CAbilStop_CmdButtonArray=Index
EDSTR_FIELDINDEX_CAbilTrain_Flags=Flag
EDSTR_FIELDINDEX_CAbilTrain_InfoArray=Index
EDSTR_FIELDINDEX_CAbilTrain_Offset=Index
EDSTR_FIELDINDEX_CAbilTrain_ProxyOffset=Index
EDSTR_FIELDINDEX_CAbilTransport_CmdButtonArray=Command
EDSTR_FIELDINDEX_CAbilTransport_Flags=Flag
EDSTR_FIELDINDEX_CAbilTransport_LoadValidatorArray=Validator
EDSTR_FIELDINDEX_CAbilTransport_UnloadValidatorArray=Validator
EDSTR_FIELDINDEX_CAbilWarpTrain_Flags=Flag
EDSTR_FIELDINDEX_CAbilWarpTrain_InfoArray=Info
EDSTR_FIELDINDEX_CAchievement_Filters=Filter
EDSTR_FIELDINDEX_CAchievement_Flags=Flag
EDSTR_FIELDINDEX_CAchievement_RewardTable=Index
EDSTR_FIELDINDEX_CAchievement_Tags=Index
EDSTR_FIELDINDEX_CAchievement_TermTable=Index
EDSTR_FIELDINDEX_CAchievementTerm_Flags=Flag
EDSTR_FIELDINDEX_CAchievementTermAbil_ValidatorArray=Index
EDSTR_FIELDINDEX_CAchievementTermBehaviorState_ValidatorArray=Index
EDSTR_FIELDINDEX_CAchievementTermCombine_ChildTable=Index
EDSTR_FIELDINDEX_CAchievementTermEffect_ValidatorArray=Index
EDSTR_FIELDINDEX_CAchievementTermUnit_ValidatorArray=Index
EDSTR_FIELDINDEX_CActor_AcceptedHostedPropTransfers=Index
EDSTR_FIELDINDEX_CActor_AcceptedTransfers=Index
EDSTR_FIELDINDEX_CActor_Aliases=Index
EDSTR_FIELDINDEX_CActor_Filter=Filter
EDSTR_FIELDINDEX_CActor_FilterAtCreation=Flag
EDSTR_FIELDINDEX_CActor_FilterPlayers=Filter Players
EDSTR_FIELDINDEX_CActor_Flags=Flag
EDSTR_FIELDINDEX_CActor_Inherits=Property
EDSTR_FIELDINDEX_CActor_Macros=Macro
EDSTR_FIELDINDEX_CActor_VisibleTo=Filter
EDSTR_FIELDINDEX_CActor_VisibleToAtCreation=Flag
EDSTR_FIELDINDEX_CActor_VisibleToPlayers=Player
EDSTR_FIELDINDEX_CActorAction_ActionFlags=Flag
EDSTR_FIELDINDEX_CActorAction_ContainerTerrainSquibMap=Index
EDSTR_FIELDINDEX_CActorAction_DamageMap=Index
EDSTR_FIELDINDEX_CActorAction_DamagePhysics=Index
EDSTR_FIELDINDEX_CActorAction_DamageTerrainSquibMap=Index
EDSTR_FIELDINDEX_CActorAction_ImpactMap=Index
EDSTR_FIELDINDEX_CActorAction_ImpactPhysics=Index
EDSTR_FIELDINDEX_CActorAction_ImpactTerrainSquibMap=Index
EDSTR_FIELDINDEX_CActorAction_LaunchTerrainSquibMap=Index
EDSTR_FIELDINDEX_CActorBase_On=Event
EDSTR_FIELDINDEX_CActorBase_Remove=Index
EDSTR_FIELDINDEX_CActorCreep_SubjectResponses=Index
EDSTR_FIELDINDEX_CActorDoodad_BoostedHeight=Height Map
EDSTR_FIELDINDEX_CActorDoodad_DoodadFlags=Flag
EDSTR_FIELDINDEX_CActorDoodad_EditorFlags=Flag
EDSTR_FIELDINDEX_CActorDoodad_TexSets=Texture Set
EDSTR_FIELDINDEX_CActorEventMacroRunnable_Do=Index
EDSTR_FIELDINDEX_CActorForce_ForceFlags=Flag
EDSTR_FIELDINDEX_CActorGlobalConfig_BodySquibs=Index
EDSTR_FIELDINDEX_CActorGlobalConfig_CloakTransitionArray=Effect
EDSTR_FIELDINDEX_CActorGlobalConfig_CreepHeightClasses=Index
EDSTR_FIELDINDEX_CActorGlobalConfig_CreepRates=Index
EDSTR_FIELDINDEX_CActorGlobalConfig_DeathCustomPriorityList=Index
EDSTR_FIELDINDEX_CActorGlobalConfig_DeathCustoms=Index
EDSTR_FIELDINDEX_CActorGlobalConfig_MinimapRenderPriorityList=Index
EDSTR_FIELDINDEX_CActorModel_EventDataFootprint=Index
EDSTR_FIELDINDEX_CActorModel_EventDataSound=Index
EDSTR_FIELDINDEX_CActorModel_HostedAttaches=Index
EDSTR_FIELDINDEX_CActorModel_ModelFlags=Flag
EDSTR_FIELDINDEX_CActorModel_PhysicsImpacts=Impact
EDSTR_FIELDINDEX_CActorOverrides_ModelOverrides=Index
EDSTR_FIELDINDEX_CActorPower_VisualArray=Visual
EDSTR_FIELDINDEX_CActorProgress_StageArray=Stage
EDSTR_FIELDINDEX_CActorQuad_QuadFlags=Flags
EDSTR_FIELDINDEX_CActorQueryResponse_OnResponse=On Response
EDSTR_FIELDINDEX_CActorRange_CliffLevelFlags=Flag
EDSTR_FIELDINDEX_CActorRange_RangeFlags=Flag
EDSTR_FIELDINDEX_CActorRegionCombine_ChildArray=Child
EDSTR_FIELDINDEX_CActorRegionPolygon_PointArray=Index
EDSTR_FIELDINDEX_CActorSelection_SelectionFlags=Flag
EDSTR_FIELDINDEX_CActorSiteOpHigherOfTerrainAndWater_TerrainAndWaterFlags=Flag
EDSTR_FIELDINDEX_CActorSiteOpShadow_CliffTests=Index
EDSTR_FIELDINDEX_CActorSiteOpShadow_HeightTests=Index
EDSTR_FIELDINDEX_CActorSiteOpTipability_TipabilityFlags=Flag
EDSTR_FIELDINDEX_CActorSound_Layers=Layer
EDSTR_FIELDINDEX_CActorSquib_Map=Index
EDSTR_FIELDINDEX_CActorStateMonitor_StateArray=State
EDSTR_FIELDINDEX_CActorTerrain_PhysicsImpacts=Impact
EDSTR_FIELDINDEX_CActorTerrainDeformer_TerrainDeformerFlags=Flag
EDSTR_FIELDINDEX_CActorText_Options=Option
EDSTR_FIELDINDEX_CActorUnit_AbilSoundArray=Index
EDSTR_FIELDINDEX_CActorUnit_Baselines=Index
EDSTR_FIELDINDEX_CActorUnit_CooldownDisplay=Cooldown Display
EDSTR_FIELDINDEX_CActorUnit_DeathArray=Type
EDSTR_FIELDINDEX_CActorUnit_DeathCustomData=Death Custom
EDSTR_FIELDINDEX_CActorUnit_DeathCustoms=Index
EDSTR_FIELDINDEX_CActorUnit_ErrorArray=Index
EDSTR_FIELDINDEX_CActorUnit_GroupIconVariations=Index
EDSTR_FIELDINDEX_CActorUnit_GroupSoundArray=Index
EDSTR_FIELDINDEX_CActorUnit_HeroIconVariations=Index
EDSTR_FIELDINDEX_CActorUnit_SoundArray=Index
EDSTR_FIELDINDEX_CActorUnit_StatusBarFlags=Index
EDSTR_FIELDINDEX_CActorUnit_StatusBarGroups=Index
EDSTR_FIELDINDEX_CActorUnit_StatusBarOn=Status Bar Forced On
EDSTR_FIELDINDEX_CActorUnit_StatusColors=Index
EDSTR_FIELDINDEX_CActorUnit_TerrainSquibs=Index
EDSTR_FIELDINDEX_CActorUnit_UnitFlags=Flag
EDSTR_FIELDINDEX_CActorUnit_UnitIconVariations=Index
EDSTR_FIELDINDEX_CActorUnit_UnitKillRank=Index
EDSTR_FIELDINDEX_CActorUnit_VitalColors=Vital Type
EDSTR_FIELDINDEX_CActorUnit_VitalNames=Vital Type
EDSTR_FIELDINDEX_CActorUnit_WireframeShieldVariations=Index
EDSTR_FIELDINDEX_CActorUnit_WireframeVariations=Index
EDSTR_FIELDINDEX_CAlert_Display=Display
EDSTR_FIELDINDEX_CAlert_Flags=Flag
EDSTR_FIELDINDEX_CAlert_PrimaryActions=Action
EDSTR_FIELDINDEX_CAlert_SecondaryActions=Action
EDSTR_FIELDINDEX_CArmyCategory_AbilCommandArray=Index
EDSTR_FIELDINDEX_CArmyCategory_ArmyUnitArray=Index
EDSTR_FIELDINDEX_CArmyCategory_ArmyUpgradeArray=Index
EDSTR_FIELDINDEX_CArmyCategory_UpgradeArray=Index
EDSTR_FIELDINDEX_CArmyUnit_AbilCommandArray=Index
EDSTR_FIELDINDEX_CArmyUnit_ArmyUpgradeArray=Index
EDSTR_FIELDINDEX_CArmyUnit_UpgradeArray=Index
EDSTR_FIELDINDEX_CArmyUpgrade_AbilCommandArray=Index
EDSTR_FIELDINDEX_CArmyUpgrade_UpgradeArray=Index
EDSTR_FIELDINDEX_CAttachMethodArcTest_Tests=Index
EDSTR_FIELDINDEX_CAttachMethodFilter_Keys=Key
EDSTR_FIELDINDEX_CAttachMethodNodeOccupancy_Targets=Target
EDSTR_FIELDINDEX_CAttachMethodNodeOccupancy2_Targets=Index
EDSTR_FIELDINDEX_CBankConditionCombine_CombineArray=Combine
EDSTR_FIELDINDEX_CBehavior_BehaviorCategories=Category
EDSTR_FIELDINDEX_CBehavior_BehaviorFlags=Index
EDSTR_FIELDINDEX_CBehavior_TechAliasArray=Index
EDSTR_FIELDINDEX_CBehaviorBuff_BuffFlags=Flag
EDSTR_FIELDINDEX_CBehaviorBuff_DisableValidatorArray=Validator
EDSTR_FIELDINDEX_CBehaviorBuff_DisplayDuration=Index
EDSTR_FIELDINDEX_CBehaviorBuff_DisplayShield=Index
EDSTR_FIELDINDEX_CBehaviorBuff_DurationOverride=Index
EDSTR_FIELDINDEX_CBehaviorBuff_DurationVitalArray=Duration Vital Bonus
EDSTR_FIELDINDEX_CBehaviorBuff_DurationVitalMaxArray=Duration Vital Max Bonus
EDSTR_FIELDINDEX_CBehaviorBuff_PeriodicDisplayEffect=Effect
EDSTR_FIELDINDEX_CBehaviorBuff_RemoveValidatorArray=Validator
EDSTR_FIELDINDEX_CBehaviorBuff_VitalRegenVitalsRemain=Vital Regen Based on Vitals Remainining
EDSTR_FIELDINDEX_CBehaviorBuff_VitalRegenVitalsRemainPercent=Vital Regen Based on Vitals Percent Remainining
EDSTR_FIELDINDEX_CBehaviorClickResponse_Relationship=Index
EDSTR_FIELDINDEX_CBehaviorConjoined_ConjoinedFlags=Flag
EDSTR_FIELDINDEX_CBehaviorCreepSource_DisableValidatorArray=Index
EDSTR_FIELDINDEX_CBehaviorCreepSource_RemoveValidatorArray=Index
EDSTR_FIELDINDEX_CBehaviorPowerSource_CliffLevelFlags=Flag
EDSTR_FIELDINDEX_CBehaviorPowerUser_Flags=Flag
EDSTR_FIELDINDEX_CBehaviorPowerUser_PowerStageArray=Stage
EDSTR_FIELDINDEX_CBehaviorResource_Flags=Index
EDSTR_FIELDINDEX_CBehaviorSpawn_DisplayDuration=Index
EDSTR_FIELDINDEX_CBehaviorSpawn_Flags=Flag
EDSTR_FIELDINDEX_CBehaviorSpawn_InfoArray=Info
EDSTR_FIELDINDEX_CBehaviorSpawn_Offset=Index
EDSTR_FIELDINDEX_CBehaviorVeterancy_Flags=Flag
EDSTR_FIELDINDEX_CBehaviorVeterancy_SharedXPFraction=Type
EDSTR_FIELDINDEX_CBehaviorVeterancy_SharedXPMaxCount=Level
EDSTR_FIELDINDEX_CBehaviorVeterancy_SharedXPRadius=Type
EDSTR_FIELDINDEX_CBehaviorVeterancy_ShareFilters=Filter
EDSTR_FIELDINDEX_CBehaviorVeterancy_TargetFilters=Type
EDSTR_FIELDINDEX_CBehaviorVeterancy_VeterancyLevelArray=Level
EDSTR_FIELDINDEX_CBehaviorVeterancy_XPFraction=Type
EDSTR_FIELDINDEX_CBundle_HeroArray=Index
EDSTR_FIELDINDEX_CBundle_MountArray=Index
EDSTR_FIELDINDEX_CBundle_PreviewCutsceneFile=Index
EDSTR_FIELDINDEX_CBundle_SkinArray=Index
EDSTR_FIELDINDEX_CBundle_TileCutsceneFile=Index
EDSTR_FIELDINDEX_CButton_TooltipFlags=Tooltip Flags
EDSTR_FIELDINDEX_CButton_TooltipResourceName=Resource
EDSTR_FIELDINDEX_CButton_TooltipVitalName=Vital
EDSTR_FIELDINDEX_CCamera_ForwardScale=Mode
EDSTR_FIELDINDEX_CCamera_MaxScrollDistance=Mode
EDSTR_FIELDINDEX_CCamera_MaxScrollRate=Mode
EDSTR_FIELDINDEX_CCamera_ParamInitial=Index
EDSTR_FIELDINDEX_CCamera_ParamSmooth=Parameter
EDSTR_FIELDINDEX_CCamera_ScrollAccelerationPeriod=Mode
EDSTR_FIELDINDEX_CCamera_ScrollDecelerationPeriod=Mode
EDSTR_FIELDINDEX_CCamera_StrafeScale=Mode
EDSTR_FIELDINDEX_CCamera_VerticalScrollRateMultiplier=Mode
EDSTR_FIELDINDEX_CCamera_ZoomTable=Zoom Level
EDSTR_FIELDINDEX_CCamera_ZoomTableObserver=Level
EDSTR_FIELDINDEX_CCharacter_Variations=Index
EDSTR_FIELDINDEX_CCliffDoodad_HeightCodes=Index
EDSTR_FIELDINDEX_CCliffMesh_CliffHeights=Index
EDSTR_FIELDINDEX_CConfig_BundleArray=Index
EDSTR_FIELDINDEX_CConfig_FreeToPlayHeroArray=Index
EDSTR_FIELDINDEX_CConfig_FreeToPlayRewardArray=Index
EDSTR_FIELDINDEX_CConfig_HeroArray=Index
EDSTR_FIELDINDEX_CConfig_MountArray=Mount Array
EDSTR_FIELDINDEX_CConversation_Choices=Index
EDSTR_FIELDINDEX_CConversation_Comments=Index
EDSTR_FIELDINDEX_CConversation_FacialAnims=Index
EDSTR_FIELDINDEX_CConversation_FixedActions=Index
EDSTR_FIELDINDEX_CConversation_FixedConditions=Index
EDSTR_FIELDINDEX_CConversation_Groups=Index
EDSTR_FIELDINDEX_CConversation_Jumps=Index
EDSTR_FIELDINDEX_CConversation_Lines=Index
EDSTR_FIELDINDEX_CConversation_ObjectStates=Object Type
EDSTR_FIELDINDEX_CConversation_ProductionLevelInfo=Level
EDSTR_FIELDINDEX_CConversation_RootItems=Index
EDSTR_FIELDINDEX_CConversation_RunActions=Index
EDSTR_FIELDINDEX_CConversation_Waits=Index
EDSTR_FIELDINDEX_CConversationState_CustomColors=Index
EDSTR_FIELDINDEX_CConversationState_Flags=Flag
EDSTR_FIELDINDEX_CConversationState_Indices=Index
EDSTR_FIELDINDEX_CConversationState_InfoIds=Info Type
EDSTR_FIELDINDEX_CEffect_AINotifyFlags=Flag
EDSTR_FIELDINDEX_CEffect_TechAliasArray=Index
EDSTR_FIELDINDEX_CEffect_ValidatorArray=Index
EDSTR_FIELDINDEX_CEffectCancelOrder_Flags=Flag
EDSTR_FIELDINDEX_CEffectCreateHealer_DrainResourceCostFactor=Index
EDSTR_FIELDINDEX_CEffectCreateHealer_Flags=Index
EDSTR_FIELDINDEX_CEffectCreatePersistent_Flags=Flag
EDSTR_FIELDINDEX_CEffectCreatePersistent_PeriodicEffectArray=Effect
EDSTR_FIELDINDEX_CEffectCreatePersistent_PeriodicOffsetArray=Offset
EDSTR_FIELDINDEX_CEffectCreatePersistent_PeriodicPeriodArray=Period
EDSTR_FIELDINDEX_CEffectCreatePersistent_RevealFlags=Flag
EDSTR_FIELDINDEX_CEffectCreateUnit_CreateFlags=Option
EDSTR_FIELDINDEX_CEffectCreateUnit_SpawnOffset=Spawn Offset
EDSTR_FIELDINDEX_CEffectDamage_AreaArray=Index
EDSTR_FIELDINDEX_CEffectDamage_AttributeBonus=Index
EDSTR_FIELDINDEX_CEffectDamage_AttributeFactor=Index
EDSTR_FIELDINDEX_CEffectDamage_AttributeForced=Attribute
EDSTR_FIELDINDEX_CEffectDamage_DisplayFlags=Flag
EDSTR_FIELDINDEX_CEffectDamage_ExcludeArray=Index
EDSTR_FIELDINDEX_CEffectDamage_Flags=Flag
EDSTR_FIELDINDEX_CEffectDamage_IncludeArray=Index
EDSTR_FIELDINDEX_CEffectDamage_LeechFraction=Index
EDSTR_FIELDINDEX_CEffectDamage_SearchFlags=Flag
EDSTR_FIELDINDEX_CEffectDamage_VitalBonus=Vital
EDSTR_FIELDINDEX_CEffectDamage_VitalBonusRandom=Vital Bonus Random Bonus
EDSTR_FIELDINDEX_CEffectDamage_VitalFractionCurrent=Vital
EDSTR_FIELDINDEX_CEffectDamage_VitalFractionCurrentRandom=Vital Fraction Current Random Bonus
EDSTR_FIELDINDEX_CEffectDamage_VitalFractionMax=Vital
EDSTR_FIELDINDEX_CEffectDamage_VitalFractionMaxRandom=Vital Fraction Maximum Random Bonus
EDSTR_FIELDINDEX_CEffectEnumArea_AreaArray=Area
EDSTR_FIELDINDEX_CEffectEnumArea_ExcludeArray=Exclude
EDSTR_FIELDINDEX_CEffectEnumArea_IncludeArray=Index
EDSTR_FIELDINDEX_CEffectEnumArea_SearchFlags=Flag
EDSTR_FIELDINDEX_CEffectIssueOrder_CmdFlags=Flag
EDSTR_FIELDINDEX_CEffectLaunchMissile_Flags=Flag
EDSTR_FIELDINDEX_CEffectLaunchMissile_Movers=Index
EDSTR_FIELDINDEX_CEffectLaunchMissile_ReturnMovers=Index
EDSTR_FIELDINDEX_CEffectModifyPlayer_EffectArray=Effect Array
EDSTR_FIELDINDEX_CEffectModifyPlayer_Resources=Resource
EDSTR_FIELDINDEX_CEffectModifyPlayer_ResourcesCollected=Resource
EDSTR_FIELDINDEX_CEffectModifyPlayer_Upgrades=Upgrades
EDSTR_FIELDINDEX_CEffectModifyUnit_Cost=Cost
EDSTR_FIELDINDEX_CEffectModifyUnit_ModifyFlags=Flag
EDSTR_FIELDINDEX_CEffectModifyUnit_VitalArray=Vital
EDSTR_FIELDINDEX_CEffectRemoveBehavior_BehaviorCategories=Category
EDSTR_FIELDINDEX_CEffectResponse_ResponseFlags=Flag
EDSTR_FIELDINDEX_CEffectSet_EffectArray=Effect
EDSTR_FIELDINDEX_CEffectSwitch_CaseArray=Case
EDSTR_FIELDINDEX_CEffectTeleport_TeleportFlags=Index
EDSTR_FIELDINDEX_CFootprint_Layers=Layer
EDSTR_FIELDINDEX_CGame_AI=Index
EDSTR_FIELDINDEX_CGame_AIBuilds=Index
EDSTR_FIELDINDEX_CGame_AIResourceRequest=Index
EDSTR_FIELDINDEX_CGame_BeaconInfoArray=Index
EDSTR_FIELDINDEX_CGame_CameraMarginAspectAdjust=Index
EDSTR_FIELDINDEX_CGame_DifficultyLevels=Level
EDSTR_FIELDINDEX_CGame_FilterResults=Index
EDSTR_FIELDINDEX_CGame_HandicapValues=Index
EDSTR_FIELDINDEX_CGame_MapSizes=Size
EDSTR_FIELDINDEX_CGame_PlayerLeaveFlags=Flag
EDSTR_FIELDINDEX_CGame_ResourceConvertArray=Index
EDSTR_FIELDINDEX_CGame_TeamColors=Color
EDSTR_FIELDINDEX_CGame_TeleportResetRange=Index
EDSTR_FIELDINDEX_CGame_TriggerLibs=Index
EDSTR_FIELDINDEX_CGameUI_AchievementTags=Index
EDSTR_FIELDINDEX_CGameUI_AltSoundtrack=Index
EDSTR_FIELDINDEX_CGameUI_BehaviorBorderColors=Border
EDSTR_FIELDINDEX_CGameUI_BehaviorIconColors=Icon
EDSTR_FIELDINDEX_CGameUI_CameraShakeAmplitudes=Amplitude
EDSTR_FIELDINDEX_CGameUI_CameraShakeFrequencies=Frequency
EDSTR_FIELDINDEX_CGameUI_Campaign=Index
EDSTR_FIELDINDEX_CGameUI_ChallengeCategory=Index
EDSTR_FIELDINDEX_CGameUI_ChallengeMasterAchievement=Index
EDSTR_FIELDINDEX_CGameUI_ColorBlindColors=Color
EDSTR_FIELDINDEX_CGameUI_CostDisplayColor=Display
EDSTR_FIELDINDEX_CGameUI_CustomLayoutFileArray=Index
EDSTR_FIELDINDEX_CGameUI_DefaultPathColor=Index
EDSTR_FIELDINDEX_CGameUI_DefaultPathLineWidth=Index
EDSTR_FIELDINDEX_CGameUI_DefaultPathTexture=Index
EDSTR_FIELDINDEX_CGameUI_DefaultPathTileLength=Index
EDSTR_FIELDINDEX_CGameUI_DefaultVariants=Index
EDSTR_FIELDINDEX_CGameUI_DSPArray=Index
EDSTR_FIELDINDEX_CGameUI_FontStyleFileArray=Index
EDSTR_FIELDINDEX_CGameUI_GameCategories=Index
EDSTR_FIELDINDEX_CGameUI_HelpControlCategories=Index
EDSTR_FIELDINDEX_CGameUI_HelpControls=Index
EDSTR_FIELDINDEX_CGameUI_HelpGameMechanics=Index
EDSTR_FIELDINDEX_CGameUI_HotkeyInfoArray=Index
EDSTR_FIELDINDEX_CGameUI_ListenerAngleRolloff=Index
EDSTR_FIELDINDEX_CGameUI_ListenerDistanceRolloff=Index
EDSTR_FIELDINDEX_CGameUI_LoadingBars=Index
EDSTR_FIELDINDEX_CGameUI_LoadingScreenHelp=Index
EDSTR_FIELDINDEX_CGameUI_LoadingScreenHelpIntro=Index
EDSTR_FIELDINDEX_CGameUI_LookAtTypes=Index
EDSTR_FIELDINDEX_CGameUI_MovementSpeedArray=Index
EDSTR_FIELDINDEX_CGameUI_MusicArray=Music
EDSTR_FIELDINDEX_CGameUI_ObjectGroupData=Index
EDSTR_FIELDINDEX_CGameUI_OverrideColors=Color
EDSTR_FIELDINDEX_CGameUI_PointModels=Type
EDSTR_FIELDINDEX_CGameUI_ResourceArray=Resources
EDSTR_FIELDINDEX_CGameUI_SelectionColorBlindColors=Color
EDSTR_FIELDINDEX_CGameUI_SelectionColors=Selection Type
EDSTR_FIELDINDEX_CGameUI_SoundData=Group
EDSTR_FIELDINDEX_CGameUI_SoundQuality=Sound Quality
EDSTR_FIELDINDEX_CGameUI_StartupMovieArray=Movie
EDSTR_FIELDINDEX_CGameUI_TrialAllowedSinglePlayerMaps=Trial Allowed On Single Player Maps
EDSTR_FIELDINDEX_CGameUI_TutorialArray=Index
EDSTR_FIELDINDEX_CGameUI_UnitKillRank=Index
EDSTR_FIELDINDEX_CGameUI_VitalColors=Vital
EDSTR_FIELDINDEX_CGameUI_WeaponSpeedArray=Index
EDSTR_FIELDINDEX_CGameUI_WireframeColorArray=Color
EDSTR_FIELDINDEX_CHerd_Levels=Level
EDSTR_FIELDINDEX_CHerd_Nodes=Node
EDSTR_FIELDINDEX_CHero_AbilArray=Index
EDSTR_FIELDINDEX_CHero_AbilCategoryArray=Category
EDSTR_FIELDINDEX_CHero_Flags=Flag
EDSTR_FIELDINDEX_CHero_HeroicAbilArray=Index
EDSTR_FIELDINDEX_CHero_LevelScalingArray=Level Scaling Array
EDSTR_FIELDINDEX_CHero_MasteryArray=Index
EDSTR_FIELDINDEX_CHero_MountArray=Index
EDSTR_FIELDINDEX_CHero_RequiredRewardArray=Index
EDSTR_FIELDINDEX_CHero_SkinArray=Index
EDSTR_FIELDINDEX_CHero_SpecificIntroVOArray=Index
EDSTR_FIELDINDEX_CHero_SpecificKillVOArray=Hero
EDSTR_FIELDINDEX_CHero_StatArray=Index
EDSTR_FIELDINDEX_CHero_TalentProfileArray=Index
EDSTR_FIELDINDEX_CHero_TalentTreeArray=Index
EDSTR_FIELDINDEX_CHero_VariationArray=Index
EDSTR_FIELDINDEX_CHero_VOArray=Voice Over
EDSTR_FIELDINDEX_CHeroAbil_AbilCommandArray=Index
EDSTR_FIELDINDEX_CHeroAbil_LevelUpgradeArray=Level Upgrades
EDSTR_FIELDINDEX_CHeroAbil_StatModifierArray=Index
EDSTR_FIELDINDEX_CHeroAbil_UpgradeArray=Index
EDSTR_FIELDINDEX_CItem_CarryBehaviorArray=Index
EDSTR_FIELDINDEX_CItem_CarryWeaponArray=Index
EDSTR_FIELDINDEX_CItem_EquipBehaviorArray=Index
EDSTR_FIELDINDEX_CItem_EquipWeaponArray=Index
EDSTR_FIELDINDEX_CItem_Flags=Flag
EDSTR_FIELDINDEX_CItemContainer_Slots=Index
EDSTR_FIELDINDEX_CLight_TimeEventArray=Event
EDSTR_FIELDINDEX_CLight_ToDInfoArray=Time of Day Info
EDSTR_FIELDINDEX_CLocation_MissionCategoryArray=Index
EDSTR_FIELDINDEX_CLoot_ValidatorArray=Index
EDSTR_FIELDINDEX_CLootItem_ClassArray=Index
EDSTR_FIELDINDEX_CLootSet_ChildArray=Index
EDSTR_FIELDINDEX_CMap_ObjectiveArray=Index
EDSTR_FIELDINDEX_CModel_AttachProps=Attachment
EDSTR_FIELDINDEX_CModel_Events=Index
EDSTR_FIELDINDEX_CModel_Flags=Flag
EDSTR_FIELDINDEX_CModel_OptionalAnims=Index
EDSTR_FIELDINDEX_CModel_PhysicsMaterialMappings=Mapping
EDSTR_FIELDINDEX_CModel_RequiredAnims=Index
EDSTR_FIELDINDEX_CModel_RequiredAnimsEx=Animation
EDSTR_FIELDINDEX_CModel_TextureDeclares=Index
EDSTR_FIELDINDEX_CModel_TextureExpressionsForEditor=Index
EDSTR_FIELDINDEX_CModel_TextureInfos=Index
EDSTR_FIELDINDEX_CModel_TextureMatchesForEditor=Index
EDSTR_FIELDINDEX_CModel_Variations=Variation
EDSTR_FIELDINDEX_CMount_CreationActorMessageArray=Index
EDSTR_FIELDINDEX_CMount_Flags=Flag
EDSTR_FIELDINDEX_CMount_RequiredRewardArray=Index
EDSTR_FIELDINDEX_CMount_VariationArray=Index
EDSTR_FIELDINDEX_CMover_Flags=Flags
EDSTR_FIELDINDEX_CMover_PlacementArray=Index
EDSTR_FIELDINDEX_CMoverMissile_MotionOverlays=Motion Overlays
EDSTR_FIELDINDEX_CMoverMissile_MotionPhases=Motion Phases
EDSTR_FIELDINDEX_CObjective_RewardArray=Index
EDSTR_FIELDINDEX_CPreload_Flags=Flags
EDSTR_FIELDINDEX_CPreload_NormalConditions=Index
EDSTR_FIELDINDEX_CPreload_QueuedConditions=Index
EDSTR_FIELDINDEX_CRace_Flags=Flags
EDSTR_FIELDINDEX_CRace_ShowResource=Type
EDSTR_FIELDINDEX_CRace_StartingResource=Type
EDSTR_FIELDINDEX_CRace_StartingUnitArray=Unit
EDSTR_FIELDINDEX_CRequirement_CanBeSuppressed=Type
EDSTR_FIELDINDEX_CRequirement_NodeArray=Node
EDSTR_FIELDINDEX_CRequirementAnd_OperandArray=And
EDSTR_FIELDINDEX_CRequirementDiv_OperandArray=Index
EDSTR_FIELDINDEX_CRequirementEq_OperandArray=Equals
EDSTR_FIELDINDEX_CRequirementGT_OperandArray=Greater Than
EDSTR_FIELDINDEX_CRequirementGTE_OperandArray=Greater Than or Equal To
EDSTR_FIELDINDEX_CRequirementLT_OperandArray=Less Than
EDSTR_FIELDINDEX_CRequirementLTE_OperandArray=Less Than or Equal To
EDSTR_FIELDINDEX_CRequirementMod_OperandArray=Index
EDSTR_FIELDINDEX_CRequirementMul_OperandArray=Index
EDSTR_FIELDINDEX_CRequirementNE_OperandArray=Not Equal To
EDSTR_FIELDINDEX_CRequirementOr_OperandArray=Or
EDSTR_FIELDINDEX_CRequirementSum_OperandArray=Sum
EDSTR_FIELDINDEX_CRequirementXor_OperandArray=Exclusive Or
EDSTR_FIELDINDEX_CReverb_SpeakerMix=Speaker
EDSTR_FIELDINDEX_CReward_Flags=Flag
EDSTR_FIELDINDEX_CReward_Upgrades=Upgrades
EDSTR_FIELDINDEX_CScoreResultExperience_ValueTable=Index
EDSTR_FIELDINDEX_CScoreResultGraph_ValueTable=Index
EDSTR_FIELDINDEX_CScoreResultPane_ValueTable=Index
EDSTR_FIELDINDEX_CScoreResultPerformance_ValueTable=Index
EDSTR_FIELDINDEX_CScoreResultRoot_HeaderTable=Index
EDSTR_FIELDINDEX_CScoreResultScore_ValueTable=Index
EDSTR_FIELDINDEX_CScoreValue_Flags=Flag
EDSTR_FIELDINDEX_CScoreValueCombine_ValueTable=Index
EDSTR_FIELDINDEX_CSkin_CreationActorMessageArray=Index
EDSTR_FIELDINDEX_CSkin_ModelGroups=Index
EDSTR_FIELDINDEX_CSkin_ModelMacroRun=Index
EDSTR_FIELDINDEX_CSkin_ReplacementArray=Index
EDSTR_FIELDINDEX_CSkin_RequiredRewardArray=Index
EDSTR_FIELDINDEX_CSkin_VariationArray=Index
EDSTR_FIELDINDEX_CSound_AssetArray=Sound Assets
EDSTR_FIELDINDEX_CSound_DupeFadeIn=Index
EDSTR_FIELDINDEX_CSound_DupeFadeOut=Index
EDSTR_FIELDINDEX_CSound_DupeThresholdPoints=Index
EDSTR_FIELDINDEX_CSound_Flags=Flag
EDSTR_FIELDINDEX_CSound_FogFadeIn=Index
EDSTR_FIELDINDEX_CSound_FogFadeOut=Index
EDSTR_FIELDINDEX_CSound_LocaleFlags=Index
EDSTR_FIELDINDEX_CSound_MuteFadeIn=Index
EDSTR_FIELDINDEX_CSound_MuteFadeOut=Index
EDSTR_FIELDINDEX_CSound_OffsetFadeIn=Index
EDSTR_FIELDINDEX_CSound_OffsetFadeOut=Index
EDSTR_FIELDINDEX_CSound_OffsetShiftIn=Index
EDSTR_FIELDINDEX_CSound_OffsetShiftOut=Index
EDSTR_FIELDINDEX_CSound_ReverbRolloffPoints=Index
EDSTR_FIELDINDEX_CSound_SpeakerMix=Speaker
EDSTR_FIELDINDEX_CSound_SustainFade=Index
EDSTR_FIELDINDEX_CSound_VolumeRolloffFadeIn=Index
EDSTR_FIELDINDEX_CSound_VolumeRolloffFadeOut=Index
EDSTR_FIELDINDEX_CSound_VolumeRolloffPoints=Index
EDSTR_FIELDINDEX_CSoundExclusivity_InterruptFade=Interrupt Fade
EDSTR_FIELDINDEX_CSoundExclusivity_SuppressGroups=Suppress Groups
EDSTR_FIELDINDEX_CSoundtrack_CueArray=Index
EDSTR_FIELDINDEX_CTacCooldown_TacAbilData=Ability
EDSTR_FIELDINDEX_CTacticalSet_Array=Array
EDSTR_FIELDINDEX_CTalent_AbilityModificationArray=Index
EDSTR_FIELDINDEX_CTalent_RankArray=Index
EDSTR_FIELDINDEX_CTalentProfile_Talents=Index
EDSTR_FIELDINDEX_CTargetFindEnumArea_AreaArray=Index
EDSTR_FIELDINDEX_CTargetFindEnumArea_ExcludeArray=Index
EDSTR_FIELDINDEX_CTargetFindEnumArea_IncludeArray=Index
EDSTR_FIELDINDEX_CTargetFindEnumArea_SearchFlags=Index
EDSTR_FIELDINDEX_CTargetFindSet_Array=Array
EDSTR_FIELDINDEX_CTerrain_BlendTextures=Texture
EDSTR_FIELDINDEX_CTerrain_CliffSets=Cliff
EDSTR_FIELDINDEX_CTerrain_CreepSettingsArray=Setting
EDSTR_FIELDINDEX_CTerrain_DSPArray=Index
EDSTR_FIELDINDEX_CTerrain_FoliageSettingsArray=Layer
EDSTR_FIELDINDEX_CTerrain_HardTiles=Hard Tile
EDSTR_FIELDINDEX_CTerrainObject_EditorFlags=Flag
EDSTR_FIELDINDEX_CTerrainObject_TexSets=Index
EDSTR_FIELDINDEX_CTerrainTex_DoodadEntry=Index
EDSTR_FIELDINDEX_CTile_Flags=Flag
EDSTR_FIELDINDEX_CUnit_AbilArray=Index
EDSTR_FIELDINDEX_CUnit_AddedOnArray=Attached to Unit
EDSTR_FIELDINDEX_CUnit_Attributes=Index
EDSTR_FIELDINDEX_CUnit_BehaviorArray=Index
EDSTR_FIELDINDEX_CUnit_BoostedHeight=Height Map
EDSTR_FIELDINDEX_CUnit_BuildOnAs=Index
EDSTR_FIELDINDEX_CUnit_BuiltOn=Unit
EDSTR_FIELDINDEX_CUnit_CardLayouts=Layout
EDSTR_FIELDINDEX_CUnit_Collide=Type
EDSTR_FIELDINDEX_CUnit_CostResource=Type
EDSTR_FIELDINDEX_CUnit_EditorFlags=Flag
EDSTR_FIELDINDEX_CUnit_EffectArray=Event
EDSTR_FIELDINDEX_CUnit_EffectHistoryLimit=History
EDSTR_FIELDINDEX_CUnit_EnergyDamageGain=Energy Gained by Damage Taken
EDSTR_FIELDINDEX_CUnit_EnergyDamageLeech=Energy Leeched by Damage Dealt
EDSTR_FIELDINDEX_CUnit_EquipmentArray=Index
EDSTR_FIELDINDEX_CUnit_FlagArray=Flag
EDSTR_FIELDINDEX_CUnit_GlossaryStrongArray=Array
EDSTR_FIELDINDEX_CUnit_GlossaryWeakArray=Array
EDSTR_FIELDINDEX_CUnit_KillResource=Index
EDSTR_FIELDINDEX_CUnit_LifeArmorDisplayFlags=Flag
EDSTR_FIELDINDEX_CUnit_LifeDamageGain=Life Gained from Damage Taken
EDSTR_FIELDINDEX_CUnit_LifeDamageLeech=Life Leeched from Damage Dealt
EDSTR_FIELDINDEX_CUnit_LootArray=Index
EDSTR_FIELDINDEX_CUnit_PlaneArray=Plane
EDSTR_FIELDINDEX_CUnit_RandomNameArray=Index
EDSTR_FIELDINDEX_CUnit_ResourceDamageLeech=Resource
EDSTR_FIELDINDEX_CUnit_ResourceDropOff=Type
EDSTR_FIELDINDEX_CUnit_ScoreKillCostFactor=Resource
EDSTR_FIELDINDEX_CUnit_ScoreLostCostFactor=Resource
EDSTR_FIELDINDEX_CUnit_ScoreMakeCostFactor=Resource
EDSTR_FIELDINDEX_CUnit_ShieldArmorDisplayFlags=Flag
EDSTR_FIELDINDEX_CUnit_ShieldDamageGain=Shields Gained from Damage Taken
EDSTR_FIELDINDEX_CUnit_ShieldDamageLeech=Shields Leeched from Damage Dealt
EDSTR_FIELDINDEX_CUnit_SightBonus=Index
EDSTR_FIELDINDEX_CUnit_SpeedDisplayFlags=Index
EDSTR_FIELDINDEX_CUnit_TauntDoesntStopUnit=Index
EDSTR_FIELDINDEX_CUnit_TauntDuration=Taunt Duration
EDSTR_FIELDINDEX_CUnit_TechAliasArray=Index
EDSTR_FIELDINDEX_CUnit_TechTreeProducedUnitArray=Index
EDSTR_FIELDINDEX_CUnit_TechTreeUnlockedUnitArray=Index
EDSTR_FIELDINDEX_CUnit_TurretArray=Index
EDSTR_FIELDINDEX_CUnit_VitalBonusDensity=Index
EDSTR_FIELDINDEX_CUnit_VitalMultiplierDensity=Index
EDSTR_FIELDINDEX_CUnit_WeaponArray=Index
EDSTR_FIELDINDEX_CUpgrade_AffectedUnitArray=Affected Unit
EDSTR_FIELDINDEX_CUpgrade_EffectArray=Effect
EDSTR_FIELDINDEX_CUpgrade_Flags=Index
EDSTR_FIELDINDEX_CUpgrade_TechAliasArray=Index
EDSTR_FIELDINDEX_CUser_Fields=Index
EDSTR_FIELDINDEX_CUser_Instances=Index
EDSTR_FIELDINDEX_CValidatorCombine_CombineArray=Combine
EDSTR_FIELDINDEX_CValidatorCondition_IfArray=If
EDSTR_FIELDINDEX_CValidatorFunction_Line=Index
EDSTR_FIELDINDEX_CValidatorLocationComparePower_PowerSource=Index
EDSTR_FIELDINDEX_CValidatorLocationEnumArea_AreaArray=Area
EDSTR_FIELDINDEX_CValidatorLocationEnumArea_ExcludeArray=Index
EDSTR_FIELDINDEX_CValidatorLocationEnumArea_IncludeArray=Index
EDSTR_FIELDINDEX_CValidatorLocationEnumArea_SearchFlags=Flag
EDSTR_FIELDINDEX_CValidatorLocationPathable_Types=Type
EDSTR_FIELDINDEX_CValidatorUnitCompareAttackPriority_Flags=Flags
EDSTR_FIELDINDEX_CValidatorUnitCompareBehaviorCount_Categories=Index
EDSTR_FIELDINDEX_CValidatorUnitDetected_Flags=Flag
EDSTR_FIELDINDEX_CVoiceOver_Groups=Index
EDSTR_FIELDINDEX_CVoiceOver_Lines=Index
EDSTR_FIELDINDEX_CWater_Doodads=Index
EDSTR_FIELDINDEX_CWater_State=Index
EDSTR_FIELDINDEX_CWeapon_Options=Option
EDSTR_FIELDINDEX_CWeapon_PeriodDisplayFlags=Index
EDSTR_FIELDINDEX_CWeapon_RangeDisplayFlags=Flag
EDSTR_FIELDINDEX_CWeaponLegacy_LegacyOptions=Option
EDSTR_FIELDINDEX_SAbilArmMagazineInfo_Flags=Flag
EDSTR_FIELDINDEX_SAbilBuildInfo_ValidatorArray=Index
EDSTR_FIELDINDEX_SAbilCmdButton_Flags=Flag
EDSTR_FIELDINDEX_SAbilMorphInfo_SectionArray=Section
EDSTR_FIELDINDEX_SAbilMorphSection_DurationArray=Duration
EDSTR_FIELDINDEX_SAbilMorphSection_EffectArray=Effect
EDSTR_FIELDINDEX_SAbilPawnInfo_ClassesExcluded=Class
EDSTR_FIELDINDEX_SAbilPawnInfo_RefundFraction=Index
EDSTR_FIELDINDEX_SAbilPawnInfo_ValidatorArray=Index
EDSTR_FIELDINDEX_SAbilRallyInfo_SetValidators=Index
EDSTR_FIELDINDEX_SAbilRallyInfo_UseValidators=Index
EDSTR_FIELDINDEX_SAbilReviveCmdButton_ValidatorArray=Index
EDSTR_FIELDINDEX_SAbilSpecializeInfo_Flags=Index
EDSTR_FIELDINDEX_SAbilTrainInfo_Flags=Flag
EDSTR_FIELDINDEX_SAbilTrainInfo_Unit=Unit
EDSTR_FIELDINDEX_SActorCloakTransition_StateArray=Effect
EDSTR_FIELDINDEX_SActorDeathData_BodySquibs=Body Squib
EDSTR_FIELDINDEX_SActorMsgAnimBracketStart_Flags=Flag
EDSTR_FIELDINDEX_SActorMsgAnimContinue_Flags=Flag
EDSTR_FIELDINDEX_SActorMsgAnimGroupApply_Flags=Flag
EDSTR_FIELDINDEX_SActorMsgAnimPlay_Flags=Animation Flag
EDSTR_FIELDINDEX_SActorMsgAnimPlaySequence_Flags=Index
EDSTR_FIELDINDEX_SActorMsgAnimSetTime_Flags=Flag
EDSTR_FIELDINDEX_SActorMsgCreate_Content=Index
EDSTR_FIELDINDEX_SActorMsgModelFlagsClear_Flags=Flag
EDSTR_FIELDINDEX_SActorMsgModelFlagsSet_Flags=Flag
EDSTR_FIELDINDEX_SActorMsgSoundSetPitch_ValueArray=Index
EDSTR_FIELDINDEX_SActorMsgSoundSetReverbBalanceDirect_ValueArray=Index
EDSTR_FIELDINDEX_SActorMsgSoundSetReverbBalanceRoom_ValueArray=Index
EDSTR_FIELDINDEX_SActorMsgSoundSetVolume_ValueArray=Index
EDSTR_FIELDINDEX_SActorMsgTextureVideoPlay_Flags=Flags
EDSTR_FIELDINDEX_SActorOverrideModel_Blend=Index
EDSTR_FIELDINDEX_SActorOverrideModel_Model=Index
EDSTR_FIELDINDEX_SActorOverrideModel_Transition=Index
EDSTR_FIELDINDEX_SActorQuerySubjectResponse_OnResponse=Index
EDSTR_FIELDINDEX_SActorTermOverkillType_ActivatedOverkills=Overkill
EDSTR_FIELDINDEX_SAttachProps_Keys=Key
EDSTR_FIELDINDEX_SBeaconInfo_Clear=Index
EDSTR_FIELDINDEX_SBehaviorDuration_ValidatorArray=Index
EDSTR_FIELDINDEX_SCameraZoom_Param=Parameter
EDSTR_FIELDINDEX_SCampaignData_CampaignBanks=Index
EDSTR_FIELDINDEX_SCampaignData_TransitionBanks=Transition Banks
EDSTR_FIELDINDEX_SCardLayout_LayoutButtons=Button
EDSTR_FIELDINDEX_SCardLayout_RowText=Row
EDSTR_FIELDINDEX_SChallenge_Achievement=Index
EDSTR_FIELDINDEX_SChallengeCategory_Challenge=Index
EDSTR_FIELDINDEX_SCharacterVariation_DefaultCategories=Index
EDSTR_FIELDINDEX_SConversationActionSet_Actions=Index
EDSTR_FIELDINDEX_SConversationChoice_Actions=Index
EDSTR_FIELDINDEX_SConversationChoice_Children=Index
EDSTR_FIELDINDEX_SConversationChoice_Conditions=Index
EDSTR_FIELDINDEX_SConversationConditionSet_Conditions=Index
EDSTR_FIELDINDEX_SConversationGroup_Children=Index
EDSTR_FIELDINDEX_SConversationGroup_Conditions=Index
EDSTR_FIELDINDEX_SConversationJump_Conditions=Index
EDSTR_FIELDINDEX_SConversationLine_Actions=Actions
EDSTR_FIELDINDEX_SConversationLine_Conditions=Index
EDSTR_FIELDINDEX_SConversationLine_Objects=Object Type
EDSTR_FIELDINDEX_SConversationLine_Variations=Index
EDSTR_FIELDINDEX_SConversationRunActions_Actions=Index
EDSTR_FIELDINDEX_SConversationRunActions_Conditions=Index
EDSTR_FIELDINDEX_SConversationStateIndex_InfoAbilCmd=Index
EDSTR_FIELDINDEX_SConversationStateIndex_InfoModel=Index
EDSTR_FIELDINDEX_SConversationStateIndex_InfoText=Index
EDSTR_FIELDINDEX_SConversationStateIndex_InfoUpgrade=Index
EDSTR_FIELDINDEX_SConversationStateIndex_InfoValue=Index
EDSTR_FIELDINDEX_SConversationStateIndex_Variations=Index
EDSTR_FIELDINDEX_SConversationStateInfoIds_Id=Index
EDSTR_FIELDINDEX_SConversationStateVariation_DefaultCategories=Index
EDSTR_FIELDINDEX_SConversationWait_Conditions=Index
EDSTR_FIELDINDEX_SCost_Display=Display
EDSTR_FIELDINDEX_SCost_Vital=Vital
EDSTR_FIELDINDEX_SCost_VitalFraction=Vital
EDSTR_FIELDINDEX_SCostFactor_Resource=Type
EDSTR_FIELDINDEX_SCostFactor_Vital=Vital
EDSTR_FIELDINDEX_SCostFactor_VitalFraction=Vital
EDSTR_FIELDINDEX_SDamageKind_KindArray=Damage Kind
EDSTR_FIELDINDEX_SDamageResponse_ExcludeEffectArray=Effect
EDSTR_FIELDINDEX_SDamageResponse_Ignore=Damage Response Ignore
EDSTR_FIELDINDEX_SDamageResponse_Kind=Damage Response Kind
EDSTR_FIELDINDEX_SDamageResponse_RequireEffectArray=Effect
EDSTR_FIELDINDEX_SDamageResponse_ValidatorArray=Index
EDSTR_FIELDINDEX_SDeathResponse_Relationship=Index
EDSTR_FIELDINDEX_SDeathResponse_Type=Index
EDSTR_FIELDINDEX_SDefaultGameVariant_AchievementTags=Index
EDSTR_FIELDINDEX_SDefaultGameVariant_Options=Option
EDSTR_FIELDINDEX_SDSPArray_LinkArray=Index
EDSTR_FIELDINDEX_SEffectModifyTurret_Flags=Flags
EDSTR_FIELDINDEX_SEffectSearchRevealerParams_RevealFlags=Reveal Flags
EDSTR_FIELDINDEX_SFidget_ChanceArray=Chance Array
EDSTR_FIELDINDEX_SFoliageSimulationConfig_AcceptWorldForces=Index
EDSTR_FIELDINDEX_SFoliageSimulationConfig_SamplingDistance=Index
EDSTR_FIELDINDEX_SFootprintBitSet_Negative=Flag
EDSTR_FIELDINDEX_SFootprintBitSet_Positive=Flag
EDSTR_FIELDINDEX_SFootprintLayer_Rows=Row
EDSTR_FIELDINDEX_SFootprintLayer_Sets=Set
EDSTR_FIELDINDEX_SFootprintTileGrid_Grid=Index
EDSTR_FIELDINDEX_SGameCategory_Modes=Index
EDSTR_FIELDINDEX_SHeroAbilCategory_AbilArray=Index
EDSTR_FIELDINDEX_SHeroLevelScaling_Modifications=Modifications
EDSTR_FIELDINDEX_SHeroMastery_Modifications=Index
EDSTR_FIELDINDEX_SHeroTalentTree_PrerequisiteTalentArray=Index
EDSTR_FIELDINDEX_SItemContainer_Classes=Index
EDSTR_FIELDINDEX_SLayerIcon_Image=Index
EDSTR_FIELDINDEX_SLayerIconShield_Image=Index
EDSTR_FIELDINDEX_SLightInfo_DirectionalLight=Directional Light
EDSTR_FIELDINDEX_SLightInfo_LightRegions=Light Regions
EDSTR_FIELDINDEX_SLightInfo_Param=Parameter
EDSTR_FIELDINDEX_SLightInfo_Variations=Variation
EDSTR_FIELDINDEX_SLightRegionInfo_DiffuseColor=Diffuse Color
EDSTR_FIELDINDEX_SLightRegionInfo_DiffuseMultiplier=Diffuse Multiplier
EDSTR_FIELDINDEX_SLookAtType_Start=Index
EDSTR_FIELDINDEX_SLookAtType_Stop=Index
EDSTR_FIELDINDEX_SMarker_MatchFlags=Match Flags
EDSTR_FIELDINDEX_SMarker_MismatchFlags=Mismatch Flags
EDSTR_FIELDINDEX_SModelVariation_TextureExpressionsForEditor=Index
EDSTR_FIELDINDEX_SModelVariation_TextureMatchesForEditor=Index
EDSTR_FIELDINDEX_SModification_AbilClassDisableArray=Ability Class Disabled
EDSTR_FIELDINDEX_SModification_AbilClassEnableArray=Ability Class Enabled
EDSTR_FIELDINDEX_SModification_AbilLinkDisableArray=Ability Disabled
EDSTR_FIELDINDEX_SModification_AbilLinkEnableArray=Ability Enabled
EDSTR_FIELDINDEX_SModification_AttributeChangeArray=Index
EDSTR_FIELDINDEX_SModification_BehaviorCategoriesDisable=Category
EDSTR_FIELDINDEX_SModification_BehaviorCategoriesEnable=Category
EDSTR_FIELDINDEX_SModification_BehaviorCategoryDurationFactor=Index
EDSTR_FIELDINDEX_SModification_BehaviorClassDisableArray=Class
EDSTR_FIELDINDEX_SModification_BehaviorClassEnableArray=Class
EDSTR_FIELDINDEX_SModification_BehaviorLinkDisableArray=Behavior
EDSTR_FIELDINDEX_SModification_BehaviorLinkEnableArray=Behavior
EDSTR_FIELDINDEX_SModification_DamageDealtAttributeMultiplier=Index
EDSTR_FIELDINDEX_SModification_DamageDealtAttributeScaled=Index
EDSTR_FIELDINDEX_SModification_DamageDealtAttributeUnscaled=Index
EDSTR_FIELDINDEX_SModification_DamageDealtFraction=Damage Kind
EDSTR_FIELDINDEX_SModification_DamageDealtMaximum=Damage Kind
EDSTR_FIELDINDEX_SModification_DamageDealtMinimum=Damage Kind
EDSTR_FIELDINDEX_SModification_DamageDealtScaled=Damage Kind
EDSTR_FIELDINDEX_SModification_DamageDealtUnscaled=Damage Kind
EDSTR_FIELDINDEX_SModification_DamageTakenFraction=Index
EDSTR_FIELDINDEX_SModification_DamageTakenMaximum=Index
EDSTR_FIELDINDEX_SModification_DamageTakenMinimum=Index
EDSTR_FIELDINDEX_SModification_DamageTakenScaled=Index
EDSTR_FIELDINDEX_SModification_DamageTakenUnscaled=Index
EDSTR_FIELDINDEX_SModification_DamageTotalMultiplier=Damage Total Multiplier
EDSTR_FIELDINDEX_SModification_HeightTime=Index
EDSTR_FIELDINDEX_SModification_ModifyFlags=Flag
EDSTR_FIELDINDEX_SModification_PlaneDelta=Index
EDSTR_FIELDINDEX_SModification_RateMultiplierArray=Rate Multiplier
EDSTR_FIELDINDEX_SModification_ResourceHarvestAmountBonus=Type
EDSTR_FIELDINDEX_SModification_ResourceHarvestAmountMultiplier=Type
EDSTR_FIELDINDEX_SModification_ResourceHarvestTimeBonus=Type
EDSTR_FIELDINDEX_SModification_ResourceHarvestTimeMultiplier=Type
EDSTR_FIELDINDEX_SModification_SoundArray=Sound
EDSTR_FIELDINDEX_SModification_StateFlags=Flag
EDSTR_FIELDINDEX_SModification_TurretDisableArray=Turret
EDSTR_FIELDINDEX_SModification_TurretEnableArray=Turret
EDSTR_FIELDINDEX_SModification_VitalDamageGainArray=Vital Gained from Damage Taken
EDSTR_FIELDINDEX_SModification_VitalDamageLeechArray=Vital Leeched from Damage Dealt
EDSTR_FIELDINDEX_SModification_VitalMaxAdditiveMultiplierArray=Vital Max Additive Multiplier
EDSTR_FIELDINDEX_SModification_VitalMaxArray=Vital Max Bonus
EDSTR_FIELDINDEX_SModification_VitalMaxFractionArray=Vital
EDSTR_FIELDINDEX_SModification_VitalRegenArray=Vital Regeneration Bonus
EDSTR_FIELDINDEX_SModification_VitalRegenMultiplier=Vital Regeneration Multiplier
EDSTR_FIELDINDEX_SModification_WeaponArray=Index
EDSTR_FIELDINDEX_SModification_WeaponDisableArray=Weapon
EDSTR_FIELDINDEX_SModification_WeaponEnableArray=Weapon
EDSTR_FIELDINDEX_SMotionPhase_AdaptableParabolaAccels=Index
EDSTR_FIELDINDEX_SMotionPhase_AdaptableParabolaDistances=Index
EDSTR_FIELDINDEX_SMotionPhase_Overlays=Overlay
EDSTR_FIELDINDEX_SPathingData_Bits=Flag
EDSTR_FIELDINDEX_SResourceConvert_RatioArray=Index
EDSTR_FIELDINDEX_SSharedLightInfo_Variations=Index
EDSTR_FIELDINDEX_SSkinModelGroup_Models=Index
EDSTR_FIELDINDEX_SSoundAsset_SyncPoints=Index
EDSTR_FIELDINDEX_SSoundCategoryDefaults_DupeFadeIn=Index
EDSTR_FIELDINDEX_SSoundCategoryDefaults_DupeFadeOut=Index
EDSTR_FIELDINDEX_SSoundCategoryDefaults_FogFadeIn=Index
EDSTR_FIELDINDEX_SSoundCategoryDefaults_FogFadeOut=Index
EDSTR_FIELDINDEX_SSoundCategoryDefaults_MuteFadeIn=Index
EDSTR_FIELDINDEX_SSoundCategoryDefaults_MuteFadeOut=Index
EDSTR_FIELDINDEX_SSoundCategoryDefaults_ReverbRolloffPoints=Index
EDSTR_FIELDINDEX_SSoundCategoryDefaults_ThresholdPoints=Index
EDSTR_FIELDINDEX_SSoundCategoryDefaults_VolumeRolloffFadeIn=Index
EDSTR_FIELDINDEX_SSoundCategoryDefaults_VolumeRolloffFadeOut=Index
EDSTR_FIELDINDEX_SSoundCategoryDefaults_VolumeRolloffPoints=Index
EDSTR_FIELDINDEX_SSoundData_DSPArray=Index
EDSTR_FIELDINDEX_SSoundLocaleFlags_Flags=Flag
EDSTR_FIELDINDEX_SSoundQuality_VariationMaximum=Index
EDSTR_FIELDINDEX_SSoundtrackCue_SlaveLayers=Index
EDSTR_FIELDINDEX_SSoundtrackSlaveLayer_Sections=Index
EDSTR_FIELDINDEX_SStartingUnit_Flags=Flag
EDSTR_FIELDINDEX_SStartingUnit_Offset=Index
EDSTR_FIELDINDEX_SStatusColor_ColorArray=Color
EDSTR_FIELDINDEX_STacAbilData_Cooldown=Difficulty
EDSTR_FIELDINDEX_STalentAbilityModification_Modifications=Index
EDSTR_FIELDINDEX_STalentRank_BehaviorArray=Behavior Array
EDSTR_FIELDINDEX_STargetSorts_SortArray=Sort
EDSTR_FIELDINDEX_STeamColor_Value=Color
EDSTR_FIELDINDEX_STechCost_Resource=Resource
EDSTR_FIELDINDEX_STerrainSquib_Visuals=Visual
EDSTR_FIELDINDEX_STextureDeclare_Adaptions=Index
EDSTR_FIELDINDEX_SUnitResourceRatio_Amount=Resource
EDSTR_FIELDINDEX_SUserField_Flags=Index
EDSTR_FIELDINDEX_SUserInstance_AbilCmd=Index
EDSTR_FIELDINDEX_SUserInstance_Actor=Index
EDSTR_FIELDINDEX_SUserInstance_Color=Index
EDSTR_FIELDINDEX_SUserInstance_Compare=Index
EDSTR_FIELDINDEX_SUserInstance_Fixed=Index
EDSTR_FIELDINDEX_SUserInstance_GameLink=Index
EDSTR_FIELDINDEX_SUserInstance_Image=Index
EDSTR_FIELDINDEX_SUserInstance_Int=Index
EDSTR_FIELDINDEX_SUserInstance_Model=Index
EDSTR_FIELDINDEX_SUserInstance_Movie=Index
EDSTR_FIELDINDEX_SUserInstance_Sound=Index
EDSTR_FIELDINDEX_SUserInstance_String=Index
EDSTR_FIELDINDEX_SUserInstance_Text=Index
EDSTR_FIELDINDEX_SUserInstance_Unit=Index
EDSTR_FIELDINDEX_SUserInstance_Upgrade=Index
EDSTR_FIELDINDEX_SUserInstance_User=Index
EDSTR_FIELDINDEX_SVitalColor_ColorArray=Color

// Field Names
EDSTR_FIELDNAME_CAbil_AbilSetId=Set ID
EDSTR_FIELDNAME_CAbil_Alignment=Alignment
EDSTR_FIELDNAME_CAbil_DebugTrace=Debug Trace
EDSTR_FIELDNAME_CAbil_EditorCategories=Editor Categories
EDSTR_FIELDNAME_CAbil_InfoTooltipPriority=Tooltip Priority
EDSTR_FIELDNAME_CAbil_Name=Name
EDSTR_FIELDNAME_CAbil_OrderArray=Orders
EDSTR_FIELDNAME_CAbil_SharedFlags=Shared Flags
EDSTR_FIELDNAME_CAbil_TargetMessage=Target Message
EDSTR_FIELDNAME_CAbil_TechAliasArray=Tech Alias
EDSTR_FIELDNAME_CAbil_TechPlayer=Tech Player
EDSTR_FIELDNAME_CAbilArmMagazine_Alert=Alert
EDSTR_FIELDNAME_CAbilArmMagazine_CalldownEffect=Calldown Effect
EDSTR_FIELDNAME_CAbilArmMagazine_EffectArray=Effects
EDSTR_FIELDNAME_CAbilArmMagazine_ExternalAngle=External Angle
EDSTR_FIELDNAME_CAbilArmMagazine_Flags=Flags
EDSTR_FIELDNAME_CAbilArmMagazine_InfoArray=Info
EDSTR_FIELDNAME_CAbilArmMagazine_Launch=Launch Type
EDSTR_FIELDNAME_CAbilArmMagazine_Leash=Leash
EDSTR_FIELDNAME_CAbilArmMagazine_MaxCount=Max Count
EDSTR_FIELDNAME_CAbilArmMagazine_ReturnLifeFraction=Return Life Fraction
EDSTR_FIELDNAME_CAbilAttack_AcquireFilters=Scan Filters
EDSTR_FIELDNAME_CAbilAttack_AcquirePriority=Acquire Priority
EDSTR_FIELDNAME_CAbilAttack_CmdButtonArray=Commands
EDSTR_FIELDNAME_CAbilAttack_Flags=Flags
EDSTR_FIELDNAME_CAbilAttack_MaxAttackSpeedMultiplier=Attack Speed Multiplier Maximum
EDSTR_FIELDNAME_CAbilAttack_MinAttackSpeedMultiplier=Attack Speed Multiplier Minimum
EDSTR_FIELDNAME_CAbilAttack_SmartFilters=Smart Filters
EDSTR_FIELDNAME_CAbilAttack_SmartPriority=Smart Priority
EDSTR_FIELDNAME_CAbilAttack_SupportedFilters=Supported Filters
EDSTR_FIELDNAME_CAbilAugment_AbilCmd=Ability Command
EDSTR_FIELDNAME_CAbilAugment_AutoCastFilters=Auto Cast Filters
EDSTR_FIELDNAME_CAbilAugment_AutoCastValidatorArray=Auto Cast Validators
EDSTR_FIELDNAME_CAbilAugment_CmdButtonArray=Command Buttons
EDSTR_FIELDNAME_CAbilAugment_Cost=Cost
EDSTR_FIELDNAME_CAbilAugment_Effect=Effect
EDSTR_FIELDNAME_CAbilAugment_Flags=Flags
EDSTR_FIELDNAME_CAbilAugment_SmartPriority=Smart Priority
EDSTR_FIELDNAME_CAbilAugment_SmartValidatorArray=Smart Validators
EDSTR_FIELDNAME_CAbilAugment_TargetType=Target Type
EDSTR_FIELDNAME_CAbilBattery_CmdButtonArray=Commands
EDSTR_FIELDNAME_CAbilBattery_Effect=Effect
EDSTR_FIELDNAME_CAbilBattery_EnumFilters=Search Filters
EDSTR_FIELDNAME_CAbilBattery_EnumRange=Search Range
EDSTR_FIELDNAME_CAbilBattery_Range=Range
EDSTR_FIELDNAME_CAbilBattery_SmartPriority=Smart Priority
EDSTR_FIELDNAME_CAbilBattery_TargetFilters=Target Filters
EDSTR_FIELDNAME_CAbilBeacon_CmdButtonArray=Command Buttons
EDSTR_FIELDNAME_CAbilBeacon_SmartPriority=Smart Priority
EDSTR_FIELDNAME_CAbilBehavior_AutoCastValidatorArray=Auto Cast Validators
EDSTR_FIELDNAME_CAbilBehavior_BehaviorArray=Behaviors
EDSTR_FIELDNAME_CAbilBehavior_CmdButtonArray=Commands
EDSTR_FIELDNAME_CAbilBehavior_Cost=Cost
EDSTR_FIELDNAME_CAbilBehavior_CycleMode=Behavior Cycle Mode
EDSTR_FIELDNAME_CAbilBehavior_Flags=Flags
EDSTR_FIELDNAME_CAbilBehavior_LearnButtonImage=Learn Button Image
EDSTR_FIELDNAME_CAbilBehavior_LearnButtonName=Learn Button Name
EDSTR_FIELDNAME_CAbilBehavior_LearnButtonTooltip=Learn Button Tooltip
EDSTR_FIELDNAME_CAbilBehavior_LearnButtonTooltipImage=Learn Button Tooltip Image
EDSTR_FIELDNAME_CAbilBehavior_LevelButtonOffImage=Level Button - Off Image
EDSTR_FIELDNAME_CAbilBehavior_LevelButtonOffName=Level Button - Off Name
EDSTR_FIELDNAME_CAbilBehavior_LevelButtonOffTooltip=Level Button - Off Tooltip
EDSTR_FIELDNAME_CAbilBehavior_LevelButtonOffTooltipImage=Level Button Off Tooltip Image
EDSTR_FIELDNAME_CAbilBehavior_LevelButtonOnImage=Level Button - On Image
EDSTR_FIELDNAME_CAbilBehavior_LevelButtonOnName=Level Button - On Name
EDSTR_FIELDNAME_CAbilBehavior_LevelButtonOnTooltip=Level Button - On Tooltip
EDSTR_FIELDNAME_CAbilBehavior_LevelButtonOnTooltipImage=Level Button On Tooltip Image
EDSTR_FIELDNAME_CAbilBehavior_OffCost=Off Cost
EDSTR_FIELDNAME_CAbilBehavior_ValidatorArray=Validators
EDSTR_FIELDNAME_CAbilBuild_Alert=Alert
EDSTR_FIELDNAME_CAbilBuild_BuildMorphAbil=Build Morph Ability
EDSTR_FIELDNAME_CAbilBuild_ConstructionMover=Construction Mover
EDSTR_FIELDNAME_CAbilBuild_EffectArray=Effects
EDSTR_FIELDNAME_CAbilBuild_ErrorAlert=Error Alert
EDSTR_FIELDNAME_CAbilBuild_FidgetDelayMax=Maximum Fidget Delay
EDSTR_FIELDNAME_CAbilBuild_FidgetDelayMin=Minimum Fidget Delay
EDSTR_FIELDNAME_CAbilBuild_FlagArray=Flags
EDSTR_FIELDNAME_CAbilBuild_HaltCmdButton=Halt Command Button
EDSTR_FIELDNAME_CAbilBuild_InfoArray=Info
EDSTR_FIELDNAME_CAbilBuild_Range=Range
EDSTR_FIELDNAME_CAbilBuild_RefundFraction=Refund Fraction
EDSTR_FIELDNAME_CAbilBuild_SmartPriority=Smart Priority
EDSTR_FIELDNAME_CAbilBuild_Type=Build Type
EDSTR_FIELDNAME_CAbilBuild_UnlinkMorphAbil=Unlink Morph Ability
EDSTR_FIELDNAME_CAbilBuildable_CmdButtonArray=Commands
EDSTR_FIELDNAME_CAbilBuildable_MaxBuilders=Maximum Builders
EDSTR_FIELDNAME_CAbilBuildable_PowerBuildBonusRate=Power Build Bonus Rate
EDSTR_FIELDNAME_CAbilBuildable_PowerBuildCostFactor=Power Build Cost Factor
EDSTR_FIELDNAME_CAbilEffect_AcquirePriority=Acquire Priority
EDSTR_FIELDNAME_CAbilEffect_Activity=Activity
EDSTR_FIELDNAME_CAbilEffect_AINotifyEffect=AI Notify Effect
EDSTR_FIELDNAME_CAbilEffect_AlertArray=Alert Array
EDSTR_FIELDNAME_CAbilEffect_Arc=Arc
EDSTR_FIELDNAME_CAbilEffect_ArcSlop=Arc Slop
EDSTR_FIELDNAME_CAbilEffect_AutoCastAcquireLevel=Auto Cast Acquire Level
EDSTR_FIELDNAME_CAbilEffect_AutoCastFilters=Auto Cast Filters
EDSTR_FIELDNAME_CAbilEffect_AutoCastRange=Auto Cast Range
EDSTR_FIELDNAME_CAbilEffect_AutoCastValidatorArray=Auto Cast Validators
EDSTR_FIELDNAME_CAbilEffect_CalldownEffect=Calldown Effect
EDSTR_FIELDNAME_CAbilEffect_CancelableArray=Cancelable
EDSTR_FIELDNAME_CAbilEffect_CancelCost=Cancel Cost
EDSTR_FIELDNAME_CAbilEffect_CastIntroTime=Cast Start Time
EDSTR_FIELDNAME_CAbilEffect_CastOutroTime=Cast Finish Time
EDSTR_FIELDNAME_CAbilEffect_CastOutroTimeEffect=Cast Finish Time Effect
EDSTR_FIELDNAME_CAbilEffect_Cost=Cost
EDSTR_FIELDNAME_CAbilEffect_CursorEffect=Cursor Effect
EDSTR_FIELDNAME_CAbilEffect_CursorRangeMode=Cursor Range Mode
EDSTR_FIELDNAME_CAbilEffect_DefaultError=Default Error
EDSTR_FIELDNAME_CAbilEffect_Effect=Effect
EDSTR_FIELDNAME_CAbilEffect_EffectRange=Effect Range
EDSTR_FIELDNAME_CAbilEffect_ErrorAlert=Error Alert
EDSTR_FIELDNAME_CAbilEffect_FinishTime=Finish Time
EDSTR_FIELDNAME_CAbilEffect_Flags=Flags
EDSTR_FIELDNAME_CAbilEffect_IgnoreFilters=Ignore Filters
EDSTR_FIELDNAME_CAbilEffect_InheritAttackPriorityArray=Inherit Attack Priorities
EDSTR_FIELDNAME_CAbilEffect_LearnButtonImage=Learn Button Image
EDSTR_FIELDNAME_CAbilEffect_LearnButtonName=Learn Button Name
EDSTR_FIELDNAME_CAbilEffect_LearnButtonTooltip=Learn Button Tooltip
EDSTR_FIELDNAME_CAbilEffect_LearnButtonTooltipImage=Learn Button Tooltip Image
EDSTR_FIELDNAME_CAbilEffect_LevelButtonImage=Level Button - Image
EDSTR_FIELDNAME_CAbilEffect_LevelButtonName=Level Button - Name
EDSTR_FIELDNAME_CAbilEffect_LevelButtonTooltip=Level Button - Tooltip
EDSTR_FIELDNAME_CAbilEffect_LevelButtonTooltipImage=Level Button Tooltip Image
EDSTR_FIELDNAME_CAbilEffect_Marker=Marker
EDSTR_FIELDNAME_CAbilEffect_PauseableArray=Pauseable Stages
EDSTR_FIELDNAME_CAbilEffect_Placeholder=Placeholder Unit
EDSTR_FIELDNAME_CAbilEffect_Precast=Precast
EDSTR_FIELDNAME_CAbilEffect_PreemptableArray=Preemptable Stages
EDSTR_FIELDNAME_CAbilEffect_PrepTime=Prepare Time
EDSTR_FIELDNAME_CAbilEffect_ProducedUnitArray=Produced Unit
EDSTR_FIELDNAME_CAbilEffect_ProgressButtonArray=Progress Buttons
EDSTR_FIELDNAME_CAbilEffect_Range=Range
EDSTR_FIELDNAME_CAbilEffect_RangeSlop=Range Extra
EDSTR_FIELDNAME_CAbilEffect_RefundArray=Refundable Stages
EDSTR_FIELDNAME_CAbilEffect_RefundFraction=Refund Fraction
EDSTR_FIELDNAME_CAbilEffect_SetLastTarget=Set Last Target
EDSTR_FIELDNAME_CAbilEffect_ShowProgressArray=Show Progress
EDSTR_FIELDNAME_CAbilEffect_SmartPriority=Smart Priority
EDSTR_FIELDNAME_CAbilEffect_SmartValidatorArray=Smart Validators
EDSTR_FIELDNAME_CAbilEffect_TargetFilters=Target Filters
EDSTR_FIELDNAME_CAbilEffect_TargetSorts=Target Sorts
EDSTR_FIELDNAME_CAbilEffect_TrackingArc=Tracking Arc
EDSTR_FIELDNAME_CAbilEffect_UninterruptibleArray=Uninterruptible
EDSTR_FIELDNAME_CAbilEffect_UseMarkerArray=Markers Used
EDSTR_FIELDNAME_CAbilEffect_ValidatedArray=Validate
EDSTR_FIELDNAME_CAbilEffectInstant_CmdButtonArray=Commands
EDSTR_FIELDNAME_CAbilEffectTarget_AcquireAttackers=Acquire Attackers
EDSTR_FIELDNAME_CAbilEffectTarget_CmdButtonArray=Commands
EDSTR_FIELDNAME_CAbilEffectTarget_FinishCommand=Finish Command
EDSTR_FIELDNAME_CAbilEffectTarget_FollowRange=Follow Range
EDSTR_FIELDNAME_CAbilEffectTarget_PlaceUnit=Place Unit
EDSTR_FIELDNAME_CAbilHarvest_AcquireRadius=Acquire Radius
EDSTR_FIELDNAME_CAbilHarvest_CancelableArray=Cancelable
EDSTR_FIELDNAME_CAbilHarvest_CmdButtonArray=Commands
EDSTR_FIELDNAME_CAbilHarvest_FlagArray=Flags
EDSTR_FIELDNAME_CAbilHarvest_Range=Range
EDSTR_FIELDNAME_CAbilHarvest_ReservedMarker=Reserved Marker
EDSTR_FIELDNAME_CAbilHarvest_ResourceAcquire=Resource Acquire
EDSTR_FIELDNAME_CAbilHarvest_ResourceAllowed=Resource Allowed
EDSTR_FIELDNAME_CAbilHarvest_ResourceAmountBonus=Resource Amount Bonus
EDSTR_FIELDNAME_CAbilHarvest_ResourceAmountMultiplier=Resource Amount Multiplier
EDSTR_FIELDNAME_CAbilHarvest_ResourceAmountRequest=Resource Amount Request
EDSTR_FIELDNAME_CAbilHarvest_ResourceDestroy=Resource Destroy
EDSTR_FIELDNAME_CAbilHarvest_ResourceTimeBonus=Resource Time Bonus
EDSTR_FIELDNAME_CAbilHarvest_ResourceTimeMultiplier=Resource Time Multiplier
EDSTR_FIELDNAME_CAbilHarvest_SmartPriority=Smart Priority
EDSTR_FIELDNAME_CAbilHarvest_UninterruptibleArray=Uninterruptible
EDSTR_FIELDNAME_CAbilInteract_AutoCastFilters=Auto Cast Filters
EDSTR_FIELDNAME_CAbilInteract_AutoCastRange=Auto Cast Range
EDSTR_FIELDNAME_CAbilInteract_AutoCastValidatorArray=Auto Cast Validators
EDSTR_FIELDNAME_CAbilInteract_CmdButtonArray=Command Buttons
EDSTR_FIELDNAME_CAbilInteract_Flags=Flags
EDSTR_FIELDNAME_CAbilInteract_Range=Range
EDSTR_FIELDNAME_CAbilInteract_SmartPriority=Smart Priority
EDSTR_FIELDNAME_CAbilInteract_SmartValidatorArray=Smart Validators
EDSTR_FIELDNAME_CAbilInteract_TargetFilters=Target Filters
EDSTR_FIELDNAME_CAbilInteract_ValidatorArray=Validators
EDSTR_FIELDNAME_CAbilInventory_CmdButtonArray=Commands
EDSTR_FIELDNAME_CAbilInventory_Flags=Flags
EDSTR_FIELDNAME_CAbilInventory_InfoArray=Info
EDSTR_FIELDNAME_CAbilInventory_MaxDropRange=Maximum Drop Range
EDSTR_FIELDNAME_CAbilInventory_Range=Range
EDSTR_FIELDNAME_CAbilInventory_SmartPriority=Smart Priority
EDSTR_FIELDNAME_CAbilInventory_TargetFilters=Target Filters
EDSTR_FIELDNAME_CAbilInventory_ValidatorArray=Validators
EDSTR_FIELDNAME_CAbilLearn_Flags=Flags
EDSTR_FIELDNAME_CAbilLearn_InfoArray=Info
EDSTR_FIELDNAME_CAbilLearn_Points=Points
EDSTR_FIELDNAME_CAbilLearn_PointsPerLevel=Points Per Level
EDSTR_FIELDNAME_CAbilLearn_VeterancyBehavior=Veterancy Behavior
EDSTR_FIELDNAME_CAbilMerge_Alert=Alert
EDSTR_FIELDNAME_CAbilMerge_CmdButtonArray=Commands
EDSTR_FIELDNAME_CAbilMerge_Effect=Effect
EDSTR_FIELDNAME_CAbilMerge_Flags=Flags
EDSTR_FIELDNAME_CAbilMerge_Info=Info
EDSTR_FIELDNAME_CAbilMerge_Range=Range
EDSTR_FIELDNAME_CAbilMergeable_CmdButtonArray=Commands
EDSTR_FIELDNAME_CAbilMorph_AbilClassDisableArray=Ability Classes Disabled
EDSTR_FIELDNAME_CAbilMorph_AbilClassEnableArray=Ability Classes Enabled
EDSTR_FIELDNAME_CAbilMorph_AbilLinkDisableArray=Abilities Disabled
EDSTR_FIELDNAME_CAbilMorph_AbilLinkEnableArray=Abilities Enabled
EDSTR_FIELDNAME_CAbilMorph_AcquirePriority=Acquire Priority
EDSTR_FIELDNAME_CAbilMorph_Activity=Activity
EDSTR_FIELDNAME_CAbilMorph_ActorKey=Actor
EDSTR_FIELDNAME_CAbilMorph_Alert=Alert
EDSTR_FIELDNAME_CAbilMorph_AutoCastAcquireLevel=Auto Cast Acquire Level
EDSTR_FIELDNAME_CAbilMorph_AutoCastCountMax=Auto Cast Maximum
EDSTR_FIELDNAME_CAbilMorph_AutoCastCountMin=Auto Cast Minimum
EDSTR_FIELDNAME_CAbilMorph_AutoCastFilters=Auto Cast Filters
EDSTR_FIELDNAME_CAbilMorph_AutoCastRange=Auto Cast Range
EDSTR_FIELDNAME_CAbilMorph_AutoCastValidatorArray=Auto Cast Validators
EDSTR_FIELDNAME_CAbilMorph_CancelUnit=Cancel Unit
EDSTR_FIELDNAME_CAbilMorph_CmdButtonArray=Commands
EDSTR_FIELDNAME_CAbilMorph_Cost=Cost
EDSTR_FIELDNAME_CAbilMorph_ErrorAlert=Error Alert
EDSTR_FIELDNAME_CAbilMorph_FinishGlobalAlert=Finish Global Alert
EDSTR_FIELDNAME_CAbilMorph_Flags=Flags
EDSTR_FIELDNAME_CAbilMorph_InfoArray=Info
EDSTR_FIELDNAME_CAbilMorph_ProgressButton=Progress Button
EDSTR_FIELDNAME_CAbilMorph_RefundFraction=Refund Fraction
EDSTR_FIELDNAME_CAbilMorph_StartGlobalAlert=Start Global Alert
EDSTR_FIELDNAME_CAbilMorph_ValidatorArray=Validator Array
EDSTR_FIELDNAME_CAbilMove_BoardBunkerSmartPriority=Board Bunker Smart Priority
EDSTR_FIELDNAME_CAbilMove_BoardTransportSmartPriority=Board Transport Smart Priority
EDSTR_FIELDNAME_CAbilMove_CmdButtonArray=Commands
EDSTR_FIELDNAME_CAbilMove_Flags=Move Flags
EDSTR_FIELDNAME_CAbilMove_FleeRange=Flee Range
EDSTR_FIELDNAME_CAbilMove_FleeTime=Flee Time
EDSTR_FIELDNAME_CAbilMove_FollowAcquireRange=Follow Acquire Range
EDSTR_FIELDNAME_CAbilMove_FollowFilters=Follow Filters
EDSTR_FIELDNAME_CAbilMove_FollowRangeSlop=Follow Range Slop
EDSTR_FIELDNAME_CAbilMove_MinPatrolDistance=Minimum Patrol Distance
EDSTR_FIELDNAME_CAbilMove_MoveFilters=Move Filters
EDSTR_FIELDNAME_CAbilMove_MoveSmartPriority=Move Smart Priority
EDSTR_FIELDNAME_CAbilMove_PowerupSmartPriority=Powerup Smart Priority
EDSTR_FIELDNAME_CAbilMove_RechargeSmartPriority=Recharge Smart Priority
EDSTR_FIELDNAME_CAbilPawn_Flags=Flags
EDSTR_FIELDNAME_CAbilPawn_InfoArray=Info
EDSTR_FIELDNAME_CAbilPawn_Range=Range
EDSTR_FIELDNAME_CAbilProgress_Activity=Activity
EDSTR_FIELDNAME_CAbilProgress_Cancelable=Cancelable
EDSTR_FIELDNAME_CAbilProgress_VitalStartFactor=Vital Start Factor
EDSTR_FIELDNAME_CAbilQueue_CmdButtonArray=Commands
EDSTR_FIELDNAME_CAbilQueue_Flags=Flags
EDSTR_FIELDNAME_CAbilQueue_QueueCount=Queue Count
EDSTR_FIELDNAME_CAbilQueue_QueueSize=Queue Size
EDSTR_FIELDNAME_CAbilQueueable_Activity=Activity
EDSTR_FIELDNAME_CAbilQueueable_ErrorAlert=Error Alert
EDSTR_FIELDNAME_CAbilQueueable_RefundFraction=Refund Fraction
EDSTR_FIELDNAME_CAbilRally_CmdButtonArray=Commands
EDSTR_FIELDNAME_CAbilRally_Flags=Flag
EDSTR_FIELDNAME_CAbilRally_InfoArray=Info
EDSTR_FIELDNAME_CAbilRally_SmartPriority=Smart Priority
EDSTR_FIELDNAME_CAbilRedirect_Abil=Ability
EDSTR_FIELDNAME_CAbilRedirect_Flags=Flags
EDSTR_FIELDNAME_CAbilRedirect_Index=Index
EDSTR_FIELDNAME_CAbilRedirectInstant_CmdButtonArray=Command Buttons
EDSTR_FIELDNAME_CAbilRedirectTarget_CmdButtonArray=Command Buttons
EDSTR_FIELDNAME_CAbilResearch_Flags=Flags
EDSTR_FIELDNAME_CAbilResearch_InfoArray=Info
EDSTR_FIELDNAME_CAbilRevive_ActorKey=Actor
EDSTR_FIELDNAME_CAbilRevive_Alert=Alert
EDSTR_FIELDNAME_CAbilRevive_BaseInfo=Base Info
EDSTR_FIELDNAME_CAbilRevive_BaseUnitCostFactor=Base Unit Cost Factor
EDSTR_FIELDNAME_CAbilRevive_CmdButtonArray=Command Buttons
EDSTR_FIELDNAME_CAbilRevive_Effect=Effect
EDSTR_FIELDNAME_CAbilRevive_Flags=Flags
EDSTR_FIELDNAME_CAbilRevive_LevelInfo=Level Info
EDSTR_FIELDNAME_CAbilRevive_LevelUnitCostFactor=Level Unit Cost Factor
EDSTR_FIELDNAME_CAbilRevive_NameOverride=Name Override
EDSTR_FIELDNAME_CAbilRevive_Offset=Offsets
EDSTR_FIELDNAME_CAbilRevive_Range=Range
EDSTR_FIELDNAME_CAbilRevive_ReplaceDeathType=Replace Death Type
EDSTR_FIELDNAME_CAbilRevive_ReplaceFilters=Replace Filters
EDSTR_FIELDNAME_CAbilRevive_SelfReviveCmd=Self Revive Command
EDSTR_FIELDNAME_CAbilRevive_TargetType=Target Type
EDSTR_FIELDNAME_CAbilRevive_ValidatorArray=Validators
EDSTR_FIELDNAME_CAbilRevive_VeterancyBehavior=Veterancy Behavior
EDSTR_FIELDNAME_CAbilRevive_VitalArray=Vitals
EDSTR_FIELDNAME_CAbilSpecialize_Alert=Alert
EDSTR_FIELDNAME_CAbilSpecialize_Flags=Flags
EDSTR_FIELDNAME_CAbilSpecialize_InfoArray=Info
EDSTR_FIELDNAME_CAbilSpecialize_MaxCount=Max Count
EDSTR_FIELDNAME_CAbilStop_CmdButtonArray=Commands
EDSTR_FIELDNAME_CAbilStop_Flags=Flags
EDSTR_FIELDNAME_CAbilTrain_ActorKey=Actor
EDSTR_FIELDNAME_CAbilTrain_Alert=Alert
EDSTR_FIELDNAME_CAbilTrain_DeathTypeOnCancel=Death Type When Cancelled
EDSTR_FIELDNAME_CAbilTrain_DeathTypeOnFinish=Death Type When Finished
EDSTR_FIELDNAME_CAbilTrain_Flags=Flags
EDSTR_FIELDNAME_CAbilTrain_InfoArray=Info
EDSTR_FIELDNAME_CAbilTrain_MorphUnit=Morph Unit
EDSTR_FIELDNAME_CAbilTrain_Offset=Offset
EDSTR_FIELDNAME_CAbilTrain_ProxyOffset=Proxy Offset
EDSTR_FIELDNAME_CAbilTrain_ProxyUnit=Proxy Unit
EDSTR_FIELDNAME_CAbilTrain_Range=Range
EDSTR_FIELDNAME_CAbilTransport_CalldownEffect=Calldown Effect
EDSTR_FIELDNAME_CAbilTransport_CmdButtonArray=Commands
EDSTR_FIELDNAME_CAbilTransport_DeathUnloadEffect=Death Unload Effect
EDSTR_FIELDNAME_CAbilTransport_ErrorAlert=Error Alert
EDSTR_FIELDNAME_CAbilTransport_Flags=Flags
EDSTR_FIELDNAME_CAbilTransport_InitialLoadDelay=Initial Load Delay
EDSTR_FIELDNAME_CAbilTransport_InitialUnloadDelay=Initial Unload Delay
EDSTR_FIELDNAME_CAbilTransport_LoadCargoBehavior=Load Cargo Behavior
EDSTR_FIELDNAME_CAbilTransport_LoadCargoEffect=Load Cargo Effect
EDSTR_FIELDNAME_CAbilTransport_LoadPeriod=Load Period
EDSTR_FIELDNAME_CAbilTransport_LoadSmartPriority=Load Smart Priority
EDSTR_FIELDNAME_CAbilTransport_LoadTransportBehavior=Load Transport Behavior
EDSTR_FIELDNAME_CAbilTransport_LoadTransportEffect=Load Transport Effect
EDSTR_FIELDNAME_CAbilTransport_LoadValidatorArray=Load Validators
EDSTR_FIELDNAME_CAbilTransport_MaxCargoCount=Cargo Count Maximum
EDSTR_FIELDNAME_CAbilTransport_MaxCargoSize=Cargo Size Maximum
EDSTR_FIELDNAME_CAbilTransport_MaxUnloadRange=Maximum Unload Range
EDSTR_FIELDNAME_CAbilTransport_Range=Range
EDSTR_FIELDNAME_CAbilTransport_SearchRadius=Search Radius
EDSTR_FIELDNAME_CAbilTransport_TargetFilters=Target Filters
EDSTR_FIELDNAME_CAbilTransport_TargetSorts=Target Sorts
EDSTR_FIELDNAME_CAbilTransport_TotalCargoSpace=Cargo Space
EDSTR_FIELDNAME_CAbilTransport_UnloadCargoBehavior=Unload Cargo Behavior
EDSTR_FIELDNAME_CAbilTransport_UnloadCargoEffect=Unload Cargo Effect
EDSTR_FIELDNAME_CAbilTransport_UnloadPeriod=Unload Period
EDSTR_FIELDNAME_CAbilTransport_UnloadTransportBehavior=Unload Transport Behavior
EDSTR_FIELDNAME_CAbilTransport_UnloadTransportEffect=Unload Transport Effect
EDSTR_FIELDNAME_CAbilTransport_UnloadValidatorArray=Unload Validators
EDSTR_FIELDNAME_CAbilWarpable_CmdButtonArray=Commands
EDSTR_FIELDNAME_CAbilWarpable_PowerUserBehavior=Power User Behavior
EDSTR_FIELDNAME_CAbilWarpTrain_Alert=Alert
EDSTR_FIELDNAME_CAbilWarpTrain_Flags=Flags
EDSTR_FIELDNAME_CAbilWarpTrain_InfoArray=Info
EDSTR_FIELDNAME_CAbilWarpTrain_RefundFraction=Refund Fraction
EDSTR_FIELDNAME_CAchievement_Category=Category
EDSTR_FIELDNAME_CAchievement_Description=Description
EDSTR_FIELDNAME_CAchievement_Filters=Filters
EDSTR_FIELDNAME_CAchievement_Flags=Flags
EDSTR_FIELDNAME_CAchievement_Icon=Icon
EDSTR_FIELDNAME_CAchievement_MinTermCount=Minimum Term Count
EDSTR_FIELDNAME_CAchievement_Name=Name
EDSTR_FIELDNAME_CAchievement_Points=Points
EDSTR_FIELDNAME_CAchievement_Race=Race
EDSTR_FIELDNAME_CAchievement_RewardTable=Rewards
EDSTR_FIELDNAME_CAchievement_SharesTerms=Shares Terms
EDSTR_FIELDNAME_CAchievement_Supersedes=Supersedes
EDSTR_FIELDNAME_CAchievement_Tags=Tags
EDSTR_FIELDNAME_CAchievement_TermTable=Terms
EDSTR_FIELDNAME_CAchievementTerm_Compare=Compare
EDSTR_FIELDNAME_CAchievementTerm_Description=Description
EDSTR_FIELDNAME_CAchievementTerm_Evaluate=Evaluate
EDSTR_FIELDNAME_CAchievementTerm_Flags=Flags
EDSTR_FIELDNAME_CAchievementTerm_Name=Name
EDSTR_FIELDNAME_CAchievementTerm_Previous=Previous
EDSTR_FIELDNAME_CAchievementTerm_Quantity=Quantity
EDSTR_FIELDNAME_CAchievementTerm_Repeat=Repeat
EDSTR_FIELDNAME_CAchievementTermAbil_AbilCmd=Ability Command
EDSTR_FIELDNAME_CAchievementTermAbil_ValidatorArray=Validators
EDSTR_FIELDNAME_CAchievementTermAchievement_Child=Child
EDSTR_FIELDNAME_CAchievementTermBehavior_Behavior=Behavior
EDSTR_FIELDNAME_CAchievementTermBehaviorElapsed_ElapsedCompare=Elapsed Compare
EDSTR_FIELDNAME_CAchievementTermBehaviorElapsed_ElapsedTime=Elapsed Time
EDSTR_FIELDNAME_CAchievementTermBehaviorState_State=State
EDSTR_FIELDNAME_CAchievementTermBehaviorState_ValidatorArray=Validators
EDSTR_FIELDNAME_CAchievementTermCombine_ChildTable=Children
EDSTR_FIELDNAME_CAchievementTermCombine_Type=Type
EDSTR_FIELDNAME_CAchievementTermEffect_Effect=Effect
EDSTR_FIELDNAME_CAchievementTermEffect_ValidatorArray=Validators
EDSTR_FIELDNAME_CAchievementTermEffect_WhichPlayer=Player
EDSTR_FIELDNAME_CAchievementTermScoreValue_ScoreValue=Score Value
EDSTR_FIELDNAME_CAchievementTermUnit_Unit=Unit
EDSTR_FIELDNAME_CAchievementTermUnit_ValidatorArray=Validators
EDSTR_FIELDNAME_CAchievementTermUnitRegen_Vital=Vital
EDSTR_FIELDNAME_CAchievementTermUnitSupplyLoss_Period=Period
EDSTR_FIELDNAME_CActor_AcceptedHostedPropTransfers=Accepted Property Transfers
EDSTR_FIELDNAME_CActor_AcceptedTransfers=Accepted Transfers
EDSTR_FIELDNAME_CActor_Aliases=Aliases
EDSTR_FIELDNAME_CActor_CopySource=Copy Source
EDSTR_FIELDNAME_CActor_EditorCategories=Editor Categories
EDSTR_FIELDNAME_CActor_Filter=Filter
EDSTR_FIELDNAME_CActor_FilterAtCreation=Filter At Creation
EDSTR_FIELDNAME_CActor_FilterPlayers=Filter Players
EDSTR_FIELDNAME_CActor_Flags=Flags
EDSTR_FIELDNAME_CActor_FogVisibility=Fog Visibility
EDSTR_FIELDNAME_CActor_Inherits=Inherited Properties
EDSTR_FIELDNAME_CActor_InheritType=Inherit Type
EDSTR_FIELDNAME_CActor_Macros=Macros
EDSTR_FIELDNAME_CActor_PlayerIdSource=Player Id Source
EDSTR_FIELDNAME_CActor_Sharing=Sharing
EDSTR_FIELDNAME_CActor_Supporter=Host Supporter
EDSTR_FIELDNAME_CActor_Terms=Terms
EDSTR_FIELDNAME_CActor_VisibleTo=Visible To
EDSTR_FIELDNAME_CActor_VisibleToAtCreation=Visible To At Creation
EDSTR_FIELDNAME_CActor_VisibleToPlayers=Visible To Players
EDSTR_FIELDNAME_CActorAction_AccuracyHalfArc=Accuracy Half Arc
EDSTR_FIELDNAME_CActorAction_AcquisitionPitchHalfArc=Acquisition Pitch Half Arc
EDSTR_FIELDNAME_CActorAction_AcquisitionYawHalfArc=Acquisition Yaw Half Arc
EDSTR_FIELDNAME_CActorAction_ActionFlags=Action Flags
EDSTR_FIELDNAME_CActorAction_AttackAnimName=Attack Animation Name
EDSTR_FIELDNAME_CActorAction_AttackAnimSource=Attack Animation Source
EDSTR_FIELDNAME_CActorAction_Beam=Beam
EDSTR_FIELDNAME_CActorAction_BeamScope=Beam Scope
EDSTR_FIELDNAME_CActorAction_CombatRevealDurationType=Combat Reveal Duration Type
EDSTR_FIELDNAME_CActorAction_ContainerAssets=Container Assets
EDSTR_FIELDNAME_CActorAction_ContainerAttachQuery=Container Attachment Query
EDSTR_FIELDNAME_CActorAction_ContainerModel=Container Model
EDSTR_FIELDNAME_CActorAction_ContainerSite=Container Site
EDSTR_FIELDNAME_CActorAction_ContainerSiteOps=Container Site Operations
EDSTR_FIELDNAME_CActorAction_ContainerSound=Container Sound
EDSTR_FIELDNAME_CActorAction_ContainerTerrainSquibMap=Container Terrain Squib Map
EDSTR_FIELDNAME_CActorAction_ContainerTerrainSquibModel=Container Terrain Squib Model
EDSTR_FIELDNAME_CActorAction_ContainerTerrainSquibSound=Container Terrain Squib Sound
EDSTR_FIELDNAME_CActorAction_DamageAttachQuery=Damage Attachment Query
EDSTR_FIELDNAME_CActorAction_DamageMap=Damage Map
EDSTR_FIELDNAME_CActorAction_DamageModel=Damage Model
EDSTR_FIELDNAME_CActorAction_DamageModelReaction=Damage Model Reaction
EDSTR_FIELDNAME_CActorAction_DamagePhysics=Damage Physics
EDSTR_FIELDNAME_CActorAction_DamageReattachQuery=Damage Reattachment Query
EDSTR_FIELDNAME_CActorAction_DamageSite=Damage Site
EDSTR_FIELDNAME_CActorAction_DamageSiteOps=Damage Site Ops
EDSTR_FIELDNAME_CActorAction_DamageSiteOpsReaction=Damage Site Operations Reaction
EDSTR_FIELDNAME_CActorAction_DamageSound=Damage Sound
EDSTR_FIELDNAME_CActorAction_DamageTerrainSquibMap=Damage Terrain Squib Map
EDSTR_FIELDNAME_CActorAction_DamageTerrainSquibModel=Damage Terrain Squib Model
EDSTR_FIELDNAME_CActorAction_DamageTerrainSquibSound=Damage Terrain Squib Sound
EDSTR_FIELDNAME_CActorAction_ForceCommencementFrom=Force Commencement From
EDSTR_FIELDNAME_CActorAction_HostImpactSource=Host Impact Source
EDSTR_FIELDNAME_CActorAction_ImpactAttachQuery=Impact Attachment Query
EDSTR_FIELDNAME_CActorAction_ImpactGuideAlias=Impact Guide Alias
EDSTR_FIELDNAME_CActorAction_ImpactMap=Impact Map
EDSTR_FIELDNAME_CActorAction_ImpactModel=Impact Model
EDSTR_FIELDNAME_CActorAction_ImpactModelReaction=Impact Model Reaction
EDSTR_FIELDNAME_CActorAction_ImpactPhysics=Impact Physics
EDSTR_FIELDNAME_CActorAction_ImpactPointSite=Impact Point Site
EDSTR_FIELDNAME_CActorAction_ImpactPointSiteOps=Impact Point Site Operations
EDSTR_FIELDNAME_CActorAction_ImpactReattachQuery=Impact Reattachment Query
EDSTR_FIELDNAME_CActorAction_ImpactSite=Impact Site
EDSTR_FIELDNAME_CActorAction_ImpactSiteFallback=Impact Site Fallback
EDSTR_FIELDNAME_CActorAction_ImpactSiteOps=Impact Site Ops
EDSTR_FIELDNAME_CActorAction_ImpactSiteOpsReaction=Impact Site Operations Reaction
EDSTR_FIELDNAME_CActorAction_ImpactSound=Impact Sound
EDSTR_FIELDNAME_CActorAction_ImpactTerrainSquibMap=Impact Terrain Squib Map
EDSTR_FIELDNAME_CActorAction_ImpactTerrainSquibModel=Impact Terrain Squib Model
EDSTR_FIELDNAME_CActorAction_ImpactTerrainSquibSound=Impact Terrain Squib Sound
EDSTR_FIELDNAME_CActorAction_LaunchAssets=Launch Assets
EDSTR_FIELDNAME_CActorAction_LaunchAttachQuery=Launch Attachment Query
EDSTR_FIELDNAME_CActorAction_LaunchGuideAlias=Launch Guide Alias
EDSTR_FIELDNAME_CActorAction_LaunchModel=Launch Model
EDSTR_FIELDNAME_CActorAction_LaunchRequest=Launch Request
EDSTR_FIELDNAME_CActorAction_LaunchSite=Launch Site
EDSTR_FIELDNAME_CActorAction_LaunchSiteFallback=Launch Site Fallback
EDSTR_FIELDNAME_CActorAction_LaunchSiteOps=Launch Site Ops
EDSTR_FIELDNAME_CActorAction_LaunchSound=Launch Sound
EDSTR_FIELDNAME_CActorAction_LaunchTerrainSquibMap=Launch Terrain Squib Map
EDSTR_FIELDNAME_CActorAction_LaunchTerrainSquibModel=Launch Terrain Squib Model
EDSTR_FIELDNAME_CActorAction_LaunchTerrainSquibSound=Launch Terrain Squib Sound
EDSTR_FIELDNAME_CActorAction_Lifetime=Lifetime
EDSTR_FIELDNAME_CActorAction_Missile=Missile
EDSTR_FIELDNAME_CActorAction_ShieldFlashType=Shield Flash Type
EDSTR_FIELDNAME_CActorAction_ShieldRippleScaleFactor=Shield Ripple Scale Factor
EDSTR_FIELDNAME_CActorAction_WeaponFireTrackingTimeWindow=Weapon Fire Tracking Time
EDSTR_FIELDNAME_CActorArc_Angle=Angle
EDSTR_FIELDNAME_CActorArc_AngleAnimProps=Angle Anim Props
EDSTR_FIELDNAME_CActorArc_Radius=Radius
EDSTR_FIELDNAME_CActorBase_On=Events
EDSTR_FIELDNAME_CActorBase_Remove=Remove
EDSTR_FIELDNAME_CActorBeam_HostImpact=Host Impact
EDSTR_FIELDNAME_CActorBeam_HostImpactSiteOps=Host Impact Site Ops
EDSTR_FIELDNAME_CActorBeam_HostLaunch=Host Launch
EDSTR_FIELDNAME_CActorBeam_HostLaunchSiteOps=Host Launch Site Ops
EDSTR_FIELDNAME_CActorBeamStandard_Beam=Beam
EDSTR_FIELDNAME_CActorBearings_AddToProximitySystem=Add To Proximity System
EDSTR_FIELDNAME_CActorBearings_Host=Host
EDSTR_FIELDNAME_CActorBearings_HostForProps=Host For Properties
EDSTR_FIELDNAME_CActorBearings_HostSiteOps=Host Site Operations
EDSTR_FIELDNAME_CActorBearings_ScopeBearingsTracking=Scope Bearings Tracking
EDSTR_FIELDNAME_CActorCamera_Camera=Camera
EDSTR_FIELDNAME_CActorCamera_HostEye=Host Eye
EDSTR_FIELDNAME_CActorCamera_HostEyeSiteOps=Host Eye Site Operations
EDSTR_FIELDNAME_CActorCameraModel_Camera=Camera
EDSTR_FIELDNAME_CActorCreep_FoliageSpawnTarget=Foliage Spawn Target
EDSTR_FIELDNAME_CActorCreep_SubjectResponses=Subject Responses
EDSTR_FIELDNAME_CActorDoodad_BoostedCliffLevel=Boosted Cliff Level
EDSTR_FIELDNAME_CActorDoodad_BoostedHeight=Boosted Height
EDSTR_FIELDNAME_CActorDoodad_DoodadFlags=Doodad Flags
EDSTR_FIELDNAME_CActorDoodad_EditorAnim=Editor Animation
EDSTR_FIELDNAME_CActorDoodad_EditorFacingAlignment=Editor Facing Alignment
EDSTR_FIELDNAME_CActorDoodad_EditorFlags=Editor Flags
EDSTR_FIELDNAME_CActorDoodad_EditorIcon=Editor Icon
EDSTR_FIELDNAME_CActorDoodad_EditorModel=Editor Model
EDSTR_FIELDNAME_CActorDoodad_Facing=Facing
EDSTR_FIELDNAME_CActorDoodad_Footprint=Footprint
EDSTR_FIELDNAME_CActorDoodad_IgnoreDurationOnLow=Ignore Duration On Low
EDSTR_FIELDNAME_CActorDoodad_MinimapColor=Minimap Color
EDSTR_FIELDNAME_CActorDoodad_MinimapIcon=Minimap Icon
EDSTR_FIELDNAME_CActorDoodad_MinimapImage=Minimap Image
EDSTR_FIELDNAME_CActorDoodad_MinimapRenderPriority=Minimap Render Priority
EDSTR_FIELDNAME_CActorDoodad_MinimapShape=Minimap Shape
EDSTR_FIELDNAME_CActorDoodad_MinimapSize=Minimap Size
EDSTR_FIELDNAME_CActorDoodad_NoFlyZoneHardRadius=No Fly Zone Hard Radius
EDSTR_FIELDNAME_CActorDoodad_NoFlyZoneSoftRadius=No Fly Zone Soft Radius
EDSTR_FIELDNAME_CActorDoodad_OccludeHeight=Occlusion Height
EDSTR_FIELDNAME_CActorDoodad_Radius=Radius
EDSTR_FIELDNAME_CActorDoodad_RandomScaleRange=Random Scale Range
EDSTR_FIELDNAME_CActorDoodad_ShadowWhenTransparent=Shadow When Transparent
EDSTR_FIELDNAME_CActorDoodad_TexSets=Texture Sets
EDSTR_FIELDNAME_CActorDoodad_VisibleOpacity=Visible Opacity
EDSTR_FIELDNAME_CActorDoodad_VisibleOpacityBlendDuration=Visible Opacity Blend Duration
EDSTR_FIELDNAME_CActorEventMacroRunnable_Do=Actions
EDSTR_FIELDNAME_CActorFoliageFXSpawner_Radius=Radius
EDSTR_FIELDNAME_CActorFoliageFXSpawner_SpawnTarget=Spawn Target
EDSTR_FIELDNAME_CActorForce_Duration=Duration
EDSTR_FIELDNAME_CActorForce_Field=Field
EDSTR_FIELDNAME_CActorForce_ForceFlags=Force Flags
EDSTR_FIELDNAME_CActorForce_Magnitude=Magnitude
EDSTR_FIELDNAME_CActorForce_Receiver=Receiver
EDSTR_FIELDNAME_CActorForceBox_Height=Height
EDSTR_FIELDNAME_CActorForceBox_Length=Length
EDSTR_FIELDNAME_CActorForceBox_Origin=Origin
EDSTR_FIELDNAME_CActorForceBox_Width=Width
EDSTR_FIELDNAME_CActorForceConeRoundedEnd_Angle=Angle
EDSTR_FIELDNAME_CActorForceConeRoundedEnd_Length=Length
EDSTR_FIELDNAME_CActorForceCylinder_Length=Length
EDSTR_FIELDNAME_CActorForceCylinder_Radius=Radius
EDSTR_FIELDNAME_CActorForceLineSegment_HostEnd=Host End
EDSTR_FIELDNAME_CActorForceLineSegment_HostEndSiteOps=Host End Site Ops
EDSTR_FIELDNAME_CActorForceSphere_Direction=Direction
EDSTR_FIELDNAME_CActorForceSphere_IsHemisphere=Is Hemisphere
EDSTR_FIELDNAME_CActorForceSphere_Radius=Radius
EDSTR_FIELDNAME_CActorGlobalConfig_ActorUnitFallback=Actor Unit Fallback
EDSTR_FIELDNAME_CActorGlobalConfig_AttachHarnessActor=Attach Harness Actor
EDSTR_FIELDNAME_CActorGlobalConfig_AttachHarnessSOpAttach=Attach Harness Site Op Attach
EDSTR_FIELDNAME_CActorGlobalConfig_AttachHarnessSOpLocalOffset=Attach Harness Site Op Local Offset
EDSTR_FIELDNAME_CActorGlobalConfig_AttachHarnessSOpRotationExplicit=Attach Harness Site Op Rotation Explicit
EDSTR_FIELDNAME_CActorGlobalConfig_BodySquibs=Body Squibs
EDSTR_FIELDNAME_CActorGlobalConfig_CloakModel=Cloak Model
EDSTR_FIELDNAME_CActorGlobalConfig_CloakModelLow=Cloak Model Low
EDSTR_FIELDNAME_CActorGlobalConfig_CloakTransitionArray=Cloak Transition
EDSTR_FIELDNAME_CActorGlobalConfig_CommandUIActor=Command Actor
EDSTR_FIELDNAME_CActorGlobalConfig_CreepEngulfmentModel=Creep Engulfment Model
EDSTR_FIELDNAME_CActorGlobalConfig_CreepHeightClasses=Creep Height Classes
EDSTR_FIELDNAME_CActorGlobalConfig_CreepRates=Creep Rates
EDSTR_FIELDNAME_CActorGlobalConfig_DeathCustomPriorityList=Custom Death Priority
EDSTR_FIELDNAME_CActorGlobalConfig_DeathCustoms=Death Customs
EDSTR_FIELDNAME_CActorGlobalConfig_MainActor=Main Actor
EDSTR_FIELDNAME_CActorGlobalConfig_MaxSpeedForSound=Maximum Sound Speed
EDSTR_FIELDNAME_CActorGlobalConfig_MinimapRenderPriorityList=Minimap Render Priority List
EDSTR_FIELDNAME_CActorGlobalConfig_MissileBoundsOptSpeedThreshold=Missile Bounds Speed Threshold
EDSTR_FIELDNAME_CActorGlobalConfig_ModelCacheFallback=Model Cache Fallback
EDSTR_FIELDNAME_CActorGlobalConfig_PopulationLimitModel=Population Limit Model
EDSTR_FIELDNAME_CActorGlobalConfig_RevealTint=Reveal Tint
EDSTR_FIELDNAME_CActorGlobalConfig_SceneActor=Scene Actor
EDSTR_FIELDNAME_CActorLightModel_Light=Light
EDSTR_FIELDNAME_CActorList_IsAutoDestroy=Auto Destroy
EDSTR_FIELDNAME_CActorMissile_HostReturn=Host Return
EDSTR_FIELDNAME_CActorMissile_HostReturnSiteOps=Host Return Site Operations
EDSTR_FIELDNAME_CActorMissile_IsTentacle=Is Tentacle
EDSTR_FIELDNAME_CActorMissile_PreHost=Pre Host
EDSTR_FIELDNAME_CActorModel_AnimBlendTime=Animation Blend Time
EDSTR_FIELDNAME_CActorModel_AutoScaleFactor=Auto Scale Factor
EDSTR_FIELDNAME_CActorModel_AutoScaleFromSelectionFactor=Auto Scale From Selection Factor
EDSTR_FIELDNAME_CActorModel_CreepHeightClass=Creep Height Class
EDSTR_FIELDNAME_CActorModel_CreepRateGrow=Creep Rate Grow
EDSTR_FIELDNAME_CActorModel_CreepRateShrink=Creep Rate Shrink
EDSTR_FIELDNAME_CActorModel_EventDataFootprint=Event Footprint
EDSTR_FIELDNAME_CActorModel_EventDataFootprintActor=Event Footprint Actor
EDSTR_FIELDNAME_CActorModel_EventDataSound=Event Sound
EDSTR_FIELDNAME_CActorModel_EventDataSoundActor=Event Sound Actor
EDSTR_FIELDNAME_CActorModel_HostedAttaches=Hosted Attachments
EDSTR_FIELDNAME_CActorModel_InternalSplatHeight=Internal Splat Height
EDSTR_FIELDNAME_CActorModel_LocalOffsetFor2ndVisibilityTest=Local Offset For 2nd Visibility Test
EDSTR_FIELDNAME_CActorModel_Model=Model
EDSTR_FIELDNAME_CActorModel_ModelFlags=Model Flags
EDSTR_FIELDNAME_CActorModel_PhysicsImpactDefault=Physics Impact Default
EDSTR_FIELDNAME_CActorModel_PhysicsImpacts=Physics Impacts
EDSTR_FIELDNAME_CActorModel_ProximityPosition=Proximity Position
EDSTR_FIELDNAME_CActorModel_Scale=Scale
EDSTR_FIELDNAME_CActorOverrides_ModelOverrides=Model Overrides
EDSTR_FIELDNAME_CActorPortrait_AnimTargets=Animation Targets
EDSTR_FIELDNAME_CActorPortrait_FaceFXTarget=FaceFX Target
EDSTR_FIELDNAME_CActorPower_PowerSource=Power Source
EDSTR_FIELDNAME_CActorPower_VisualArray=Visual Array
EDSTR_FIELDNAME_CActorProgress_StageArray=Stages
EDSTR_FIELDNAME_CActorQuad_CenterActor=Center Actor
EDSTR_FIELDNAME_CActorQuad_CenterHeight=Center Height
EDSTR_FIELDNAME_CActorQuad_Decoration=Decoration
EDSTR_FIELDNAME_CActorQuad_Height=Height
EDSTR_FIELDNAME_CActorQuad_ImpactActor=Impact Actor
EDSTR_FIELDNAME_CActorQuad_ImpactHeight=Impact Height
EDSTR_FIELDNAME_CActorQuad_LaunchActor=Launch Actor
EDSTR_FIELDNAME_CActorQuad_LaunchHeight=Launch Height
EDSTR_FIELDNAME_CActorQuad_Quad=Quad
EDSTR_FIELDNAME_CActorQuad_QuadFlags=Flags
EDSTR_FIELDNAME_CActorQuad_Width=Width
EDSTR_FIELDNAME_CActorQueryResponse_OnResponse=On Response
EDSTR_FIELDNAME_CActorQueryResponse_Subject=Subject
EDSTR_FIELDNAME_CActorRange_Abil=Ability
EDSTR_FIELDNAME_CActorRange_Arc=Arc
EDSTR_FIELDNAME_CActorRange_Behavior=Behavior
EDSTR_FIELDNAME_CActorRange_CliffLevelFlags=Cliff Level Flags
EDSTR_FIELDNAME_CActorRange_Icon=Icon
EDSTR_FIELDNAME_CActorRange_IconArcLength=Icon Arc Length
EDSTR_FIELDNAME_CActorRange_IconScale=Icon Scale
EDSTR_FIELDNAME_CActorRange_IconTint=Icon Tint
EDSTR_FIELDNAME_CActorRange_Range=Range
EDSTR_FIELDNAME_CActorRange_RangeFlags=Range Flags
EDSTR_FIELDNAME_CActorRange_Sight=Sight
EDSTR_FIELDNAME_CActorRange_Weapon=Weapon
EDSTR_FIELDNAME_CActorRegion_NotifyArcKey=Notify Arc Key
EDSTR_FIELDNAME_CActorRegion_NotifyClosestScaleKey=Notify Closest Scale Key
EDSTR_FIELDNAME_CActorRegion_NotifyRadiusKey=Notify Radius Key
EDSTR_FIELDNAME_CActorRegion_QueryAbilCmd=Query Abil Cmd
EDSTR_FIELDNAME_CActorRegion_QueryEffect=Query Effect
EDSTR_FIELDNAME_CActorRegion_QueryFilters=Query Filters
EDSTR_FIELDNAME_CActorRegion_QueryRange=Query Range
EDSTR_FIELDNAME_CActorRegion_RegionFlags=Region Flags
EDSTR_FIELDNAME_CActorRegionArc_Angle=Angle
EDSTR_FIELDNAME_CActorRegionArc_Radius=Radius
EDSTR_FIELDNAME_CActorRegionCircle_Radius=Radius
EDSTR_FIELDNAME_CActorRegionCombine_ChildArray=Child Array
EDSTR_FIELDNAME_CActorRegionPolygon_PointArray=Rectangle
EDSTR_FIELDNAME_CActorRegionQuad_Height=Height
EDSTR_FIELDNAME_CActorRegionQuad_Quad=Rectangle
EDSTR_FIELDNAME_CActorRegionQuad_Width=Width
EDSTR_FIELDNAME_CActorSelection_Alpha=Alpha
EDSTR_FIELDNAME_CActorSelection_Attenuation=Attenuation
EDSTR_FIELDNAME_CActorSelection_FallOff=Fall Off
EDSTR_FIELDNAME_CActorSelection_HalfHeight=Half Height
EDSTR_FIELDNAME_CActorSelection_HostRadiusPercent=Host Radius Percent
EDSTR_FIELDNAME_CActorSelection_InnerBoundaryFallOffRatio=Inner Boundary Fall Off Ratio
EDSTR_FIELDNAME_CActorSelection_InnerBoundaryRatio=Inner Boundary Ratio
EDSTR_FIELDNAME_CActorSelection_InnerOffsetRatio=Inner Offset Ratio
EDSTR_FIELDNAME_CActorSelection_InnerWidth=Inner Width
EDSTR_FIELDNAME_CActorSelection_OuterWidth=Outer Width
EDSTR_FIELDNAME_CActorSelection_RotationSpeed=Rotation Speed
EDSTR_FIELDNAME_CActorSelection_SegmentCount=Segment Count
EDSTR_FIELDNAME_CActorSelection_SegmentPercentSolid=Segment Percent Solid
EDSTR_FIELDNAME_CActorSelection_SelectionFlags=Selection Flags
EDSTR_FIELDNAME_CActorSetQueried_AttachQuery=Attachment Query
EDSTR_FIELDNAME_CActorSetQueried_Host=Host
EDSTR_FIELDNAME_CActorSetQueried_SpawnTarget=Spawn Target
EDSTR_FIELDNAME_CActorShadow_Alpha=Alpha
EDSTR_FIELDNAME_CActorShadow_Attenuation=Attenuation
EDSTR_FIELDNAME_CActorShadow_FallOff=Fall Off
EDSTR_FIELDNAME_CActorShadow_HalfHeight=Half Height
EDSTR_FIELDNAME_CActorShadow_HostRadiusPercent=Host Radius Percent
EDSTR_FIELDNAME_CActorShield_RadiusMax=Radius Maximum
EDSTR_FIELDNAME_CActorShield_RadiusMin=Radius Minimum
EDSTR_FIELDNAME_CActorShield_Ripple=Ripple
EDSTR_FIELDNAME_CActorShield_ScaleDamageMax=Scale Damage Maximum
EDSTR_FIELDNAME_CActorShield_ScaleDamageMin=Scale Damage Minimum
EDSTR_FIELDNAME_CActorShieldImpact_MaxCountLarge=Maximum Count (Large)
EDSTR_FIELDNAME_CActorShieldImpact_MaxCountMedium=Maximum Count (Medium)
EDSTR_FIELDNAME_CActorShieldImpact_MaxCountSmall=Maximum Count (Small)
EDSTR_FIELDNAME_CActorShieldImpact_RadiusLarge=Radius (Large)
EDSTR_FIELDNAME_CActorShieldImpact_RadiusMedium=Radius (Medium)
EDSTR_FIELDNAME_CActorShieldImpact_VisualDirectionalFacer=Visual Directional Facer
EDSTR_FIELDNAME_CActorShieldImpact_VisualDirectionalHeader=Visual Directional Header
EDSTR_FIELDNAME_CActorShieldImpact_VisualDirectionless=Visual Directionless
EDSTR_FIELDNAME_CActorSiteBillboard_BillboardType=Billboard Type
EDSTR_FIELDNAME_CActorSiteBillboard_HoldRotation=Hold Rotation
EDSTR_FIELDNAME_CActorSiteBillboard_TowardsCameraDistance=Distance Towards Camera
EDSTR_FIELDNAME_CActorSiteBillboard_UpdateDriveBearings=Update Drive Bearings
EDSTR_FIELDNAME_CActorSiteMover_Acceleration=Acceleration
EDSTR_FIELDNAME_CActorSiteMover_Deceleration=Deceleration
EDSTR_FIELDNAME_CActorSiteMover_Speed=Speed
EDSTR_FIELDNAME_CActorSiteMover_SpeedMax=Speed Maximum
EDSTR_FIELDNAME_CActorSiteOp_HoldPosition=Hold Position
EDSTR_FIELDNAME_CActorSiteOp_HoldRotation=Hold Rotation
EDSTR_FIELDNAME_CActorSiteOpAction_Location=Location
EDSTR_FIELDNAME_CActorSiteOpAttach_AttachQuery=Attachment Query
EDSTR_FIELDNAME_CActorSiteOpAttach_ForceSoftAttach=Force Soft Attach
EDSTR_FIELDNAME_CActorSiteOpAttach_ReattachQuery=Reattachment Query
EDSTR_FIELDNAME_CActorSiteOpAttach_Source=Source
EDSTR_FIELDNAME_CActorSiteOpAttachVolume_HostIncoming=Host Incoming
EDSTR_FIELDNAME_CActorSiteOpAttachVolume_HostIncomingSiteOps=Host Incoming Site Operations
EDSTR_FIELDNAME_CActorSiteOpAttachVolume_UpwardVisibilityEnhancement=Upward Visibility Enhancement
EDSTR_FIELDNAME_CActorSiteOpAttachVolume_UpwardVisibilityEnhancementVarianceDown=Upward Visibility Enhancement Variance Down
EDSTR_FIELDNAME_CActorSiteOpAttachVolume_UpwardVisibilityEnhancementVarianceUp=Upward Visibility Enhancement Variance Up
EDSTR_FIELDNAME_CActorSiteOpBanker_RollAngleMax=Roll Angle Maximum
EDSTR_FIELDNAME_CActorSiteOpBanker_RollInRate=Roll In Rate
EDSTR_FIELDNAME_CActorSiteOpBanker_RollOutRate=Roll Out Rate
EDSTR_FIELDNAME_CActorSiteOpBanker_RollOutRemainderFractionForLevelOff=Roll Out Remainder Fraction
EDSTR_FIELDNAME_CActorSiteOpBankerUnit_RollInActivationAngle=Roll In Activation Angle
EDSTR_FIELDNAME_CActorSiteOpBankerUnit_RollInArc=Roll In Arc
EDSTR_FIELDNAME_CActorSiteOpBankerUnit_RollMax=Roll Maximum
EDSTR_FIELDNAME_CActorSiteOpBankerUnit_RollOutDuration=Roll Out Duration
EDSTR_FIELDNAME_CActorSiteOpBasic_BasicType=Basic Type
EDSTR_FIELDNAME_CActorSiteOpBasic_WorldPosition=World Position
EDSTR_FIELDNAME_CActorSiteOpDeathMotion_Deceleration=Deceleration
EDSTR_FIELDNAME_CActorSiteOpDeathMotion_HostInitial=Host Initial
EDSTR_FIELDNAME_CActorSiteOpDeathMotion_HostInitialSiteOps=Host Initial Site Ops
EDSTR_FIELDNAME_CActorSiteOpEffect_Location=Location
EDSTR_FIELDNAME_CActorSiteOpEffect_ZOnly=Height Only
EDSTR_FIELDNAME_CActorSiteOpForward_Forward=Forward
EDSTR_FIELDNAME_CActorSiteOpForward_HostForward=Host Forward
EDSTR_FIELDNAME_CActorSiteOpForward_HostForwardSiteOps=Host Forward Site Operations
EDSTR_FIELDNAME_CActorSiteOpForward_Invert=Invert
EDSTR_FIELDNAME_CActorSiteOpHeight_HeightSourceType=Height Source
EDSTR_FIELDNAME_CActorSiteOpHeight_HostHeight=Host Height
EDSTR_FIELDNAME_CActorSiteOpHigherOfTerrainAndWater_HeightSourceType=Height Source Type
EDSTR_FIELDNAME_CActorSiteOpHigherOfTerrainAndWater_TerrainAndWaterFlags=Terrain Flags
EDSTR_FIELDNAME_CActorSiteOpHostBearings_HostBearings=Host Bearings
EDSTR_FIELDNAME_CActorSiteOpHostBearings_HostBearingsSiteOps=Host Bearings Site Operations
EDSTR_FIELDNAME_CActorSiteOpHostedOffset_HostOffset=Host Offset
EDSTR_FIELDNAME_CActorSiteOpHostedOffset_HostOffsetSiteOps=Host Offset Site Ops
EDSTR_FIELDNAME_CActorSiteOpIncoming_FreezePositionAtImpact=Freeze Position At Impact
EDSTR_FIELDNAME_CActorSiteOpIncoming_HostImpact=Host Impact
EDSTR_FIELDNAME_CActorSiteOpIncoming_HostIncoming=Host Incoming
EDSTR_FIELDNAME_CActorSiteOpIncoming_PullBack=Pull Back
EDSTR_FIELDNAME_CActorSiteOpIncoming_Type=Type
EDSTR_FIELDNAME_CActorSiteOpLocalOffset_LocalOffset=Local Offset
EDSTR_FIELDNAME_CActorSiteOpLocalOffset_OverridingLength=Overriding Length
EDSTR_FIELDNAME_CActorSiteOpOrbiter_BasePitch=Base Pitch
EDSTR_FIELDNAME_CActorSiteOpOrbiter_BasePitchPeriod=Base Pitch Period
EDSTR_FIELDNAME_CActorSiteOpOrbiter_BaseRadiusInner=Base Radius Inner
EDSTR_FIELDNAME_CActorSiteOpOrbiter_BaseRadiusOuter=Base Radius Outer
EDSTR_FIELDNAME_CActorSiteOpOrbiter_BaseRadiusPeriod=Base Radius Period
EDSTR_FIELDNAME_CActorSiteOpOrbiter_BaseYaw=Base Yaw
EDSTR_FIELDNAME_CActorSiteOpOrbiter_BaseYawPeriod=Base Yaw Period
EDSTR_FIELDNAME_CActorSiteOpOrbiter_EndPitchPeriod=End Pitch Period
EDSTR_FIELDNAME_CActorSiteOpOrbiter_EndRadiusInner=End Radius Inner
EDSTR_FIELDNAME_CActorSiteOpOrbiter_EndRadiusOuter=End Radius Outer
EDSTR_FIELDNAME_CActorSiteOpOrbiter_EndRadiusPeriod=End Radius Period
EDSTR_FIELDNAME_CActorSiteOpOrbiter_EndRollPeriod=End Roll Period
EDSTR_FIELDNAME_CActorSiteOpOrbiter_EndYawPeriod=End Yaw Period
EDSTR_FIELDNAME_CActorSiteOpOrbiter_Type=Type
EDSTR_FIELDNAME_CActorSiteOpOrientAttachPointTo_AttachQuery=Attach Query
EDSTR_FIELDNAME_CActorSiteOpOrientAttachPointTo_Type=Type
EDSTR_FIELDNAME_CActorSiteOpPatch_Distribution=Distribution
EDSTR_FIELDNAME_CActorSiteOpPatch_Mean=Mean
EDSTR_FIELDNAME_CActorSiteOpPatch_PatchAngle=Patch Angle
EDSTR_FIELDNAME_CActorSiteOpPatch_PatchRadius=Patch Radius
EDSTR_FIELDNAME_CActorSiteOpPatch_Variance=Variance
EDSTR_FIELDNAME_CActorSiteOpPersistentOffset_HostInitial=Host Initial
EDSTR_FIELDNAME_CActorSiteOpPersistentOffset_HostInitialSiteOps=Host Initial Site Ops
EDSTR_FIELDNAME_CActorSiteOpPhysicsImpact_Type=Type
EDSTR_FIELDNAME_CActorSiteOpRandomPointInCircle_Distribution=Distribution
EDSTR_FIELDNAME_CActorSiteOpRandomPointInCircle_Mean=Mean
EDSTR_FIELDNAME_CActorSiteOpRandomPointInCircle_ObserveRotation=Observe Rotation
EDSTR_FIELDNAME_CActorSiteOpRandomPointInCircle_Radius=Radius
EDSTR_FIELDNAME_CActorSiteOpRandomPointInCircle_RestrictToCircumference=Restrict To Circumference
EDSTR_FIELDNAME_CActorSiteOpRandomPointInCircle_Variance=Variance
EDSTR_FIELDNAME_CActorSiteOpRandomPointInCrossbar_Distribution=Distribution
EDSTR_FIELDNAME_CActorSiteOpRandomPointInCrossbar_HalfWidth=Half Width
EDSTR_FIELDNAME_CActorSiteOpRandomPointInCrossbar_Variance=Variance
EDSTR_FIELDNAME_CActorSiteOpRandomPointInSphere_Distribution=Distribution
EDSTR_FIELDNAME_CActorSiteOpRandomPointInSphere_Mean=Mean
EDSTR_FIELDNAME_CActorSiteOpRandomPointInSphere_Radius=Radius
EDSTR_FIELDNAME_CActorSiteOpRandomPointInSphere_RestrictToSurface=Restrict To Surface
EDSTR_FIELDNAME_CActorSiteOpRandomPointInSphere_Variance=Variance
EDSTR_FIELDNAME_CActorSiteOpRotationExplicit_Forward=Forward
EDSTR_FIELDNAME_CActorSiteOpRotationExplicit_IsLocal=Is Local
EDSTR_FIELDNAME_CActorSiteOpRotationExplicit_Up=Up
EDSTR_FIELDNAME_CActorSiteOpRotationRandom_PitchHalfAngle=Pitch Half Angle
EDSTR_FIELDNAME_CActorSiteOpRotationRandom_YawHalfAngle=Yaw Half Angle
EDSTR_FIELDNAME_CActorSiteOpRotationSmooth_Acceleration=Acceleration
EDSTR_FIELDNAME_CActorSiteOpRotationSmooth_Deceleration=Deceleration
EDSTR_FIELDNAME_CActorSiteOpRotationSmooth_MaxSpeed=Maximum Speed
EDSTR_FIELDNAME_CActorSiteOpRotationVariancer_ForwardAngle=Forward Angle
EDSTR_FIELDNAME_CActorSiteOpRotationVariancer_IsUpDominantWhenOrthogonalized=Is Up Dominant When Orthogonalizing
EDSTR_FIELDNAME_CActorSiteOpRotationVariancer_UpAngle=Up Angle
EDSTR_FIELDNAME_CActorSiteOpRotator_InitialAngle=Initial Angle
EDSTR_FIELDNAME_CActorSiteOpRotator_LocalAxis=Local Axis
EDSTR_FIELDNAME_CActorSiteOpRotator_Rate=Rate
EDSTR_FIELDNAME_CActorSiteOpRotator_Type=Type
EDSTR_FIELDNAME_CActorSiteOpSerpentHead_Aggregate=Aggregate
EDSTR_FIELDNAME_CActorSiteOpSerpentHead_Segment=Segment
EDSTR_FIELDNAME_CActorSiteOpSerpentSegment_Head=Head
EDSTR_FIELDNAME_CActorSiteOpSerpentSegment_Segment=Segment
EDSTR_FIELDNAME_CActorSiteOpShadow_CliffTests=Cliff Tests
EDSTR_FIELDNAME_CActorSiteOpShadow_HeightOffset=Height Offset
EDSTR_FIELDNAME_CActorSiteOpShadow_HeightOffsetOnCliff=Height Offset (Cliff)
EDSTR_FIELDNAME_CActorSiteOpShadow_HeightSourceType=Height Source
EDSTR_FIELDNAME_CActorSiteOpShadow_HeightTests=Height Tests
EDSTR_FIELDNAME_CActorSiteOpShadow_HeightTestType=Height Test Type
EDSTR_FIELDNAME_CActorSiteOpTilter_AngleRate=Angle Rate
EDSTR_FIELDNAME_CActorSiteOpTilter_TiltAmount=Tilt Amount
EDSTR_FIELDNAME_CActorSiteOpTilter_TiltType=Tilt Type
EDSTR_FIELDNAME_CActorSiteOpTipability_TipabilityFlags=Tipability Flags
EDSTR_FIELDNAME_CActorSiteOpUp_HostUp=Host Up
EDSTR_FIELDNAME_CActorSiteOpUp_HostUpSiteOps=Host Up Site Operations
EDSTR_FIELDNAME_CActorSiteOpUp_Invert=Invert
EDSTR_FIELDNAME_CActorSiteOpUp_Up=Up
EDSTR_FIELDNAME_CActorSiteOpZ_HostZ=Host Z
EDSTR_FIELDNAME_CActorSiteOrbiter_BasePitch=Base Pitch
EDSTR_FIELDNAME_CActorSiteOrbiter_BasePitchPeriod=Base Pitch Period
EDSTR_FIELDNAME_CActorSiteOrbiter_BaseRadiusInner=Base Radius Inner
EDSTR_FIELDNAME_CActorSiteOrbiter_BaseRadiusOuter=Base Radius Outer
EDSTR_FIELDNAME_CActorSiteOrbiter_BaseRadiusPeriod=Base Radius Period
EDSTR_FIELDNAME_CActorSiteOrbiter_BaseYaw=Base Yaw
EDSTR_FIELDNAME_CActorSiteOrbiter_BaseYawPeriod=Base Yaw Period
EDSTR_FIELDNAME_CActorSiteOrbiter_EndPitchPeriod=End Pitch Period
EDSTR_FIELDNAME_CActorSiteOrbiter_EndRadiusInner=End Radius Inner
EDSTR_FIELDNAME_CActorSiteOrbiter_EndRadiusOuter=End Radius Outer
EDSTR_FIELDNAME_CActorSiteOrbiter_EndRadiusPeriod=End Radius Period
EDSTR_FIELDNAME_CActorSiteOrbiter_EndRollPeriod=End Roll Period
EDSTR_FIELDNAME_CActorSiteOrbiter_EndYawPeriod=End Yaw Period
EDSTR_FIELDNAME_CActorSiteOrbiter_Type=Type
EDSTR_FIELDNAME_CActorSiteRocker_Elevation=Elevation
EDSTR_FIELDNAME_CActorSiteRocker_ElevationPeriod=Elevation Period
EDSTR_FIELDNAME_CActorSiteRocker_Pitch=Pitch
EDSTR_FIELDNAME_CActorSiteRocker_PitchPeriod=Pitch Period
EDSTR_FIELDNAME_CActorSiteRocker_Roll=Roll
EDSTR_FIELDNAME_CActorSiteRocker_RollPeriod=Roll Period
EDSTR_FIELDNAME_CActorSound_Layers=Layers
EDSTR_FIELDNAME_CActorSound_Sound=Sound
EDSTR_FIELDNAME_CActorSound_SoundFlags=Sound Flags
EDSTR_FIELDNAME_CActorSplat_AutoScaleFactor=Auto Scale Factor
EDSTR_FIELDNAME_CActorSplat_AutoScaleFromSelectionFactor=Auto Scale From Selection Factor
EDSTR_FIELDNAME_CActorSplat_Color=Color
EDSTR_FIELDNAME_CActorSplat_FadeIn=Fade In
EDSTR_FIELDNAME_CActorSplat_FadeOut=Fade Out
EDSTR_FIELDNAME_CActorSplat_Height=Height
EDSTR_FIELDNAME_CActorSplat_HoldTime=Hold Duration
EDSTR_FIELDNAME_CActorSplat_Layer=Layer
EDSTR_FIELDNAME_CActorSplat_Model=Model
EDSTR_FIELDNAME_CActorSplat_Scale=Scale
EDSTR_FIELDNAME_CActorSquib_HarnessModel=Harness Model
EDSTR_FIELDNAME_CActorSquib_HarnessSound=Harness Sound
EDSTR_FIELDNAME_CActorSquib_Map=Map
EDSTR_FIELDNAME_CActorStateMonitor_StateArray=States
EDSTR_FIELDNAME_CActorStateMonitor_StateThinkInterval=Think Interval
EDSTR_FIELDNAME_CActorTerrain_PhysicsImpactDefault=Physics Impact Default
EDSTR_FIELDNAME_CActorTerrain_PhysicsImpacts=Physics Impacts
EDSTR_FIELDNAME_CActorTerrainDeformer_BlendTime=Blend Time
EDSTR_FIELDNAME_CActorTerrainDeformer_FoliageFXDeathSpawnTarget=Foliage Death Spawn Target
EDSTR_FIELDNAME_CActorTerrainDeformer_Footprint=Footprint
EDSTR_FIELDNAME_CActorTerrainDeformer_HeightDelta=Height Delta
EDSTR_FIELDNAME_CActorTerrainDeformer_InfluenceRange=Influence Range
EDSTR_FIELDNAME_CActorTerrainDeformer_TerrainDeformerFlags=Terrain Deformation Flags
EDSTR_FIELDNAME_CActorText_AlignH=Alignment (Horizontal)
EDSTR_FIELDNAME_CActorText_AlignV=Alignment (Vertical)
EDSTR_FIELDNAME_CActorText_Color=Color
EDSTR_FIELDNAME_CActorText_FixedSize=Fixed Font Size
EDSTR_FIELDNAME_CActorText_HeightOffset=Height Offset
EDSTR_FIELDNAME_CActorText_MaxSize=Maximum Word Size
EDSTR_FIELDNAME_CActorText_Options=Options
EDSTR_FIELDNAME_CActorText_Text=Text
EDSTR_FIELDNAME_CActorText_TextScale=Text Scale
EDSTR_FIELDNAME_CActorTurret_PitchQuery=Pitch Query
EDSTR_FIELDNAME_CActorTurret_TurretBody=Turret Body
EDSTR_FIELDNAME_CActorTurret_YawQuery=Yaw Query
EDSTR_FIELDNAME_CActorUnit_AbilSoundArray=Ability Sounds
EDSTR_FIELDNAME_CActorUnit_AddonIndicator=Addon Indicator
EDSTR_FIELDNAME_CActorUnit_BarDistance=Bar Distance
EDSTR_FIELDNAME_CActorUnit_BarHeight=Bar Height
EDSTR_FIELDNAME_CActorUnit_BarOffset=Bar Offset
EDSTR_FIELDNAME_CActorUnit_BarWidth=Bar Width
EDSTR_FIELDNAME_CActorUnit_Baselines=Baselines
EDSTR_FIELDNAME_CActorUnit_BuildModel=Model (Build)
EDSTR_FIELDNAME_CActorUnit_CantSelectUncontrollableTooltip=Can't Select Uncontrollable Tooltip
EDSTR_FIELDNAME_CActorUnit_CooldownDisplay=Cooldown Display
EDSTR_FIELDNAME_CActorUnit_CustomUnitStatusFrame=Custom Unit Status Frame
EDSTR_FIELDNAME_CActorUnit_DeathActorModel=Death Actor Model
EDSTR_FIELDNAME_CActorUnit_DeathActorModelLow=Death Actor Model Low
EDSTR_FIELDNAME_CActorUnit_DeathActorSound=Death Actor Sound
EDSTR_FIELDNAME_CActorUnit_DeathActorVoice=Death Actor Voice
EDSTR_FIELDNAME_CActorUnit_DeathArray=Death Effects
EDSTR_FIELDNAME_CActorUnit_DeathCustomData=Death Custom Data
EDSTR_FIELDNAME_CActorUnit_DeathCustoms=Custom Death
EDSTR_FIELDNAME_CActorUnit_EditorAnim=Editor Animation
EDSTR_FIELDNAME_CActorUnit_EditorModel=Model (Editor)
EDSTR_FIELDNAME_CActorUnit_ErrorArray=Errors
EDSTR_FIELDNAME_CActorUnit_GlossaryAnim=Glossary Animation
EDSTR_FIELDNAME_CActorUnit_GroupIcon=Group Icon
EDSTR_FIELDNAME_CActorUnit_GroupIconVariations=Group Icon Variations
EDSTR_FIELDNAME_CActorUnit_GroupSoundArray=Group Sounds
EDSTR_FIELDNAME_CActorUnit_GroupSoundThreshold=Group Sound Threshold
EDSTR_FIELDNAME_CActorUnit_HeroIcon=Hero Icon
EDSTR_FIELDNAME_CActorUnit_HeroIconVariations=Hero Icon Variations
EDSTR_FIELDNAME_CActorUnit_HighlightSubTooltip=Highlight Sub Tooltip
EDSTR_FIELDNAME_CActorUnit_HighlightTooltip=Highlight Tooltip
EDSTR_FIELDNAME_CActorUnit_InfoText=Info Text
EDSTR_FIELDNAME_CActorUnit_LifeArmorIcon=Life Armor Icon
EDSTR_FIELDNAME_CActorUnit_MinimapFlashWhenAttacked=Minimap Flash When Attacked
EDSTR_FIELDNAME_CActorUnit_MinimapIcon=Minimap Icon
EDSTR_FIELDNAME_CActorUnit_MinimapIconBackground=Minimap Icon Background
EDSTR_FIELDNAME_CActorUnit_MinimapIconBackgroundIsTeamColored=Minimap Icon Background Is Team Colored
EDSTR_FIELDNAME_CActorUnit_MinimapIconBackgroundScale=Minimap Icon Background Scale
EDSTR_FIELDNAME_CActorUnit_MinimapIconIsTeamColored=Minimap Icon Is Team Colored
EDSTR_FIELDNAME_CActorUnit_MinimapIconScale=Minimap Icon Scale
EDSTR_FIELDNAME_CActorUnit_MinimapRenderPriority=Minimap Render Priority
EDSTR_FIELDNAME_CActorUnit_MinimapTooltip=Minimap Tooltip
EDSTR_FIELDNAME_CActorUnit_MinimapUseSelectionColor=Minimap Use Selection Color
EDSTR_FIELDNAME_CActorUnit_MinimapUseSelfColor=Minimap Use Self Color
EDSTR_FIELDNAME_CActorUnit_MovementHerdNode=Movement Herd Node
EDSTR_FIELDNAME_CActorUnit_NameOffset=Name Offset
EDSTR_FIELDNAME_CActorUnit_OverkillByDamageOverInterval=Overkill By Damage Over Interval
EDSTR_FIELDNAME_CActorUnit_OverkillByDamagePastRemainingHealth=Overkill By Damage Past Remaining Health
EDSTR_FIELDNAME_CActorUnit_PhysicsMatchKeysOrdered=Physics Match Keys Ordered
EDSTR_FIELDNAME_CActorUnit_PlaceholderActorModel=Placeholder Actor Model
EDSTR_FIELDNAME_CActorUnit_PlacementActorModel=Placement Model
EDSTR_FIELDNAME_CActorUnit_PlacementModel=Model (Placement)
EDSTR_FIELDNAME_CActorUnit_PlacementSound=Placement Sound
EDSTR_FIELDNAME_CActorUnit_PortraitActor=Portrait Actor
EDSTR_FIELDNAME_CActorUnit_PortraitCamera=Portrait Camera
EDSTR_FIELDNAME_CActorUnit_PortraitModel=Model (Portrait)
EDSTR_FIELDNAME_CActorUnit_RandomScaleRange=Random Scale Range
EDSTR_FIELDNAME_CActorUnit_SelectAbilCmd=Select Ability Command
EDSTR_FIELDNAME_CActorUnit_ShieldArmorIcon=Shield Armor Icon
EDSTR_FIELDNAME_CActorUnit_SnapshotActor=Snapshot Actor
EDSTR_FIELDNAME_CActorUnit_SoundArray=Sounds
EDSTR_FIELDNAME_CActorUnit_StandAnimTurnTime=Animation Turn Duration
EDSTR_FIELDNAME_CActorUnit_StandAnimTurnTimeScaleMin=Stand Animation Turn Time Scale Minimum
EDSTR_FIELDNAME_CActorUnit_StatusBarFlags=Status Bar Flags
EDSTR_FIELDNAME_CActorUnit_StatusBarGroups=Status Bar Groups
EDSTR_FIELDNAME_CActorUnit_StatusBarOn=Status Bar Forced On
EDSTR_FIELDNAME_CActorUnit_StatusChargeData=Status Charges Data
EDSTR_FIELDNAME_CActorUnit_StatusColors=Status Colors
EDSTR_FIELDNAME_CActorUnit_StatusHarvesterData=Status Harvester Data
EDSTR_FIELDNAME_CActorUnit_StatusTextInfo=Status Text Info
EDSTR_FIELDNAME_CActorUnit_TerrainSquibs=Terrain Squibs
EDSTR_FIELDNAME_CActorUnit_UnitBorderNormalColor=Unit Border Normal Color
EDSTR_FIELDNAME_CActorUnit_UnitBorderSubgroupColor=Unit Border Subgroup Color
EDSTR_FIELDNAME_CActorUnit_UnitFlags=Unit Flags
EDSTR_FIELDNAME_CActorUnit_UnitIcon=Unit Icon
EDSTR_FIELDNAME_CActorUnit_UnitIconVariations=Unit Icon Variations
EDSTR_FIELDNAME_CActorUnit_UnitKillRank=Unit Kill Rank
EDSTR_FIELDNAME_CActorUnit_UnitModelFrameActor=Unit Model Frame Actor
EDSTR_FIELDNAME_CActorUnit_VarianceWindowStand=Variance Window Stand
EDSTR_FIELDNAME_CActorUnit_VarianceWindowStandIntro=Variance Window Stand Intro
EDSTR_FIELDNAME_CActorUnit_VarianceWindowWalk=Variance Window Walk
EDSTR_FIELDNAME_CActorUnit_VarianceWindowWalkIntro=Variance Window Walk Intro
EDSTR_FIELDNAME_CActorUnit_VarianceWindowWalkOutro=Variance Window Walk Outro
EDSTR_FIELDNAME_CActorUnit_VisibleOpacity=Visible Opacity
EDSTR_FIELDNAME_CActorUnit_VisibleOpacityBlendDuration=Visible Opacity Blend Duration
EDSTR_FIELDNAME_CActorUnit_VitalColors=Vital Colors
EDSTR_FIELDNAME_CActorUnit_VitalNames=Vital Names
EDSTR_FIELDNAME_CActorUnit_WalkAnimMoveSpeed=Walk Animation Movement Speed
EDSTR_FIELDNAME_CActorUnit_WalkAnimTimeScalingAsFlyer=Walk Animation Time Scaling As Flyer
EDSTR_FIELDNAME_CActorUnit_Wireframe=Wireframe
EDSTR_FIELDNAME_CActorUnit_WireframeShield=Wireframe Shield
EDSTR_FIELDNAME_CActorUnit_WireframeShieldColor=Wireframe Shield Color
EDSTR_FIELDNAME_CActorUnit_WireframeShieldVariations=Wireframe Shield Variations
EDSTR_FIELDNAME_CActorUnit_WireframeVariations=Wireframe Variations
EDSTR_FIELDNAME_CAlert_Display=Display
EDSTR_FIELDNAME_CAlert_Fade=Fade Time
EDSTR_FIELDNAME_CAlert_Flags=Flags
EDSTR_FIELDNAME_CAlert_Icon=Icon
EDSTR_FIELDNAME_CAlert_Life=Duration
EDSTR_FIELDNAME_CAlert_OverlapDuration=Overlap Duration
EDSTR_FIELDNAME_CAlert_OverlapGlobalCount=Overlap Global Count
EDSTR_FIELDNAME_CAlert_OverlapLocalCount=Overlap Local Count
EDSTR_FIELDNAME_CAlert_OverlapLocalRadius=Overlap Local Radius
EDSTR_FIELDNAME_CAlert_Peripheral=Peripheral
EDSTR_FIELDNAME_CAlert_PingColor=Ping Color
EDSTR_FIELDNAME_CAlert_PingModel=Ping Model
EDSTR_FIELDNAME_CAlert_PingTime=Ping Time
EDSTR_FIELDNAME_CAlert_PrimaryActions=Primary Actions
EDSTR_FIELDNAME_CAlert_QueueTime=Queue Time
EDSTR_FIELDNAME_CAlert_SecondaryActions=Secondary Actions
EDSTR_FIELDNAME_CAlert_Sound=Sound
EDSTR_FIELDNAME_CAlert_SupersededVolume=Superseded Volume
EDSTR_FIELDNAME_CAlert_Text=Text
EDSTR_FIELDNAME_CAlert_Tooltip=Tooltip
EDSTR_FIELDNAME_CAlert_Voice=Voice
EDSTR_FIELDNAME_CArmyCategory_AbilCommandArray=Ability Commands
EDSTR_FIELDNAME_CArmyCategory_ArmyUnitArray=Army Units
EDSTR_FIELDNAME_CArmyCategory_ArmyUpgradeArray=Army Upgrades
EDSTR_FIELDNAME_CArmyCategory_BankPath=Bank Path
EDSTR_FIELDNAME_CArmyCategory_CategoryHelp=Category Help
EDSTR_FIELDNAME_CArmyCategory_Description=Description
EDSTR_FIELDNAME_CArmyCategory_ExtraUpgradeRequirement=Extra Upgrade Requirement
EDSTR_FIELDNAME_CArmyCategory_Flags=Flags
EDSTR_FIELDNAME_CArmyCategory_Help=Help
EDSTR_FIELDNAME_CArmyCategory_Icon=Icon
EDSTR_FIELDNAME_CArmyCategory_Name=Name
EDSTR_FIELDNAME_CArmyCategory_SplitRequirement=Split Requirement
EDSTR_FIELDNAME_CArmyCategory_State=State
EDSTR_FIELDNAME_CArmyCategory_Title=Title
EDSTR_FIELDNAME_CArmyCategory_Unit=Unit
EDSTR_FIELDNAME_CArmyCategory_UnitHelp=Unit Help
EDSTR_FIELDNAME_CArmyCategory_UpgradeArray=Upgrades
EDSTR_FIELDNAME_CArmyCategory_UserReference=User Reference
EDSTR_FIELDNAME_CArmyUnit_AbilCommandArray=Ability Commands
EDSTR_FIELDNAME_CArmyUnit_ArmyUpgradeArray=Army Upgrades
EDSTR_FIELDNAME_CArmyUnit_BankPath=Bank Path
EDSTR_FIELDNAME_CArmyUnit_Confirmation=Confirmation
EDSTR_FIELDNAME_CArmyUnit_Cost=Cost
EDSTR_FIELDNAME_CArmyUnit_Description=Description
EDSTR_FIELDNAME_CArmyUnit_EnableButton=Enable Button
EDSTR_FIELDNAME_CArmyUnit_Help=Help
EDSTR_FIELDNAME_CArmyUnit_Icon=Icon
EDSTR_FIELDNAME_CArmyUnit_Movie=Movie
EDSTR_FIELDNAME_CArmyUnit_Name=Name
EDSTR_FIELDNAME_CArmyUnit_State=State
EDSTR_FIELDNAME_CArmyUnit_Title=Title
EDSTR_FIELDNAME_CArmyUnit_Unit=Unit
EDSTR_FIELDNAME_CArmyUnit_UpgradeArray=Upgrades
EDSTR_FIELDNAME_CArmyUnit_UserReference=User Reference
EDSTR_FIELDNAME_CArmyUpgrade_AbilCommandArray=Ability Commands
EDSTR_FIELDNAME_CArmyUpgrade_Cost=Cost
EDSTR_FIELDNAME_CArmyUpgrade_Description=Description
EDSTR_FIELDNAME_CArmyUpgrade_Icon=Icon
EDSTR_FIELDNAME_CArmyUpgrade_Movie=Movie
EDSTR_FIELDNAME_CArmyUpgrade_Name=Name
EDSTR_FIELDNAME_CArmyUpgrade_Requirements=Requirements
EDSTR_FIELDNAME_CArmyUpgrade_State=State
EDSTR_FIELDNAME_CArmyUpgrade_Tooltip=Tooltip
EDSTR_FIELDNAME_CArmyUpgrade_UpgradeArray=Upgrades
EDSTR_FIELDNAME_CArmyUpgrade_UserReference=User Reference
EDSTR_FIELDNAME_CAttachMethodArcTest_Tests=Tests
EDSTR_FIELDNAME_CAttachMethodArcTest_Type=Type
EDSTR_FIELDNAME_CAttachMethodAttachType_AttachType=Attach Type
EDSTR_FIELDNAME_CAttachMethodFilter_AttachType=Attach Type
EDSTR_FIELDNAME_CAttachMethodFilter_FilterType=Filter Type
EDSTR_FIELDNAME_CAttachMethodFilter_Keys=Keys
EDSTR_FIELDNAME_CAttachMethodFilter_Logic=Logic
EDSTR_FIELDNAME_CAttachMethodNodeOccupancy_Logic=Logic
EDSTR_FIELDNAME_CAttachMethodNodeOccupancy_Targets=Targets
EDSTR_FIELDNAME_CAttachMethodNodeOccupancy2_Logic=Logic
EDSTR_FIELDNAME_CAttachMethodNodeOccupancy2_Targets=Targets
EDSTR_FIELDNAME_CAttachMethodNumericField_Field=Field
EDSTR_FIELDNAME_CAttachMethodNumericField_Operator=Operator
EDSTR_FIELDNAME_CAttachMethodNumericField_Value=Value
EDSTR_FIELDNAME_CAttachMethodPattern_Base=Base
EDSTR_FIELDNAME_CAttachMethodPattern_Driver=Driver
EDSTR_FIELDNAME_CAttachMethodPattern_Keyword=Keyword
EDSTR_FIELDNAME_CAttachMethodPattern_Multiplier=Multiplier
EDSTR_FIELDNAME_CAttachMethodPattern_Offset=Offset
EDSTR_FIELDNAME_CAttachMethodPattern_Type=Pattern Type
EDSTR_FIELDNAME_CAttachMethodPortAllocator_PortLimit=Port Limit
EDSTR_FIELDNAME_CAttachMethodProximity_DistanceMax=Maximum Distance
EDSTR_FIELDNAME_CAttachMethodProximity_Location=Location
EDSTR_FIELDNAME_CAttachMethodProximity_RequestCount=Count
EDSTR_FIELDNAME_CAttachMethodProximity_SortResults=Sorted
EDSTR_FIELDNAME_CAttachMethodRandom_Distribution=Distribution
EDSTR_FIELDNAME_CAttachMethodRandom_ExponentialMean=Exponential Mean
EDSTR_FIELDNAME_CAttachMethodRandom_RequestCount=Request Count
EDSTR_FIELDNAME_CAttachMethodReduction_PassChanceEach=Pass Chance Each
EDSTR_FIELDNAME_CAttachMethodReduction_PassChanceFull=Pass Chance Full
EDSTR_FIELDNAME_CAttachMethodReduction_ReductionType=Reduction Type
EDSTR_FIELDNAME_CAttachMethodReduction_RequestCount=Count
EDSTR_FIELDNAME_CAttachMethodReduction_RequestCountRange=Request Count Range
EDSTR_FIELDNAME_CAttachMethodReduction_RequestPercentage=Percentage
EDSTR_FIELDNAME_CAttachMethodVolumesWeightedPick_ProximityFactorFar=Proximity Factor (Far)
EDSTR_FIELDNAME_CAttachMethodVolumesWeightedPick_ProximityFactorNear=Proximity Factor (Near)
EDSTR_FIELDNAME_CAttachMethodVolumesWeightedPick_VolumeFactor=Volume Factor
EDSTR_FIELDNAME_CBankConditionCombine_CombineArray=Combines
EDSTR_FIELDNAME_CBankConditionCombine_Negate=Negate
EDSTR_FIELDNAME_CBankConditionCombine_Type=Type
EDSTR_FIELDNAME_CBankConditionCompare_Bank=Bank
EDSTR_FIELDNAME_CBankConditionCompare_Compare=Compare
EDSTR_FIELDNAME_CBankConditionCompare_Key=Key
EDSTR_FIELDNAME_CBankConditionCompare_Section=Section
EDSTR_FIELDNAME_CBankConditionCompare_ValueName=Value Name
EDSTR_FIELDNAME_CBankConditionCompareValueCount_AddCompare=Add Compare
EDSTR_FIELDNAME_CBankConditionCompareValueCount_AddValue=Add Value
EDSTR_FIELDNAME_CBankConditionCompareValueCount_Value=Value
EDSTR_FIELDNAME_CBankConditionCompareValueInteger_Value=Value
EDSTR_FIELDNAME_CBankConditionCompareValueString_Value=Value
EDSTR_FIELDNAME_CBankConditionCompareValueSum_AddCompare=Add Compare
EDSTR_FIELDNAME_CBankConditionCompareValueSum_AddValue=Add Value
EDSTR_FIELDNAME_CBankConditionCompareValueSum_Value=Value
EDSTR_FIELDNAME_CBankConditionCurrentMap_Map=Map Name
EDSTR_FIELDNAME_CBeamAsyncLinear_Duration=Duration
EDSTR_FIELDNAME_CBehavior_Alignment=Alignment
EDSTR_FIELDNAME_CBehavior_BehaviorCategories=Categories
EDSTR_FIELDNAME_CBehavior_BehaviorFlags=Behavior Flags
EDSTR_FIELDNAME_CBehavior_Cost=Cost
EDSTR_FIELDNAME_CBehavior_DebugTrace=Debug Trace
EDSTR_FIELDNAME_CBehavior_EditorCategories=Editor Categories
EDSTR_FIELDNAME_CBehavior_InfoFlags=Flags
EDSTR_FIELDNAME_CBehavior_InfoIcon=Icon
EDSTR_FIELDNAME_CBehavior_InfoTooltipPriority=Tooltip Priority
EDSTR_FIELDNAME_CBehavior_Name=Name
EDSTR_FIELDNAME_CBehavior_Requirements=Requirements
EDSTR_FIELDNAME_CBehavior_TechAliasArray=Tech Alias
EDSTR_FIELDNAME_CBehavior_Tooltip=Tooltip
EDSTR_FIELDNAME_CBehaviorAttribute_MaxPoints=Max Points
EDSTR_FIELDNAME_CBehaviorAttribute_MinPoints=Min Points
EDSTR_FIELDNAME_CBehaviorAttribute_Modification=Modification
EDSTR_FIELDNAME_CBehaviorAttribute_PointGainEffect=Point Gain Effect
EDSTR_FIELDNAME_CBehaviorAttribute_PointLossEffect=Point Loss Effect
EDSTR_FIELDNAME_CBehaviorBuff_AcquirePlayer=Acquire Player
EDSTR_FIELDNAME_CBehaviorBuff_AINotifyEffect=AI Notify Effect
EDSTR_FIELDNAME_CBehaviorBuff_BuffFlags=Buff Flags
EDSTR_FIELDNAME_CBehaviorBuff_DamageResponse=Damage Response
EDSTR_FIELDNAME_CBehaviorBuff_DisableValidatorArray=Validators (Disable)
EDSTR_FIELDNAME_CBehaviorBuff_DisplayDuration=Display Countdown
EDSTR_FIELDNAME_CBehaviorBuff_DisplayShield=Display Shield
EDSTR_FIELDNAME_CBehaviorBuff_Duration=Duration
EDSTR_FIELDNAME_CBehaviorBuff_DurationBonusMax=Duration Bonus Maximum
EDSTR_FIELDNAME_CBehaviorBuff_DurationBonusMin=Duration Bonus Minimum
EDSTR_FIELDNAME_CBehaviorBuff_DurationOverride=Duration Override
EDSTR_FIELDNAME_CBehaviorBuff_DurationRandomMax=Duration Random Minimum
EDSTR_FIELDNAME_CBehaviorBuff_DurationRandomMin=Duration Random Maximum
EDSTR_FIELDNAME_CBehaviorBuff_DurationShield=Duration Shield
EDSTR_FIELDNAME_CBehaviorBuff_DurationVitalArray=Duration Vital Bonuses
EDSTR_FIELDNAME_CBehaviorBuff_DurationVitalMaxArray=Duration Vital Max Bonuses
EDSTR_FIELDNAME_CBehaviorBuff_ExpireEffect=Expire Effect
EDSTR_FIELDNAME_CBehaviorBuff_FinalEffect=Effect - Final
EDSTR_FIELDNAME_CBehaviorBuff_HerdNode=Herd Node
EDSTR_FIELDNAME_CBehaviorBuff_InitialEffect=Effect - Initial
EDSTR_FIELDNAME_CBehaviorBuff_KillCredit=Kill Credit
EDSTR_FIELDNAME_CBehaviorBuff_MaxStackCount=Maximum Stack Count
EDSTR_FIELDNAME_CBehaviorBuff_MaxStackCountPerCaster=Maximum Stack Count Per Caster
EDSTR_FIELDNAME_CBehaviorBuff_Modification=Modification
EDSTR_FIELDNAME_CBehaviorBuff_Period=Period
EDSTR_FIELDNAME_CBehaviorBuff_PeriodCount=Period Count
EDSTR_FIELDNAME_CBehaviorBuff_PeriodicDisplayEffect=Periodic Display Effect
EDSTR_FIELDNAME_CBehaviorBuff_PeriodicEffect=Effect - Periodic
EDSTR_FIELDNAME_CBehaviorBuff_Player=Player
EDSTR_FIELDNAME_CBehaviorBuff_RefreshEffect=Refresh Effect
EDSTR_FIELDNAME_CBehaviorBuff_RemoveValidatorArray=Validators (Remove)
EDSTR_FIELDNAME_CBehaviorBuff_Replace=Replacement
EDSTR_FIELDNAME_CBehaviorBuff_ReplaceLocation=Replacement Location
EDSTR_FIELDNAME_CBehaviorBuff_TimeScaleSource=Time Scale Source
EDSTR_FIELDNAME_CBehaviorBuff_VitalRegenVitalsRemain=Vital Regen Based on Vitals Remainining
EDSTR_FIELDNAME_CBehaviorBuff_VitalRegenVitalsRemainPercent=Vital Regen Based on Vitals Percent Remainining
EDSTR_FIELDNAME_CBehaviorClickResponse_Chance=Chance
EDSTR_FIELDNAME_CBehaviorClickResponse_Count=Count
EDSTR_FIELDNAME_CBehaviorClickResponse_CountDelay=Count Delay
EDSTR_FIELDNAME_CBehaviorClickResponse_CountEffect=Count Effect
EDSTR_FIELDNAME_CBehaviorClickResponse_Relationship=Relationship
EDSTR_FIELDNAME_CBehaviorClickResponse_ResetDelay=Reset Delay
EDSTR_FIELDNAME_CBehaviorClickResponse_ResetEffect=Reset Effect
EDSTR_FIELDNAME_CBehaviorConjoined_ConjoinedFlags=Conjoined Flags
EDSTR_FIELDNAME_CBehaviorConjoined_Radius=Radius
EDSTR_FIELDNAME_CBehaviorCreepSource_Birth=Birth
EDSTR_FIELDNAME_CBehaviorCreepSource_Build=Build
EDSTR_FIELDNAME_CBehaviorCreepSource_Delay=Delay
EDSTR_FIELDNAME_CBehaviorCreepSource_DisableValidatorArray=Disable Validators
EDSTR_FIELDNAME_CBehaviorCreepSource_Grown=Footprint Grown
EDSTR_FIELDNAME_CBehaviorCreepSource_Period=Period
EDSTR_FIELDNAME_CBehaviorCreepSource_RemoveValidatorArray=Remove Validators
EDSTR_FIELDNAME_CBehaviorCreepSource_Start=Footprint Start
EDSTR_FIELDNAME_CBehaviorJump_DurationMoveOut=Duration (Move Out)
EDSTR_FIELDNAME_CBehaviorJump_DurationPostLand=Duration After Landing
EDSTR_FIELDNAME_CBehaviorJump_DurationPreLaunch=Duration Before Launching
EDSTR_FIELDNAME_CBehaviorJump_InitiateRangeDown=Initiate Range Down
EDSTR_FIELDNAME_CBehaviorJump_InitiateRangeUp=Initiate Range Up
EDSTR_FIELDNAME_CBehaviorJump_JumpEffectDown=Jump Effect Down
EDSTR_FIELDNAME_CBehaviorJump_JumpEffectUp=Jump Effect Up
EDSTR_FIELDNAME_CBehaviorJump_JumpRangeMax=Jump Range Maximum
EDSTR_FIELDNAME_CBehaviorJump_LandAdjustmentDown=Land Adjustment Down
EDSTR_FIELDNAME_CBehaviorJump_LandAdjustmentUp=Land Adjustment Up
EDSTR_FIELDNAME_CBehaviorJump_LandArrivalRange=Land Arrival Range
EDSTR_FIELDNAME_CBehaviorJump_LandCheckRadius=Landing Check Radius
EDSTR_FIELDNAME_CBehaviorJump_LandEffectDown=Land Effect Down
EDSTR_FIELDNAME_CBehaviorJump_LandEffectUp=Land Effect Up
EDSTR_FIELDNAME_CBehaviorJump_Mover=Mover
EDSTR_FIELDNAME_CBehaviorJump_MoverDown=Mover Down
EDSTR_FIELDNAME_CBehaviorJump_MoverUp=Mover Up
EDSTR_FIELDNAME_CBehaviorJump_Placeholder=Placeholder
EDSTR_FIELDNAME_CBehaviorJump_TriggerHeightDeltaMax=Height Delta Maximum
EDSTR_FIELDNAME_CBehaviorJump_TriggerHeightDeltaMin=Height Delta Minimum
EDSTR_FIELDNAME_CBehaviorPowerSource_CliffLevelFlags=Cliff Level Flags
EDSTR_FIELDNAME_CBehaviorPowerSource_PowerLevel=Power Level
EDSTR_FIELDNAME_CBehaviorPowerSource_PowerLink=Power Link
EDSTR_FIELDNAME_CBehaviorPowerSource_Radius=Radius
EDSTR_FIELDNAME_CBehaviorPowerUser_Flags=Flags (Power User)
EDSTR_FIELDNAME_CBehaviorPowerUser_PlacementMinPowerLevel=Minimum Power Level
EDSTR_FIELDNAME_CBehaviorPowerUser_PoweredWhileUnderConstruction=Powered Under Construction
EDSTR_FIELDNAME_CBehaviorPowerUser_PowerLink=Power Link
EDSTR_FIELDNAME_CBehaviorPowerUser_PowerStageArray=Power Stages
EDSTR_FIELDNAME_CBehaviorResource_Capacity=Capacity
EDSTR_FIELDNAME_CBehaviorResource_CarryResourceBehavior=Carry Resource Behavior
EDSTR_FIELDNAME_CBehaviorResource_Contents=Amount
EDSTR_FIELDNAME_CBehaviorResource_DepletionAlert=Depletion Alert
EDSTR_FIELDNAME_CBehaviorResource_DepletionThreshold=Depletion Threshold
EDSTR_FIELDNAME_CBehaviorResource_DepletionVariationCount=Depletion Variation Count
EDSTR_FIELDNAME_CBehaviorResource_EmptyDeathType=Empty Death Type
EDSTR_FIELDNAME_CBehaviorResource_EmptyHarvestAmount=Empty Harvest Amount
EDSTR_FIELDNAME_CBehaviorResource_EmptyUnit=Empty Unit
EDSTR_FIELDNAME_CBehaviorResource_EnabledSearchFilters=Enabled Search Filters
EDSTR_FIELDNAME_CBehaviorResource_EnabledSearchRadius=Enabled Search Radius
EDSTR_FIELDNAME_CBehaviorResource_ExhaustedAlert=Exhausted Alert
EDSTR_FIELDNAME_CBehaviorResource_Flags=Resource Flags
EDSTR_FIELDNAME_CBehaviorResource_HarvestAmount=Harvest Amount
EDSTR_FIELDNAME_CBehaviorResource_HarvestTime=Harvest Time
EDSTR_FIELDNAME_CBehaviorResource_IdealHarvesterCount=Ideal Harvester Count
EDSTR_FIELDNAME_CBehaviorResource_RequiredAlliance=Required Alliance
EDSTR_FIELDNAME_CBehaviorResource_ReturnDelay=Return Delay
EDSTR_FIELDNAME_CBehaviorReveal_Duration=Duration
EDSTR_FIELDNAME_CBehaviorReveal_SearchFilters=Search Filters
EDSTR_FIELDNAME_CBehaviorSpawn_Center=Center
EDSTR_FIELDNAME_CBehaviorSpawn_ConjoinedLink=Conjoined Link
EDSTR_FIELDNAME_CBehaviorSpawn_DisplayDuration=Display Countdown
EDSTR_FIELDNAME_CBehaviorSpawn_Effect=Effect
EDSTR_FIELDNAME_CBehaviorSpawn_Flags=Flags (Spawn)
EDSTR_FIELDNAME_CBehaviorSpawn_InfoArray=Info Array
EDSTR_FIELDNAME_CBehaviorSpawn_Limit=Limit
EDSTR_FIELDNAME_CBehaviorSpawn_LimitDeath=Limit Death
EDSTR_FIELDNAME_CBehaviorSpawn_Offset=Offset
EDSTR_FIELDNAME_CBehaviorSpawn_Range=Range
EDSTR_FIELDNAME_CBehaviorSpawn_Slop=Slop
EDSTR_FIELDNAME_CBehaviorVeterancy_Flags=Veterancy Flags
EDSTR_FIELDNAME_CBehaviorVeterancy_SharedXPFraction=Shared Fraction
EDSTR_FIELDNAME_CBehaviorVeterancy_SharedXPMaxCount=Shared XP Max Count
EDSTR_FIELDNAME_CBehaviorVeterancy_SharedXPRadius=Shared Radius
EDSTR_FIELDNAME_CBehaviorVeterancy_ShareFilters=Share Filters
EDSTR_FIELDNAME_CBehaviorVeterancy_TargetFilters=Target Filters
EDSTR_FIELDNAME_CBehaviorVeterancy_VeterancyLevelArray=Veterancy Levels
EDSTR_FIELDNAME_CBehaviorVeterancy_XPFraction=Experience Fraction
EDSTR_FIELDNAME_CBehaviorWander_Delay=Delay
EDSTR_FIELDNAME_CBehaviorWander_Leash=Leash
EDSTR_FIELDNAME_CBehaviorWander_MinimumRange=Minimum Range
EDSTR_FIELDNAME_CBehaviorWander_Override=Override
EDSTR_FIELDNAME_CBehaviorWander_Range=Range
EDSTR_FIELDNAME_CBehaviorWander_TimeLimitFactor=Time Limit Factor
EDSTR_FIELDNAME_CBundle_EditorCategories=Editor Categories
EDSTR_FIELDNAME_CBundle_HeroArray=Heroes
EDSTR_FIELDNAME_CBundle_MountArray=Mounts
EDSTR_FIELDNAME_CBundle_Name=Name
EDSTR_FIELDNAME_CBundle_PreviewCutsceneFile=Preview Cutscene File
EDSTR_FIELDNAME_CBundle_ProductName=Product Name
EDSTR_FIELDNAME_CBundle_SkinArray=Skins
EDSTR_FIELDNAME_CBundle_TileCutsceneFile=Tile Cutscene File
EDSTR_FIELDNAME_CButton_AlertIcon=Alert Icon
EDSTR_FIELDNAME_CButton_AlertName=Alert Name
EDSTR_FIELDNAME_CButton_AlertTooltip=Alert Tooltip
EDSTR_FIELDNAME_CButton_EditorCategories=Editor Categories
EDSTR_FIELDNAME_CButton_HidesForSimpleText=Hides For Simple Text
EDSTR_FIELDNAME_CButton_Hotkey=Hotkey
EDSTR_FIELDNAME_CButton_HotkeyAlias=Hotkey Alias
EDSTR_FIELDNAME_CButton_HotkeySet=Hotkey Set
EDSTR_FIELDNAME_CButton_Icon=Icon
EDSTR_FIELDNAME_CButton_Name=Name
EDSTR_FIELDNAME_CButton_SimpleDisplayText=Simple Display Text
EDSTR_FIELDNAME_CButton_TintRacially=Tint By Race
EDSTR_FIELDNAME_CButton_Tooltip=Tooltip
EDSTR_FIELDNAME_CButton_TooltipFlags=Tooltip Flags
EDSTR_FIELDNAME_CButton_TooltipImage=Tooltip Image
EDSTR_FIELDNAME_CButton_TooltipResourceName=Tooltip Resource Name
EDSTR_FIELDNAME_CButton_TooltipSupplyName=Tooltip Supply Name
EDSTR_FIELDNAME_CButton_TooltipVitalName=Tooltip Vital Name
EDSTR_FIELDNAME_CButton_Universal=Universal
EDSTR_FIELDNAME_CButton_UseHotkeyLabel=Use Hotkey Label
EDSTR_FIELDNAME_CCamera_BorderSizeX=Border Size X
EDSTR_FIELDNAME_CCamera_BorderSizeY=Border Size Y
EDSTR_FIELDNAME_CCamera_DistanceIncrement=Distance Increment
EDSTR_FIELDNAME_CCamera_DistanceMax=Distance Maximum
EDSTR_FIELDNAME_CCamera_DistanceMin=Distance Minimum
EDSTR_FIELDNAME_CCamera_FieldOfViewIncrement=Field of View Increment
EDSTR_FIELDNAME_CCamera_FieldOfViewMax=Field of View Maximum
EDSTR_FIELDNAME_CCamera_FieldOfViewMin=Field of View Minimum
EDSTR_FIELDNAME_CCamera_FollowOffsetUpdateBandX=Follow Offset Update Band X
EDSTR_FIELDNAME_CCamera_FollowOffsetUpdateBandY=Follow Offset Update Band Y
EDSTR_FIELDNAME_CCamera_FollowResetDecayDuration=Follow Reset Decay Duration
EDSTR_FIELDNAME_CCamera_FollowResetDecayFactor=Follow Reset Decay Factor
EDSTR_FIELDNAME_CCamera_FollowResetJumpDelay=Follow Reset Jump Delay
EDSTR_FIELDNAME_CCamera_FollowResetJumpDistance=Follow Reset Jump Distance
EDSTR_FIELDNAME_CCamera_FollowResetTimeoutLeashed=Follow Reset Timeout Leashed
EDSTR_FIELDNAME_CCamera_FollowResetTimeoutNormal=Follow Reset Timeout Normal
EDSTR_FIELDNAME_CCamera_FollowResetTimeoutUnleashed=Follow Reset Timeout Unleashed
EDSTR_FIELDNAME_CCamera_FollowScrollLeash=Follow Scroll Leash
EDSTR_FIELDNAME_CCamera_FollowScrollLimit=Follow Scroll Limit
EDSTR_FIELDNAME_CCamera_ForwardScale=Forward Scale
EDSTR_FIELDNAME_CCamera_HeightDisplacementFactor=Height Displacement Factor
EDSTR_FIELDNAME_CCamera_HeightDisplacementMax=Height Displacement Maximum
EDSTR_FIELDNAME_CCamera_HeightDisplacementPitchMax=Height Displacement Pitch Maximum
EDSTR_FIELDNAME_CCamera_HeightDisplacementPitchMin=Height Displacement Pitch Minimum
EDSTR_FIELDNAME_CCamera_HeightMap=Height Map
EDSTR_FIELDNAME_CCamera_MaxScrollDistance=Scroll Distance Maximum
EDSTR_FIELDNAME_CCamera_MaxScrollRate=Scroll Rate Maximum
EDSTR_FIELDNAME_CCamera_ParamInitial=Initial Parameter
EDSTR_FIELDNAME_CCamera_ParamSmooth=Parameter Smooth
EDSTR_FIELDNAME_CCamera_PitchIncrement=Angle of Attack Increment
EDSTR_FIELDNAME_CCamera_PitchMax=Angle of Attack Maximum
EDSTR_FIELDNAME_CCamera_PitchMin=Angle of Attack Minimum
EDSTR_FIELDNAME_CCamera_RotateScale=Rotate Scale
EDSTR_FIELDNAME_CCamera_ScrollAccelerationPeriod=Scroll Acceleration Period
EDSTR_FIELDNAME_CCamera_ScrollDecelerationPeriod=Scroll Deceleration Period
EDSTR_FIELDNAME_CCamera_SmartPanJumpDistance=Smart Pan Jump Distance
EDSTR_FIELDNAME_CCamera_SmartPanSkipDistance=Smart Pan Skip Distance
EDSTR_FIELDNAME_CCamera_StrafeScale=Strafe Scale
EDSTR_FIELDNAME_CCamera_TargetSmooth=Target Smooth
EDSTR_FIELDNAME_CCamera_VerticalScrollRateMultiplier=Scroll Rate Vertical Multiplier
EDSTR_FIELDNAME_CCamera_YawIncrement=Rotation Increment
EDSTR_FIELDNAME_CCamera_YawLeft=Rotation Left
EDSTR_FIELDNAME_CCamera_YawMax=Rotation Maximum
EDSTR_FIELDNAME_CCamera_YawMin=Rotation Minimum
EDSTR_FIELDNAME_CCamera_YawRight=Rotation Right
EDSTR_FIELDNAME_CCamera_ZoomDefault=Zoom Default
EDSTR_FIELDNAME_CCamera_ZoomTable=Zoom Levels
EDSTR_FIELDNAME_CCamera_ZoomTableObserver=Observer Zoom Levels
EDSTR_FIELDNAME_CCharacter_Age=Age
EDSTR_FIELDNAME_CCharacter_Attitude=Attitude
EDSTR_FIELDNAME_CCharacter_Color=Color
EDSTR_FIELDNAME_CCharacter_Description=Description
EDSTR_FIELDNAME_CCharacter_Dialect=Dialect
EDSTR_FIELDNAME_CCharacter_Gender=Gender
EDSTR_FIELDNAME_CCharacter_Image=Image
EDSTR_FIELDNAME_CCharacter_Name=Name
EDSTR_FIELDNAME_CCharacter_Pitch=Pitch
EDSTR_FIELDNAME_CCharacter_Race=Race
EDSTR_FIELDNAME_CCharacter_RaceCustom=Race Custom
EDSTR_FIELDNAME_CCharacter_Relevance=Relevance
EDSTR_FIELDNAME_CCharacter_Timbre=Timbre
EDSTR_FIELDNAME_CCharacter_Variations=Variations
EDSTR_FIELDNAME_CCharacter_Voice=Voice
EDSTR_FIELDNAME_CCharacter_VoiceRef=Voice Ref
EDSTR_FIELDNAME_CCliff_CliffMaterial=Cliff Material
EDSTR_FIELDNAME_CCliff_CliffMesh=Cliff Mesh
EDSTR_FIELDNAME_CCliff_EditorIcon=Editor Icon
EDSTR_FIELDNAME_CCliffDoodad_CliffSet=Cliff Set
EDSTR_FIELDNAME_CCliffDoodad_HeightCodes=Height Codes
EDSTR_FIELDNAME_CCliffDoodad_NumCellsAcross=Number of Cells Across
EDSTR_FIELDNAME_CCliffDoodad_NumCellsDown=Number of Cells Down
EDSTR_FIELDNAME_CCliffMesh_CliffHeights=Cliff Heights
EDSTR_FIELDNAME_CCliffMesh_ModelPath=Model Path
EDSTR_FIELDNAME_CCliffMesh_WeldNormals=Weld Normals
EDSTR_FIELDNAME_CConfig_AIHero=AI Hero
EDSTR_FIELDNAME_CConfig_BundleArray=Bundles
EDSTR_FIELDNAME_CConfig_FreeToPlayHeroArray=Free To Play Hero Array
EDSTR_FIELDNAME_CConfig_FreeToPlayHeroBaseCount=Free To Play Hero Base Count
EDSTR_FIELDNAME_CConfig_FreeToPlayRewardArray=Free To Play Reward Array
EDSTR_FIELDNAME_CConfig_HeroArray=Heroes
EDSTR_FIELDNAME_CConfig_MountArray=Mount Array
EDSTR_FIELDNAME_CConfig_Name=Name
EDSTR_FIELDNAME_CConfig_RandomHero=Random Hero
EDSTR_FIELDNAME_CConfig_UnavailableMount=Unavailable Mount
EDSTR_FIELDNAME_CConversation_AnimBlendDefault=Animation Blend Default
EDSTR_FIELDNAME_CConversation_AnimBlendOut=Animation Blend Out Time
EDSTR_FIELDNAME_CConversation_Choices=Choices
EDSTR_FIELDNAME_CConversation_Comments=Comments
EDSTR_FIELDNAME_CConversation_DefaultSpeaker1=Default Speaker 1
EDSTR_FIELDNAME_CConversation_DefaultSpeaker2=Default Speaker 2
EDSTR_FIELDNAME_CConversation_EditorCategories=Editor Categories
EDSTR_FIELDNAME_CConversation_FacialAnims=Facial Animations
EDSTR_FIELDNAME_CConversation_FixedActions=Fixed Actions
EDSTR_FIELDNAME_CConversation_FixedConditions=Fixed Conditions
EDSTR_FIELDNAME_CConversation_Groups=Groups
EDSTR_FIELDNAME_CConversation_Jumps=Jumps
EDSTR_FIELDNAME_CConversation_Lines=Lines
EDSTR_FIELDNAME_CConversation_ObjectStates=Object States
EDSTR_FIELDNAME_CConversation_ProductionLevel=Production Level
EDSTR_FIELDNAME_CConversation_ProductionLevelInfo=Production Level Info
EDSTR_FIELDNAME_CConversation_RootItems=Root Items
EDSTR_FIELDNAME_CConversation_RunActions=Run Actions
EDSTR_FIELDNAME_CConversation_Waits=Waits
EDSTR_FIELDNAME_CConversationState_CustomColors=Custom Colors
EDSTR_FIELDNAME_CConversationState_Flags=Flags
EDSTR_FIELDNAME_CConversationState_Indices=Indices
EDSTR_FIELDNAME_CConversationState_InfoIds=Info Names
EDSTR_FIELDNAME_CConversationState_ValueRange=Value Range
EDSTR_FIELDNAME_CCursor_HotspotX=Hotspot X
EDSTR_FIELDNAME_CCursor_HotspotY=Hotspot Y
EDSTR_FIELDNAME_CCursor_Texture=Texture
EDSTR_FIELDNAME_CDSPChorus_Delay=Delay
EDSTR_FIELDNAME_CDSPChorus_Depth=Depth
EDSTR_FIELDNAME_CDSPChorus_DryMix=Dry Mix
EDSTR_FIELDNAME_CDSPChorus_Feedback=Feedback
EDSTR_FIELDNAME_CDSPChorus_Rate=Rate
EDSTR_FIELDNAME_CDSPChorus_WetMix1=Wet Mix 1
EDSTR_FIELDNAME_CDSPChorus_WetMix2=Wet Mix 2
EDSTR_FIELDNAME_CDSPChorus_WetMix3=Wet Mix 3
EDSTR_FIELDNAME_CDSPCompressor_Attack=Attack
EDSTR_FIELDNAME_CDSPCompressor_GainMakeUp=Gain Make Up
EDSTR_FIELDNAME_CDSPCompressor_Release=Release
EDSTR_FIELDNAME_CDSPCompressor_Threshold=Threshold
EDSTR_FIELDNAME_CDSPDistortion_Level=Level
EDSTR_FIELDNAME_CDSPEcho_DecayRatio=Decay Ratio
EDSTR_FIELDNAME_CDSPEcho_Delay=Delay
EDSTR_FIELDNAME_CDSPEcho_DryMix=Dry Mix
EDSTR_FIELDNAME_CDSPEcho_MaxChannels=Maximum Channels
EDSTR_FIELDNAME_CDSPEcho_WetMix=Wet Mix
EDSTR_FIELDNAME_CDSPFlange_Depth=Depth
EDSTR_FIELDNAME_CDSPFlange_DryMix=Dry Mix
EDSTR_FIELDNAME_CDSPFlange_Rate=Rate
EDSTR_FIELDNAME_CDSPFlange_WetMix=Wet Mix
EDSTR_FIELDNAME_CDSPHighPass_Cutoff=Cutoff
EDSTR_FIELDNAME_CDSPHighPass_Resonance=Resonance
EDSTR_FIELDNAME_CDSPLimiter_ARCAttackMs=ARC Attack (ms)
EDSTR_FIELDNAME_CDSPLimiter_ARCMaxReleaseMs=ARC Max Release (ms)
EDSTR_FIELDNAME_CDSPLimiter_ARCMinReleaseMs=ARC Min Release (ms)
EDSTR_FIELDNAME_CDSPLimiter_ARCReleaseMs=ARC Release (ms)
EDSTR_FIELDNAME_CDSPLimiter_ARCReleaseSweepMs=ARC Release Sweep (ms)
EDSTR_FIELDNAME_CDSPLimiter_MakeUpGainDB=Make Up Gain (dB)
EDSTR_FIELDNAME_CDSPLimiter_ReleaseMs=Release (ms)
EDSTR_FIELDNAME_CDSPLimiter_SoftKneeWidthDB=Soft Knee Width (dB)
EDSTR_FIELDNAME_CDSPLimiter_ThresholdDB=Threshold (dB)
EDSTR_FIELDNAME_CDSPLimiter_UseARC=Use ARC
EDSTR_FIELDNAME_CDSPLowPass_Cutoff=Cutoff
EDSTR_FIELDNAME_CDSPLowPass_Resonance=Resonance
EDSTR_FIELDNAME_CDSPLowPassSimple_Cutoff=Cutoff
EDSTR_FIELDNAME_CDSPNormalize_FadeTime=Fade Time
EDSTR_FIELDNAME_CDSPNormalize_MaxAmp=Maximum Amplitude
EDSTR_FIELDNAME_CDSPNormalize_Threshhold=Threshold
EDSTR_FIELDNAME_CDSPOscillator_Rate=Rate
EDSTR_FIELDNAME_CDSPOscillator_Type=Type
EDSTR_FIELDNAME_CDSPParamEQ_Bandwidth=Bandwidth
EDSTR_FIELDNAME_CDSPParamEQ_Center=Center
EDSTR_FIELDNAME_CDSPParamEQ_Gain=Gain
EDSTR_FIELDNAME_CDSPPitchShift_FFTSize=Fast Fourier Transform Size
EDSTR_FIELDNAME_CDSPPitchShift_MaxChannels=Maximum Channels
EDSTR_FIELDNAME_CDSPPitchShift_Pitch=Pitch
EDSTR_FIELDNAME_CDSPReverb_DecayHFRatio=Decay High Frequency Ratio
EDSTR_FIELDNAME_CDSPReverb_DecayTime=Decay Time
EDSTR_FIELDNAME_CDSPReverb_Density=Density
EDSTR_FIELDNAME_CDSPReverb_Diffusion=Diffusion
EDSTR_FIELDNAME_CDSPReverb_DryLevel=Dry Level
EDSTR_FIELDNAME_CDSPReverb_HFReference=High Frequency Reference
EDSTR_FIELDNAME_CDSPReverb_LFReference=Low Frequency Reference
EDSTR_FIELDNAME_CDSPReverb_ReflectionsDelay=Reflection Delay
EDSTR_FIELDNAME_CDSPReverb_ReflectionsLevel=Reflection Level
EDSTR_FIELDNAME_CDSPReverb_ReverbDelay=Reverb Delay
EDSTR_FIELDNAME_CDSPReverb_ReverbLevel=Reverb Level
EDSTR_FIELDNAME_CDSPReverb_Room=Room
EDSTR_FIELDNAME_CDSPReverb_RoomHF=Room High Frequency
EDSTR_FIELDNAME_CDSPReverb_RoomLF=Room Low Frequency
EDSTR_FIELDNAME_CDSPReverb_RoomRolloffFactor=Room Rolloff Factor
EDSTR_FIELDNAME_CEffect_AINotifyFlags=AI Notify Flags
EDSTR_FIELDNAME_CEffect_Alert=Alert
EDSTR_FIELDNAME_CEffect_CasterHistory=Caster History
EDSTR_FIELDNAME_CEffect_Chance=Chance
EDSTR_FIELDNAME_CEffect_DamageModifierSource=Damage Modifier Source
EDSTR_FIELDNAME_CEffect_DebugTrace=Debug Trace
EDSTR_FIELDNAME_CEffect_EditorCategories=Editor Categories
EDSTR_FIELDNAME_CEffect_Marker=Marker
EDSTR_FIELDNAME_CEffect_Name=Name
EDSTR_FIELDNAME_CEffect_TechAliasArray=Tech Aliases
EDSTR_FIELDNAME_CEffect_ValidatorArray=Validators
EDSTR_FIELDNAME_CEffectApplyBehavior_Behavior=Behavior
EDSTR_FIELDNAME_CEffectApplyBehavior_Count=Behavior Count
EDSTR_FIELDNAME_CEffectApplyBehavior_Duration=Duration
EDSTR_FIELDNAME_CEffectApplyBehavior_Flags=Flag
EDSTR_FIELDNAME_CEffectApplyBehavior_KillHallucination=Kill Hallucination
EDSTR_FIELDNAME_CEffectApplyBehavior_WhichUnit=Unit
EDSTR_FIELDNAME_CEffectApplyForce_Amount=Amount
EDSTR_FIELDNAME_CEffectApplyForce_MassFraction=Mass Fraction
EDSTR_FIELDNAME_CEffectApplyForce_TimeScaleSource=Time Scale Source
EDSTR_FIELDNAME_CEffectApplyForce_WhichLocation=Location
EDSTR_FIELDNAME_CEffectApplyForce_WhichUnit=Unit
EDSTR_FIELDNAME_CEffectCancelOrder_AbilCmd=Ability Command
EDSTR_FIELDNAME_CEffectCancelOrder_Count=Count
EDSTR_FIELDNAME_CEffectCancelOrder_Flags=Flags
EDSTR_FIELDNAME_CEffectCancelOrder_WhichUnit=Which Unit
EDSTR_FIELDNAME_CEffectCreateHealer_DrainResourceCostFactor=Drain Resource Cost Factor
EDSTR_FIELDNAME_CEffectCreateHealer_DrainVital=Drain Vital
EDSTR_FIELDNAME_CEffectCreateHealer_DrainVitalCostFactor=Drain Vital Cost Factor
EDSTR_FIELDNAME_CEffectCreateHealer_ExpireEffect=Expire Effect
EDSTR_FIELDNAME_CEffectCreateHealer_FinalEffect=Final Effect
EDSTR_FIELDNAME_CEffectCreateHealer_Flags=Flags
EDSTR_FIELDNAME_CEffectCreateHealer_ImpactUnit=Impact Unit
EDSTR_FIELDNAME_CEffectCreateHealer_InitialEffect=Initial Effect
EDSTR_FIELDNAME_CEffectCreateHealer_LaunchUnit=Launch Unit
EDSTR_FIELDNAME_CEffectCreateHealer_PeriodCount=Period Count
EDSTR_FIELDNAME_CEffectCreateHealer_PeriodicEffect=Periodic Effect
EDSTR_FIELDNAME_CEffectCreateHealer_PeriodicPeriod=Periodic Period
EDSTR_FIELDNAME_CEffectCreateHealer_PeriodicValidator=Periodic Validator
EDSTR_FIELDNAME_CEffectCreateHealer_RechargeVital=Recharge Vital
EDSTR_FIELDNAME_CEffectCreateHealer_RechargeVitalFraction=Recharge Vital Fraction
EDSTR_FIELDNAME_CEffectCreateHealer_RechargeVitalMax=Recharge Vital Max
EDSTR_FIELDNAME_CEffectCreateHealer_RechargeVitalRate=Recharge Vital Rate
EDSTR_FIELDNAME_CEffectCreateHealer_TimeFactor=Time Factor
EDSTR_FIELDNAME_CEffectCreatePersistent_AINotifyEffect=AI Notify Effect
EDSTR_FIELDNAME_CEffectCreatePersistent_DetectFilters=Detect Filters
EDSTR_FIELDNAME_CEffectCreatePersistent_EffectRandMode=Effect Random Mode
EDSTR_FIELDNAME_CEffectCreatePersistent_ExpireDelay=Expire Delay
EDSTR_FIELDNAME_CEffectCreatePersistent_ExpireEffect=Effect - Expire
EDSTR_FIELDNAME_CEffectCreatePersistent_ExpireOffset=Offset - Expire
EDSTR_FIELDNAME_CEffectCreatePersistent_FinalEffect=Effect - Final
EDSTR_FIELDNAME_CEffectCreatePersistent_FinalOffset=Offset - Final
EDSTR_FIELDNAME_CEffectCreatePersistent_Flags=Flags
EDSTR_FIELDNAME_CEffectCreatePersistent_HeightMap=Height Map
EDSTR_FIELDNAME_CEffectCreatePersistent_InitialDelay=Initial Delay
EDSTR_FIELDNAME_CEffectCreatePersistent_InitialEffect=Effect - Initial
EDSTR_FIELDNAME_CEffectCreatePersistent_InitialOffset=Offset - Initial
EDSTR_FIELDNAME_CEffectCreatePersistent_OffsetFacingFallback=Offset Facing Fallback
EDSTR_FIELDNAME_CEffectCreatePersistent_OffsetRandMode=Offset Random Mode
EDSTR_FIELDNAME_CEffectCreatePersistent_OffsetVectorEndLocation=Location Offset - End
EDSTR_FIELDNAME_CEffectCreatePersistent_OffsetVectorStartLocation=Location Offset - Start
EDSTR_FIELDNAME_CEffectCreatePersistent_PeriodCount=Period Count
EDSTR_FIELDNAME_CEffectCreatePersistent_PeriodicEffectArray=Period Effects
EDSTR_FIELDNAME_CEffectCreatePersistent_PeriodicOffsetArray=Periodic Offsets
EDSTR_FIELDNAME_CEffectCreatePersistent_PeriodicPeriodArray=Period Durations
EDSTR_FIELDNAME_CEffectCreatePersistent_PeriodicValidator=Periodic Validator
EDSTR_FIELDNAME_CEffectCreatePersistent_PeriodRandMode=Period Random Mode
EDSTR_FIELDNAME_CEffectCreatePersistent_RadarFilters=Radar Filters
EDSTR_FIELDNAME_CEffectCreatePersistent_RevealArc=Reveal Arc
EDSTR_FIELDNAME_CEffectCreatePersistent_RevealFacing=Reveal Facing
EDSTR_FIELDNAME_CEffectCreatePersistent_RevealFlags=Reveal Flags
EDSTR_FIELDNAME_CEffectCreatePersistent_RevealRadius=Reveal Radius
EDSTR_FIELDNAME_CEffectCreatePersistent_RevealRectangleHeight=Reveal Rectangle Height
EDSTR_FIELDNAME_CEffectCreatePersistent_RevealRectangleWidth=Reveal Rectangle Width
EDSTR_FIELDNAME_CEffectCreatePersistent_TimeScaleSource=Time Scale Source
EDSTR_FIELDNAME_CEffectCreatePersistent_WhichLocation=Location
EDSTR_FIELDNAME_CEffectCreateUnit_CreateFlags=Creation Options
EDSTR_FIELDNAME_CEffectCreateUnit_Origin=Origin
EDSTR_FIELDNAME_CEffectCreateUnit_RallyUnit=Rally Unit
EDSTR_FIELDNAME_CEffectCreateUnit_SelectUnit=Select Unit
EDSTR_FIELDNAME_CEffectCreateUnit_SpawnCount=Spawn Count
EDSTR_FIELDNAME_CEffectCreateUnit_SpawnEffect=Effect - Spawn
EDSTR_FIELDNAME_CEffectCreateUnit_SpawnOffset=Spawn Offset
EDSTR_FIELDNAME_CEffectCreateUnit_SpawnOwner=Spawn Owner
EDSTR_FIELDNAME_CEffectCreateUnit_SpawnRange=Spawn Range
EDSTR_FIELDNAME_CEffectCreateUnit_SpawnUnit=Spawn Unit
EDSTR_FIELDNAME_CEffectCreateUnit_TypeFallbackUnit=Type Fallback Unit
EDSTR_FIELDNAME_CEffectCreateUnit_WhichLocation=Location
EDSTR_FIELDNAME_CEffectDamage_Amount=Amount
EDSTR_FIELDNAME_CEffectDamage_AreaArray=Area
EDSTR_FIELDNAME_CEffectDamage_AreaRelativeOffset=Area Relative Offset
EDSTR_FIELDNAME_CEffectDamage_ArmorReduction=Armor Reduction
EDSTR_FIELDNAME_CEffectDamage_AttributeBonus=Attribute Bonus
EDSTR_FIELDNAME_CEffectDamage_AttributeFactor=Attribute Factor
EDSTR_FIELDNAME_CEffectDamage_AttributeForced=Attribute Forced
EDSTR_FIELDNAME_CEffectDamage_Death=Death
EDSTR_FIELDNAME_CEffectDamage_DisplayFlags=Display Flags
EDSTR_FIELDNAME_CEffectDamage_ExcludeArray=Exclude
EDSTR_FIELDNAME_CEffectDamage_Flags=Flags
EDSTR_FIELDNAME_CEffectDamage_ImpactLocation=Impact Location
EDSTR_FIELDNAME_CEffectDamage_ImpactUnitValidator=Impact Unit Validator
EDSTR_FIELDNAME_CEffectDamage_IncludeArray=Include
EDSTR_FIELDNAME_CEffectDamage_KillHallucination=Kill Hallucination
EDSTR_FIELDNAME_CEffectDamage_Kind=Kind
EDSTR_FIELDNAME_CEffectDamage_KindSplash=Splash Kind
EDSTR_FIELDNAME_CEffectDamage_LaunchLocation=Launch Location
EDSTR_FIELDNAME_CEffectDamage_LeechFraction=Leech Fraction
EDSTR_FIELDNAME_CEffectDamage_MaxCount=Maximum Count
EDSTR_FIELDNAME_CEffectDamage_MinCount=Minimum Count
EDSTR_FIELDNAME_CEffectDamage_MinCountError=Minimum Count Error
EDSTR_FIELDNAME_CEffectDamage_Random=Random
EDSTR_FIELDNAME_CEffectDamage_RecycleCount=Recycle Count
EDSTR_FIELDNAME_CEffectDamage_RevealerParams=Revealer Parameters
EDSTR_FIELDNAME_CEffectDamage_SearchFilters=Search Filters
EDSTR_FIELDNAME_CEffectDamage_SearchFlags=Search Flags
EDSTR_FIELDNAME_CEffectDamage_ShieldBonus=Shield Bonus
EDSTR_FIELDNAME_CEffectDamage_ShieldFactor=Shield Factor
EDSTR_FIELDNAME_CEffectDamage_SplashHistory=Splash History
EDSTR_FIELDNAME_CEffectDamage_TargetSorts=Target Sorts
EDSTR_FIELDNAME_CEffectDamage_Total=Total
EDSTR_FIELDNAME_CEffectDamage_Visibility=Visibility
EDSTR_FIELDNAME_CEffectDamage_VitalBonus=Vital Bonus
EDSTR_FIELDNAME_CEffectDamage_VitalBonusRandom=Vital Bonus Random Bonus
EDSTR_FIELDNAME_CEffectDamage_VitalFractionCurrent=Vital Fraction Current
EDSTR_FIELDNAME_CEffectDamage_VitalFractionCurrentRandom=Vital Fraction Current Random Bonus
EDSTR_FIELDNAME_CEffectDamage_VitalFractionMax=Vital Fraction Maximum
EDSTR_FIELDNAME_CEffectDamage_VitalFractionMaxRandom=Vital Fraction Maximum Random Bonus
EDSTR_FIELDNAME_CEffectDestroyHealer_Count=Count
EDSTR_FIELDNAME_CEffectDestroyHealer_Effect=Effect
EDSTR_FIELDNAME_CEffectDestroyHealer_Radius=Radius
EDSTR_FIELDNAME_CEffectDestroyHealer_WhichLocation=Location
EDSTR_FIELDNAME_CEffectDestroyPersistent_Count=Count
EDSTR_FIELDNAME_CEffectDestroyPersistent_Effect=Effect
EDSTR_FIELDNAME_CEffectDestroyPersistent_Radius=Radius
EDSTR_FIELDNAME_CEffectDestroyPersistent_WhichLocation=Location
EDSTR_FIELDNAME_CEffectEnumArea_AreaArray=Areas
EDSTR_FIELDNAME_CEffectEnumArea_AreaRelativeOffset=Area Relative Offset
EDSTR_FIELDNAME_CEffectEnumArea_ExcludeArray=Exclude
EDSTR_FIELDNAME_CEffectEnumArea_ImpactLocation=Impact Location
EDSTR_FIELDNAME_CEffectEnumArea_IncludeArray=Include
EDSTR_FIELDNAME_CEffectEnumArea_LaunchLocation=Launch Location
EDSTR_FIELDNAME_CEffectEnumArea_MaxCount=Maximum Count
EDSTR_FIELDNAME_CEffectEnumArea_MinCount=Minimum Count
EDSTR_FIELDNAME_CEffectEnumArea_MinCountError=Minimum Count Error
EDSTR_FIELDNAME_CEffectEnumArea_RecycleCount=Recycle Count
EDSTR_FIELDNAME_CEffectEnumArea_RevealerParams=Revealer Parameters
EDSTR_FIELDNAME_CEffectEnumArea_SearchFilters=Search Filters
EDSTR_FIELDNAME_CEffectEnumArea_SearchFlags=Search Flags
EDSTR_FIELDNAME_CEffectEnumArea_TargetSorts=Target Sorts
EDSTR_FIELDNAME_CEffectEnumInventory_CheckOuter=Check Outer
EDSTR_FIELDNAME_CEffectEnumInventory_Effect=Effect
EDSTR_FIELDNAME_CEffectEnumInventory_MaxCount=Max Count
EDSTR_FIELDNAME_CEffectEnumInventory_SearchFilters=Search Filters
EDSTR_FIELDNAME_CEffectEnumInventory_WhichUnit=Which Unit
EDSTR_FIELDNAME_CEffectEnumMagazine_EffectExternal=Effect External
EDSTR_FIELDNAME_CEffectEnumMagazine_EffectInternal=Effect Internal
EDSTR_FIELDNAME_CEffectEnumMagazine_MaxCount=Max Count
EDSTR_FIELDNAME_CEffectEnumMagazine_SearchFilters=Search Filters
EDSTR_FIELDNAME_CEffectEnumMagazine_WhichUnit=Which Unit
EDSTR_FIELDNAME_CEffectEnumTransport_CheckOuter=Check Outer
EDSTR_FIELDNAME_CEffectEnumTransport_Effect=Effect
EDSTR_FIELDNAME_CEffectEnumTransport_MaxCount=Maximum Count
EDSTR_FIELDNAME_CEffectEnumTransport_SearchFilters=Search Filters
EDSTR_FIELDNAME_CEffectEnumTransport_WhichUnit=Unit
EDSTR_FIELDNAME_CEffectIssueOrder_Abil=Ability
EDSTR_FIELDNAME_CEffectIssueOrder_AbilCmdIndex=Ability Command
EDSTR_FIELDNAME_CEffectIssueOrder_CmdFlags=Command Flags
EDSTR_FIELDNAME_CEffectIssueOrder_Player=Player
EDSTR_FIELDNAME_CEffectIssueOrder_Target=Target
EDSTR_FIELDNAME_CEffectIssueOrder_WhichUnit=Unit
EDSTR_FIELDNAME_CEffectLaunchMissile_AmmoLife=Ammo Life
EDSTR_FIELDNAME_CEffectLaunchMissile_AmmoUnit=Ammo Unit
EDSTR_FIELDNAME_CEffectLaunchMissile_DeathType=Death Type
EDSTR_FIELDNAME_CEffectLaunchMissile_FinishEffect=Finish Effect
EDSTR_FIELDNAME_CEffectLaunchMissile_Flags=Flags
EDSTR_FIELDNAME_CEffectLaunchMissile_ImpactEffect=Impact Effect
EDSTR_FIELDNAME_CEffectLaunchMissile_ImpactLocation=Impact Location
EDSTR_FIELDNAME_CEffectLaunchMissile_ImpactOffset=Impact Offset
EDSTR_FIELDNAME_CEffectLaunchMissile_ImpactRange=Impact Range
EDSTR_FIELDNAME_CEffectLaunchMissile_LaunchEffect=Launch Effect
EDSTR_FIELDNAME_CEffectLaunchMissile_LaunchLocation=Launch Location
EDSTR_FIELDNAME_CEffectLaunchMissile_LaunchOffset=Launch Offset
EDSTR_FIELDNAME_CEffectLaunchMissile_MoverExecuteJump=Mover Execute Jump
EDSTR_FIELDNAME_CEffectLaunchMissile_MoverExecutePattern=Mover Execute Pattern
EDSTR_FIELDNAME_CEffectLaunchMissile_MoverExecuteRange=Mover Execute Range
EDSTR_FIELDNAME_CEffectLaunchMissile_MoverRollingJump=Mover Rolling Jump
EDSTR_FIELDNAME_CEffectLaunchMissile_MoverRollingPattern=Mover Rolling Pattern
EDSTR_FIELDNAME_CEffectLaunchMissile_Movers=Movers
EDSTR_FIELDNAME_CEffectLaunchMissile_PeriodCount=Periodic Effect Period Count
EDSTR_FIELDNAME_CEffectLaunchMissile_PeriodicEffect=Periodic Effect
EDSTR_FIELDNAME_CEffectLaunchMissile_PeriodicPeriod=Periodic Effect Period
EDSTR_FIELDNAME_CEffectLaunchMissile_PlaceholderUnit=Placeholder Unit
EDSTR_FIELDNAME_CEffectLaunchMissile_PlacementAround=Placement Around
EDSTR_FIELDNAME_CEffectLaunchMissile_PlacementMinDistance=Placement Min Distance
EDSTR_FIELDNAME_CEffectLaunchMissile_PlacementRange=Placement Range
EDSTR_FIELDNAME_CEffectLaunchMissile_RetargetFilters=Retarget Filters
EDSTR_FIELDNAME_CEffectLaunchMissile_RetargetRange=Retarget Range
EDSTR_FIELDNAME_CEffectLaunchMissile_ReturnDelay=Return Delay
EDSTR_FIELDNAME_CEffectLaunchMissile_ReturnMovers=Return Movers
EDSTR_FIELDNAME_CEffectLaunchMissile_TransferBehavior=Transferred Behavior
EDSTR_FIELDNAME_CEffectLaunchMissile_TransferCount=Transfer Count
EDSTR_FIELDNAME_CEffectLaunchMissile_Visibility=Visibility
EDSTR_FIELDNAME_CEffectModifyPlayer_Cost=Cost
EDSTR_FIELDNAME_CEffectModifyPlayer_EffectArray=Effects
EDSTR_FIELDNAME_CEffectModifyPlayer_Resources=Resources
EDSTR_FIELDNAME_CEffectModifyPlayer_ResourcesCollected=Resources Collected
EDSTR_FIELDNAME_CEffectModifyPlayer_Upgrades=Upgrades
EDSTR_FIELDNAME_CEffectModifyPlayer_WhichPlayer=Player
EDSTR_FIELDNAME_CEffectModifyUnit_CopyOrderCount=Copy Order Count
EDSTR_FIELDNAME_CEffectModifyUnit_CopyRallyCount=Copy Rally Count
EDSTR_FIELDNAME_CEffectModifyUnit_Cost=Cost
EDSTR_FIELDNAME_CEffectModifyUnit_Height=Height
EDSTR_FIELDNAME_CEffectModifyUnit_HeightTime=Height Time
EDSTR_FIELDNAME_CEffectModifyUnit_ImpactUnit=Impact Unit
EDSTR_FIELDNAME_CEffectModifyUnit_KillCreditUnit=Kill Credit Unit
EDSTR_FIELDNAME_CEffectModifyUnit_KillHallucination=Kill Hallucination
EDSTR_FIELDNAME_CEffectModifyUnit_LaunchUnit=Launch Unit
EDSTR_FIELDNAME_CEffectModifyUnit_ModifyFlags=Modification Flags
EDSTR_FIELDNAME_CEffectModifyUnit_ModifyOwnerPlayer=Modify Owner Player
EDSTR_FIELDNAME_CEffectModifyUnit_ModifyTurret=Modify Turret
EDSTR_FIELDNAME_CEffectModifyUnit_RallyUnit=Rally Unit
EDSTR_FIELDNAME_CEffectModifyUnit_ResourceRestoreBonus=Resource Restore Bonus
EDSTR_FIELDNAME_CEffectModifyUnit_ResourceRestoreFraction=Resource Restore Fraction
EDSTR_FIELDNAME_CEffectModifyUnit_Resources=Resources
EDSTR_FIELDNAME_CEffectModifyUnit_ResourcesHarvestedBonus=Resources Harvested Bonus
EDSTR_FIELDNAME_CEffectModifyUnit_ResourcesHarvestedFraction=Resources Harvested Fraction
EDSTR_FIELDNAME_CEffectModifyUnit_SalvageFactor=Salvage Factor
EDSTR_FIELDNAME_CEffectModifyUnit_SpawnCount=Spawn Count
EDSTR_FIELDNAME_CEffectModifyUnit_TransferUnit=Transfer Unit
EDSTR_FIELDNAME_CEffectModifyUnit_VeterancyBehavior=Veterancy Behavior
EDSTR_FIELDNAME_CEffectModifyUnit_VitalArray=Vitals
EDSTR_FIELDNAME_CEffectModifyUnit_XP=Experience
EDSTR_FIELDNAME_CEffectRedirectMissile_Flags=Flags
EDSTR_FIELDNAME_CEffectRedirectMissile_ImpactFilters=Impact Filters
EDSTR_FIELDNAME_CEffectRedirectMissile_ImpactLocation=Impact Location
EDSTR_FIELDNAME_CEffectRedirectMissile_WhichUnit=Unit
EDSTR_FIELDNAME_CEffectReleaseMagazine_WhichUnit=Which Unit
EDSTR_FIELDNAME_CEffectRemoveBehavior_BehaviorAlignment=Behavior Alignment
EDSTR_FIELDNAME_CEffectRemoveBehavior_BehaviorCategories=Behavior Categories
EDSTR_FIELDNAME_CEffectRemoveBehavior_BehaviorClass=Behavior Classes
EDSTR_FIELDNAME_CEffectRemoveBehavior_BehaviorLink=Behaviors
EDSTR_FIELDNAME_CEffectRemoveBehavior_Count=Count
EDSTR_FIELDNAME_CEffectRemoveBehavior_KillHallucination=Kill Hallucination
EDSTR_FIELDNAME_CEffectRemoveBehavior_WhichUnit=Unit
EDSTR_FIELDNAME_CEffectResponse_ResponseFlags=Response Flags
EDSTR_FIELDNAME_CEffectReturnMagazine_MagazineEffect=Magazine Effect
EDSTR_FIELDNAME_CEffectReturnMagazine_WhichUnit=Which Unit
EDSTR_FIELDNAME_CEffectSet_EffectArray=Effects
EDSTR_FIELDNAME_CEffectSet_MaxCount=Maximum Count
EDSTR_FIELDNAME_CEffectSet_MinCount=Minimum Count
EDSTR_FIELDNAME_CEffectSet_Random=Random
EDSTR_FIELDNAME_CEffectSet_TargetLocationType=Target Location Type
EDSTR_FIELDNAME_CEffectSwitch_CaseArray=Cases
EDSTR_FIELDNAME_CEffectSwitch_CaseDefault=Default
EDSTR_FIELDNAME_CEffectSwitch_TargetLocationType=Target Location Type
EDSTR_FIELDNAME_CEffectTeleport_ClearQueuedOrders=Clear Order Queue
EDSTR_FIELDNAME_CEffectTeleport_MinDistance=Minimum Distance
EDSTR_FIELDNAME_CEffectTeleport_PlacementArc=Placement Arc
EDSTR_FIELDNAME_CEffectTeleport_PlacementAround=Placement Around
EDSTR_FIELDNAME_CEffectTeleport_PlacementRange=Placement Range
EDSTR_FIELDNAME_CEffectTeleport_Range=Range
EDSTR_FIELDNAME_CEffectTeleport_SourceLocation=Source
EDSTR_FIELDNAME_CEffectTeleport_TargetLocation=Target
EDSTR_FIELDNAME_CEffectTeleport_TeleportFlags=Teleport Flags
EDSTR_FIELDNAME_CEffectTeleport_WhichUnit=Unit
EDSTR_FIELDNAME_CEffectTransferBehavior_Behavior=Behavior
EDSTR_FIELDNAME_CEffectTransferBehavior_Copy=Copy
EDSTR_FIELDNAME_CEffectTransferBehavior_Count=Count
EDSTR_FIELDNAME_CEffectTransferBehavior_ImpactUnit=Impact Unit
EDSTR_FIELDNAME_CEffectTransferBehavior_LaunchUnit=Launch Unit
EDSTR_FIELDNAME_CEffectTransferBehavior_Preserve=Preserve
EDSTR_FIELDNAME_CEffectUseCalldown_CalldownCount=Calldown Count
EDSTR_FIELDNAME_CEffectUseCalldown_CalldownEffect=Calldown Effect
EDSTR_FIELDNAME_CEffectUseCalldown_WhichLocation=Location
EDSTR_FIELDNAME_CEffectUseMagazine_AmmoEffect=Ammo Effect
EDSTR_FIELDNAME_CEffectUseMagazine_AmmoUnit=Ammo Unit
EDSTR_FIELDNAME_CEffectUseMagazine_MagazineAbil=Magazine Ability
EDSTR_FIELDNAME_CEffectUseMagazine_TargetLocation=Target Location
EDSTR_FIELDNAME_CEffectUseMagazine_WhichUnit=Which Unit
EDSTR_FIELDNAME_CFootprint_EditorCategories=Footprint Group
EDSTR_FIELDNAME_CFootprint_Flags=Flags
EDSTR_FIELDNAME_CFootprint_Layers=Layers
EDSTR_FIELDNAME_CFootprint_Shape=Shape
EDSTR_FIELDNAME_CFoW_BlendSpeed=Blend Speed
EDSTR_FIELDNAME_CFoW_Color=Color
EDSTR_FIELDNAME_CFoW_Expand=Expand
EDSTR_FIELDNAME_CFoW_Hidden=Hidden
EDSTR_FIELDNAME_CFoW_Persistent=Persistent
EDSTR_FIELDNAME_CFoW_UnhideRadius=Reveal Radius
EDSTR_FIELDNAME_CGame_AcquireLeashRadius=Acquire Leash Radius
EDSTR_FIELDNAME_CGame_AcquireLeashResetRadius=Acquire Leash Reset Radius
EDSTR_FIELDNAME_CGame_AcquireMovementLimit=Acquire Movement Limit
EDSTR_FIELDNAME_CGame_AI=AI
EDSTR_FIELDNAME_CGame_AIBuildDefault=AI Build Default
EDSTR_FIELDNAME_CGame_AIBuilds=AI Builds
EDSTR_FIELDNAME_CGame_AIResourceRequest=AI Resource Request
EDSTR_FIELDNAME_CGame_AirFormationDiameter=Formation Diameter (Air)
EDSTR_FIELDNAME_CGame_AttackRevealBehavior=Attack Reveal Behavior
EDSTR_FIELDNAME_CGame_AttackRevealTime=Reveal Time - Attack
EDSTR_FIELDNAME_CGame_BeaconInfoArray=Beacon Info
EDSTR_FIELDNAME_CGame_CalculateFullVision=Calculate Full Vision
EDSTR_FIELDNAME_CGame_CallForHelpPeriod=Call For Help Period
EDSTR_FIELDNAME_CGame_CallForHelpRadius=Call For Help Radius
EDSTR_FIELDNAME_CGame_CameraMargin=Camera Margin
EDSTR_FIELDNAME_CGame_CameraMarginAspectAdjust=Camera Margin Aspect Adjustment
EDSTR_FIELDNAME_CGame_CreepBlendTime=Creep Blend Time
EDSTR_FIELDNAME_CGame_CreepDecaySound=Creep Decay Sound
EDSTR_FIELDNAME_CGame_CreepDecayTime=Creep Decay Time
EDSTR_FIELDNAME_CGame_CreepGrowSound=Creep Grow Sound
EDSTR_FIELDNAME_CGame_DamageHistoryIntervalMax=Damage History Interval Max
EDSTR_FIELDNAME_CGame_DamageMinimum=Damage Minimum
EDSTR_FIELDNAME_CGame_DensityDecayTime=Density Decay Time
EDSTR_FIELDNAME_CGame_DensityPersistent=Density Persistent
EDSTR_FIELDNAME_CGame_DifficultyDefault=Difficulty Default
EDSTR_FIELDNAME_CGame_DifficultyLevels=Difficulty Levels
EDSTR_FIELDNAME_CGame_FilterResults=Filter Results
EDSTR_FIELDNAME_CGame_FoodCappedMax=Food Capped Max
EDSTR_FIELDNAME_CGame_HandicapValues=Handicap Values
EDSTR_FIELDNAME_CGame_HeroOverlapPercent=Hero Overlap Percent
EDSTR_FIELDNAME_CGame_JoinInProgress=Join In Progress
EDSTR_FIELDNAME_CGame_MapSizes=Map Sizes
EDSTR_FIELDNAME_CGame_MeleePointsGameDurationMin=Melee Points Minimum Game Duration
EDSTR_FIELDNAME_CGame_MeleePointsThreshold=Melee Points Threshold
EDSTR_FIELDNAME_CGame_MixedFormationDiameter=Formation Diameter (Mixed)
EDSTR_FIELDNAME_CGame_PenaltyRevealTime=Reveal Time - Penalty
EDSTR_FIELDNAME_CGame_PlayerLeaveFlags=Player Leave Flags
EDSTR_FIELDNAME_CGame_ResourceConvertArray=Resource Conversion
EDSTR_FIELDNAME_CGame_SplashDamageEffect=Splash Damage Effect
EDSTR_FIELDNAME_CGame_StalemateTestTime=Stalemate Check Time
EDSTR_FIELDNAME_CGame_StalemateWarningTime=Stalemate Warning Time
EDSTR_FIELDNAME_CGame_TauntAbil=Taunt Ability
EDSTR_FIELDNAME_CGame_TeamColors=Team Colors
EDSTR_FIELDNAME_CGame_TeleportResetRange=Teleport Reset Range
EDSTR_FIELDNAME_CGame_TriggerLibs=Trigger Libraries
EDSTR_FIELDNAME_CGame_UncontestedCombatPeriod=Uncontested Combat Period
EDSTR_FIELDNAME_CGame_UnitSightRangeDead=Unit Sight Range (Dead)
EDSTR_FIELDNAME_CGame_UnitSightRangeUnderConstruction=Unit Sight Range (Under Construction)
EDSTR_FIELDNAME_CGame_UnpathableMargin=Unpathable Margin
EDSTR_FIELDNAME_CGame_VeterancySearchFilters=Veterancy Search Filters
EDSTR_FIELDNAME_CGame_VeterancySearchMaxCount=Veterancy Search Max Count
EDSTR_FIELDNAME_CGame_VeterancySearchRadius=Veterancy Search Radius
EDSTR_FIELDNAME_CGameUI_AchievementTags=Achievement Tags
EDSTR_FIELDNAME_CGameUI_AdjustSplatBaseHeight=Adjust Splat BaseHeight
EDSTR_FIELDNAME_CGameUI_AlertPanMaxDuration=Alert Pan Maximum Duration
EDSTR_FIELDNAME_CGameUI_AlertPanMaxVelocity=Alter Pan Maximum Velocity
EDSTR_FIELDNAME_CGameUI_AlertPanMinDuration=Alert Pan Minimum Duration
EDSTR_FIELDNAME_CGameUI_AllowReturnToGameplayWhenDefeated=Allow Return To Gameplay When Defeated
EDSTR_FIELDNAME_CGameUI_AltSoundtrack=Alternate Soundtrack
EDSTR_FIELDNAME_CGameUI_AutoVariantArcade=Auto Variant Arcade
EDSTR_FIELDNAME_CGameUI_AutoVariantMelee=Auto Variant Melee
EDSTR_FIELDNAME_CGameUI_BeaconMinimapIcon=Beacon Minimap Icon
EDSTR_FIELDNAME_CGameUI_BeaconMinimapRenderPriority=Minimap Render Priority (Beacons)
EDSTR_FIELDNAME_CGameUI_BehaviorBorderColors=Behavior Border Colors
EDSTR_FIELDNAME_CGameUI_BehaviorIconColors=Behavior Icon Colors
EDSTR_FIELDNAME_CGameUI_CameraEventThresholdDistance=Camera Event Threshold Distance
EDSTR_FIELDNAME_CGameUI_CameraEventThresholdPitch=Camera Event Threshold Pitch
EDSTR_FIELDNAME_CGameUI_CameraEventThresholdTarget=Camera Event Threshold Target
EDSTR_FIELDNAME_CGameUI_CameraEventThresholdYaw=Camera Event Threshold Yaw
EDSTR_FIELDNAME_CGameUI_CameraShakeAmplitudes=Camera Shake Amplitudes
EDSTR_FIELDNAME_CGameUI_CameraShakeFrequencies=Camera Shake Frequencies
EDSTR_FIELDNAME_CGameUI_Campaign=Campaign
EDSTR_FIELDNAME_CGameUI_CancelPlacementModeButtonFace=Button - Cancel Placement
EDSTR_FIELDNAME_CGameUI_CancelTargetModeButtonFace=Button - Cancel Target
EDSTR_FIELDNAME_CGameUI_ChallengeCategory=Challenge Category
EDSTR_FIELDNAME_CGameUI_ChallengeMasterAchievement=Challenge Master Achievement
EDSTR_FIELDNAME_CGameUI_ColorBlindColors=Color Blind Colors
EDSTR_FIELDNAME_CGameUI_CommandHotkeyRepeatIgnored=Command Hotkey Repeat Ignored
EDSTR_FIELDNAME_CGameUI_CostDisplayColor=Cost Display Color
EDSTR_FIELDNAME_CGameUI_CostDisplayFade=Cost Display Fade Time
EDSTR_FIELDNAME_CGameUI_CostDisplayHeight=Cost Display Height
EDSTR_FIELDNAME_CGameUI_CostDisplayHeightOffset=Cost Display Height Offset
EDSTR_FIELDNAME_CGameUI_CostDisplaySpeed=Cost Display Speed
EDSTR_FIELDNAME_CGameUI_CostDisplayTime=Cost Display Time
EDSTR_FIELDNAME_CGameUI_CreditsMusic=Credits Music
EDSTR_FIELDNAME_CGameUI_CustomLayoutFileArray=Custom Layout Files
EDSTR_FIELDNAME_CGameUI_DefaultInfoTooltipTypes=Default Tooltip Types
EDSTR_FIELDNAME_CGameUI_DefaultObservedPlayerId=Default Observed Player Id
EDSTR_FIELDNAME_CGameUI_DefaultPathColor=Default Path Color
EDSTR_FIELDNAME_CGameUI_DefaultPathLineWidth=Default Path Line Width
EDSTR_FIELDNAME_CGameUI_DefaultPathTexture=Default Path Texture
EDSTR_FIELDNAME_CGameUI_DefaultPathTileLength=Default Path Tile Length
EDSTR_FIELDNAME_CGameUI_DefaultUIRace=Default UI Race
EDSTR_FIELDNAME_CGameUI_DefaultVariants=Default Variants
EDSTR_FIELDNAME_CGameUI_DisplayScaledTime=Display Scaled Time
EDSTR_FIELDNAME_CGameUI_DisplayTimeInSeconds=Display Time In Seconds
EDSTR_FIELDNAME_CGameUI_DSPArray=Digital Sound Effects
EDSTR_FIELDNAME_CGameUI_FontStyleFileArray=Font Style Files
EDSTR_FIELDNAME_CGameUI_GameCategories=Game Categories
EDSTR_FIELDNAME_CGameUI_GlobalSoundData=Global Sound Data
EDSTR_FIELDNAME_CGameUI_GlowPeakMultiplier=Glow Peak Multiplier
EDSTR_FIELDNAME_CGameUI_HelpControlCategories=Help Control Categories
EDSTR_FIELDNAME_CGameUI_HelpControls=Help Controls
EDSTR_FIELDNAME_CGameUI_HelpGameMechanics=Help Game Mechanics
EDSTR_FIELDNAME_CGameUI_HelpHiddenInGlue=Help Hidden In Glue
EDSTR_FIELDNAME_CGameUI_HelpTechTitle=Help Tech Title
EDSTR_FIELDNAME_CGameUI_HelpTechTreeSuffix=Help Tech Tree Suffix
EDSTR_FIELDNAME_CGameUI_HotkeyInfoArray=Hotkey Info
EDSTR_FIELDNAME_CGameUI_InfoColorBuffed=Color - Buffed
EDSTR_FIELDNAME_CGameUI_InfoColorDebuffed=Color - Debuffed
EDSTR_FIELDNAME_CGameUI_InfoColorUpgraded=Upgraded Info Color
EDSTR_FIELDNAME_CGameUI_IntroMusic=Intro Music
EDSTR_FIELDNAME_CGameUI_ListenerAngleRolloff=Listener Angle Rolloff
EDSTR_FIELDNAME_CGameUI_ListenerDistanceRolloff=Listener Distance Rolloff
EDSTR_FIELDNAME_CGameUI_LoadingBars=Loading Bars
EDSTR_FIELDNAME_CGameUI_LoadingScreenHelp=Loading Screen Help
EDSTR_FIELDNAME_CGameUI_LoadingScreenHelpIntro=Loading Screen Help Intro
EDSTR_FIELDNAME_CGameUI_LookAtTypes=Look At Types
EDSTR_FIELDNAME_CGameUI_LoopAmbience=Loop Ambience
EDSTR_FIELDNAME_CGameUI_MinCooldownDisplayDuration=Minimum Cooldown Display Duration
EDSTR_FIELDNAME_CGameUI_MinimapData=Minimap
EDSTR_FIELDNAME_CGameUI_MinTimeDisplayDuration=Minimum Time Display Duration
EDSTR_FIELDNAME_CGameUI_MovementSpeedArray=Movement Speed
EDSTR_FIELDNAME_CGameUI_MusicArray=Music
EDSTR_FIELDNAME_CGameUI_ObjectGroupData=Object Group Data
EDSTR_FIELDNAME_CGameUI_ObserverSoundtrack=Observer Soundtrack
EDSTR_FIELDNAME_CGameUI_OverrideColors=Override Colors
EDSTR_FIELDNAME_CGameUI_PlacementColorBlindDefaultColor=Placement Default Color (Color blind)
EDSTR_FIELDNAME_CGameUI_PlacementColorBlindErrorColor=Placement Error Color (Color blind)
EDSTR_FIELDNAME_CGameUI_PlacementColorBlindWarningColor=Placement Warning Color (Color blind)
EDSTR_FIELDNAME_CGameUI_PlacementDisplayBonusRadius=Placement Display Bonus Radius
EDSTR_FIELDNAME_CGameUI_PlacementDisplayMinimumRadius=Placement Display Minimum Radius
EDSTR_FIELDNAME_CGameUI_PlacementErrorColor=Placement Error Color
EDSTR_FIELDNAME_CGameUI_PlacementGridDimensions=Placement Grid Dimensions
EDSTR_FIELDNAME_CGameUI_PlacementPerfectColor=Placement Perfect Color
EDSTR_FIELDNAME_CGameUI_PlacementWarningColor=Placement Warning Color
EDSTR_FIELDNAME_CGameUI_PlanetPanelDefaultBackground=Planet Panel Default Background
EDSTR_FIELDNAME_CGameUI_PointModels=Point Models
EDSTR_FIELDNAME_CGameUI_RadarAlpha=Radar Alpha
EDSTR_FIELDNAME_CGameUI_RandomRaceIcon=Random Race Icon
EDSTR_FIELDNAME_CGameUI_RegionNameSize=Region Name Size
EDSTR_FIELDNAME_CGameUI_RequirementsSatisfiedColor=Color - Requirements Satisfied
EDSTR_FIELDNAME_CGameUI_RequirementsUnsatisfiedColor=Color - Requirements Unsatisfied
EDSTR_FIELDNAME_CGameUI_ResourceArray=Resources
EDSTR_FIELDNAME_CGameUI_ScreenModeTransitionDuration=Screen Mode Transition Duration
EDSTR_FIELDNAME_CGameUI_SelectionColorBlindColors=Selection Colors (Color blind)
EDSTR_FIELDNAME_CGameUI_SelectionColors=Selection Colors
EDSTR_FIELDNAME_CGameUI_SelectionData=Selection Data
EDSTR_FIELDNAME_CGameUI_SoundData=Sound Data
EDSTR_FIELDNAME_CGameUI_SoundQuality=Sound Quality
EDSTR_FIELDNAME_CGameUI_StartupCampaign=Startup Campaign
EDSTR_FIELDNAME_CGameUI_StartupMovieArray=Startup Movies
EDSTR_FIELDNAME_CGameUI_StartupMusic=Startup Music
EDSTR_FIELDNAME_CGameUI_StrobeCycleLength=Strobe Cycle Length
EDSTR_FIELDNAME_CGameUI_StrobeFalloff=Strobe Falloff
EDSTR_FIELDNAME_CGameUI_StrobeHaloEmission=Strobe Halo Emission
EDSTR_FIELDNAME_CGameUI_StrobeHeight=Strobe Height
EDSTR_FIELDNAME_CGameUI_StrobeHighlightColor=Strobe Highlight Color
EDSTR_FIELDNAME_CGameUI_TransmissionSoundDepth=Transmission Sound Depth
EDSTR_FIELDNAME_CGameUI_TransmissionSoundRect=Transmission Sound Rectangle
EDSTR_FIELDNAME_CGameUI_TrialAllowedSinglePlayerMaps=Trial Allowed In Single Player Maps
EDSTR_FIELDNAME_CGameUI_TutorialArray=Tutorials
EDSTR_FIELDNAME_CGameUI_UnitDamageFlashDuration=Damage Flash Duration
EDSTR_FIELDNAME_CGameUI_UnitDamageNotificationCooldown=Damage Notification Cooldown
EDSTR_FIELDNAME_CGameUI_UnitDamageNotificationDelay=Damage Notification Delay (Unit)
EDSTR_FIELDNAME_CGameUI_UnitKillRank=Unit Kill Rank
EDSTR_FIELDNAME_CGameUI_VitalColors=Vital Colors
EDSTR_FIELDNAME_CGameUI_WayPointLineWidth=Waypoint Line Width
EDSTR_FIELDNAME_CGameUI_WayPointMultiUnitFadeAlpha=Waypoint Multiple Unit Fade Alpha
EDSTR_FIELDNAME_CGameUI_WayPointMultiUnitFadePoint=Waypoint Multiple Unit Fade Point
EDSTR_FIELDNAME_CGameUI_WayPointTileLength=Waypoint Tile Length
EDSTR_FIELDNAME_CGameUI_WeaponSpeedArray=Weapon Speed
EDSTR_FIELDNAME_CGameUI_WireframeColorArray=Wireframe Colors
EDSTR_FIELDNAME_CHerd_ClosestTo=Closest To
EDSTR_FIELDNAME_CHerd_Levels=Levels
EDSTR_FIELDNAME_CHerd_Nodes=Nodes
EDSTR_FIELDNAME_CHerd_NodeSearchRadius=Node Search Radius
EDSTR_FIELDNAME_CHerd_PositionBias=Position Bias
EDSTR_FIELDNAME_CHerd_SpeedLimit=Speed Limit
EDSTR_FIELDNAME_CHero_AbilArray=Abilities
EDSTR_FIELDNAME_CHero_AbilCategoryArray=Ability Categories
EDSTR_FIELDNAME_CHero_AdditionalSearchText=Additional Search Text
EDSTR_FIELDNAME_CHero_AttributeId=Attribute Id
EDSTR_FIELDNAME_CHero_Description=Description
EDSTR_FIELDNAME_CHero_Difficulty=Difficulty
EDSTR_FIELDNAME_CHero_Flags=Flags
EDSTR_FIELDNAME_CHero_Gender=Gender
EDSTR_FIELDNAME_CHero_HeroicAbilArray=Heroic Ability Array
EDSTR_FIELDNAME_CHero_HeroSelectCutsceneFile=Hero Select Cutscene File
EDSTR_FIELDNAME_CHero_InfoText=Info Text
EDSTR_FIELDNAME_CHero_IntroCutsceneSize=Intro Cutscene Size
EDSTR_FIELDNAME_CHero_LeaderboardImage=Leaderboard Image
EDSTR_FIELDNAME_CHero_Level=Level
EDSTR_FIELDNAME_CHero_LevelScalingArray=Level Scaling Array
EDSTR_FIELDNAME_CHero_MasteryArray=Mastery Array
EDSTR_FIELDNAME_CHero_Melee=Melee
EDSTR_FIELDNAME_CHero_MiniPortraitCutsceneFile=Mini Portrait Cutscene File
EDSTR_FIELDNAME_CHero_Model=Model
EDSTR_FIELDNAME_CHero_MountArray=Mounts
EDSTR_FIELDNAME_CHero_Name=Name
EDSTR_FIELDNAME_CHero_PassiveButton=Passive
EDSTR_FIELDNAME_CHero_Portrait=Portrait
EDSTR_FIELDNAME_CHero_PreviewCutsceneFile=Preview Cutscene File
EDSTR_FIELDNAME_CHero_ProductName=Product Name
EDSTR_FIELDNAME_CHero_QuestCategoryId=Quest Category Id
EDSTR_FIELDNAME_CHero_QuestIcon=Quest Icon
EDSTR_FIELDNAME_CHero_QuestIconLocked=Quest Icon Locked
EDSTR_FIELDNAME_CHero_RequiredRewardArray=Required Reward Array
EDSTR_FIELDNAME_CHero_Role=Role
EDSTR_FIELDNAME_CHero_ScoreScreenImage=Score Screen Image
EDSTR_FIELDNAME_CHero_SelectScreenBackgroundImage=Select Screen Background Image
EDSTR_FIELDNAME_CHero_SelectScreenButtonImage=Select Screen Button Image
EDSTR_FIELDNAME_CHero_SkinArray=Skins
EDSTR_FIELDNAME_CHero_SpecificIntroVOArray=Specific Intro VO Array
EDSTR_FIELDNAME_CHero_SpecificKillVOArray=Specific Kill VO Array
EDSTR_FIELDNAME_CHero_StatArray=Statistics
EDSTR_FIELDNAME_CHero_State=State
EDSTR_FIELDNAME_CHero_Store=Store
EDSTR_FIELDNAME_CHero_TalentProfileArray=Talent Profiles
EDSTR_FIELDNAME_CHero_TalentTreeArray=Talent Trees
EDSTR_FIELDNAME_CHero_TileCutsceneFile=Tile Cutscene File
EDSTR_FIELDNAME_CHero_Title=Title
EDSTR_FIELDNAME_CHero_Unit=Unit
EDSTR_FIELDNAME_CHero_Universe=Universe
EDSTR_FIELDNAME_CHero_UniverseIcon=Universe Icon
EDSTR_FIELDNAME_CHero_UserReference=User Reference
EDSTR_FIELDNAME_CHero_VariationArray=Variation Array
EDSTR_FIELDNAME_CHero_VariationIcon=Variation Icon
EDSTR_FIELDNAME_CHero_VOArray=VO Array
EDSTR_FIELDNAME_CHeroAbil_AbilCommandArray=Ability Commands
EDSTR_FIELDNAME_CHeroAbil_Description=Description
EDSTR_FIELDNAME_CHeroAbil_Icon=Icon
EDSTR_FIELDNAME_CHeroAbil_Image=Image
EDSTR_FIELDNAME_CHeroAbil_LevelUpgradeArray=Level Upgrades
EDSTR_FIELDNAME_CHeroAbil_Movie=Movie
EDSTR_FIELDNAME_CHeroAbil_Name=Name
EDSTR_FIELDNAME_CHeroAbil_RequiredLevel=Required Level
EDSTR_FIELDNAME_CHeroAbil_RequiredMission=Required Mission
EDSTR_FIELDNAME_CHeroAbil_State=State
EDSTR_FIELDNAME_CHeroAbil_StatModifierArray=Statistics Modifiers
EDSTR_FIELDNAME_CHeroAbil_Tooltip=Tooltip
EDSTR_FIELDNAME_CHeroAbil_UpgradeArray=Upgrades
EDSTR_FIELDNAME_CHeroAbil_UserReference=User Reference
EDSTR_FIELDNAME_CHeroStat_Name=Name
EDSTR_FIELDNAME_CHeroStat_UserReference=User Reference
EDSTR_FIELDNAME_CHeroStat_Value=Value
EDSTR_FIELDNAME_CItem_CarryBehaviorArray=Carry Behaviors
EDSTR_FIELDNAME_CItem_CarryWeaponArray=Carry Weapons
EDSTR_FIELDNAME_CItem_Class=Class
EDSTR_FIELDNAME_CItem_Container=Container
EDSTR_FIELDNAME_CItem_EquipBehaviorArray=Equip Behaviors
EDSTR_FIELDNAME_CItem_EquipWeaponArray=Equip Weapons
EDSTR_FIELDNAME_CItem_Face=Face
EDSTR_FIELDNAME_CItem_Flags=Flags
EDSTR_FIELDNAME_CItem_Level=Level
EDSTR_FIELDNAME_CItem_Requirements=Requirements
EDSTR_FIELDNAME_CItemAbil_Abil=Ability
EDSTR_FIELDNAME_CItemAbil_ToggledFace=Toggled Face
EDSTR_FIELDNAME_CItemClass_Name=Name
EDSTR_FIELDNAME_CItemContainer_Model=Model
EDSTR_FIELDNAME_CItemContainer_ModelHeight=Model Height
EDSTR_FIELDNAME_CItemContainer_ModelWidth=Model Width
EDSTR_FIELDNAME_CItemContainer_Slots=Slots
EDSTR_FIELDNAME_CItemEffect_Effect=Effect
EDSTR_FIELDNAME_CItemEffect_EffectCost=Effect Cost
EDSTR_FIELDNAME_CItemEffect_EffectFlags=Effect Flags
EDSTR_FIELDNAME_CItemEffect_Range=Range
EDSTR_FIELDNAME_CItemEffect_RefundFraction=Refund Fraction
EDSTR_FIELDNAME_CItemEffect_TargetFilters=Target filters
EDSTR_FIELDNAME_CLight_AmbientEnvironmentMap=Ambient Environment Map
EDSTR_FIELDNAME_CLight_EditorCategories=Editor Categories
EDSTR_FIELDNAME_CLight_LightingRegionMap=Lighting Region Map
EDSTR_FIELDNAME_CLight_TimeEventArray=Time Events
EDSTR_FIELDNAME_CLight_TimePerDay=Time Per Day
EDSTR_FIELDNAME_CLight_TimePerLoop=Time Per Game Loop
EDSTR_FIELDNAME_CLight_TimeStart=Time Start
EDSTR_FIELDNAME_CLight_ToDInfoArray=Time of Day Info Array
EDSTR_FIELDNAME_CLocation_AmbientSound=Ambient Sound
EDSTR_FIELDNAME_CLocation_BackgroundImage=Background Image
EDSTR_FIELDNAME_CLocation_BackgroundModel=Background Model
EDSTR_FIELDNAME_CLocation_BonusText=Bonus Text
EDSTR_FIELDNAME_CLocation_BonusTitle=Bonus Title
EDSTR_FIELDNAME_CLocation_ContactActor=Contact Actor
EDSTR_FIELDNAME_CLocation_ContactModel=Contact Model
EDSTR_FIELDNAME_CLocation_ContactName=Contact Name
EDSTR_FIELDNAME_CLocation_Description=Description
EDSTR_FIELDNAME_CLocation_MissionCategoryArray=Mission Categories
EDSTR_FIELDNAME_CLocation_MissionText=Mission Text
EDSTR_FIELDNAME_CLocation_MissionTitle=Mission Title
EDSTR_FIELDNAME_CLocation_Movie=Movie
EDSTR_FIELDNAME_CLocation_Name=Name
EDSTR_FIELDNAME_CLocation_PlanetModel=Planet Model
EDSTR_FIELDNAME_CLocation_PlanetToolTip=Planet Tooltip
EDSTR_FIELDNAME_CLocation_PrimaryObjectiveText=Primary Objective Text
EDSTR_FIELDNAME_CLocation_PrimaryObjectiveTitle=Primary Objective Title
EDSTR_FIELDNAME_CLocation_RewardText=Reward Text
EDSTR_FIELDNAME_CLocation_RewardTitle=Reward Title
EDSTR_FIELDNAME_CLocation_SecondaryObjectiveText=Secondary Objective Text
EDSTR_FIELDNAME_CLocation_SecondaryObjectiveTitle=Secondary Objective Title
EDSTR_FIELDNAME_CLocation_UserReference=User Reference
EDSTR_FIELDNAME_CLoot_ValidatorArray=Validators
EDSTR_FIELDNAME_CLootEffect_Effect=Effect
EDSTR_FIELDNAME_CLootItem_ClassArray=Classes
EDSTR_FIELDNAME_CLootItem_MaxLevel=Maximum Level
EDSTR_FIELDNAME_CLootItem_MinLevel=Minimum Level
EDSTR_FIELDNAME_CLootSet_ChildArray=Children
EDSTR_FIELDNAME_CLootSet_MaxCount=Maximum Count
EDSTR_FIELDNAME_CLootSet_MinCount=Minimum Count
EDSTR_FIELDNAME_CLootSpawn_SpawnLocation=Spawn Location
EDSTR_FIELDNAME_CLootSpawn_SpawnOwner=Spawn Owner
EDSTR_FIELDNAME_CLootSpawn_SpawnRange=Spawn Range
EDSTR_FIELDNAME_CLootUnit_Unit=Unit
EDSTR_FIELDNAME_CMap_ArmyCategory=Army Category
EDSTR_FIELDNAME_CMap_BonusText=Bonus Text
EDSTR_FIELDNAME_CMap_BonusTitle=Bonus Title
EDSTR_FIELDNAME_CMap_BonusTooltip=Bonus Tooltip
EDSTR_FIELDNAME_CMap_ContactActor=Contact Actor
EDSTR_FIELDNAME_CMap_ContactModelLink=Contact Model
EDSTR_FIELDNAME_CMap_ContactNameText=Contact Name
EDSTR_FIELDNAME_CMap_ContactTitle=Contact Title
EDSTR_FIELDNAME_CMap_ContactTooltip=Contact Tooltip
EDSTR_FIELDNAME_CMap_Description=Description
EDSTR_FIELDNAME_CMap_File=File
EDSTR_FIELDNAME_CMap_Kind=Type
EDSTR_FIELDNAME_CMap_LoadingBody=Loading Screen Body
EDSTR_FIELDNAME_CMap_LoadingHelp=Loading Screen Help
EDSTR_FIELDNAME_CMap_LoadingHelpAlternate=Loading Screen Help Alternate
EDSTR_FIELDNAME_CMap_LoadingHelpRestart=Loading Screen Help Restart
EDSTR_FIELDNAME_CMap_LoadingImage=Loading Screen Image
EDSTR_FIELDNAME_CMap_LoadingSubtitle=Loading Screen Subtitle
EDSTR_FIELDNAME_CMap_LoadingTextHeight=Loading Screen Text Height
EDSTR_FIELDNAME_CMap_LoadingTextOffset=Loading Screen Text Offset
EDSTR_FIELDNAME_CMap_LoadingTextStyle=Loading Screen Title Style
EDSTR_FIELDNAME_CMap_LoadingTextWidth=Loading Screen Text Width
EDSTR_FIELDNAME_CMap_LoadingTitle=Loading Screen Title
EDSTR_FIELDNAME_CMap_Location=Location
EDSTR_FIELDNAME_CMap_MissionBackgroundImage=Mission Background Image
EDSTR_FIELDNAME_CMap_MissionText=Mission Text
EDSTR_FIELDNAME_CMap_MissionTitle=Mission Title
EDSTR_FIELDNAME_CMap_Name=Name
EDSTR_FIELDNAME_CMap_ObjectiveArray=Objectives
EDSTR_FIELDNAME_CMap_PrimaryObjectiveText=Primary Objective Text
EDSTR_FIELDNAME_CMap_PrimaryObjectiveTitle=Primary Objective Title
EDSTR_FIELDNAME_CMap_PrimaryObjectiveTooltip=Primary Objective Tooltip
EDSTR_FIELDNAME_CMap_ResearchText=Research Text
EDSTR_FIELDNAME_CMap_ResearchTitle=Research Title
EDSTR_FIELDNAME_CMap_ResearchTooltip=Research Tooltip
EDSTR_FIELDNAME_CMap_RewardText=Reward Text
EDSTR_FIELDNAME_CMap_RewardTitle=Reward Title
EDSTR_FIELDNAME_CMap_RewardTooltip=Reward Tooltip
EDSTR_FIELDNAME_CMap_SecondaryObjectiveText=Secondary Objective Text
EDSTR_FIELDNAME_CMap_SecondaryObjectiveTitle=Secondary Objective Title
EDSTR_FIELDNAME_CMap_SecondaryObjectiveTooltip=Secondary Objective Tooltip
EDSTR_FIELDNAME_CMap_Summary=Summary
EDSTR_FIELDNAME_CMap_TechnologyDescriptionText=Technology Description
EDSTR_FIELDNAME_CMap_TechnologyNameText=Technology Name
EDSTR_FIELDNAME_CMap_TechnologyTitle=Technology Title
EDSTR_FIELDNAME_CMap_TechnologyTooltip=Technology Tooltip
EDSTR_FIELDNAME_CMap_TechnologyUnitLink=Technology Unit
EDSTR_FIELDNAME_CMap_UserReference=User Reference
EDSTR_FIELDNAME_CModel_AnimBlendTime=Animation Blend Time
EDSTR_FIELDNAME_CModel_AnimSpeed=Animation Speed
EDSTR_FIELDNAME_CModel_AttachProps=Attachment Properties
EDSTR_FIELDNAME_CModel_BoundingBoxPadding=Bounding Box Padding
EDSTR_FIELDNAME_CModel_EditorCategories=Editor Categories
EDSTR_FIELDNAME_CModel_Events=Events
EDSTR_FIELDNAME_CModel_FacialController=Facial Controller
EDSTR_FIELDNAME_CModel_Flags=Flags
EDSTR_FIELDNAME_CModel_Image=Image
EDSTR_FIELDNAME_CModel_Lighting=Lighting
EDSTR_FIELDNAME_CModel_LowQualityModel=Low Quality Model
EDSTR_FIELDNAME_CModel_Model=Model
EDSTR_FIELDNAME_CModel_OccludingOpacity=Occluding Opacity
EDSTR_FIELDNAME_CModel_Occlusion=Occlusion
EDSTR_FIELDNAME_CModel_OptionalAnims=Animations (Optional)
EDSTR_FIELDNAME_CModel_PausedParticleSystemBehavior=Particle Pause Behavior
EDSTR_FIELDNAME_CModel_PhysicsDeathMotionFactor=Physics Death Motion Factor
EDSTR_FIELDNAME_CModel_PhysicsForceFactor=Physics Force Factor
EDSTR_FIELDNAME_CModel_PhysicsGravityFactor=Physics Gravity Factor
EDSTR_FIELDNAME_CModel_PhysicsMaterialMappings=Physics Material Mappings
EDSTR_FIELDNAME_CModel_PhysicsMaterialOverride=Physics Material Override
EDSTR_FIELDNAME_CModel_PlanetPanelCamera=Planet Panel Camera
EDSTR_FIELDNAME_CModel_PortraitOffset=Portrait Offset
EDSTR_FIELDNAME_CModel_Priority=Priority
EDSTR_FIELDNAME_CModel_Quality=Quality
EDSTR_FIELDNAME_CModel_Radius=Radius
EDSTR_FIELDNAME_CModel_RadiusLoose=Visual Radius
EDSTR_FIELDNAME_CModel_RequiredAnims=Animations (Required)
EDSTR_FIELDNAME_CModel_RequiredAnimsEx=Required Animations Ex
EDSTR_FIELDNAME_CModel_ScaleMax=Scale Maximum
EDSTR_FIELDNAME_CModel_ScaleMin=Scale Minimum
EDSTR_FIELDNAME_CModel_SelectionLayer=Selection Layer
EDSTR_FIELDNAME_CModel_SelectionOffset=Selection Offset
EDSTR_FIELDNAME_CModel_SelectionRadius=Selection Radius
EDSTR_FIELDNAME_CModel_ShadowRadius=Shadow Radius
EDSTR_FIELDNAME_CModel_SquibTypeDefault=Squib Type Default
EDSTR_FIELDNAME_CModel_TechPurchaseCamera=Tech Purchase Camera
EDSTR_FIELDNAME_CModel_TechPurchaseSpeed=Tech Purchase Speed
EDSTR_FIELDNAME_CModel_TextureAppliedGroups=Texture Applied Groups
EDSTR_FIELDNAME_CModel_TextureDeclares=Texture Declarations
EDSTR_FIELDNAME_CModel_TextureExpressionsForEditor=Editor Texture Expressions
EDSTR_FIELDNAME_CModel_TextureInfos=Texture Information
EDSTR_FIELDNAME_CModel_TextureMatchesForEditor=Editor Texture Matches
EDSTR_FIELDNAME_CModel_Tipability=Tipability
EDSTR_FIELDNAME_CModel_TipabilityLength=Tipability Length
EDSTR_FIELDNAME_CModel_TipabilityWidth=Tibability Width
EDSTR_FIELDNAME_CModel_UnitGlossaryCamera=Unit Glossary Camera
EDSTR_FIELDNAME_CModel_UnitGlossaryTeamColorIndex=Unit Glossary Team Color Index
EDSTR_FIELDNAME_CModel_UnitGlossaryVariation=Unit Glossary Variation
EDSTR_FIELDNAME_CModel_VariationCount=Variation Count
EDSTR_FIELDNAME_CModel_Variations=Variations
EDSTR_FIELDNAME_CModel_WalkAnimMoveSpeed=Walk Animation Move Speed
EDSTR_FIELDNAME_CModelFoliage_DragCoefficient=Drag Coefficient
EDSTR_FIELDNAME_CModelFoliage_Flexibility=Flexibility
EDSTR_FIELDNAME_CModelFoliage_ForceNormalsUp=Force Normals Up
EDSTR_FIELDNAME_CModelFoliage_Layer=Layer
EDSTR_FIELDNAME_CModelFoliage_RandomDeviation=Random Deviation
EDSTR_FIELDNAME_CModelFoliage_SpringDampening=Spring Dampening
EDSTR_FIELDNAME_CModelFoliage_SpringStrength=Spring Strength
EDSTR_FIELDNAME_CModelFoliage_WindInfluence=Wind Influence
EDSTR_FIELDNAME_CMount_AdditionalSearchText=Additional Search Text
EDSTR_FIELDNAME_CMount_Attached=Attached
EDSTR_FIELDNAME_CMount_AttributeId=Attribute Id
EDSTR_FIELDNAME_CMount_CreationActorMessageArray=Creation Actor Message Array
EDSTR_FIELDNAME_CMount_DismountSound=Dismount Sound
EDSTR_FIELDNAME_CMount_Flags=Flags
EDSTR_FIELDNAME_CMount_InfoText=Info Text
EDSTR_FIELDNAME_CMount_Model=Model
EDSTR_FIELDNAME_CMount_MountSound=Mount Sound
EDSTR_FIELDNAME_CMount_Name=Name
EDSTR_FIELDNAME_CMount_PreviewCutsceneFile=Preview Cutscene File
EDSTR_FIELDNAME_CMount_ProductName=Product Name
EDSTR_FIELDNAME_CMount_RequiredRewardArray=Required Reward Array
EDSTR_FIELDNAME_CMount_Store=Store
EDSTR_FIELDNAME_CMount_TileCutsceneFile=Tile Cutscene File
EDSTR_FIELDNAME_CMount_VariationArray=Variation Array
EDSTR_FIELDNAME_CMount_VariationIcon=Variation Icon
EDSTR_FIELDNAME_CMover_Flags=Flags
EDSTR_FIELDNAME_CMover_HeightMap=Height Map
EDSTR_FIELDNAME_CMover_PathMode=Pathing Mode
EDSTR_FIELDNAME_CMover_PlacementArray=Placement
EDSTR_FIELDNAME_CMover_RestoreHeightDuration=Restore Height Duration
EDSTR_FIELDNAME_CMoverMissile_MotionOverlays=Motion Overlays
EDSTR_FIELDNAME_CMoverMissile_MotionPhases=Motion Phases
EDSTR_FIELDNAME_CMoverMissile_RespectUnitHeightAtDestination=Respect Unit Height At Destination
EDSTR_FIELDNAME_CMoverMissile_RotationIgnoredByUnit=Rotation Ignored By Unit
EDSTR_FIELDNAME_CObjective_Description=Description
EDSTR_FIELDNAME_CObjective_Name=Name
EDSTR_FIELDNAME_CObjective_RequiredCount=Required Count
EDSTR_FIELDNAME_CObjective_RewardArray=Rewards
EDSTR_FIELDNAME_CObjective_Type=Type
EDSTR_FIELDNAME_CObjective_UserReference=User Reference
EDSTR_FIELDNAME_CPhysicsMaterial_AngularDamping=Angular Damping
EDSTR_FIELDNAME_CPhysicsMaterial_Density=Density
EDSTR_FIELDNAME_CPhysicsMaterial_Friction=Friction
EDSTR_FIELDNAME_CPhysicsMaterial_LinearDamping=Linear Damping
EDSTR_FIELDNAME_CPhysicsMaterial_Restitution=Restitution
EDSTR_FIELDNAME_CPreload_Flags=Flags
EDSTR_FIELDNAME_CPreload_NormalConditions=Normal Conditions
EDSTR_FIELDNAME_CPreload_NormalTiming=Normal Timing
EDSTR_FIELDNAME_CPreload_QueuedConditions=Queued Conditions
EDSTR_FIELDNAME_CPreloadActor_Link=Link
EDSTR_FIELDNAME_CPreloadAsset_File=File
EDSTR_FIELDNAME_CPreloadConversation_Link=Link
EDSTR_FIELDNAME_CPreloadModel_Link=Link
EDSTR_FIELDNAME_CPreloadModel_ModelFlags=Model Flags
EDSTR_FIELDNAME_CPreloadModel_Variations=Variations
EDSTR_FIELDNAME_CPreloadScene_File=File
EDSTR_FIELDNAME_CPreloadScene_Filter=Filter
EDSTR_FIELDNAME_CPreloadSound_Link=Link
EDSTR_FIELDNAME_CPreloadSound_Variations=Variations
EDSTR_FIELDNAME_CPreloadUnit_Link=Link
EDSTR_FIELDNAME_CRace_AttributeId=Attribute Id
EDSTR_FIELDNAME_CRace_DefeatSound=Defeat Sound
EDSTR_FIELDNAME_CRace_Flags=Flags
EDSTR_FIELDNAME_CRace_FoodCeiling=Food Ceiling
EDSTR_FIELDNAME_CRace_GameMusic=Music - Game
EDSTR_FIELDNAME_CRace_GlossaryTeamColorIndex=Glossary Team Color
EDSTR_FIELDNAME_CRace_Icon=Icon
EDSTR_FIELDNAME_CRace_MiniMapBorderColor=Minimap Border Color
EDSTR_FIELDNAME_CRace_Name=Name
EDSTR_FIELDNAME_CRace_PlacementGridColorBlindColor=Placement Grid Color (Color blind)
EDSTR_FIELDNAME_CRace_ShowResource=Show Resource
EDSTR_FIELDNAME_CRace_StartingResource=Starting Resources
EDSTR_FIELDNAME_CRace_StartingUnitArray=Starting Units
EDSTR_FIELDNAME_CRace_StartLocationAlert=Start Location Alert
EDSTR_FIELDNAME_CRace_VictorySound=Victory Sound
EDSTR_FIELDNAME_CRequirement_CanBeSuppressed=Can Be Suppressed
EDSTR_FIELDNAME_CRequirement_EditorCategories=Editor Categories
EDSTR_FIELDNAME_CRequirement_NodeArray=Requirement
EDSTR_FIELDNAME_CRequirementAllowAbil_Index=Index
EDSTR_FIELDNAME_CRequirementAllowAbil_Link=Link
EDSTR_FIELDNAME_CRequirementAllowBehavior_Link=Link
EDSTR_FIELDNAME_CRequirementAllowUnit_Link=Link
EDSTR_FIELDNAME_CRequirementAllowUpgrade_Link=Link
EDSTR_FIELDNAME_CRequirementAnd_OperandArray=And
EDSTR_FIELDNAME_CRequirementConst_Value=Constant Value
EDSTR_FIELDNAME_CRequirementCountAbil_Count=Count
EDSTR_FIELDNAME_CRequirementCountBehavior_Count=Count
EDSTR_FIELDNAME_CRequirementCountEffect_Count=Count
EDSTR_FIELDNAME_CRequirementCountUnit_Count=Count
EDSTR_FIELDNAME_CRequirementCountUpgrade_Count=Count
EDSTR_FIELDNAME_CRequirementDiv_OperandArray=Operands
EDSTR_FIELDNAME_CRequirementEq_OperandArray=Equals 
EDSTR_FIELDNAME_CRequirementGT_OperandArray=Greater Than
EDSTR_FIELDNAME_CRequirementGTE_OperandArray=Greater Than or Equal To
EDSTR_FIELDNAME_CRequirementLT_OperandArray=Less Than
EDSTR_FIELDNAME_CRequirementLTE_OperandArray=Less Than or Equal To
EDSTR_FIELDNAME_CRequirementMod_OperandArray=Operands
EDSTR_FIELDNAME_CRequirementMul_OperandArray=Operands
EDSTR_FIELDNAME_CRequirementNE_OperandArray=Not Equal To
EDSTR_FIELDNAME_CRequirementNode_Flags=Flags
EDSTR_FIELDNAME_CRequirementNode_Tooltip=Node Tooltip
EDSTR_FIELDNAME_CRequirementNot_OperandArray=Not
EDSTR_FIELDNAME_CRequirementOdd_OperandArray=Operands
EDSTR_FIELDNAME_CRequirementOr_OperandArray=Or
EDSTR_FIELDNAME_CRequirementSum_OperandArray=Sum
EDSTR_FIELDNAME_CRequirementXor_OperandArray=Exclusive Or
EDSTR_FIELDNAME_CReverb_DecayHFRatio=Decay High Frequency Ratio
EDSTR_FIELDNAME_CReverb_DecayTime=Decay Time
EDSTR_FIELDNAME_CReverb_Density=Density
EDSTR_FIELDNAME_CReverb_Diffusion=Diffusion
EDSTR_FIELDNAME_CReverb_HFReference=High Frequency Reference
EDSTR_FIELDNAME_CReverb_LFReference=Low Frequency Reference
EDSTR_FIELDNAME_CReverb_Reflections=Reflections
EDSTR_FIELDNAME_CReverb_ReflectionsDelay=Reflection Delay
EDSTR_FIELDNAME_CReverb_Reverb=Reverb
EDSTR_FIELDNAME_CReverb_ReverbDelay=Reverb Decay
EDSTR_FIELDNAME_CReverb_Room=Room
EDSTR_FIELDNAME_CReverb_RoomHF=Room (High Frequency)
EDSTR_FIELDNAME_CReverb_RoomLF=Room (Low Frequency)
EDSTR_FIELDNAME_CReverb_RoomRolloffFactor=Room Rolloff Factor
EDSTR_FIELDNAME_CReverb_SpeakerMix=Speaker Mix
EDSTR_FIELDNAME_CReward_Category=Category
EDSTR_FIELDNAME_CReward_Description=Description
EDSTR_FIELDNAME_CReward_Flags=Flags
EDSTR_FIELDNAME_CReward_IconCols=Icon Columns
EDSTR_FIELDNAME_CReward_IconFile=Icon File
EDSTR_FIELDNAME_CReward_IconRows=Icon Rows
EDSTR_FIELDNAME_CReward_IconSlot=Icon Slot
EDSTR_FIELDNAME_CReward_Name=Name
EDSTR_FIELDNAME_CReward_Race=Race
EDSTR_FIELDNAME_CReward_Resource=Resource
EDSTR_FIELDNAME_CReward_Upgrades=Upgrades
EDSTR_FIELDNAME_CRewardBadge_Texture=Texture
EDSTR_FIELDNAME_CRewardDecal_Texture=Texture
EDSTR_FIELDNAME_CRewardModel_Model=Model
EDSTR_FIELDNAME_CRewardPoints_Points=Points
EDSTR_FIELDNAME_CRewardPortrait_Model=Model
EDSTR_FIELDNAME_CScoreResult_Flags=Flags
EDSTR_FIELDNAME_CScoreResult_Icon=Icon
EDSTR_FIELDNAME_CScoreResult_Name=Name
EDSTR_FIELDNAME_CScoreResult_PublishName=Publish Name
EDSTR_FIELDNAME_CScoreResult_SortValue=Sort Value
EDSTR_FIELDNAME_CScoreResult_Tooltip=Tooltip
EDSTR_FIELDNAME_CScoreResultExperience_ValueTable=Value Table
EDSTR_FIELDNAME_CScoreResultGraph_ValueTable=Values
EDSTR_FIELDNAME_CScoreResultPane_ValueTable=Values
EDSTR_FIELDNAME_CScoreResultPerformance_ValueTable=Value Table
EDSTR_FIELDNAME_CScoreResultRoot_HeaderTable=Headers
EDSTR_FIELDNAME_CScoreResultScore_ValueTable=Values
EDSTR_FIELDNAME_CScoreValue_Achievement=Achievement
EDSTR_FIELDNAME_CScoreValue_Flags=Flags
EDSTR_FIELDNAME_CScoreValue_Icon=Icon
EDSTR_FIELDNAME_CScoreValue_Name=Name
EDSTR_FIELDNAME_CScoreValue_PublishName=Publish Name
EDSTR_FIELDNAME_CScoreValue_Report=Report
EDSTR_FIELDNAME_CScoreValue_Sort=Sort
EDSTR_FIELDNAME_CScoreValue_Tooltip=Tooltip
EDSTR_FIELDNAME_CScoreValueCombine_Operation=Operation
EDSTR_FIELDNAME_CScoreValueCombine_ValueTable=Values
EDSTR_FIELDNAME_CScoreValueConstant_Value=Value
EDSTR_FIELDNAME_CScoreValueCustom_Collapse=Collapse
EDSTR_FIELDNAME_CScoreValueCustom_Type=Type
EDSTR_FIELDNAME_CScoreValueStandard_Value=Value
EDSTR_FIELDNAME_CSkin_AdditionalSearchText=Additional Search Text
EDSTR_FIELDNAME_CSkin_AttributeId=Attribute Id
EDSTR_FIELDNAME_CSkin_CreationActorMessageArray=Creation Actor Message Array
EDSTR_FIELDNAME_CSkin_DisplayModel=Display Model
EDSTR_FIELDNAME_CSkin_HeroSelectCutsceneFile=Hero Select Cutscene File
EDSTR_FIELDNAME_CSkin_InfoText=Info Text
EDSTR_FIELDNAME_CSkin_MiniPortraitCutsceneFile=Mini Portrait Cutscene File
EDSTR_FIELDNAME_CSkin_ModelGroups=Model Groups
EDSTR_FIELDNAME_CSkin_ModelMacroRun=Model Macros
EDSTR_FIELDNAME_CSkin_Name=Name
EDSTR_FIELDNAME_CSkin_PreviewCutsceneFile=Preview Cutscene File
EDSTR_FIELDNAME_CSkin_ProductName=Product Name
EDSTR_FIELDNAME_CSkin_ReplacementArray=Replacements
EDSTR_FIELDNAME_CSkin_RequiredRewardArray=Required Reward Array
EDSTR_FIELDNAME_CSkin_Store=Store
EDSTR_FIELDNAME_CSkin_TileCutsceneFile=Tile Cutscene File
EDSTR_FIELDNAME_CSkin_VariationArray=Variation Array
EDSTR_FIELDNAME_CSkin_VariationIcon=Variation Icon
EDSTR_FIELDNAME_CSound_AssetArray=Sound Assets
EDSTR_FIELDNAME_CSound_AssetArrayTemplate=Asset Array Template
EDSTR_FIELDNAME_CSound_Category=Group
EDSTR_FIELDNAME_CSound_Chance=Chance
EDSTR_FIELDNAME_CSound_ConeAngle=Cone Angle
EDSTR_FIELDNAME_CSound_ConeOrientation=Cone Orientation
EDSTR_FIELDNAME_CSound_ConeVolume=Cone Volume
EDSTR_FIELDNAME_CSound_DopplerLevel=Doppler Level
EDSTR_FIELDNAME_CSound_DupeDestroyCount=Max Voice Count - Destroy
EDSTR_FIELDNAME_CSound_DupeDestroyCountPerPlayer=Max Voice Count Per Player - Destroy
EDSTR_FIELDNAME_CSound_DupeFadeBlend=Dupe Fade Blend
EDSTR_FIELDNAME_CSound_DupeFadeIn=Duplicate Fade In
EDSTR_FIELDNAME_CSound_DupeFadeOut=Duplicate Fade Out
EDSTR_FIELDNAME_CSound_DupeHistoryCount=Dupe History Count
EDSTR_FIELDNAME_CSound_DupeMaximumMethod=Dupe Maximum Method
EDSTR_FIELDNAME_CSound_DupeMuteCount=Max Voice Count - Mute
EDSTR_FIELDNAME_CSound_DupeMuteCountPerPlayer=Max Voice Count Per Player - Mute
EDSTR_FIELDNAME_CSound_DupeRepeatCount=Max Asset Repeat Count
EDSTR_FIELDNAME_CSound_DupeThresholdFadeTime=Duplicate Threshold Fade Time
EDSTR_FIELDNAME_CSound_DupeThresholdPoints=Duplicate Threshold Points
EDSTR_FIELDNAME_CSound_DupeWait=Duplicate Wait
EDSTR_FIELDNAME_CSound_EditorCategories=Editor Categories
EDSTR_FIELDNAME_CSound_Exclusivity=Sound Exclusivity
EDSTR_FIELDNAME_CSound_Flags=Flags
EDSTR_FIELDNAME_CSound_FogFadeBlend=Fog Fade Blend
EDSTR_FIELDNAME_CSound_FogFadeIn=Fog Fade In
EDSTR_FIELDNAME_CSound_FogFadeOut=Fog Fade Out
EDSTR_FIELDNAME_CSound_HerdNode=Herd Node
EDSTR_FIELDNAME_CSound_LocaleFlags=Locale Flags
EDSTR_FIELDNAME_CSound_LocalVolumeAdjustment=Local Volume Adjustment
EDSTR_FIELDNAME_CSound_LoopCount=Loop Count
EDSTR_FIELDNAME_CSound_LoopDelay=Loop Delay
EDSTR_FIELDNAME_CSound_LowPassGain=Low Pass Gain
EDSTR_FIELDNAME_CSound_MixerPriority=Mixer Priority
EDSTR_FIELDNAME_CSound_Mode=Mode
EDSTR_FIELDNAME_CSound_Mute=Mute
EDSTR_FIELDNAME_CSound_MuteFadeBlend=Mute Fade Blend
EDSTR_FIELDNAME_CSound_MuteFadeIn=Mute Fade In
EDSTR_FIELDNAME_CSound_MuteFadeOut=Mute Fade Out
EDSTR_FIELDNAME_CSound_NonLocalVolumeAdjustment=Non Local Volume Adjustment
EDSTR_FIELDNAME_CSound_OcclusionDirect=Occlusion (Direct)
EDSTR_FIELDNAME_CSound_OcclusionReverb=Occlusion (Reverb)
EDSTR_FIELDNAME_CSound_OffsetFadeBlend=Offset Fade Blend
EDSTR_FIELDNAME_CSound_OffsetFadeIn=Offset Fade In
EDSTR_FIELDNAME_CSound_OffsetFadeOut=Offset Fade Out
EDSTR_FIELDNAME_CSound_OffsetShiftBlend=Offset Shift Blend
EDSTR_FIELDNAME_CSound_OffsetShiftIn=Offset Shift In
EDSTR_FIELDNAME_CSound_OffsetShiftOut=Offset Shift Out
EDSTR_FIELDNAME_CSound_OverlapPitchDelta=Overlap Pitch Delta
EDSTR_FIELDNAME_CSound_OverlapTimeDelta=Overlap Time Delta
EDSTR_FIELDNAME_CSound_Pan=2D Pan
EDSTR_FIELDNAME_CSound_PanLevel=3D Pan Level
EDSTR_FIELDNAME_CSound_Pitch=Pitch (semitones)
EDSTR_FIELDNAME_CSound_PlayDelay=Play Delay
EDSTR_FIELDNAME_CSound_ResourcePriority=Resource Priority
EDSTR_FIELDNAME_CSound_ReverbBalance=Reverb Balance
EDSTR_FIELDNAME_CSound_ReverbRolloffBlend=Reverb Rolloff Blend
EDSTR_FIELDNAME_CSound_ReverbRolloffPoints=Reverb Rolloff Points
EDSTR_FIELDNAME_CSound_Select=Select
EDSTR_FIELDNAME_CSound_Solo=Solo
EDSTR_FIELDNAME_CSound_SpeakerMix=Speaker Mix
EDSTR_FIELDNAME_CSound_Spread=3D Stereo Spread (degrees)
EDSTR_FIELDNAME_CSound_SustainFade=Sustain Fade
EDSTR_FIELDNAME_CSound_SustainFadeBlend=Sustain Fade Blend
EDSTR_FIELDNAME_CSound_Timeout=Timeout
EDSTR_FIELDNAME_CSound_VariationMinimum=Variation Minimum
EDSTR_FIELDNAME_CSound_Volume=Volume (dBFS)
EDSTR_FIELDNAME_CSound_VolumeRolloffBlend=Volume Rolloff Blend
EDSTR_FIELDNAME_CSound_VolumeRolloffFadeBlend=Volume Rolloff Fade Blend
EDSTR_FIELDNAME_CSound_VolumeRolloffFadeIn=Volume Rolloff Fade In
EDSTR_FIELDNAME_CSound_VolumeRolloffFadeOut=Volume Rolloff Fade Out
EDSTR_FIELDNAME_CSound_VolumeRolloffPoints=Volume Rolloff Points
EDSTR_FIELDNAME_CSoundExclusivity_CollideWithEqual=On Collide With Equal
EDSTR_FIELDNAME_CSoundExclusivity_CollideWithHigher=On Collide With Higher
EDSTR_FIELDNAME_CSoundExclusivity_CollideWithLower=On Collide With Lower
EDSTR_FIELDNAME_CSoundExclusivity_Flags=Flags
EDSTR_FIELDNAME_CSoundExclusivity_Group=Exclusivity Group
EDSTR_FIELDNAME_CSoundExclusivity_InterruptDelay=Interrupt Delay
EDSTR_FIELDNAME_CSoundExclusivity_InterruptFade=Interrupt Fade
EDSTR_FIELDNAME_CSoundExclusivity_InterruptFadeBlend=Interrupt Fade Blend
EDSTR_FIELDNAME_CSoundExclusivity_Priority=Priority
EDSTR_FIELDNAME_CSoundExclusivity_QCollideWithEqual=On Queue Collide With Equal
EDSTR_FIELDNAME_CSoundExclusivity_QCollideWithHigher=On Queue Collide With Higher
EDSTR_FIELDNAME_CSoundExclusivity_QCollideWithLower=On Queue Collide With Lower
EDSTR_FIELDNAME_CSoundExclusivity_QDelay=Queue Play Delay
EDSTR_FIELDNAME_CSoundExclusivity_QTimeout=Queue Timeout
EDSTR_FIELDNAME_CSoundExclusivity_SuppressGroups=Suppress Groups
EDSTR_FIELDNAME_CSoundtrack_CueArray=Cues
EDSTR_FIELDNAME_CSoundtrack_Delay=Delay
EDSTR_FIELDNAME_CSoundtrack_Flags=Flags
EDSTR_FIELDNAME_CSoundtrack_Next=Next
EDSTR_FIELDNAME_CSoundtrack_Select=Selection
EDSTR_FIELDNAME_CStore_Name=Name
EDSTR_FIELDNAME_CStore_PreviewCutsceneFile=Preview Cutscene File
EDSTR_FIELDNAME_CStore_ProductName=Product Name
EDSTR_FIELDNAME_CStore_TileCutsceneFile=Store Tile Cutscene File
EDSTR_FIELDNAME_CTacCooldown_TacAbilData=Tactical Ability Data
EDSTR_FIELDNAME_CTacCooldown_UnitLink=Unit
EDSTR_FIELDNAME_CTacticalOrder_Abil=Ability
EDSTR_FIELDNAME_CTacticalOrder_AbilCmdIndex=Ability Command
EDSTR_FIELDNAME_CTacticalOrder_Marker=Marker
EDSTR_FIELDNAME_CTacticalOrder_Retreat=Retreat
EDSTR_FIELDNAME_CTacticalOrder_TargetFind=Target Find
EDSTR_FIELDNAME_CTacticalOrder_Validator=Validator
EDSTR_FIELDNAME_CTacticalSet_Array=Array
EDSTR_FIELDNAME_CTalent_AbilityModificationArray=Ability Modification Array
EDSTR_FIELDNAME_CTalent_Face=Face
EDSTR_FIELDNAME_CTalent_MasteryAbility=Mastery Ability
EDSTR_FIELDNAME_CTalent_RankArray=Ranks
EDSTR_FIELDNAME_CTalentProfile_Flags=Flags
EDSTR_FIELDNAME_CTalentProfile_Name=Name
EDSTR_FIELDNAME_CTalentProfile_Talents=Talents
EDSTR_FIELDNAME_CTargetFind_CasterValidator=Caster Validator
EDSTR_FIELDNAME_CTargetFind_Flags=Flags
EDSTR_FIELDNAME_CTargetFind_TargetFilters=Target Filters
EDSTR_FIELDNAME_CTargetFind_TargetValidator=Target Validator
EDSTR_FIELDNAME_CTargetFindBestPoint_BonusAttri=Bonus Attribute
EDSTR_FIELDNAME_CTargetFindBestPoint_DamageBase=Damage Base
EDSTR_FIELDNAME_CTargetFindBestPoint_Effect=Effect
EDSTR_FIELDNAME_CTargetFindBestPoint_MinCount=Minimum Count
EDSTR_FIELDNAME_CTargetFindBestPoint_MinScore=Minimum Score
EDSTR_FIELDNAME_CTargetFindEffect_Effect=Effect
EDSTR_FIELDNAME_CTargetFindEffect_ExtendRadius=Extend Radius
EDSTR_FIELDNAME_CTargetFindEffect_TargetSorts=Target Sorts
EDSTR_FIELDNAME_CTargetFindEnumArea_Abil=Ability
EDSTR_FIELDNAME_CTargetFindEnumArea_AreaArray=Areas
EDSTR_FIELDNAME_CTargetFindEnumArea_ExcludeArray=Exclude
EDSTR_FIELDNAME_CTargetFindEnumArea_ExtendRadius=Extend Radius
EDSTR_FIELDNAME_CTargetFindEnumArea_ImpactLocation=Impact Location
EDSTR_FIELDNAME_CTargetFindEnumArea_IncludeArray=Include
EDSTR_FIELDNAME_CTargetFindEnumArea_LaunchLocation=Launch Location
EDSTR_FIELDNAME_CTargetFindEnumArea_MaxCount=Maximum Count
EDSTR_FIELDNAME_CTargetFindEnumArea_MinCount=Minimum Count
EDSTR_FIELDNAME_CTargetFindEnumArea_MinCountError=Minimum Count Error
EDSTR_FIELDNAME_CTargetFindEnumArea_RecycleCount=Recycle Count
EDSTR_FIELDNAME_CTargetFindEnumArea_SearchFilters=Search Filters
EDSTR_FIELDNAME_CTargetFindEnumArea_SearchFlags=Search Flags
EDSTR_FIELDNAME_CTargetFindEnumArea_TargetSorts=Target Sort
EDSTR_FIELDNAME_CTargetFindOffset_Angle=Angle
EDSTR_FIELDNAME_CTargetFindOffset_Distance=Distance
EDSTR_FIELDNAME_CTargetFindOrder_Abil=Ability
EDSTR_FIELDNAME_CTargetFindOrder_AbilCmdIndex=Ability Command Index
EDSTR_FIELDNAME_CTargetFindRallyPoint_CommandIndex=Command Index
EDSTR_FIELDNAME_CTargetFindSet_Array=Array
EDSTR_FIELDNAME_CTargetFindSet_Type=Type
EDSTR_FIELDNAME_CTargetFindWorkerRallyPoint_CommandIndex=Command Index
EDSTR_FIELDNAME_CTargetSort_Descending=Descending
EDSTR_FIELDNAME_CTargetSort_WhichUnit=Unit
EDSTR_FIELDNAME_CTargetSortAlliance_Alliance=Alliance
EDSTR_FIELDNAME_CTargetSortAlliance_WithPlayer=Player
EDSTR_FIELDNAME_CTargetSortAngle_ImpactLocation=Impact Location
EDSTR_FIELDNAME_CTargetSortAngle_LaunchLocation=Launch Location
EDSTR_FIELDNAME_CTargetSortBehaviorCount_Behavior=Behavior
EDSTR_FIELDNAME_CTargetSortBehaviorCount_Value=Value
EDSTR_FIELDNAME_CTargetSortBehaviorDuration_Behavior=Behavior
EDSTR_FIELDNAME_CTargetSortBehaviorDuration_Value=Value
EDSTR_FIELDNAME_CTargetSortChargeCount_Ability=Ability
EDSTR_FIELDNAME_CTargetSortChargeCount_Charge=Charge
EDSTR_FIELDNAME_CTargetSortChargeCount_Value=Value
EDSTR_FIELDNAME_CTargetSortChargeRegen_Ability=Ability
EDSTR_FIELDNAME_CTargetSortChargeRegen_Charge=Charge
EDSTR_FIELDNAME_CTargetSortChargeRegen_Value=Value
EDSTR_FIELDNAME_CTargetSortCooldown_Ability=Ability
EDSTR_FIELDNAME_CTargetSortCooldown_Cooldown=Cooldown
EDSTR_FIELDNAME_CTargetSortCooldown_Value=Value
EDSTR_FIELDNAME_CTargetSortDistance_WhichLocation=Location
EDSTR_FIELDNAME_CTargetSortField_Field=Field
EDSTR_FIELDNAME_CTargetSortField_Value=Value
EDSTR_FIELDNAME_CTargetSortInterruptible_Value=Value
EDSTR_FIELDNAME_CTargetSortMarker_Value=Value
EDSTR_FIELDNAME_CTargetSortPowerSourceLevel_Behavior=Behavior
EDSTR_FIELDNAME_CTargetSortPowerSourceLevel_Value=Value
EDSTR_FIELDNAME_CTargetSortPowerUserLevel_Behavior=Behavior
EDSTR_FIELDNAME_CTargetSortPowerUserLevel_Value=Value
EDSTR_FIELDNAME_CTargetSortPriority_Value=Value
EDSTR_FIELDNAME_CTargetSortVeterancy_Behavior=Behavior
EDSTR_FIELDNAME_CTargetSortVeterancy_Value=Value
EDSTR_FIELDNAME_CTargetSortVital_Value=Value
EDSTR_FIELDNAME_CTargetSortVital_Vital=Vital
EDSTR_FIELDNAME_CTargetSortVitalFraction_Value=Value
EDSTR_FIELDNAME_CTargetSortVitalFraction_Vital=Vital
EDSTR_FIELDNAME_CTerrain_Ambience=Ambience
EDSTR_FIELDNAME_CTerrain_BlendTextures=Textures - Blend
EDSTR_FIELDNAME_CTerrain_Camera=Camera
EDSTR_FIELDNAME_CTerrain_CliffSets=Cliffs
EDSTR_FIELDNAME_CTerrain_CreepBaseSpecularMap=Creep Specular Map
EDSTR_FIELDNAME_CTerrain_CreepBaseTexture=Creep Texture
EDSTR_FIELDNAME_CTerrain_CreepEdgeNormalMap=Creep Edge Normal Map
EDSTR_FIELDNAME_CTerrain_CreepHeightMap=Creep Height Map
EDSTR_FIELDNAME_CTerrain_CreepNoiseMap=Creep Noise Map
EDSTR_FIELDNAME_CTerrain_CreepSettingsArray=Creep Settings
EDSTR_FIELDNAME_CTerrain_DSPArray=Digital Sound Effects
EDSTR_FIELDNAME_CTerrain_EditorCategories=Editor Categories
EDSTR_FIELDNAME_CTerrain_EditorHidden=Hidden in Editor
EDSTR_FIELDNAME_CTerrain_EnvironmentMap=Environment Map
EDSTR_FIELDNAME_CTerrain_FixedSkyboxModel=Background Model (Fixed)
EDSTR_FIELDNAME_CTerrain_FogColor=Fog Color
EDSTR_FIELDNAME_CTerrain_FogDensity=Fog Density
EDSTR_FIELDNAME_CTerrain_FogDistanceFalloff=Fog Distance Falloff
EDSTR_FIELDNAME_CTerrain_FogEnabled=Fog Enabled
EDSTR_FIELDNAME_CTerrain_FogFalloff=Fog Falloff
EDSTR_FIELDNAME_CTerrain_FogFarPlane=Fog Distance Far
EDSTR_FIELDNAME_CTerrain_FogNearPlane=Fog Distance Near
EDSTR_FIELDNAME_CTerrain_FogStartingHeight=Fog Starting Height
EDSTR_FIELDNAME_CTerrain_FoliageSettingsArray=Foliage Settings
EDSTR_FIELDNAME_CTerrain_FOWColor=Fog of War Color
EDSTR_FIELDNAME_CTerrain_Gravity=Gravity
EDSTR_FIELDNAME_CTerrain_HardTiles=Hard Tiles
EDSTR_FIELDNAME_CTerrain_HeightFlags=Height Flags
EDSTR_FIELDNAME_CTerrain_HeightMapEnabled=Height Map Enabled
EDSTR_FIELDNAME_CTerrain_HideLowestLevel=Hide Lowest Level
EDSTR_FIELDNAME_CTerrain_Lighting=Lighting
EDSTR_FIELDNAME_CTerrain_LoadingScreen=Loading Screen
EDSTR_FIELDNAME_CTerrain_MinimapBackgroundColor=Minimap Background Color
EDSTR_FIELDNAME_CTerrain_MinimapBrightenFactor=Minimap Brighten Factor
EDSTR_FIELDNAME_CTerrain_Name=Name
EDSTR_FIELDNAME_CTerrain_NonFixedSkyboxModel=Background Model (Not fixed)
EDSTR_FIELDNAME_CTerrain_PhysicsTimeScale=Physics Time Scale
EDSTR_FIELDNAME_CTerrain_POMScale=Parallax Occlusion Mapping Scale
EDSTR_FIELDNAME_CTerrain_ReverbAmbient=Reverb (Ambient)
EDSTR_FIELDNAME_CTerrain_ReverbGlobal=Reverb (Global)
EDSTR_FIELDNAME_CTerrain_SoundDistanceFactor=Sound Distance Factor
EDSTR_FIELDNAME_CTerrain_SoundDopplerFactor=Sound Doppler Factor
EDSTR_FIELDNAME_CTerrain_SoundRolloffFactor=Sound Rolloff Factor
EDSTR_FIELDNAME_CTerrain_TextureProp=Texture Prop
EDSTR_FIELDNAME_CTerrain_TilingFreq=Tiling Frequency
EDSTR_FIELDNAME_CTerrain_WindAngleHorizontal=Wing Angle Horizontal
EDSTR_FIELDNAME_CTerrain_WindAngleVertical=Wind Angle Vertical
EDSTR_FIELDNAME_CTerrain_WindSpeed=Wind Speed
EDSTR_FIELDNAME_CTerrain_WindTurbulencePower=Wind Turbulence Power
EDSTR_FIELDNAME_CTerrain_WindTurbulenceSpeed=Wind Turbulence Speed
EDSTR_FIELDNAME_CTerrainObject_BoostedCliffLevel=Boosted Cliff Level
EDSTR_FIELDNAME_CTerrainObject_EditorCategories=Editor Categories
EDSTR_FIELDNAME_CTerrainObject_EditorCursorOffset=Editor Cursor Offset
EDSTR_FIELDNAME_CTerrainObject_EditorFlags=Editor Flags
EDSTR_FIELDNAME_CTerrainObject_EditorIcon=Editor Icon
EDSTR_FIELDNAME_CTerrainObject_EditorModel=Editor Model
EDSTR_FIELDNAME_CTerrainObject_Footprint=Footprint
EDSTR_FIELDNAME_CTerrainObject_Model=Model
EDSTR_FIELDNAME_CTerrainObject_OccludeHeight=Occlude Height
EDSTR_FIELDNAME_CTerrainObject_Radius=Radius
EDSTR_FIELDNAME_CTerrainObject_TexSets=Texture Sets
EDSTR_FIELDNAME_CTerrainTex_AnimRate=Animation Rate
EDSTR_FIELDNAME_CTerrainTex_DoodadEntry=Doodads
EDSTR_FIELDNAME_CTerrainTex_EditorIcon=Editor Icon
EDSTR_FIELDNAME_CTerrainTex_Heightmap=Height Map
EDSTR_FIELDNAME_CTerrainTex_HeightMapOffset=Height Map Offset
EDSTR_FIELDNAME_CTerrainTex_HeightMapScale=Height Map Scale
EDSTR_FIELDNAME_CTerrainTex_Normalmap=Normal Map
EDSTR_FIELDNAME_CTerrainTex_PhysicsMaterial=Physics Material
EDSTR_FIELDNAME_CTerrainTex_Texture=Texture
EDSTR_FIELDNAME_CTexture_File=File
EDSTR_FIELDNAME_CTexture_Flags=Flags
EDSTR_FIELDNAME_CTexture_MovieSoundSettings=Movie Sound Settings
EDSTR_FIELDNAME_CTexture_Prefix=Prefix
EDSTR_FIELDNAME_CTexture_PropsAdd=Add Properties
EDSTR_FIELDNAME_CTexture_PropsRemove=Properties Removed
EDSTR_FIELDNAME_CTexture_PropsSet=Set Properties
EDSTR_FIELDNAME_CTexture_Slot=Slot
EDSTR_FIELDNAME_CTile_CapLength=Cap Length
EDSTR_FIELDNAME_CTile_DefaultSplineWidth=Default Spline Width
EDSTR_FIELDNAME_CTile_DefaultWingWidth=Default Wing Width
EDSTR_FIELDNAME_CTile_EditorIcon=Editor Icon
EDSTR_FIELDNAME_CTile_Flags=Flags
EDSTR_FIELDNAME_CTile_Material=Material
EDSTR_FIELDNAME_CTile_TesselationDistance=Tesselation Distance
EDSTR_FIELDNAME_CTile_TileHeightRepetitions=Tile Height Repetitions
EDSTR_FIELDNAME_CTile_TileWidthDistance=Tile Width Distance
EDSTR_FIELDNAME_CTurret_Fidget=Fidget
EDSTR_FIELDNAME_CTurret_Idle=Idle
EDSTR_FIELDNAME_CTurret_YawArc=Yaw Arc
EDSTR_FIELDNAME_CTurret_YawIdleRate=Yaw Idle Rate
EDSTR_FIELDNAME_CTurret_YawRate=Yaw Rate
EDSTR_FIELDNAME_CTurret_YawStart=Yaw Start
EDSTR_FIELDNAME_CUnit_AbilArray=Abilities
EDSTR_FIELDNAME_CUnit_Acceleration=Acceleration
EDSTR_FIELDNAME_CUnit_AcquireLeashRadius=Acquire Leash Radius
EDSTR_FIELDNAME_CUnit_AcquireLeashResetRadius=Acquire Leash Reset Radius
EDSTR_FIELDNAME_CUnit_AcquireMovementLimit=Acquire Movement Limit
EDSTR_FIELDNAME_CUnit_AddedOnArray=Added On Units
EDSTR_FIELDNAME_CUnit_AddOnOffsetX=Add On Offset X
EDSTR_FIELDNAME_CUnit_AddOnOffsetY=Add On Offset Y
EDSTR_FIELDNAME_CUnit_AIEvalConstant=AI Evaluation - Constant
EDSTR_FIELDNAME_CUnit_AIEvalFactor=AI Evaluation - Factor
EDSTR_FIELDNAME_CUnit_AIEvaluateAlias=AI Evaluation
EDSTR_FIELDNAME_CUnit_AINotifyEffect=AI Notify Effect
EDSTR_FIELDNAME_CUnit_AIOverideTargetPriority=AI Override Target Priority
EDSTR_FIELDNAME_CUnit_AlliedPushPriority=Allied Push Priority
EDSTR_FIELDNAME_CUnit_AttackSpeedMultiplierCreep=Attack Speed Multiplier On Creep
EDSTR_FIELDNAME_CUnit_AttackTargetPriority=Attack Target Priority
EDSTR_FIELDNAME_CUnit_Attributes=Attributes
EDSTR_FIELDNAME_CUnit_BehaviorArray=Behaviors
EDSTR_FIELDNAME_CUnit_BoostedCliffLevel=Boosted Cliff Level
EDSTR_FIELDNAME_CUnit_BoostedHeight=Boosted Height
EDSTR_FIELDNAME_CUnit_BuildOnAs=Build On As
EDSTR_FIELDNAME_CUnit_BuiltOn=Built On
EDSTR_FIELDNAME_CUnit_CardLayouts=Command Card
EDSTR_FIELDNAME_CUnit_CargoOverlapFilters=Cargo Overlap Filters
EDSTR_FIELDNAME_CUnit_CargoSize=Cargo Size
EDSTR_FIELDNAME_CUnit_Collide=Collide
EDSTR_FIELDNAME_CUnit_CostCategory=Cost Category
EDSTR_FIELDNAME_CUnit_CostResource=Cost
EDSTR_FIELDNAME_CUnit_DamageDealtXP=Damage Dealt (Veterancy)
EDSTR_FIELDNAME_CUnit_DamageTakenXP=Damage Taken (Veterancy)
EDSTR_FIELDNAME_CUnit_DeadFootprint=Pathing Footprint - Dead
EDSTR_FIELDNAME_CUnit_DeadInnerRadius=Inner Radius While Dead
EDSTR_FIELDNAME_CUnit_DeadRadius=Radius - Dead
EDSTR_FIELDNAME_CUnit_DeathRevealDuration=Death Reveal Duration
EDSTR_FIELDNAME_CUnit_DeathRevealFilters=Death Reveal Filters
EDSTR_FIELDNAME_CUnit_DeathRevealRadius=Death Reveal Radius
EDSTR_FIELDNAME_CUnit_DeathRevealType=Death Reveal Type
EDSTR_FIELDNAME_CUnit_DeathTime=Death Time
EDSTR_FIELDNAME_CUnit_Deceleration=Deceleration
EDSTR_FIELDNAME_CUnit_DefaultAcquireLevel=Default Acquire Level
EDSTR_FIELDNAME_CUnit_Description=Description
EDSTR_FIELDNAME_CUnit_EditorCategories=Editor Categories
EDSTR_FIELDNAME_CUnit_EditorFacingAlignment=Editor Facing Alignment
EDSTR_FIELDNAME_CUnit_EditorFlags=Editor Flags
EDSTR_FIELDNAME_CUnit_EffectArray=Effect
EDSTR_FIELDNAME_CUnit_EffectHistoryLimit=Effect History Limit
EDSTR_FIELDNAME_CUnit_EnergyArmor=Energy Armor
EDSTR_FIELDNAME_CUnit_EnergyArmorFormula=Energy Armor Formula
EDSTR_FIELDNAME_CUnit_EnergyDamageGain=Energy Gained by Damage Taken
EDSTR_FIELDNAME_CUnit_EnergyDamageLeech=Energy Leeched by Damage Dealt
EDSTR_FIELDNAME_CUnit_EnergyDamageRatio=Energy Damage Ratio
EDSTR_FIELDNAME_CUnit_EnergyMax=Energy Maximum
EDSTR_FIELDNAME_CUnit_EnergyRegenDelay=Energy Regeneration Delay
EDSTR_FIELDNAME_CUnit_EnergyRegenRate=Energy Regeneration Rate
EDSTR_FIELDNAME_CUnit_EnergyRegenRateCreep=Energy Regen Rate Bonus on Creep
EDSTR_FIELDNAME_CUnit_EnergyStart=Energy Starting Amount
EDSTR_FIELDNAME_CUnit_EquipmentArray=Equipment Array
EDSTR_FIELDNAME_CUnit_Facing=Facing
EDSTR_FIELDNAME_CUnit_Fidget=Fidget
EDSTR_FIELDNAME_CUnit_FlagArray=Flags
EDSTR_FIELDNAME_CUnit_FogVisibility=Fog Visibility
EDSTR_FIELDNAME_CUnit_Food=Supplies
EDSTR_FIELDNAME_CUnit_Footprint=Pathing Footprint
EDSTR_FIELDNAME_CUnit_GlossaryAlias=Glossary Alias
EDSTR_FIELDNAME_CUnit_GlossaryCategory=Glossary Category
EDSTR_FIELDNAME_CUnit_GlossaryPriority=Glossary Priority
EDSTR_FIELDNAME_CUnit_GlossaryStrongArray=Glossary Strong Array
EDSTR_FIELDNAME_CUnit_GlossaryWeakArray=Glossary Weak Array
EDSTR_FIELDNAME_CUnit_Height=Height
EDSTR_FIELDNAME_CUnit_HotkeyAlias=Hotkey Alias
EDSTR_FIELDNAME_CUnit_HotkeyCategory=Hotkey Category
EDSTR_FIELDNAME_CUnit_IdleCommand=Idle Command
EDSTR_FIELDNAME_CUnit_InfoTooltipPriority=Tooltip Priority
EDSTR_FIELDNAME_CUnit_InnerRadius=Inner Radius
EDSTR_FIELDNAME_CUnit_Item=Item
EDSTR_FIELDNAME_CUnit_KillDisplay=Kill Display
EDSTR_FIELDNAME_CUnit_KillResource=Kill Resource
EDSTR_FIELDNAME_CUnit_KillXP=Kill Experience
EDSTR_FIELDNAME_CUnit_LateralAcceleration=Lateral Acceleration
EDSTR_FIELDNAME_CUnit_LeaderAlias=Leader Alias
EDSTR_FIELDNAME_CUnit_LifeArmor=Life Armor
EDSTR_FIELDNAME_CUnit_LifeArmorDisplayFlags=Life Armor Display Flags
EDSTR_FIELDNAME_CUnit_LifeArmorFormula=Life Armor Formula
EDSTR_FIELDNAME_CUnit_LifeArmorLevel=Life Armor Level
EDSTR_FIELDNAME_CUnit_LifeArmorName=Life Armor Name
EDSTR_FIELDNAME_CUnit_LifeArmorTip=Life Armor Tooltip
EDSTR_FIELDNAME_CUnit_LifeDamageGain=Life Gained from Damage Taken
EDSTR_FIELDNAME_CUnit_LifeDamageLeech=Life Leeched from Damage Dealt
EDSTR_FIELDNAME_CUnit_LifeMax=Life Maximum
EDSTR_FIELDNAME_CUnit_LifeRegenDelay=Life Regeneration Delay
EDSTR_FIELDNAME_CUnit_LifeRegenRate=Life Regeneration Rate
EDSTR_FIELDNAME_CUnit_LifeRegenRateCreep=Life Regen Rate Bonus on Creep
EDSTR_FIELDNAME_CUnit_LifeStart=Life Starting Amount
EDSTR_FIELDNAME_CUnit_LootArray=Loot
EDSTR_FIELDNAME_CUnit_Mass=Mass
EDSTR_FIELDNAME_CUnit_MinimapRadius=Minimap Radius
EDSTR_FIELDNAME_CUnit_Mob=Mob
EDSTR_FIELDNAME_CUnit_Mover=Mover
EDSTR_FIELDNAME_CUnit_Name=Name
EDSTR_FIELDNAME_CUnit_OccludeHeight=Occlusion Height
EDSTR_FIELDNAME_CUnit_OrderDisplayMinimum=Order Display Minimum
EDSTR_FIELDNAME_CUnit_OverlapIndex=Overlap Index
EDSTR_FIELDNAME_CUnit_PawnItemReduction=Pawn Item Reduction
EDSTR_FIELDNAME_CUnit_PlacementFootprint=Pathing Footprint - Placement
EDSTR_FIELDNAME_CUnit_PlaneArray=Plane Array
EDSTR_FIELDNAME_CUnit_PowerupCost=Powerup Cost
EDSTR_FIELDNAME_CUnit_PowerupEffect=Powerup Effect
EDSTR_FIELDNAME_CUnit_PowerupFilters=Powerup Filters
EDSTR_FIELDNAME_CUnit_PowerupRange=Powerup Range
EDSTR_FIELDNAME_CUnit_PushPriority=Push Priority
EDSTR_FIELDNAME_CUnit_Race=Race
EDSTR_FIELDNAME_CUnit_Radius=Radius
EDSTR_FIELDNAME_CUnit_RandomNameArray=Random Names
EDSTR_FIELDNAME_CUnit_RankDisplay=Rank Display
EDSTR_FIELDNAME_CUnit_RepairTime=Repair Time
EDSTR_FIELDNAME_CUnit_ResourceDamageLeech=Resource Damage Leech
EDSTR_FIELDNAME_CUnit_ResourceDamageLeechFilters=Resource Damage Leech Filters
EDSTR_FIELDNAME_CUnit_ResourceDropOff=Resource Drop Off
EDSTR_FIELDNAME_CUnit_ResourceState=Resource State
EDSTR_FIELDNAME_CUnit_ResourceType=Resource Type
EDSTR_FIELDNAME_CUnit_Response=Response
EDSTR_FIELDNAME_CUnit_ReviveDelay=Revive Delay
EDSTR_FIELDNAME_CUnit_ReviveInfoBase=Revive Cost
EDSTR_FIELDNAME_CUnit_ReviveInfoLevel=Revive Cost Per Level
EDSTR_FIELDNAME_CUnit_ReviveTime=Revive Time
EDSTR_FIELDNAME_CUnit_ReviveType=Revive Type
EDSTR_FIELDNAME_CUnit_ScoreKill=Score - Kill
EDSTR_FIELDNAME_CUnit_ScoreKillCostFactor=Score Kill Cost Factor
EDSTR_FIELDNAME_CUnit_ScoreLost=Score - Lost
EDSTR_FIELDNAME_CUnit_ScoreLostCostFactor=Score Lost Cost Factor
EDSTR_FIELDNAME_CUnit_ScoreMake=Score - Produce
EDSTR_FIELDNAME_CUnit_ScoreMakeCostFactor=Score Make Cost Factor
EDSTR_FIELDNAME_CUnit_ScoreResult=Score Result
EDSTR_FIELDNAME_CUnit_SelectAlias=Select Alias
EDSTR_FIELDNAME_CUnit_SeparationRadius=Separation Radius
EDSTR_FIELDNAME_CUnit_ShieldArmor=Shield Armor
EDSTR_FIELDNAME_CUnit_ShieldArmorDisplayFlags=Shield Armor Display Flags
EDSTR_FIELDNAME_CUnit_ShieldArmorFormula=Shield Armor Formula
EDSTR_FIELDNAME_CUnit_ShieldArmorLevel=Shield Armor Level
EDSTR_FIELDNAME_CUnit_ShieldArmorName=Shield Armor Name
EDSTR_FIELDNAME_CUnit_ShieldArmorTip=Shield Armor Tooltip
EDSTR_FIELDNAME_CUnit_ShieldDamageGain=Shields Gained from Damage Taken
EDSTR_FIELDNAME_CUnit_ShieldDamageLeech=Shields Leeched from Damage Dealt
EDSTR_FIELDNAME_CUnit_ShieldDamageRatio=Shield Damage Ratio
EDSTR_FIELDNAME_CUnit_ShieldRegenDelay=Shield Regeneration Delay
EDSTR_FIELDNAME_CUnit_ShieldRegenRate=Shield Regeneration Rate
EDSTR_FIELDNAME_CUnit_ShieldRegenRateCreep=Shield Regen Rate Bonus on Creep
EDSTR_FIELDNAME_CUnit_ShieldsMax=Shield Maximum
EDSTR_FIELDNAME_CUnit_ShieldsStart=Shield Starting Amount
EDSTR_FIELDNAME_CUnit_Sight=Sight Radius
EDSTR_FIELDNAME_CUnit_SightBonus=Sight Bonus
EDSTR_FIELDNAME_CUnit_Speed=Speed
EDSTR_FIELDNAME_CUnit_SpeedBonusCreep=Creep Speed Bonus
EDSTR_FIELDNAME_CUnit_SpeedDisplayFlags=Speed Display Flags
EDSTR_FIELDNAME_CUnit_SpeedMultiplierCreep=Creep Speed Multiplier
EDSTR_FIELDNAME_CUnit_StationaryTurningRate=Stationary Turning Rate
EDSTR_FIELDNAME_CUnit_SubgroupAlias=Subgroup Alias
EDSTR_FIELDNAME_CUnit_SubgroupPriority=Subgroup Priority
EDSTR_FIELDNAME_CUnit_Subtitle=Subtitle
EDSTR_FIELDNAME_CUnit_SyncModelData=Synchronous Model Data
EDSTR_FIELDNAME_CUnit_TacticalAI=Tactical AI
EDSTR_FIELDNAME_CUnit_TacticalAIChannel=Tactical AI Channel
EDSTR_FIELDNAME_CUnit_TacticalAIFilters=Tactical AI Filters
EDSTR_FIELDNAME_CUnit_TacticalAIRange=Tactical AI Range
EDSTR_FIELDNAME_CUnit_TacticalAIThink=Tactical AI Function
EDSTR_FIELDNAME_CUnit_TauntDoesntStopUnit=Taunt doesn't stop unit
EDSTR_FIELDNAME_CUnit_TauntDuration=Taunt Duration
EDSTR_FIELDNAME_CUnit_TechAliasArray=Tech Alias
EDSTR_FIELDNAME_CUnit_TechTreeProducedUnitArray=Tech Tree Produced Units
EDSTR_FIELDNAME_CUnit_TechTreeUnlockedUnitArray=Tech Tree Unlocked Units
EDSTR_FIELDNAME_CUnit_TurningRate=Turning Rate
EDSTR_FIELDNAME_CUnit_TurretArray=Turrets
EDSTR_FIELDNAME_CUnit_VisionHeight=Vision Height
EDSTR_FIELDNAME_CUnit_VitalBonusDensity=Vital Bonus On Dense Terrain
EDSTR_FIELDNAME_CUnit_VitalMultiplierDensity=Vital Multiplier On Dense Terrain
EDSTR_FIELDNAME_CUnit_WeaponArray=Weapons
EDSTR_FIELDNAME_CUpgrade_AffectedUnitArray=Affected Unit Array
EDSTR_FIELDNAME_CUpgrade_Alert=Alert
EDSTR_FIELDNAME_CUpgrade_EditorCategories=Editor Categories
EDSTR_FIELDNAME_CUpgrade_EffectArray=Effects
EDSTR_FIELDNAME_CUpgrade_Flags=Flags
EDSTR_FIELDNAME_CUpgrade_Icon=Icon
EDSTR_FIELDNAME_CUpgrade_InfoTooltipPriority=Tooltip Priority
EDSTR_FIELDNAME_CUpgrade_LeaderAlias=Leader Alias
EDSTR_FIELDNAME_CUpgrade_LeaderPriority=Leader Priority
EDSTR_FIELDNAME_CUpgrade_MaxLevel=Max Level
EDSTR_FIELDNAME_CUpgrade_Name=Name
EDSTR_FIELDNAME_CUpgrade_Race=Race
EDSTR_FIELDNAME_CUpgrade_ScoreAmount=Score Amount
EDSTR_FIELDNAME_CUpgrade_ScoreCount=Score Count
EDSTR_FIELDNAME_CUpgrade_ScoreResult=Score Result
EDSTR_FIELDNAME_CUpgrade_ScoreValue=Score Value
EDSTR_FIELDNAME_CUpgrade_TechAliasArray=Tech Alias
EDSTR_FIELDNAME_CUpgrade_WebPriority=Web Priority
EDSTR_FIELDNAME_CUser_Fields=Fields
EDSTR_FIELDNAME_CUser_Instances=Instances
EDSTR_FIELDNAME_CValidator_IgnoreWhileChanneling=Ignore While Channeling
EDSTR_FIELDNAME_CValidator_ResultFailed=Result - Failure
EDSTR_FIELDNAME_CValidatorCombine_CombineArray=Combines
EDSTR_FIELDNAME_CValidatorCombine_Negate=Negate
EDSTR_FIELDNAME_CValidatorCombine_Type=Type
EDSTR_FIELDNAME_CValidatorCondition_Else=Else
EDSTR_FIELDNAME_CValidatorCondition_IfArray=If
EDSTR_FIELDNAME_CValidatorFunction_Line=Line
EDSTR_FIELDNAME_CValidatorFunction_ResultFallback=Result Fallback
EDSTR_FIELDNAME_CValidatorGameCompareTerrain_Compare=Compare
EDSTR_FIELDNAME_CValidatorGameCompareTerrain_Value=Value
EDSTR_FIELDNAME_CValidatorGameCompareTimeOfDay_Compare=Compare
EDSTR_FIELDNAME_CValidatorGameCompareTimeOfDay_Value=Value
EDSTR_FIELDNAME_CValidatorLocation_WhichLocation=Location
EDSTR_FIELDNAME_CValidatorLocationArc_Arc=Arc
EDSTR_FIELDNAME_CValidatorLocationArc_Find=Find
EDSTR_FIELDNAME_CValidatorLocationArc_OtherLocation=Other Location
EDSTR_FIELDNAME_CValidatorLocationArc_Value=Value
EDSTR_FIELDNAME_CValidatorLocationCompareCliffLevel_Compare=Compare
EDSTR_FIELDNAME_CValidatorLocationCompareCliffLevel_OtherLocation=Other Location
EDSTR_FIELDNAME_CValidatorLocationCompareCliffLevel_Value=Value
EDSTR_FIELDNAME_CValidatorLocationComparePower_Compare=Compare
EDSTR_FIELDNAME_CValidatorLocationComparePower_PowerLink=Power Link
EDSTR_FIELDNAME_CValidatorLocationComparePower_PowerSource=Power Source
EDSTR_FIELDNAME_CValidatorLocationComparePower_Value=Value
EDSTR_FIELDNAME_CValidatorLocationComparePower_WhichPlayer=Player
EDSTR_FIELDNAME_CValidatorLocationCompareRange_Compare=Compare
EDSTR_FIELDNAME_CValidatorLocationCompareRange_Pathing=Pathing
EDSTR_FIELDNAME_CValidatorLocationCompareRange_Range=Range
EDSTR_FIELDNAME_CValidatorLocationCompareRange_Value=Value
EDSTR_FIELDNAME_CValidatorLocationCreep_Find=Find
EDSTR_FIELDNAME_CValidatorLocationCreep_RadiusBonus=Radius Bonus
EDSTR_FIELDNAME_CValidatorLocationCreep_WhichPlayer=Player
EDSTR_FIELDNAME_CValidatorLocationCrossChasm_Find=Find
EDSTR_FIELDNAME_CValidatorLocationCrossChasm_OtherLocation=Other Location
EDSTR_FIELDNAME_CValidatorLocationCrossCliff_CrossRamp=Cross Ramp
EDSTR_FIELDNAME_CValidatorLocationCrossCliff_Find=Find
EDSTR_FIELDNAME_CValidatorLocationCrossCliff_OtherLocation=Other Location
EDSTR_FIELDNAME_CValidatorLocationEnumArea_AreaArray=Areas
EDSTR_FIELDNAME_CValidatorLocationEnumArea_CachedSearch=Cached Search
EDSTR_FIELDNAME_CValidatorLocationEnumArea_CombinedVital=Combined Vital
EDSTR_FIELDNAME_CValidatorLocationEnumArea_CombinedVitalCompare=Combined Vital Compare
EDSTR_FIELDNAME_CValidatorLocationEnumArea_CombinedVitalUnit=Combined Vital Unit
EDSTR_FIELDNAME_CValidatorLocationEnumArea_CombinedVitalValue=Combined Vital Value
EDSTR_FIELDNAME_CValidatorLocationEnumArea_Compare=Compare
EDSTR_FIELDNAME_CValidatorLocationEnumArea_Count=Count
EDSTR_FIELDNAME_CValidatorLocationEnumArea_ExcludeArray=Exclude
EDSTR_FIELDNAME_CValidatorLocationEnumArea_IncludeArray=Include
EDSTR_FIELDNAME_CValidatorLocationEnumArea_LaunchLocation=Launch Location
EDSTR_FIELDNAME_CValidatorLocationEnumArea_SearchFilters=Search Filters
EDSTR_FIELDNAME_CValidatorLocationEnumArea_SearchFlags=Search Flags
EDSTR_FIELDNAME_CValidatorLocationInPlayableMapArea_Find=Find
EDSTR_FIELDNAME_CValidatorLocationPathable_Find=Find
EDSTR_FIELDNAME_CValidatorLocationPathable_Types=Types
EDSTR_FIELDNAME_CValidatorLocationPlacement_FromUnit=From Unit
EDSTR_FIELDNAME_CValidatorLocationPlacement_OtherUnit=Other Unit
EDSTR_FIELDNAME_CValidatorLocationPlacement_Range=Range
EDSTR_FIELDNAME_CValidatorLocationPlacement_Unit=Unit
EDSTR_FIELDNAME_CValidatorLocationShrub_Find=Find
EDSTR_FIELDNAME_CValidatorLocationShrub_WhichPlayer=Which Player
EDSTR_FIELDNAME_CValidatorLocationType_None=None
EDSTR_FIELDNAME_CValidatorLocationType_Point=Point
EDSTR_FIELDNAME_CValidatorLocationType_Unit=Unit
EDSTR_FIELDNAME_CValidatorLocationVision_Find=Find
EDSTR_FIELDNAME_CValidatorLocationVision_WhichPlayer=Player
EDSTR_FIELDNAME_CValidatorPlayer_OtherPlayer=Other Player
EDSTR_FIELDNAME_CValidatorPlayer_ResultNoPlayer=Result - No Player
EDSTR_FIELDNAME_CValidatorPlayer_WhichPlayer=Player
EDSTR_FIELDNAME_CValidatorPlayerAlliance_Find=Find
EDSTR_FIELDNAME_CValidatorPlayerAlliance_Value=Value
EDSTR_FIELDNAME_CValidatorPlayerAlliance_WithPlayer=Allied Player
EDSTR_FIELDNAME_CValidatorPlayerCompare_Compare=Compare
EDSTR_FIELDNAME_CValidatorPlayerCompareDifficulty_Value=Value
EDSTR_FIELDNAME_CValidatorPlayerCompareFoodAvailable_Value=Value
EDSTR_FIELDNAME_CValidatorPlayerCompareFoodMade_Value=Value
EDSTR_FIELDNAME_CValidatorPlayerCompareFoodUsed_Value=Value
EDSTR_FIELDNAME_CValidatorPlayerCompareRace_Value=Value
EDSTR_FIELDNAME_CValidatorPlayerCompareResource_Resource=Resource
EDSTR_FIELDNAME_CValidatorPlayerCompareResource_Value=Value
EDSTR_FIELDNAME_CValidatorPlayerCompareResult_Value=Value
EDSTR_FIELDNAME_CValidatorPlayerCompareType_Value=Value
EDSTR_FIELDNAME_CValidatorPlayerRequirement_Find=Find
EDSTR_FIELDNAME_CValidatorPlayerRequirement_Value=Value
EDSTR_FIELDNAME_CValidatorPlayerRequirement_WhichUnit=Which Unit
EDSTR_FIELDNAME_CValidatorPlayerTalent_Find=Find
EDSTR_FIELDNAME_CValidatorPlayerTalent_Value=Value
EDSTR_FIELDNAME_CValidatorUnit_OtherUnit=Other Unit
EDSTR_FIELDNAME_CValidatorUnit_ResultNoUnit=Failure Result
EDSTR_FIELDNAME_CValidatorUnit_WhichUnit=Unit
EDSTR_FIELDNAME_CValidatorUnitAbil_AbilClass=Ability Class
EDSTR_FIELDNAME_CValidatorUnitAbil_AbilLink=Ability Link
EDSTR_FIELDNAME_CValidatorUnitAbil_Find=Find
EDSTR_FIELDNAME_CValidatorUnitAI_Find=Find
EDSTR_FIELDNAME_CValidatorUnitAI_Flag=Flag
EDSTR_FIELDNAME_CValidatorUnitBehaviorState_BehaviorState=Behavior State
EDSTR_FIELDNAME_CValidatorUnitBehaviorState_Enabled=Enabled
EDSTR_FIELDNAME_CValidatorUnitCombatAI_Find=Find
EDSTR_FIELDNAME_CValidatorUnitCompare_Compare=Compare
EDSTR_FIELDNAME_CValidatorUnitCompareAbilLevel_AbilLink=Ability
EDSTR_FIELDNAME_CValidatorUnitCompareAbilLevel_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareAIAreaEvalRatio_Radius=Radius
EDSTR_FIELDNAME_CValidatorUnitCompareAIAreaEvalRatio_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareAttackPriority_Attacker=Attacker
EDSTR_FIELDNAME_CValidatorUnitCompareAttackPriority_AttackerAlternateType=Attacker Alternate Type
EDSTR_FIELDNAME_CValidatorUnitCompareAttackPriority_Flags=Flags
EDSTR_FIELDNAME_CValidatorUnitCompareAttackPriority_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareBehaviorCount_Behavior=Behavior
EDSTR_FIELDNAME_CValidatorUnitCompareBehaviorCount_Categories=Categories
EDSTR_FIELDNAME_CValidatorUnitCompareBehaviorCount_Compare=Compare
EDSTR_FIELDNAME_CValidatorUnitCompareBehaviorCount_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareCargo_Type=Type
EDSTR_FIELDNAME_CValidatorUnitCompareCargo_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareChargeUsed_Ability=Ability
EDSTR_FIELDNAME_CValidatorUnitCompareChargeUsed_Behavior=Behavior
EDSTR_FIELDNAME_CValidatorUnitCompareChargeUsed_ChargeLink=Charge
EDSTR_FIELDNAME_CValidatorUnitCompareChargeUsed_Location=Location
EDSTR_FIELDNAME_CValidatorUnitCompareChargeUsed_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareCooldown_Ability=Ability
EDSTR_FIELDNAME_CValidatorUnitCompareCooldown_Behavior=Behavior
EDSTR_FIELDNAME_CValidatorUnitCompareCooldown_CooldownLink=Cooldown
EDSTR_FIELDNAME_CValidatorUnitCompareCooldown_Location=Location
EDSTR_FIELDNAME_CValidatorUnitCompareCooldown_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareDamageDealtTime_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareDamageTakenTime_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareDeath_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareDetectRange_Radar=Radar
EDSTR_FIELDNAME_CValidatorUnitCompareDetectRange_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareField_Field=Field
EDSTR_FIELDNAME_CValidatorUnitCompareField_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareKillCount_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareMarkerCount_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareMoverPhase_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareOrderCount_AbilCmdIndex=Ability Command Index
EDSTR_FIELDNAME_CValidatorUnitCompareOrderCount_AbilLink=Ability Link
EDSTR_FIELDNAME_CValidatorUnitCompareOrderCount_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareOrderTargetRange_AbilCmdIndex=Ability Command Index
EDSTR_FIELDNAME_CValidatorUnitCompareOrderTargetRange_AbilLink=Ability
EDSTR_FIELDNAME_CValidatorUnitCompareOrderTargetRange_Pathing=Pathing
EDSTR_FIELDNAME_CValidatorUnitCompareOrderTargetRange_Value=Value
EDSTR_FIELDNAME_CValidatorUnitComparePowerSourceLevel_Behavior=Behavior
EDSTR_FIELDNAME_CValidatorUnitComparePowerSourceLevel_Value=Value
EDSTR_FIELDNAME_CValidatorUnitComparePowerUserLevel_Behavior=Behavior
EDSTR_FIELDNAME_CValidatorUnitComparePowerUserLevel_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareRallyPointCount_AbilLink=Ability Link
EDSTR_FIELDNAME_CValidatorUnitCompareRallyPointCount_Point=Point
EDSTR_FIELDNAME_CValidatorUnitCompareRallyPointCount_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareResourceContents_Behavior=Behavior
EDSTR_FIELDNAME_CValidatorUnitCompareResourceContents_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareResourceHarvesters_Active=Active
EDSTR_FIELDNAME_CValidatorUnitCompareResourceHarvesters_Behavior=Behavior
EDSTR_FIELDNAME_CValidatorUnitCompareResourceHarvesters_Queued=Queued
EDSTR_FIELDNAME_CValidatorUnitCompareResourceHarvesters_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareSpeed_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareVeterancyLevel_Behavior=Behavior
EDSTR_FIELDNAME_CValidatorUnitCompareVeterancyLevel_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareVital_Type=Type
EDSTR_FIELDNAME_CValidatorUnitCompareVital_Value=Value
EDSTR_FIELDNAME_CValidatorUnitCompareVital_Vital=Vital
EDSTR_FIELDNAME_CValidatorUnitCompareVitality_Type=Type
EDSTR_FIELDNAME_CValidatorUnitCompareVitality_Value=Value
EDSTR_FIELDNAME_CValidatorUnitDetected_Detected=Detected
EDSTR_FIELDNAME_CValidatorUnitDetected_Flags=Flags
EDSTR_FIELDNAME_CValidatorUnitDetected_WhichPlayer=Which Player
EDSTR_FIELDNAME_CValidatorUnitFilters_Filters=Filters
EDSTR_FIELDNAME_CValidatorUnitFlying_Find=Find
EDSTR_FIELDNAME_CValidatorUnitInventory_ResultNoInventory=Result No Inventory
EDSTR_FIELDNAME_CValidatorUnitInventoryContainsItem_Find=Find
EDSTR_FIELDNAME_CValidatorUnitInventoryContainsItem_Item=Item
EDSTR_FIELDNAME_CValidatorUnitInventoryIsFull_Find=Find
EDSTR_FIELDNAME_CValidatorUnitLastDamagePlayer_Relationship=Relationship
EDSTR_FIELDNAME_CValidatorUnitMissileNullified_Find=Find
EDSTR_FIELDNAME_CValidatorUnitMover_Find=Find
EDSTR_FIELDNAME_CValidatorUnitMover_Value=Value
EDSTR_FIELDNAME_CValidatorUnitOrder_AbilCmdIndex=Ability Command
EDSTR_FIELDNAME_CValidatorUnitOrder_AbilLink=Ability
EDSTR_FIELDNAME_CValidatorUnitOrder_Target=Target
EDSTR_FIELDNAME_CValidatorUnitOrderQueue_AbilCmdIndex=Ability Command
EDSTR_FIELDNAME_CValidatorUnitOrderQueue_AbilLink=Ability
EDSTR_FIELDNAME_CValidatorUnitOrderQueue_Find=Find
EDSTR_FIELDNAME_CValidatorUnitOrderQueue_Queued=Queued
EDSTR_FIELDNAME_CValidatorUnitOrderQueue_Target=Target
EDSTR_FIELDNAME_CValidatorUnitOrderTargetPathable_AbilCmdIndex=Ability Command Index
EDSTR_FIELDNAME_CValidatorUnitOrderTargetPathable_AbilLink=Ability
EDSTR_FIELDNAME_CValidatorUnitOrderTargetPathable_Find=Find
EDSTR_FIELDNAME_CValidatorUnitOrderTargetPathable_MaxDistance=Maximum Distance
EDSTR_FIELDNAME_CValidatorUnitOrderTargetType_AbilCmdIndex=Ability Command Index
EDSTR_FIELDNAME_CValidatorUnitOrderTargetType_AbilLink=Ability
EDSTR_FIELDNAME_CValidatorUnitOrderTargetType_Find=Find
EDSTR_FIELDNAME_CValidatorUnitOrderTargetType_Type=Type
EDSTR_FIELDNAME_CValidatorUnitPathable_Find=Find
EDSTR_FIELDNAME_CValidatorUnitPathable_MaxDistance=Maximum Distance
EDSTR_FIELDNAME_CValidatorUnitPathable_Range=Range
EDSTR_FIELDNAME_CValidatorUnitPathable_WhichLocation=Location
EDSTR_FIELDNAME_CValidatorUnitPathing_Find=Find
EDSTR_FIELDNAME_CValidatorUnitScanning_Find=Find
EDSTR_FIELDNAME_CValidatorUnitType_Find=Find
EDSTR_FIELDNAME_CValidatorUnitType_Type=Type
EDSTR_FIELDNAME_CValidatorUnitType_Value=Value
EDSTR_FIELDNAME_CValidatorUnitWeaponAnimating_Find=Find
EDSTR_FIELDNAME_CValidatorUnitWeaponAnimating_Weapon=Weapon
EDSTR_FIELDNAME_CValidatorUnitWeaponFiring_Find=Find
EDSTR_FIELDNAME_CValidatorUnitWeaponFiring_Weapon=Weapon
EDSTR_FIELDNAME_CValidatorUnitWeaponPlane_Find=Find
EDSTR_FIELDNAME_CValidatorUnitWeaponPlane_Plane=Plane
EDSTR_FIELDNAME_CVoiceOver_Character=Character
EDSTR_FIELDNAME_CVoiceOver_Groups=Groups
EDSTR_FIELDNAME_CVoiceOver_Lines=Lines
EDSTR_FIELDNAME_CWater_AngularDamping=Angular Damping
EDSTR_FIELDNAME_CWater_BeachShoreline=Beach Shoreline
EDSTR_FIELDNAME_CWater_CausticsFPS=Caustics Framerate
EDSTR_FIELDNAME_CWater_CausticsTilingFreq=Caustics Tiling Frequency
EDSTR_FIELDNAME_CWater_CliffShoreline=Cliff Shoreline
EDSTR_FIELDNAME_CWater_Density=Density
EDSTR_FIELDNAME_CWater_Doodads=Water Doodads
EDSTR_FIELDNAME_CWater_Drag=Drag
EDSTR_FIELDNAME_CWater_FramesPerSec=Animation Rate
EDSTR_FIELDNAME_CWater_IsLava=Is Lava
EDSTR_FIELDNAME_CWater_LavaModel=Lava Model
EDSTR_FIELDNAME_CWater_MaxLinearVelocity=Max Linear Velocity
EDSTR_FIELDNAME_CWater_ReceiveShadows=Receive Shadows
EDSTR_FIELDNAME_CWater_ScrollVectors=Scroll Vectors
EDSTR_FIELDNAME_CWater_Sound=Sound
EDSTR_FIELDNAME_CWater_State=State
EDSTR_FIELDNAME_CWater_TextureKey=Texture
EDSTR_FIELDNAME_CWater_TilingFreq=Tiling Frequency
EDSTR_FIELDNAME_CWeapon_AcquireCallForHelpFilters=Acquire Call For Help Filters
EDSTR_FIELDNAME_CWeapon_AcquireCliffLevelRange=Acquire Cliff Level Range
EDSTR_FIELDNAME_CWeapon_AcquireFilters=Scan Filters
EDSTR_FIELDNAME_CWeapon_AcquirePrioritization=Acquire Prioritization
EDSTR_FIELDNAME_CWeapon_AcquireProvokeFilters=Acquire Provoke Filters
EDSTR_FIELDNAME_CWeapon_AcquireScanFilters=Acquire Scan Filters
EDSTR_FIELDNAME_CWeapon_AcquireTargetSorts=Acquire Target Sorts
EDSTR_FIELDNAME_CWeapon_Arc=Arc
EDSTR_FIELDNAME_CWeapon_ArcSlop=Arc Slop
EDSTR_FIELDNAME_CWeapon_Backswing=Backswing
EDSTR_FIELDNAME_CWeapon_ChaseFilters=Chase Filters
EDSTR_FIELDNAME_CWeapon_Cost=Cost
EDSTR_FIELDNAME_CWeapon_CriticalChance=Critical Chance
EDSTR_FIELDNAME_CWeapon_CriticalEffect=Critical Effect
EDSTR_FIELDNAME_CWeapon_CursorRangeMode=Cursor Range Mode
EDSTR_FIELDNAME_CWeapon_DamagePoint=Damage Point
EDSTR_FIELDNAME_CWeapon_DisplayAttackCount=Display Attack Count
EDSTR_FIELDNAME_CWeapon_DisplayEffect=Damage Display Effect
EDSTR_FIELDNAME_CWeapon_EditorCategories=Editor Categories
EDSTR_FIELDNAME_CWeapon_Effect=Effect
EDSTR_FIELDNAME_CWeapon_Icon=Icon
EDSTR_FIELDNAME_CWeapon_InfoTooltipPriority=Tooltip Priority
EDSTR_FIELDNAME_CWeapon_Level=Level
EDSTR_FIELDNAME_CWeapon_Marker=Marker
EDSTR_FIELDNAME_CWeapon_MinimumRange=Minimum Range
EDSTR_FIELDNAME_CWeapon_MinScanRange=Minimum Scan Range
EDSTR_FIELDNAME_CWeapon_Name=Name
EDSTR_FIELDNAME_CWeapon_Options=Options
EDSTR_FIELDNAME_CWeapon_Period=Period
EDSTR_FIELDNAME_CWeapon_PeriodDisplayFlags=Period Display Flags
EDSTR_FIELDNAME_CWeapon_PreswingBeforeAttack=Preswing Before Attack
EDSTR_FIELDNAME_CWeapon_PreswingBetweenAttacks=Preswing Between Attacks
EDSTR_FIELDNAME_CWeapon_Range=Range
EDSTR_FIELDNAME_CWeapon_RangeDisplayFlags=Range Display Flags
EDSTR_FIELDNAME_CWeapon_RangeSlop=Range Slop
EDSTR_FIELDNAME_CWeapon_TargetFilters=Target Filters
EDSTR_FIELDNAME_CWeapon_Tip=Tooltip
EDSTR_FIELDNAME_CWeaponLegacy_AllowedMovement=Allowed Movement
EDSTR_FIELDNAME_CWeaponLegacy_LegacyOptions=Legacy Options
EDSTR_FIELDNAME_CWeaponLegacy_PathingAmmoUnit=Pathing Ammo Unit
EDSTR_FIELDNAME_CWeaponLegacy_RandomDelayMax=Random Delay Maximum
EDSTR_FIELDNAME_CWeaponLegacy_RandomDelayMin=Random Delay Minimum
EDSTR_FIELDNAME_CWeaponLegacy_ReloadDuration=Reload Duration
EDSTR_FIELDNAME_CWeaponLegacy_UninterruptibleDelay=Uninterruptible Delay
EDSTR_FIELDNAME_CWeaponLegacy_UninterruptibleDuration=Uninterruptible Duration
EDSTR_FIELDNAME_CWeaponStrafe_LoiterInnerRadius=Loiter Inner Radius
EDSTR_FIELDNAME_CWeaponStrafe_LoiterRadius=Loiter Radius
EDSTR_FIELDNAME_SAbilArmMagazineInfo_Count=Count
EDSTR_FIELDNAME_SAbilArmMagazineInfo_CountStart=Count Start
EDSTR_FIELDNAME_SAbilArmMagazineInfo_Distance=Distance
EDSTR_FIELDNAME_SAbilArmMagazineInfo_Flags=Flags
EDSTR_FIELDNAME_SAbilArmMagazineInfo_Manage=Manage
EDSTR_FIELDNAME_SAbilArmMagazineInfo_Unit=Unit
EDSTR_FIELDNAME_SAbilBuildInfo_AddOnParentCmdPriority=Add On Parent Command Priority
EDSTR_FIELDNAME_SAbilBuildInfo_Alert=Alert
EDSTR_FIELDNAME_SAbilBuildInfo_Button=Button
EDSTR_FIELDNAME_SAbilBuildInfo_Delay=Delay
EDSTR_FIELDNAME_SAbilBuildInfo_Time=Time
EDSTR_FIELDNAME_SAbilBuildInfo_Unit=Unit
EDSTR_FIELDNAME_SAbilBuildInfo_ValidatorArray=Validators
EDSTR_FIELDNAME_SAbilCmdButton_DefaultButtonFace=Default Button
EDSTR_FIELDNAME_SAbilCmdButton_Flags=Flags
EDSTR_FIELDNAME_SAbilCmdButton_PreemptLevel=Preempt Level
EDSTR_FIELDNAME_SAbilCmdButton_Requirements=Requirements
EDSTR_FIELDNAME_SAbilCmdButton_State=State
EDSTR_FIELDNAME_SAbilInventoryInfo_Alignment=Alignment
EDSTR_FIELDNAME_SAbilInventoryInfo_Container=Container
EDSTR_FIELDNAME_SAbilInventoryInfo_Item=Item
EDSTR_FIELDNAME_SAbilLearnInfo_Abil=Ability
EDSTR_FIELDNAME_SAbilLearnInfo_VeterancyLevelMin=Veterancy Level Min
EDSTR_FIELDNAME_SAbilLearnInfo_VeterancyLevelSkip=Veterancy Level Skip
EDSTR_FIELDNAME_SAbilMergeInfo_Time=Time
EDSTR_FIELDNAME_SAbilMergeInfo_Unit=Unit
EDSTR_FIELDNAME_SAbilMorphInfo_CollideRange=Collision Range
EDSTR_FIELDNAME_SAbilMorphInfo_RallyResetPhase=Rally Reset Phase
EDSTR_FIELDNAME_SAbilMorphInfo_RallyResetSection=Rally Reset Section
EDSTR_FIELDNAME_SAbilMorphInfo_RandomDelayMax=Random Delay Maximum
EDSTR_FIELDNAME_SAbilMorphInfo_RandomDelayMin=Random Delay Minimum
EDSTR_FIELDNAME_SAbilMorphInfo_Score=Score
EDSTR_FIELDNAME_SAbilMorphInfo_SectionArray=Sections
EDSTR_FIELDNAME_SAbilMorphInfo_Unit=Unit
EDSTR_FIELDNAME_SAbilMorphSection_DurationArray=Durations
EDSTR_FIELDNAME_SAbilMorphSection_EffectArray=Effects
EDSTR_FIELDNAME_SAbilOrderDisplay_Color=Color
EDSTR_FIELDNAME_SAbilOrderDisplay_LineTexture=Line Texture
EDSTR_FIELDNAME_SAbilOrderDisplay_Model=Model
EDSTR_FIELDNAME_SAbilOrderDisplay_Scale=Scale
EDSTR_FIELDNAME_SAbilPawnInfo_Button=Button
EDSTR_FIELDNAME_SAbilPawnInfo_ClassesExcluded=Classes Excluded
EDSTR_FIELDNAME_SAbilPawnInfo_ClassRequired=Class Required
EDSTR_FIELDNAME_SAbilPawnInfo_RefundFraction=Refund Fraction
EDSTR_FIELDNAME_SAbilPawnInfo_TargetFilters=Target Filters
EDSTR_FIELDNAME_SAbilPawnInfo_ValidatorArray=Validators
EDSTR_FIELDNAME_SAbilQueueableInfo_Alert=Alert
EDSTR_FIELDNAME_SAbilQueueableInfo_Button=Button
EDSTR_FIELDNAME_SAbilQueueableInfo_Time=Time
EDSTR_FIELDNAME_SAbilRallyInfo_SetFilters=Filters (Set)
EDSTR_FIELDNAME_SAbilRallyInfo_SetOnGround=Set On Ground
EDSTR_FIELDNAME_SAbilRallyInfo_SetValidators=Set Validators
EDSTR_FIELDNAME_SAbilRallyInfo_UseFilters=Filters (Use)
EDSTR_FIELDNAME_SAbilRallyInfo_UseValidators=Use Validators
EDSTR_FIELDNAME_SAbilResearchInfo_Upgrade=Upgrade
EDSTR_FIELDNAME_SAbilReviveCmdButton_ReviverIndex=Reviver Index
EDSTR_FIELDNAME_SAbilReviveCmdButton_ValidatorArray=Validator Array
EDSTR_FIELDNAME_SAbilReviveInfo_Alert=Alert
EDSTR_FIELDNAME_SAbilReviveInfo_Time=Time
EDSTR_FIELDNAME_SAbilSpecializeInfo_Effect=Effect
EDSTR_FIELDNAME_SAbilSpecializeInfo_Flags=Flags
EDSTR_FIELDNAME_SAbilTrainInfo_Effect=Effect
EDSTR_FIELDNAME_SAbilTrainInfo_Flags=Train Flags
EDSTR_FIELDNAME_SAbilTrainInfo_Location=Location
EDSTR_FIELDNAME_SAbilTrainInfo_Rotation=Rotation
EDSTR_FIELDNAME_SAbilTrainInfo_Unit=Unit
EDSTR_FIELDNAME_SAbilWarpTrainInfo_Unit=Unit
EDSTR_FIELDNAME_SAchievementTag_Check=Check
EDSTR_FIELDNAME_SAchievementTag_Value=Value
EDSTR_FIELDNAME_SActorActionTerrainSquib_DistanceMaxFromTerrainToCreate=Distance Max From Terrain To Create
EDSTR_FIELDNAME_SActorActionTerrainSquib_TerrainPhysicsMaterial=Terrain Physics Material
EDSTR_FIELDNAME_SActorAVCluster_AnimPropsReaction=Animation Properties Reaction
EDSTR_FIELDNAME_SActorAVCluster_ModelReaction=Model Reaction
EDSTR_FIELDNAME_SActorAVCluster_ScaleReaction=Scale Reaction
EDSTR_FIELDNAME_SActorAVPair_AnimProps=Animation Properties
EDSTR_FIELDNAME_SActorAVPair_Model=Model
EDSTR_FIELDNAME_SActorAVPair_Scale=Scale
EDSTR_FIELDNAME_SActorAVPair_Sound=Sound
EDSTR_FIELDNAME_SActorBaseline_AnimProps=Animation Properties
EDSTR_FIELDNAME_SActorBaseline_BlendIn=Blend In
EDSTR_FIELDNAME_SActorBaseline_BlendOut=Blend Out
EDSTR_FIELDNAME_SActorCloakState_Enter=Enter
EDSTR_FIELDNAME_SActorCloakState_Loop=Loop
EDSTR_FIELDNAME_SActorCloakTransition_StateArray=State
EDSTR_FIELDNAME_SActorCreepHeightClass_FadeHeight=Fade Height
EDSTR_FIELDNAME_SActorCreepHeightClass_Name=Name
EDSTR_FIELDNAME_SActorCreepHeightClass_SolidHeight=Solid Height
EDSTR_FIELDNAME_SActorCreepHeightClass_StartOffset=Start Offset
EDSTR_FIELDNAME_SActorCreepRate_Name=Name
EDSTR_FIELDNAME_SActorCreepRate_Rate=Rate
EDSTR_FIELDNAME_SActorDeathBodySquib_ActorModel=Actor Model
EDSTR_FIELDNAME_SActorDeathBodySquib_ActorSound=Actor Sound
EDSTR_FIELDNAME_SActorDeathBodySquib_Model=Model
EDSTR_FIELDNAME_SActorDeathBodySquib_ModelAttachQuery=Model Attach Query
EDSTR_FIELDNAME_SActorDeathBodySquib_ModelSiteOps=Model Site Ops
EDSTR_FIELDNAME_SActorDeathBodySquib_Name=Name
EDSTR_FIELDNAME_SActorDeathBodySquib_Sound=Sound
EDSTR_FIELDNAME_SActorDeathBodySquib_SoundAttachQuery=Sound Attach Query
EDSTR_FIELDNAME_SActorDeathBodySquib_SoundSiteOps=Sound Site Ops
EDSTR_FIELDNAME_SActorDeathData_ActorModel=Actor Model
EDSTR_FIELDNAME_SActorDeathData_ActorModelLow=Actor Model (Low)
EDSTR_FIELDNAME_SActorDeathData_AnimProps=Animation Properties
EDSTR_FIELDNAME_SActorDeathData_BodySquibs=Body Squibs
EDSTR_FIELDNAME_SActorDeathData_ModelLink=Model
EDSTR_FIELDNAME_SActorDeathData_SoundLink=Sound
EDSTR_FIELDNAME_SActorDeathData_VoiceLink=Voice Link
EDSTR_FIELDNAME_SActorDeathDataCustom_InheritsFrom=Inherits From
EDSTR_FIELDNAME_SActorDeathDataCustom_IsAbstract=Is Abstract
EDSTR_FIELDNAME_SActorDeathDataCustom_Name=Name
EDSTR_FIELDNAME_SActorDeathDataCustom_PhysicsMatchKeysOrdered=Physics Match Keys Ordered
EDSTR_FIELDNAME_SActorDeathDataCustomGroup_Members=Members
EDSTR_FIELDNAME_SActorDeathDataCustomGroup_Name=Name
EDSTR_FIELDNAME_SActorDeathDataCustomGroup_Supersedes=Supersedes
EDSTR_FIELDNAME_SActorDeathDataCustomGroup_SyncPassChance=Synchronous Pass Chance
EDSTR_FIELDNAME_SActorEvent_Send=Send
EDSTR_FIELDNAME_SActorEvent_Target=Target
EDSTR_FIELDNAME_SActorEvent_Terms=Terms
EDSTR_FIELDNAME_SActorHostedAttach_AttachQuery=Attachment Query
EDSTR_FIELDNAME_SActorHostedAttach_HostSiteOps=Host Site Operations
EDSTR_FIELDNAME_SActorHostedAttach_Name=Name
EDSTR_FIELDNAME_SActorMsgActionDamagePhysics_OverridePhysicsMatchKeysOrdered=Override Physics Match Keys Ordered
EDSTR_FIELDNAME_SActorMsgActionImpactPhysics_OverridePhysicsMatchKeysOrdered=Override Physics Match Keys Ordered
EDSTR_FIELDNAME_SActorMsgActorSiteOpDump_RefName=Reference Name
EDSTR_FIELDNAME_SActorMsgAnim_Name=Name
EDSTR_FIELDNAME_SActorMsgAnimBaselineSuppressWalk_Suppressed=Suppressed
EDSTR_FIELDNAME_SActorMsgAnimBlendTimeApply_BlendTime=Blend Time
EDSTR_FIELDNAME_SActorMsgAnimBracketClear_Flags=Flags
EDSTR_FIELDNAME_SActorMsgAnimBracketResume_Flags=Flags
EDSTR_FIELDNAME_SActorMsgAnimBracketResume_TimeType=Time Type
EDSTR_FIELDNAME_SActorMsgAnimBracketResume_TimeVariant=Time Variant
EDSTR_FIELDNAME_SActorMsgAnimBracketStart_Closing=Closing
EDSTR_FIELDNAME_SActorMsgAnimBracketStart_Content=Content
EDSTR_FIELDNAME_SActorMsgAnimBracketStart_Flags=Flags
EDSTR_FIELDNAME_SActorMsgAnimBracketStart_Opening=Opening
EDSTR_FIELDNAME_SActorMsgAnimBracketStart_TimeType=Time Type
EDSTR_FIELDNAME_SActorMsgAnimBracketStart_TimeVariant=Time Variant
EDSTR_FIELDNAME_SActorMsgAnimBracketStop_Flags=Flags
EDSTR_FIELDNAME_SActorMsgAnimBracketStop_TimeType=Time Type
EDSTR_FIELDNAME_SActorMsgAnimBracketStop_TimeVariant=Time Variant
EDSTR_FIELDNAME_SActorMsgAnimClear_BlendOut=Blend Out
EDSTR_FIELDNAME_SActorMsgAnimClearAllBut_BlendOut=Blend Out
EDSTR_FIELDNAME_SActorMsgAnimClearTimeScaleGlobal_Label=Label
EDSTR_FIELDNAME_SActorMsgAnimContinue_Flags=Flags
EDSTR_FIELDNAME_SActorMsgAnimContinue_Props=Props
EDSTR_FIELDNAME_SActorMsgAnimContinue_Time=Time
EDSTR_FIELDNAME_SActorMsgAnimCopy_Source=Source
EDSTR_FIELDNAME_SActorMsgAnimGlobalLoopsClear_Flags=Flags
EDSTR_FIELDNAME_SActorMsgAnimGlobalLoopsStop_Flags=Flags
EDSTR_FIELDNAME_SActorMsgAnimGroupApply_AtApply=At Apply
EDSTR_FIELDNAME_SActorMsgAnimGroupApply_AtRemove=At Remove
EDSTR_FIELDNAME_SActorMsgAnimGroupApply_Flags=Flags
EDSTR_FIELDNAME_SActorMsgAnimGroupApply_TimeType=Time Type
EDSTR_FIELDNAME_SActorMsgAnimGroupApply_TimeVariant=Time Variant
EDSTR_FIELDNAME_SActorMsgAnimGroupRemove_Flags=Flags
EDSTR_FIELDNAME_SActorMsgAnimGroupRemove_TimeType=Time Type
EDSTR_FIELDNAME_SActorMsgAnimGroupRemove_TimeVariant=Time Variant
EDSTR_FIELDNAME_SActorMsgAnimHookSet_Source=Source
EDSTR_FIELDNAME_SActorMsgAnimHookSet_SourceAnim=Source Animation
EDSTR_FIELDNAME_SActorMsgAnimPlay_BlendIn=Blend In
EDSTR_FIELDNAME_SActorMsgAnimPlay_BlendInStartOffset=Blend In Start Offset
EDSTR_FIELDNAME_SActorMsgAnimPlay_BlendOut=Blend Out
EDSTR_FIELDNAME_SActorMsgAnimPlay_Flags=Flags
EDSTR_FIELDNAME_SActorMsgAnimPlay_PriorityOverride=Priority Override
EDSTR_FIELDNAME_SActorMsgAnimPlay_Props=Animation Properties
EDSTR_FIELDNAME_SActorMsgAnimPlay_TimeType=Time Type
EDSTR_FIELDNAME_SActorMsgAnimPlay_TimeVariant=Time Variant
EDSTR_FIELDNAME_SActorMsgAnimPlaySequence_BlendIn=Blend In
EDSTR_FIELDNAME_SActorMsgAnimPlaySequence_BlendInStartOffset=Blend In Start Offset
EDSTR_FIELDNAME_SActorMsgAnimPlaySequence_BlendOut=Blend Out
EDSTR_FIELDNAME_SActorMsgAnimPlaySequence_Flags=Flags
EDSTR_FIELDNAME_SActorMsgAnimPlaySequence_PriorityOverride=Priority Override
EDSTR_FIELDNAME_SActorMsgAnimPlaySequence_SequenceName=Sequence Name
EDSTR_FIELDNAME_SActorMsgAnimProps_Props=Animation Properties
EDSTR_FIELDNAME_SActorMsgAnimSetCompletion_Percent=Percent
EDSTR_FIELDNAME_SActorMsgAnimSetDuration_Duration=Duration
EDSTR_FIELDNAME_SActorMsgAnimSetLockedAll_Locked=Locked
EDSTR_FIELDNAME_SActorMsgAnimSetPaused_Paused=Paused
EDSTR_FIELDNAME_SActorMsgAnimSetPausedAll_Paused=Paused
EDSTR_FIELDNAME_SActorMsgAnimSetTime_Flags=Flags
EDSTR_FIELDNAME_SActorMsgAnimSetTime_Time=Time
EDSTR_FIELDNAME_SActorMsgAnimSetTimeScale_Scale=Scale
EDSTR_FIELDNAME_SActorMsgAnimSetTimeScaleAbsolute_Scale=Scale
EDSTR_FIELDNAME_SActorMsgAnimSetTimeScaleGlobal_Label=Label
EDSTR_FIELDNAME_SActorMsgAnimSetTimeScaleGlobal_Scale=Scale
EDSTR_FIELDNAME_SActorMsgAnimSetUserWeight_Weight=Weight
EDSTR_FIELDNAME_SActorMsgArcSetAngle_Angle=Angle
EDSTR_FIELDNAME_SActorMsgAttach_Actor=Actor
EDSTR_FIELDNAME_SActorMsgAttach_AttachMethods=Attach Methods
EDSTR_FIELDNAME_SActorMsgAttach_SiteOps=Site Ops
EDSTR_FIELDNAME_SActorMsgAttachMethods_AttachMethods=Attachment Methods
EDSTR_FIELDNAME_SActorMsgAttachModel_Actor=Actor
EDSTR_FIELDNAME_SActorMsgAttachModel_AttachMethods=Attach Methods
EDSTR_FIELDNAME_SActorMsgAttachModel_Model=Model
EDSTR_FIELDNAME_SActorMsgAttachModel_SiteOps=Site Ops
EDSTR_FIELDNAME_SActorMsgAttachModelOffset_Actor=Actor
EDSTR_FIELDNAME_SActorMsgAttachModelOffset_AttachMethods=Attach Methods
EDSTR_FIELDNAME_SActorMsgAttachModelOffset_LocalOffset=Local Offset
EDSTR_FIELDNAME_SActorMsgAttachModelOffset_LocalRotation=Local Rotation
EDSTR_FIELDNAME_SActorMsgAttachModelOffset_Model=Model
EDSTR_FIELDNAME_SActorMsgAttachModelOffset_SiteOps=Site Operation
EDSTR_FIELDNAME_SActorMsgAttachOffset_Actor=Actor
EDSTR_FIELDNAME_SActorMsgAttachOffset_AttachMethods=Attach Methods
EDSTR_FIELDNAME_SActorMsgAttachOffset_LocalOffset=Local Offset
EDSTR_FIELDNAME_SActorMsgAttachOffset_LocalRotation=Local Rotation
EDSTR_FIELDNAME_SActorMsgAttachOffset_SiteOps=Site Ops
EDSTR_FIELDNAME_SActorMsgAttachSetBearings_Bearings=Bearings
EDSTR_FIELDNAME_SActorMsgAttachSetBearingsFrom_Name=Name
EDSTR_FIELDNAME_SActorMsgAttachSetBearingsFrom_SiteOps=Site Operations
EDSTR_FIELDNAME_SActorMsgAttachSetPosition_Position=Position
EDSTR_FIELDNAME_SActorMsgAttachSetPositionFrom_Name=Name
EDSTR_FIELDNAME_SActorMsgAttachSetPositionFrom_SiteOps=Site Operations
EDSTR_FIELDNAME_SActorMsgAttachSetRotation_Rotation=Rotation
EDSTR_FIELDNAME_SActorMsgAttachSetRotationFrom_Name=Name
EDSTR_FIELDNAME_SActorMsgAttachSetRotationFrom_SiteOps=Site Operations
EDSTR_FIELDNAME_SActorMsgBillboardSetTowardsCameraDistance_Distance=Distance
EDSTR_FIELDNAME_SActorMsgBillboardSetTowardsCameraDistance_Duration=Duration
EDSTR_FIELDNAME_SActorMsgCameraSetActive_Active=Active
EDSTR_FIELDNAME_SActorMsgCameraSetClipToBounds_Clip=Clip
EDSTR_FIELDNAME_SActorMsgCameraSetEyePosition_Position=Position
EDSTR_FIELDNAME_SActorMsgCameraSetLink_DecelerateFraction=Decelerate Fraction
EDSTR_FIELDNAME_SActorMsgCameraSetLink_Duration=Duration
EDSTR_FIELDNAME_SActorMsgCameraSetLink_InitialVelocity=Initial Velocity
EDSTR_FIELDNAME_SActorMsgCameraSetLink_Link=Link
EDSTR_FIELDNAME_SActorMsgCameraSetLink_Synchronous=Synchronous
EDSTR_FIELDNAME_SActorMsgCameraSetParam_DecelerateFraction=Decelerate Fraction
EDSTR_FIELDNAME_SActorMsgCameraSetParam_Duration=Duration
EDSTR_FIELDNAME_SActorMsgCameraSetParam_InitialVelocity=Initial Velocity
EDSTR_FIELDNAME_SActorMsgCameraSetParam_Param=Parameter
EDSTR_FIELDNAME_SActorMsgCameraSetParam_Synchronous=Synchronous
EDSTR_FIELDNAME_SActorMsgCameraSetParam_Value=Value
EDSTR_FIELDNAME_SActorMsgCameraShakeStart_Amplitude=Amplitude
EDSTR_FIELDNAME_SActorMsgCameraShakeStart_BlendIn=Blend In
EDSTR_FIELDNAME_SActorMsgCameraShakeStart_BlendOut=Blend Out
EDSTR_FIELDNAME_SActorMsgCameraShakeStart_Duration=Duration
EDSTR_FIELDNAME_SActorMsgCameraShakeStart_Frequency=Frequency
EDSTR_FIELDNAME_SActorMsgCameraShakeStart_Target=Target
EDSTR_FIELDNAME_SActorMsgClearLocalTintColor_BlendOutDuration=Blend Out Duration
EDSTR_FIELDNAME_SActorMsgClearOpacity_BlendOutDuration=Blend Out Duration
EDSTR_FIELDNAME_SActorMsgClearOpacity_Label=Label
EDSTR_FIELDNAME_SActorMsgClearScale_BlendOutDuration=Blend Out Duration
EDSTR_FIELDNAME_SActorMsgClearScale_Label=Label
EDSTR_FIELDNAME_SActorMsgClearTeamColor_BlendOutDuration=Blend Out Duration
EDSTR_FIELDNAME_SActorMsgClearTeamColor_Label=Label
EDSTR_FIELDNAME_SActorMsgClearTintColor_BlendOutDuration=Blend Out Duration
EDSTR_FIELDNAME_SActorMsgClearTintColor_Label=Label
EDSTR_FIELDNAME_SActorMsgCombatRevealComplete_SubName=Sub Name
EDSTR_FIELDNAME_SActorMsgCreate_Content=Content
EDSTR_FIELDNAME_SActorMsgCreate_Name=Name
EDSTR_FIELDNAME_SActorMsgCreateCopy_CreateKey=Create Key
EDSTR_FIELDNAME_SActorMsgCreateCopy_SourceKey=Source Key
EDSTR_FIELDNAME_SActorMsgCreepEngulfmentStart_FadeHeight=Fade Height
EDSTR_FIELDNAME_SActorMsgCreepEngulfmentStart_SolidHeight=Solid Height
EDSTR_FIELDNAME_SActorMsgCreepEngulfmentStart_StartOffset=Start Offset
EDSTR_FIELDNAME_SActorMsgCreepEngulfmentStartTransition_Rate=Rate
EDSTR_FIELDNAME_SActorMsgCreepEngulfmentStopTransition_Rate=Rate
EDSTR_FIELDNAME_SActorMsgDeathCustomize_SubName=Sub Name
EDSTR_FIELDNAME_SActorMsgDeathCustomsEnablePhysics_On=On
EDSTR_FIELDNAME_SActorMsgDeathSequencePrepare_DeathType=Death Type
EDSTR_FIELDNAME_SActorMsgDeathSequencePrepare_Flags=Flags
EDSTR_FIELDNAME_SActorMsgDestroy_Type=Type
EDSTR_FIELDNAME_SActorMsgEventMacroRun_EventMacroRunnable=Macros
EDSTR_FIELDNAME_SActorMsgForceSetAngle_Angle=Angle
EDSTR_FIELDNAME_SActorMsgForceSetAngle_BlendIn=Blend In
EDSTR_FIELDNAME_SActorMsgForceSetHeight_BlendIn=Blend In
EDSTR_FIELDNAME_SActorMsgForceSetHeight_Height=Height
EDSTR_FIELDNAME_SActorMsgForceSetLength_BlendIn=Blend In
EDSTR_FIELDNAME_SActorMsgForceSetLength_Length=Length
EDSTR_FIELDNAME_SActorMsgForceSetMagnitude_BlendIn=Blend In
EDSTR_FIELDNAME_SActorMsgForceSetMagnitude_Magnitude=Magnitude
EDSTR_FIELDNAME_SActorMsgForceSetRadius_BlendIn=Blend In
EDSTR_FIELDNAME_SActorMsgForceSetRadius_Radius=Radius
EDSTR_FIELDNAME_SActorMsgForceSetWidth_BlendIn=Blend In
EDSTR_FIELDNAME_SActorMsgForceSetWidth_Width=Width
EDSTR_FIELDNAME_SActorMsgHaloSetColor_HaloColor=Halo Color
EDSTR_FIELDNAME_SActorMsgHaloSetColorFromAllianceType_AllianceType=Alliance Type
EDSTR_FIELDNAME_SActorMsgHideWorkerCount_Hide=Hide
EDSTR_FIELDNAME_SActorMsgHostedPropDump_IncludeChildren=Include Children
EDSTR_FIELDNAME_SActorMsgHostedPropDump_Type=Type
EDSTR_FIELDNAME_SActorMsgHostedPropDumpAll_IncludeChildren=Include Children
EDSTR_FIELDNAME_SActorMsgHostSetOffset_HostName=Host Name
EDSTR_FIELDNAME_SActorMsgHostSetOffset_HostSubject=Host Subject
EDSTR_FIELDNAME_SActorMsgHostSetOffset_LocalOffset=Local Offset
EDSTR_FIELDNAME_SActorMsgHostSetOffset_LocalRotation=Local Rotation
EDSTR_FIELDNAME_SActorMsgHostSetOffset_SiteOps=Site Operations
EDSTR_FIELDNAME_SActorMsgHostSiteOpsAdd_HoldPosition=Hold Position
EDSTR_FIELDNAME_SActorMsgHostSiteOpsAdd_HoldRotation=Hold Rotation
EDSTR_FIELDNAME_SActorMsgHostSiteOpsAdd_HostName=Host Name
EDSTR_FIELDNAME_SActorMsgHostSiteOpsAdd_ListPosition=List Position
EDSTR_FIELDNAME_SActorMsgHostSiteOpsAdd_Ops=Ops
EDSTR_FIELDNAME_SActorMsgHostSiteOpsRemove_HostName=Host Name
EDSTR_FIELDNAME_SActorMsgHostSiteOpsRemove_Latency=Latency
EDSTR_FIELDNAME_SActorMsgHostSiteOpsRemove_ListPosition=List Position
EDSTR_FIELDNAME_SActorMsgHostSiteOpsRemove_Ops=Ops
EDSTR_FIELDNAME_SActorMsgHostSiteOpsSet_HoldPosition=Hold Position
EDSTR_FIELDNAME_SActorMsgHostSiteOpsSet_HoldRotation=Hold Rotation
EDSTR_FIELDNAME_SActorMsgHostSiteOpsSet_HostName=Host Name
EDSTR_FIELDNAME_SActorMsgHostSiteOpsSet_Ops=Operations
EDSTR_FIELDNAME_SActorMsgLightSetAmbientOcclusion_AmbientOcclusion=Ambient Occlusion
EDSTR_FIELDNAME_SActorMsgLightSetAttenuationStart_AttenuationStart=Attenuation Start
EDSTR_FIELDNAME_SActorMsgLightSetColorMultiplier_ColorMultiplier=Color Multiplier
EDSTR_FIELDNAME_SActorMsgLightSetFalloff_Falloff=Falloff
EDSTR_FIELDNAME_SActorMsgLightSetHotspot_Hotspot=Hotspot
EDSTR_FIELDNAME_SActorMsgLightSetLightOpaque_LightOpaque=Light Opaque
EDSTR_FIELDNAME_SActorMsgLightSetLightTransparent_LightTransparent=Light Transparent
EDSTR_FIELDNAME_SActorMsgLightSetRange_Range=Range
EDSTR_FIELDNAME_SActorMsgLightSetShadowCasting_ShadowCasting=Shadow Casting
EDSTR_FIELDNAME_SActorMsgLightSetSpecular_Specular=Specular
EDSTR_FIELDNAME_SActorMsgLightSetSpecularColor_SpecularColor=Specular Color
EDSTR_FIELDNAME_SActorMsgMessageThinkActivate_On=On
EDSTR_FIELDNAME_SActorMsgMessageUpdateActivate_On=On
EDSTR_FIELDNAME_SActorMsgMinimapIcon_Image=Image
EDSTR_FIELDNAME_SActorMsgMinimapIconBackground_Image=Image
EDSTR_FIELDNAME_SActorMsgMinimapIconBackgroundScale_Scale=Scale
EDSTR_FIELDNAME_SActorMsgMinimapIconScale_Scale=Scale
EDSTR_FIELDNAME_SActorMsgMinimapTooltip_Text=Text
EDSTR_FIELDNAME_SActorMsgModelAllowHitTest_Allow=Allow
EDSTR_FIELDNAME_SActorMsgModelAnimateInvisible_Enabled=Enabled
EDSTR_FIELDNAME_SActorMsgModelEventSuppress_Event=Event
EDSTR_FIELDNAME_SActorMsgModelEventSuppress_Suppress=Suppress
EDSTR_FIELDNAME_SActorMsgModelFlagsClear_Flags=Flags
EDSTR_FIELDNAME_SActorMsgModelFlagsSet_Flags=Flags
EDSTR_FIELDNAME_SActorMsgModelLinkCustomize_Model=Model
EDSTR_FIELDNAME_SActorMsgModelLinkCustomize_Variation=Variation
EDSTR_FIELDNAME_SActorMsgModelSwap_Flags=Flags
EDSTR_FIELDNAME_SActorMsgModelSwap_Model=Model
EDSTR_FIELDNAME_SActorMsgModelSwap_Variation=Variation
EDSTR_FIELDNAME_SActorMsgMovementTrackingStart_Interval=Interval
EDSTR_FIELDNAME_SActorMsgMoverSetAcceleration_Acceleration=Acceleration
EDSTR_FIELDNAME_SActorMsgMoverSetDeceleration_Deceleration=Deceleration
EDSTR_FIELDNAME_SActorMsgMoverSetDestination2D_Destination2D=Destination Point
EDSTR_FIELDNAME_SActorMsgMoverSetDestinationH_Height=Height (Relative)
EDSTR_FIELDNAME_SActorMsgMoverSetDestinationZ_Z=Height (Absolute)
EDSTR_FIELDNAME_SActorMsgMoverSetSpeed_Speed=Speed
EDSTR_FIELDNAME_SActorMsgMoverSetSpeedMax_SpeedMax=Speed Maximum
EDSTR_FIELDNAME_SActorMsgName_Name=Name
EDSTR_FIELDNAME_SActorMsgPhysicsImpactCustomize_SubName=Sub Name
EDSTR_FIELDNAME_SActorMsgPhysicsImpactsEnable_Enabled=Enabled
EDSTR_FIELDNAME_SActorMsgPhysicsMatchKeysOrderedSet_MatchKeys=Match keys
EDSTR_FIELDNAME_SActorMsgPlayUnitSound_Sound=Sound
EDSTR_FIELDNAME_SActorMsgPortraitAnimSetTimeFrom_Source=Source
EDSTR_FIELDNAME_SActorMsgPortraitAnimSetTimeFrom_TriggerEventsOnScrub=Trigger Events On Scrub
EDSTR_FIELDNAME_SActorMsgPortraitCustomize_Actor=Actor
EDSTR_FIELDNAME_SActorMsgPortraitCustomize_Camera=Camera
EDSTR_FIELDNAME_SActorMsgPortraitCustomize_Model=Model
EDSTR_FIELDNAME_SActorMsgPreTargetingUpdate_SubName=Sub Name
EDSTR_FIELDNAME_SActorMsgPrint_String=String
EDSTR_FIELDNAME_SActorMsgPropertyCurveAdd_Flags=Flags
EDSTR_FIELDNAME_SActorMsgPropertyCurveAdd_Name=Name
EDSTR_FIELDNAME_SActorMsgPropertyCurveAdd_Subject=Subject
EDSTR_FIELDNAME_SActorMsgPropertyCurveAdd_Type=Type
EDSTR_FIELDNAME_SActorMsgPropertyCurveAddLabel_Label=Label
EDSTR_FIELDNAME_SActorMsgPropertyCurveAddLabel_Name=Name
EDSTR_FIELDNAME_SActorMsgPropertyCurveAddPoint_Component=Component
EDSTR_FIELDNAME_SActorMsgPropertyCurveAddPoint_Name=Name
EDSTR_FIELDNAME_SActorMsgPropertyCurveAddPoint_Point=Point
EDSTR_FIELDNAME_SActorMsgPropertyCurveAddPoint_TangentInType=Tangent In Type
EDSTR_FIELDNAME_SActorMsgPropertyCurveAddPoint_TangentInValue=Tangent In Value
EDSTR_FIELDNAME_SActorMsgPropertyCurveAddPoint_TangentOutType=Tangent Out Type
EDSTR_FIELDNAME_SActorMsgPropertyCurveAddPoint_TangentOutValue=Tangent Out Value
EDSTR_FIELDNAME_SActorMsgPropertyCurveStart_Name=Name
EDSTR_FIELDNAME_SActorMsgPropertyCurveStop_Name=Name
EDSTR_FIELDNAME_SActorMsgPropertyCurveStopLooping_Name=Name
EDSTR_FIELDNAME_SActorMsgQueryPersistent_BecomeClosestResponse=Become Closest Response
EDSTR_FIELDNAME_SActorMsgQueryPersistent_ClosestToRefKey=Closest To Ref Key
EDSTR_FIELDNAME_SActorMsgQueryPersistent_EnterResponse=Enter Response
EDSTR_FIELDNAME_SActorMsgQueryPersistent_IntersectType=Intersect Type
EDSTR_FIELDNAME_SActorMsgQueryPersistent_LeaveResponse=Leave Response
EDSTR_FIELDNAME_SActorMsgQueryPersistent_NoLongerClosestResponse=No Longer Closest Response
EDSTR_FIELDNAME_SActorMsgQueryPersistent_RefreshPeriod=Refresh Period
EDSTR_FIELDNAME_SActorMsgQueryRadius_IntersectType=Intersect Type
EDSTR_FIELDNAME_SActorMsgQueryRadius_Radius=Radius
EDSTR_FIELDNAME_SActorMsgQueryRadius_Response=Response
EDSTR_FIELDNAME_SActorMsgQueryRegion_IntersectType=Intersect Type
EDSTR_FIELDNAME_SActorMsgQueryRegion_Region=Region
EDSTR_FIELDNAME_SActorMsgQueryRegion_Response=Response
EDSTR_FIELDNAME_SActorMsgRefName_RefName=Reference Name
EDSTR_FIELDNAME_SActorMsgRefNotify_SubName=Sub Name
EDSTR_FIELDNAME_SActorMsgRefSet_RefSource=Reference Source
EDSTR_FIELDNAME_SActorMsgRefSetFromActor_RefPrimary=Reference Primary
EDSTR_FIELDNAME_SActorMsgRefSetFromActor_RefSecondary=Reference Secondary
EDSTR_FIELDNAME_SActorMsgRefSetFromMsg_RefMsg=Reference Msg
EDSTR_FIELDNAME_SActorMsgRefSetFromRequest_Actor=Actor
EDSTR_FIELDNAME_SActorMsgRefSetFromRequest_Effect=Effect
EDSTR_FIELDNAME_SActorMsgRefSetFromRequest_Scope=Scope
EDSTR_FIELDNAME_SActorMsgRefSetFromRequest_Subject=Subject
EDSTR_FIELDNAME_SActorMsgRefSetRefreshName_RefreshName=Refresh Name
EDSTR_FIELDNAME_SActorMsgRefTableDump_Space=Space
EDSTR_FIELDNAME_SActorMsgSceneDeathCustomSetSyncPassChance_Name=Name
EDSTR_FIELDNAME_SActorMsgSceneDeathCustomSetSyncPassChance_SyncPassChance=Synchronous Pass Chance
EDSTR_FIELDNAME_SActorMsgSceneHaloSetColor_HaloColor=Halo Color
EDSTR_FIELDNAME_SActorMsgSceneHaloSetEmission_Emission=Emission
EDSTR_FIELDNAME_SActorMsgSceneHaloSetWidth_Width=Width
EDSTR_FIELDNAME_SActorMsgScenePhysicsImpactSpy_SpyType=Spy Type
EDSTR_FIELDNAME_SActorMsgScenePowerShowAll_Show=Show
EDSTR_FIELDNAME_SActorMsgSceneStrobeSetCycleLength_CycleLength=Cycle Length
EDSTR_FIELDNAME_SActorMsgSceneStrobeSetFalloff_Falloff=Falloff
EDSTR_FIELDNAME_SActorMsgSceneStrobeSetHeight_Height=Height
EDSTR_FIELDNAME_SActorMsgSetBearings_Bearings=Bearings
EDSTR_FIELDNAME_SActorMsgSetBearingsH_h=Height
EDSTR_FIELDNAME_SActorMsgSetBearingsH_Position2D=Position
EDSTR_FIELDNAME_SActorMsgSetBearingsH_Rotation=Rotation
EDSTR_FIELDNAME_SActorMsgSetCastShadows_CastShadows=Cast Shadows
EDSTR_FIELDNAME_SActorMsgSetFacing_Facing=Facing
EDSTR_FIELDNAME_SActorMsgSetFilter_Index=Index
EDSTR_FIELDNAME_SActorMsgSetFilter_Operation=Operation
EDSTR_FIELDNAME_SActorMsgSetFilterPlayers_Index=Index
EDSTR_FIELDNAME_SActorMsgSetFilterPlayers_Operation=Operation
EDSTR_FIELDNAME_SActorMsgSetGroupIcon_GroupIcon=Group Icon
EDSTR_FIELDNAME_SActorMsgSetGroupIcon_Index=Index
EDSTR_FIELDNAME_SActorMsgSetHeight_Height=Height (Relative)
EDSTR_FIELDNAME_SActorMsgSetHeroIcon_HeroIcon=Hero Icon
EDSTR_FIELDNAME_SActorMsgSetLocalTintColor_BlendDuration=Blend Duration
EDSTR_FIELDNAME_SActorMsgSetLocalTintColor_Color=Color
EDSTR_FIELDNAME_SActorMsgSetMinimapVisibility_Show=Show on minimap
EDSTR_FIELDNAME_SActorMsgSetMinimapVisibilityAlways_Show=Show
EDSTR_FIELDNAME_SActorMsgSetOpacity_BlendInDuration=Blend In Duration
EDSTR_FIELDNAME_SActorMsgSetOpacity_Label=Label
EDSTR_FIELDNAME_SActorMsgSetOpacity_Opacity=Opacity
EDSTR_FIELDNAME_SActorMsgSetOpacity_TimeSource=Time Source
EDSTR_FIELDNAME_SActorMsgSetPlayerId_Player=Player
EDSTR_FIELDNAME_SActorMsgSetPosition_Position=Position
EDSTR_FIELDNAME_SActorMsgSetPosition2D_Position2D=Position
EDSTR_FIELDNAME_SActorMsgSetPosition2DH_Position2D=Position
EDSTR_FIELDNAME_SActorMsgSetPositionH_h=Height
EDSTR_FIELDNAME_SActorMsgSetPositionH_Position2D=Position
EDSTR_FIELDNAME_SActorMsgSetRenderToTextureEnabled_Enabled=Enabled
EDSTR_FIELDNAME_SActorMsgSetRotation_Rotation=Rotation
EDSTR_FIELDNAME_SActorMsgSetScale_BlendInDuration=Blend In Duration
EDSTR_FIELDNAME_SActorMsgSetScale_Label=Label
EDSTR_FIELDNAME_SActorMsgSetScale_Scale=Scale
EDSTR_FIELDNAME_SActorMsgSetScale_TimeSource=Time Source
EDSTR_FIELDNAME_SActorMsgSetScaleAbsolute_Scale=Scale
EDSTR_FIELDNAME_SActorMsgSetShowStatusBar_ShowStatusBar=Show Status Bar
EDSTR_FIELDNAME_SActorMsgSetShowStatusBar_Status=Status
EDSTR_FIELDNAME_SActorMsgSetSoundSuffix_Suffix=Suffix
EDSTR_FIELDNAME_SActorMsgSetStatusBarOn_On=On
EDSTR_FIELDNAME_SActorMsgSetStatusBarOn_Status=Status
EDSTR_FIELDNAME_SActorMsgSetTeamColor_BlendInDuration=Blend In Duration
EDSTR_FIELDNAME_SActorMsgSetTeamColor_BlendType=Blend Type
EDSTR_FIELDNAME_SActorMsgSetTeamColor_Diffuse=Diffuse
EDSTR_FIELDNAME_SActorMsgSetTeamColor_Emissive=Emissive
EDSTR_FIELDNAME_SActorMsgSetTeamColor_Label=Label
EDSTR_FIELDNAME_SActorMsgSetTeamColor_Priority=Priority
EDSTR_FIELDNAME_SActorMsgSetTeamColor_TimeSource=Time Source
EDSTR_FIELDNAME_SActorMsgSetTeamColorBlendPair_BlendInDuration=Blend In Duration
EDSTR_FIELDNAME_SActorMsgSetTeamColorBlendPair_BlendType=Blend Type
EDSTR_FIELDNAME_SActorMsgSetTeamColorBlendPair_DiffuseStart=Diffuse Start
EDSTR_FIELDNAME_SActorMsgSetTeamColorBlendPair_DiffuseStop=Diffuse Stop
EDSTR_FIELDNAME_SActorMsgSetTeamColorBlendPair_EmissiveStart=Emissive Start
EDSTR_FIELDNAME_SActorMsgSetTeamColorBlendPair_EmissiveStop=Emissive Stop
EDSTR_FIELDNAME_SActorMsgSetTeamColorBlendPair_Label=Label
EDSTR_FIELDNAME_SActorMsgSetTeamColorBlendPair_Priority=Priority
EDSTR_FIELDNAME_SActorMsgSetTeamColorBlendPair_TimeSource=Time Source
EDSTR_FIELDNAME_SActorMsgSetText_Text=Text
EDSTR_FIELDNAME_SActorMsgSetTextColor_Color=Color
EDSTR_FIELDNAME_SActorMsgSetTextLocalized_Key=Key
EDSTR_FIELDNAME_SActorMsgSetTextSize_FixedSize=Fixed Size
EDSTR_FIELDNAME_SActorMsgSetTintColor_BlendInDuration=Blend In Duration
EDSTR_FIELDNAME_SActorMsgSetTintColor_BlendType=Blend Type
EDSTR_FIELDNAME_SActorMsgSetTintColor_Color=Color
EDSTR_FIELDNAME_SActorMsgSetTintColor_Label=Label
EDSTR_FIELDNAME_SActorMsgSetTintColor_Priority=Priority
EDSTR_FIELDNAME_SActorMsgSetTintColor_TimeSource=Time Source
EDSTR_FIELDNAME_SActorMsgSetTintColorBlendPair_BlendInDuration=Blend In Duration
EDSTR_FIELDNAME_SActorMsgSetTintColorBlendPair_BlendType=Blend Type
EDSTR_FIELDNAME_SActorMsgSetTintColorBlendPair_ColorStart=Color Start
EDSTR_FIELDNAME_SActorMsgSetTintColorBlendPair_ColorStop=Color Stop
EDSTR_FIELDNAME_SActorMsgSetTintColorBlendPair_Label=Label
EDSTR_FIELDNAME_SActorMsgSetTintColorBlendPair_Priority=Priority
EDSTR_FIELDNAME_SActorMsgSetTintColorBlendPair_TimeSource=Time Source
EDSTR_FIELDNAME_SActorMsgSetTransferOverrideAnim_AnimProps=Animation Properties
EDSTR_FIELDNAME_SActorMsgSetUnitIcon_UnitIcon=Unit Icon
EDSTR_FIELDNAME_SActorMsgSetVisibility_Visible=Visible
EDSTR_FIELDNAME_SActorMsgSetVisibleTo_Index=Index
EDSTR_FIELDNAME_SActorMsgSetVisibleTo_Operation=Operation
EDSTR_FIELDNAME_SActorMsgSetVisibleToPlayers_Index=Index
EDSTR_FIELDNAME_SActorMsgSetVisibleToPlayers_Operation=Operation
EDSTR_FIELDNAME_SActorMsgSetWalkAnimMoveSpeed_Value=Value
EDSTR_FIELDNAME_SActorMsgSetWireframe_Index=Index
EDSTR_FIELDNAME_SActorMsgSetWireframe_Wireframe=Wireframe
EDSTR_FIELDNAME_SActorMsgSetWireframeShield_Index=Index
EDSTR_FIELDNAME_SActorMsgSetWireframeShield_WireframeShield=Wireframe Shield
EDSTR_FIELDNAME_SActorMsgSetZ_Z=Height (Absolute)
EDSTR_FIELDNAME_SActorMsgSignal_Bearings=Bearings
EDSTR_FIELDNAME_SActorMsgSignal_SubName=Sub Name
EDSTR_FIELDNAME_SActorMsgSoundAddDSP_DSP=Digital Effect
EDSTR_FIELDNAME_SActorMsgSoundLinkCustomize_Sound=Sound
EDSTR_FIELDNAME_SActorMsgSoundSetMuted_Fade=Fade
EDSTR_FIELDNAME_SActorMsgSoundSetMuted_State=State
EDSTR_FIELDNAME_SActorMsgSoundSetOffset_Value=Value
EDSTR_FIELDNAME_SActorMsgSoundSetPaused_Fade=Fade
EDSTR_FIELDNAME_SActorMsgSoundSetPaused_State=State
EDSTR_FIELDNAME_SActorMsgSoundSetPitch_Blend=Blend
EDSTR_FIELDNAME_SActorMsgSoundSetPitch_ValueArray=Values
EDSTR_FIELDNAME_SActorMsgSoundSetReverbBalanceDirect_ValueArray=Values
EDSTR_FIELDNAME_SActorMsgSoundSetReverbBalanceRoom_ValueArray=Values
EDSTR_FIELDNAME_SActorMsgSoundSetVolume_Blend=Blend
EDSTR_FIELDNAME_SActorMsgSoundSetVolume_ValueArray=Values
EDSTR_FIELDNAME_SActorMsgSourceWalkAnimMoveSpeedFrom_Source=Source
EDSTR_FIELDNAME_SActorMsgStatus_SubName=Sub Name
EDSTR_FIELDNAME_SActorMsgStatusSet_Value=Value
EDSTR_FIELDNAME_SActorMsgTerrainPhysicsMaterialOverride_OverridingPhysicsMaterial=Overriding Physics Material
EDSTR_FIELDNAME_SActorMsgTerrainPhysicsMaterialOverride_Position2D=Position 2D
EDSTR_FIELDNAME_SActorMsgTerrainPhysicsMaterialRestore_Position2D=Position 2D
EDSTR_FIELDNAME_SActorMsgTerrainSquibActivateGroup_GroupName=Group Name
EDSTR_FIELDNAME_SActorMsgTexture_Slot=Slot
EDSTR_FIELDNAME_SActorMsgTextureProps_Props=Properties
EDSTR_FIELDNAME_SActorMsgTextureSelectById_Id=Texture Catalog Entry Id
EDSTR_FIELDNAME_SActorMsgTextureSelectByMatch_Source=Source
EDSTR_FIELDNAME_SActorMsgTextureSelectBySlot_Expression=Expression
EDSTR_FIELDNAME_SActorMsgTextureSelectByUpdateLink_Op=Operation
EDSTR_FIELDNAME_SActorMsgTextureSelectByUpdateLink_Param1Substring=Parameter 1 substring
EDSTR_FIELDNAME_SActorMsgTextureSelectByUpdateLink_Param2Substring=Parameter 2 substring
EDSTR_FIELDNAME_SActorMsgTextureVideoEnableTimeOverride_Enabled=Enabled
EDSTR_FIELDNAME_SActorMsgTextureVideoPlay_AttachMethods=Attachment Methods
EDSTR_FIELDNAME_SActorMsgTextureVideoPlay_Flags=Flags
EDSTR_FIELDNAME_SActorMsgTextureVideoPlay_FPS=Frames Per Second
EDSTR_FIELDNAME_SActorMsgTextureVideoPlay_SoundType=Sound Type
EDSTR_FIELDNAME_SActorMsgTextureVideoSetFrame_Frame=Frame
EDSTR_FIELDNAME_SActorMsgTextureVideoSetPaused_Paused=Paused
EDSTR_FIELDNAME_SActorMsgTextureVideoSetTime_Time=Time
EDSTR_FIELDNAME_SActorMsgTextureVideoSetTimeAll_Time=Time
EDSTR_FIELDNAME_SActorMsgTimerKill_Name=Name
EDSTR_FIELDNAME_SActorMsgTimerSet_Duration=Duration
EDSTR_FIELDNAME_SActorMsgTimerSet_Name=Name
EDSTR_FIELDNAME_SActorMsgTransition_Duration=Duration
EDSTR_FIELDNAME_SActorMsgTransition_Type=Type
EDSTR_FIELDNAME_SActorMsgUIStatusFlagSet_FlagType=Flag Type
EDSTR_FIELDNAME_SActorMsgUIStatusFlagSet_Value=Value
EDSTR_FIELDNAME_SActorOverrideBlendTime_AnimProps=Animation Properties
EDSTR_FIELDNAME_SActorOverrideBlendTime_BlendIn=Blend In
EDSTR_FIELDNAME_SActorOverrideBlendTime_BlendOut=Blend Out
EDSTR_FIELDNAME_SActorOverrideModel_Blend=Blend
EDSTR_FIELDNAME_SActorOverrideModel_Model=Model
EDSTR_FIELDNAME_SActorOverrideModel_Transition=Transition
EDSTR_FIELDNAME_SActorOverrideTransitionBlendTime_Blend=Blend
EDSTR_FIELDNAME_SActorOverrideTransitionBlendTime_From=From
EDSTR_FIELDNAME_SActorOverrideTransitionBlendTime_FromMatch=From Match
EDSTR_FIELDNAME_SActorOverrideTransitionBlendTime_To=To
EDSTR_FIELDNAME_SActorOverrideTransitionBlendTime_ToMatch=To Match
EDSTR_FIELDNAME_SActorOverrideTransitionBlendTime_Type=Type
EDSTR_FIELDNAME_SActorPhysicsData_AttackAnimProps=Attack Anim Props
EDSTR_FIELDNAME_SActorPhysicsData_AttackModelVariation=Attack Model Variation
EDSTR_FIELDNAME_SActorPhysicsData_MatchKeys=Match Keys
EDSTR_FIELDNAME_SActorPhysicsData_Name=Name
EDSTR_FIELDNAME_SActorPhysicsData_Physics=Physics
EDSTR_FIELDNAME_SActorPhysicsImpactData_ActorModel=Actor Model
EDSTR_FIELDNAME_SActorPhysicsImpactData_ActorSound=Actor Sound
EDSTR_FIELDNAME_SActorPhysicsImpactData_AutoVolumeRange=Auto Volume Range
EDSTR_FIELDNAME_SActorPhysicsImpactData_AutoVolumeRangeMax=Auto Volume Range Max
EDSTR_FIELDNAME_SActorPhysicsImpactData_AutoVolumeRangeMin=Auto Volume Range Min
EDSTR_FIELDNAME_SActorPhysicsImpactData_Group=Group
EDSTR_FIELDNAME_SActorPhysicsImpactData_ModelLink=Model Link
EDSTR_FIELDNAME_SActorPhysicsImpactData_Name=Name
EDSTR_FIELDNAME_SActorPhysicsImpactData_OccuranceThrottlingDistance=Occurance Throttling Distance
EDSTR_FIELDNAME_SActorPhysicsImpactData_OccuranceThrottlingDistanceTimeout=Occurance Throttling Distance Timeout
EDSTR_FIELDNAME_SActorPhysicsImpactData_OccuranceThrottlingPeriod=Occurance Throttling Period
EDSTR_FIELDNAME_SActorPhysicsImpactData_SiteOps=Site Operations
EDSTR_FIELDNAME_SActorPhysicsImpactData_SoundLink=Sound Link
EDSTR_FIELDNAME_SActorProgressStage_AnimProps=Animation Properties
EDSTR_FIELDNAME_SActorProgressStage_BlendTime=Blend Time
EDSTR_FIELDNAME_SActorProgressStage_Sound=Sound
EDSTR_FIELDNAME_SActorQuadDecoration_Actor=Actor
EDSTR_FIELDNAME_SActorQuadDecoration_Flags=Flags
EDSTR_FIELDNAME_SActorQuadDecoration_SpawnInterval=Spawn Interval
EDSTR_FIELDNAME_SActorQuadDecoration_TravelFunction=Travel Function
EDSTR_FIELDNAME_SActorQuadDecoration_TravelFunctionParam=Travel Function Param
EDSTR_FIELDNAME_SActorQuadDecoration_TravelSpeed=Travel Speed
EDSTR_FIELDNAME_SActorQueryResponse_Scope=Scope
EDSTR_FIELDNAME_SActorQuerySubject_Filters=Filters
EDSTR_FIELDNAME_SActorQuerySubject_Terms=Terms
EDSTR_FIELDNAME_SActorQuerySubjectResponse_Filters=Filters
EDSTR_FIELDNAME_SActorQuerySubjectResponse_IntersectType=Intersect Type
EDSTR_FIELDNAME_SActorQuerySubjectResponse_OnResponse=On Response
EDSTR_FIELDNAME_SActorQuerySubjectResponse_Terms=Terms
EDSTR_FIELDNAME_SActorRangeAbil_Index=Index
EDSTR_FIELDNAME_SActorRangeAbil_Link=Link
EDSTR_FIELDNAME_SActorRequest_Actor=Actor
EDSTR_FIELDNAME_SActorRequest_Effect=Effect
EDSTR_FIELDNAME_SActorRequest_FailOnNoHost=Fail If No Host
EDSTR_FIELDNAME_SActorRequest_ReachAcrossEffectTrees=Reach Across Effect Trees
EDSTR_FIELDNAME_SActorRequest_Scope=Scope
EDSTR_FIELDNAME_SActorRequest_Subject=Subject
EDSTR_FIELDNAME_SActorSendBasics_Send=Send
EDSTR_FIELDNAME_SActorSendBasics_Target=Target
EDSTR_FIELDNAME_SActorSiteOpsData_HoldPosition=Hold Position
EDSTR_FIELDNAME_SActorSiteOpsData_HoldRotation=Hold Rotation
EDSTR_FIELDNAME_SActorSiteOpsData_Ops=Operations
EDSTR_FIELDNAME_SActorSoundLayer_Chance=Chance
EDSTR_FIELDNAME_SActorSoundLayer_Pitch=Pitch
EDSTR_FIELDNAME_SActorSoundLayer_PitchSource=Pitch Source
EDSTR_FIELDNAME_SActorSoundLayer_PlayDelay=Play Delay
EDSTR_FIELDNAME_SActorSoundLayer_PlayDelaySource=Play Delay Source
EDSTR_FIELDNAME_SActorSoundLayer_Sound=Sound
EDSTR_FIELDNAME_SActorSoundLayer_Volume=Volume
EDSTR_FIELDNAME_SActorSoundLayer_VolumeSource=Volume Source
EDSTR_FIELDNAME_SActorStateInfo_Name=Name
EDSTR_FIELDNAME_SActorStateInfo_Terms=Terms
EDSTR_FIELDNAME_SActorTermAbilCmd_AbilCmd=Ability Command
EDSTR_FIELDNAME_SActorTermAbilCmdSmart_Smart=Smart
EDSTR_FIELDNAME_SActorTermAbilKey_Key=Ability
EDSTR_FIELDNAME_SActorTermAbilLevel_Compare=Compare
EDSTR_FIELDNAME_SActorTermAbilLevel_Level=Level
EDSTR_FIELDNAME_SActorTermAbilTrainProduced_Unit=Unit
EDSTR_FIELDNAME_SActorTermAbilTransport_OtherName=Other Name
EDSTR_FIELDNAME_SActorTermAge_Age=Age
EDSTR_FIELDNAME_SActorTermAIUIMode_Mode=Mode
EDSTR_FIELDNAME_SActorTermAnimBaselineState_State=State
EDSTR_FIELDNAME_SActorTermAnimBracketExitReason_Reason=Reason
EDSTR_FIELDNAME_SActorTermAnimFinished_Name=Name
EDSTR_FIELDNAME_SActorTermAnimName_Name=Name
EDSTR_FIELDNAME_SActorTermAnimPlayable_AnimProps=Animation Properties
EDSTR_FIELDNAME_SActorTermAnimPlayable_MatchType=Match Type
EDSTR_FIELDNAME_SActorTermAnimPlayable_Target=Target
EDSTR_FIELDNAME_SActorTermAnimPlaying_AnimProps=Animation Properties
EDSTR_FIELDNAME_SActorTermAnimPlaying_Name=Name
EDSTR_FIELDNAME_SActorTermAnimPlayingName_Name=Name
EDSTR_FIELDNAME_SActorTermAnimPlayingProps_AnimProps=Anim Props
EDSTR_FIELDNAME_SActorTermAt_At=At
EDSTR_FIELDNAME_SActorTermAttach_AttachMethods=Attach Methods
EDSTR_FIELDNAME_SActorTermCanApplyActionPhysics_Name=Name
EDSTR_FIELDNAME_SActorTermCap_Cap=Cap
EDSTR_FIELDNAME_SActorTermCompareField_Field=Field
EDSTR_FIELDNAME_SActorTermCompareField_Operator=Operator
EDSTR_FIELDNAME_SActorTermCompareField_Target=Target
EDSTR_FIELDNAME_SActorTermCompareField_Value=Value
EDSTR_FIELDNAME_SActorTermDeath_Death=Death
EDSTR_FIELDNAME_SActorTermEffectExecuteIndex_Index=Index
EDSTR_FIELDNAME_SActorTermEffectParent_ParentName=Parent Name
EDSTR_FIELDNAME_SActorTermEffectPeriodIndex_Index=Index
EDSTR_FIELDNAME_SActorTermFlyerHelper_Display=Display
EDSTR_FIELDNAME_SActorTermGame_Game=Game
EDSTR_FIELDNAME_SActorTermGameTime_Compare=Compare
EDSTR_FIELDNAME_SActorTermGameTime_Time=Time
EDSTR_FIELDNAME_SActorTermHasAllianceTypeWith_AllianceType=Alliance Type
EDSTR_FIELDNAME_SActorTermHasAllianceTypeWith_RefName=Reference Name
EDSTR_FIELDNAME_SActorTermHasScopeFlag_Flag=Flag
EDSTR_FIELDNAME_SActorTermHasStatus_SubName=Sub Name
EDSTR_FIELDNAME_SActorTermHeight_Height=Height
EDSTR_FIELDNAME_SActorTermHeight_Operator=Operator
EDSTR_FIELDNAME_SActorTermIsKnownAs_SubName=Sub Name
EDSTR_FIELDNAME_SActorTermIsLocalParticipantType_PlayerType=Player Type
EDSTR_FIELDNAME_SActorTermIsStatus_Level=Level
EDSTR_FIELDNAME_SActorTermIsStatus_SubName=Sub Name
EDSTR_FIELDNAME_SActorTermKeys_Keys=Keys
EDSTR_FIELDNAME_SActorTermKilledBy_UnitLink=Unit Type
EDSTR_FIELDNAME_SActorTermKilledByEffect_Effects=Effects
EDSTR_FIELDNAME_SActorTermLevel_Compare=Compare
EDSTR_FIELDNAME_SActorTermLevel_Level=Level
EDSTR_FIELDNAME_SActorTermMissileTentacle_RefName=Reference Name
EDSTR_FIELDNAME_SActorTermMissileTentacleIsReturning_RefName=Reference Name
EDSTR_FIELDNAME_SActorTermModelEventName_Name=Name
EDSTR_FIELDNAME_SActorTermModelName_ModelLink=Model
EDSTR_FIELDNAME_SActorTermModelSwapFrom_ModelLink=Model
EDSTR_FIELDNAME_SActorTermModelSwapTo_ModelLink=Model
EDSTR_FIELDNAME_SActorTermModelVariation_Variation=Variation
EDSTR_FIELDNAME_SActorTermMorphFrom_UnitLink=Unit Link
EDSTR_FIELDNAME_SActorTermMorphTo_UnitLink=Unit Link
EDSTR_FIELDNAME_SActorTermMotionPhase_Index=Index
EDSTR_FIELDNAME_SActorTermMovementNetOverInterval_Test=Test
EDSTR_FIELDNAME_SActorTermMovementNetOverInterval_Threshold=Threshold
EDSTR_FIELDNAME_SActorTermMoverLink_MoverLink=Mover Link
EDSTR_FIELDNAME_SActorTermMsg_Spec=Specification
EDSTR_FIELDNAME_SActorTermOption_Level=Level
EDSTR_FIELDNAME_SActorTermOption_Setting=Setting
EDSTR_FIELDNAME_SActorTermOverkillType_ActivatedOverkills=Activated Overkills
EDSTR_FIELDNAME_SActorTermPassChance_PassChance=Pass Chance
EDSTR_FIELDNAME_SActorTermPhysicsImpactClassify_Environment=Environment
EDSTR_FIELDNAME_SActorTermPhysicsImpactClassify_ImpactMember=Impact Member
EDSTR_FIELDNAME_SActorTermPhysicsImpactClassify_MaterialNames=Material Names
EDSTR_FIELDNAME_SActorTermPhysicsImpactClassify_Maximum=Maximum
EDSTR_FIELDNAME_SActorTermPhysicsImpactClassify_Minimum=Minimum
EDSTR_FIELDNAME_SActorTermPhysicsImpactClassify_Range=Range
EDSTR_FIELDNAME_SActorTermPhysicsImpactClassify_RelativeHardness=Relative Hardness
EDSTR_FIELDNAME_SActorTermPhysicsImpactClassifyCombo_Environment=Environment
EDSTR_FIELDNAME_SActorTermPhysicsImpactClassifyCombo_MaterialNamesOther=Material Names Other
EDSTR_FIELDNAME_SActorTermPhysicsImpactClassifyCombo_MaterialNamesSelf=Material Names Self
EDSTR_FIELDNAME_SActorTermPhysicsImpactClassifyCombo_Maximum=Maximum
EDSTR_FIELDNAME_SActorTermPhysicsImpactClassifyCombo_Minimum=Minimum
EDSTR_FIELDNAME_SActorTermPhysicsImpactClassifyCombo_Range=Range
EDSTR_FIELDNAME_SActorTermPhysicsImpactCollisionArea_Maximum=Maximum
EDSTR_FIELDNAME_SActorTermPhysicsImpactCollisionArea_Minimum=Minimum
EDSTR_FIELDNAME_SActorTermPhysicsImpactDensity_ImpactMember=Impact Member
EDSTR_FIELDNAME_SActorTermPhysicsImpactDensity_Maximum=Maximum
EDSTR_FIELDNAME_SActorTermPhysicsImpactDensity_Minimum=Minimum
EDSTR_FIELDNAME_SActorTermPhysicsImpactEnvironment_Environment=Environment
EDSTR_FIELDNAME_SActorTermPhysicsImpactImpulse_Maximum=Maximum
EDSTR_FIELDNAME_SActorTermPhysicsImpactImpulse_Minimum=Minimum
EDSTR_FIELDNAME_SActorTermPhysicsImpactMaterial_ImpactMember=Impact Member
EDSTR_FIELDNAME_SActorTermPhysicsImpactMaterial_Names=Names
EDSTR_FIELDNAME_SActorTermPhysicsImpactMaterialCombo_NamesOther=Names (Other)
EDSTR_FIELDNAME_SActorTermPhysicsImpactMaterialCombo_NamesSelf=Names (Self)
EDSTR_FIELDNAME_SActorTermPhysicsImpactMaterialRelativeHardness_RelativeHardness=Relative Hardness
EDSTR_FIELDNAME_SActorTermPhysicsImpactParticipantIsKnownAs_ImpactMember=Impact Member
EDSTR_FIELDNAME_SActorTermPhysicsImpactParticipantIsKnownAs_SubName=Sub Name
EDSTR_FIELDNAME_SActorTermPhysicsImpactRelativeApproachSpeed_Maximum=Maximum
EDSTR_FIELDNAME_SActorTermPhysicsImpactRelativeApproachSpeed_Minimum=Minimum
EDSTR_FIELDNAME_SActorTermPlayerHasClanDecal_RefName=Ref Name
EDSTR_FIELDNAME_SActorTermPlayerHasReward_Reward=Reward
EDSTR_FIELDNAME_SActorTermPlayerId_RangeMaximum=Range Maximum
EDSTR_FIELDNAME_SActorTermPlayerId_RangeMinimum=Range Minimum
EDSTR_FIELDNAME_SActorTermPlayerId_RefName=Reference Name
EDSTR_FIELDNAME_SActorTermPortraitActor_ActorKey=Actor Key
EDSTR_FIELDNAME_SActorTermPortraitModel_ModelLink=Model
EDSTR_FIELDNAME_SActorTermPropertyCurveName_Name=Name
EDSTR_FIELDNAME_SActorTermRefEquals_RefNameLeft=Ref Name Left
EDSTR_FIELDNAME_SActorTermRefEquals_RefNameRight=Ref Name Right
EDSTR_FIELDNAME_SActorTermScope_ScopeType=Scope Type
EDSTR_FIELDNAME_SActorTermScopeContains_ActorName=Actor Name
EDSTR_FIELDNAME_SActorTermSpeed_Compare=Compare
EDSTR_FIELDNAME_SActorTermSpeed_Speed=Speed
EDSTR_FIELDNAME_SActorTermSquib_Squib=Squib
EDSTR_FIELDNAME_SActorTermStateChanged_Name=Name
EDSTR_FIELDNAME_SActorTermStateValid_Name=Name
EDSTR_FIELDNAME_SActorTermSubName_SubName=Sub Name
EDSTR_FIELDNAME_SActorTermTaunt_Taunt=Taunt Type
EDSTR_FIELDNAME_SActorTermTerrainPhysicsMaterial_PhysicsMaterial=Physics Material
EDSTR_FIELDNAME_SActorTermTerrainPhysicsMaterialAtActor_PhysicsMaterial=Physics Material
EDSTR_FIELDNAME_SActorTermTerrainPhysicsMaterialAtActor_RefName=Ref Name
EDSTR_FIELDNAME_SActorTermTextureGroupsGlobal_Op=Operation
EDSTR_FIELDNAME_SActorTermTextureGroupsGlobal_Props=Properties
EDSTR_FIELDNAME_SActorTermTextureSlotSatisfiesExpression_Expression=Expression
EDSTR_FIELDNAME_SActorTermTextureSlotSatisfiesExpression_Slot=Slot
EDSTR_FIELDNAME_SActorTermTextureUpdateLink_TextureLink=Texture Link
EDSTR_FIELDNAME_SActorTermTextureUpdateSlot_Slot=Slot
EDSTR_FIELDNAME_SActorTermTimerName_Name=Name
EDSTR_FIELDNAME_SActorTermUnitWalking_RefName=Reference Name
EDSTR_FIELDNAME_SActorTermValidateBase_ValidatorLink=Validator
EDSTR_FIELDNAME_SActorTermValidateUnit_CasterUnitType=Caster Unit Type
EDSTR_FIELDNAME_SActorTermValidateUnit_Flags=Flags
EDSTR_FIELDNAME_SActorTermViewerTreatsUnitAs_Test=Test
EDSTR_FIELDNAME_SActorTermWeaponTargetAngle_Compare=Compare
EDSTR_FIELDNAME_SActorTermWeaponTargetAngle_Value=Value
EDSTR_FIELDNAME_SActorTermWeaponTargetDistance_Compare=Compare
EDSTR_FIELDNAME_SActorTermWeaponTargetDistance_Value=Value
EDSTR_FIELDNAME_SActorTermWeaponTargetElevation_Compare=Compare
EDSTR_FIELDNAME_SActorTermWeaponTargetElevation_Value=Value
EDSTR_FIELDNAME_SAddedOnData_BehaviorLink=Behavior
EDSTR_FIELDNAME_SAddedOnData_UnitLink=Unit
EDSTR_FIELDNAME_SAIBuild_AttributeId=Attribuet Id
EDSTR_FIELDNAME_SAIBuild_BuildScriptNum=Build Script Number
EDSTR_FIELDNAME_SAIBuild_Enabled=Enabled
EDSTR_FIELDNAME_SAIBuild_MaxDiff=Max Diff
EDSTR_FIELDNAME_SAIBuild_MenuTooltip=Menu Tooltip
EDSTR_FIELDNAME_SAIBuild_MinDiff=Min Diff
EDSTR_FIELDNAME_SAIBuild_Name=Name
EDSTR_FIELDNAME_SAIBuild_Race=Race
EDSTR_FIELDNAME_SAIDescription_File=File
EDSTR_FIELDNAME_SAIDescription_Id=Id
EDSTR_FIELDNAME_SAIDescription_Name=Name
EDSTR_FIELDNAME_SAIDescription_Suffix=Suffix
EDSTR_FIELDNAME_SAltSoundtrack_AltSoundtrackName=Alternate Soundtrack Name
EDSTR_FIELDNAME_SAltSoundtrack_Suffix=Suffix
EDSTR_FIELDNAME_SAnimFile_FilePath=File Path
EDSTR_FIELDNAME_SAnimFile_Flags=Flags
EDSTR_FIELDNAME_SAspectMargin_AspectHeight=Aspect Height
EDSTR_FIELDNAME_SAspectMargin_AspectWidth=Aspect Width
EDSTR_FIELDNAME_SAspectMargin_Margin=Margin
EDSTR_FIELDNAME_SAttachKey_Index=Index
EDSTR_FIELDNAME_SAttachKey_Keyword=Keyword
EDSTR_FIELDNAME_SAttachProps_Id=ID
EDSTR_FIELDNAME_SAttachProps_Keys=Keys
EDSTR_FIELDNAME_SAttachProps_RadiusShield=Shield Radius
EDSTR_FIELDNAME_SAttachProps_RadiusTarget=Radius Target
EDSTR_FIELDNAME_SAttachProps_SquibType=Squib Type
EDSTR_FIELDNAME_SAttachProps_WeightExplicit=Weight
EDSTR_FIELDNAME_SAttachProps_WeightFactor=Weight Factor
EDSTR_FIELDNAME_SAttachQuery_Fallback=Fallback
EDSTR_FIELDNAME_SAttachQuery_Methods=Methods
EDSTR_FIELDNAME_SAttributeChange_Attribute=Attribute
EDSTR_FIELDNAME_SAttributeChange_Points=Points
EDSTR_FIELDNAME_SBankPath_File=File
EDSTR_FIELDNAME_SBankPath_Key=Key
EDSTR_FIELDNAME_SBankPath_Section=Section
EDSTR_FIELDNAME_SBeaconInfo_Alert=Alert
EDSTR_FIELDNAME_SBeaconInfo_Clear=Clear
EDSTR_FIELDNAME_SBeaconInfo_Tooltip=Tooltip
EDSTR_FIELDNAME_SBeaconInfo_Unit=Unit
EDSTR_FIELDNAME_SBehaviorDuration_Duration=Duration
EDSTR_FIELDNAME_SBehaviorDuration_ValidatorArray=Validators
EDSTR_FIELDNAME_SBehaviorResponse_Chance=Chance
EDSTR_FIELDNAME_SBehaviorResponse_Cost=Cost
EDSTR_FIELDNAME_SCameraParam_Modify=Modify
EDSTR_FIELDNAME_SCameraParam_Value=Value
EDSTR_FIELDNAME_SCameraShakeAmplitude_Id=Id
EDSTR_FIELDNAME_SCameraShakeAmplitude_Name=Name
EDSTR_FIELDNAME_SCameraShakeAmplitude_Position=Position
EDSTR_FIELDNAME_SCameraShakeAmplitude_Rotation=Rotation
EDSTR_FIELDNAME_SCameraShakeFrequency_Id=Id
EDSTR_FIELDNAME_SCameraShakeFrequency_Name=Name
EDSTR_FIELDNAME_SCameraShakeFrequency_Position=Position
EDSTR_FIELDNAME_SCameraShakeFrequency_Rotation=Rotation
EDSTR_FIELDNAME_SCameraShakeRotation_Pitch=Pitch
EDSTR_FIELDNAME_SCameraShakeRotation_Roll=Roll
EDSTR_FIELDNAME_SCameraShakeRotation_Yaw=Yaw
EDSTR_FIELDNAME_SCameraSmooth_DisplacementMin=Displacement Minimum
EDSTR_FIELDNAME_SCameraSmooth_SmoothTimeMax=Smooth Time Maximum
EDSTR_FIELDNAME_SCameraSmooth_SmoothTimeMin=Smooth Time Minimum
EDSTR_FIELDNAME_SCameraSmooth_VelocityMax=Velocity Maximum
EDSTR_FIELDNAME_SCameraZoom_Param=Parameters
EDSTR_FIELDNAME_SCampaignData_ArchiveDisabledTooltip=Archive Disabled Tooltip
EDSTR_FIELDNAME_SCampaignData_CampaignBanks=Campaign Banks
EDSTR_FIELDNAME_SCampaignData_CompletedSaveName=Completed Save Name
EDSTR_FIELDNAME_SCampaignData_Description=Description
EDSTR_FIELDNAME_SCampaignData_Id=Identifier
EDSTR_FIELDNAME_SCampaignData_ImagePath=Image
EDSTR_FIELDNAME_SCampaignData_LaunchMap=Launch Map
EDSTR_FIELDNAME_SCampaignData_Movie=Movie
EDSTR_FIELDNAME_SCampaignData_Name=Name
EDSTR_FIELDNAME_SCampaignData_ProgressAchievement=Progress Achievement
EDSTR_FIELDNAME_SCampaignData_ProgressLaunchMap=Progress Launch Map
EDSTR_FIELDNAME_SCampaignData_PublishArchiveName=Publish Archive Name
EDSTR_FIELDNAME_SCampaignData_SaveName=Save Name
EDSTR_FIELDNAME_SCampaignData_ShowArchivesButton=Show Archives Button
EDSTR_FIELDNAME_SCampaignData_TransitionBanks=Transition Banks
EDSTR_FIELDNAME_SCampaignData_TutorialMap=Tutorial Map
EDSTR_FIELDNAME_SCardButton_AbilCmd=Ability Command
EDSTR_FIELDNAME_SCardButton_Behavior=Behavior
EDSTR_FIELDNAME_SCardButton_Face=Face
EDSTR_FIELDNAME_SCardButton_Requirements=Requirements
EDSTR_FIELDNAME_SCardButton_ShowInGlossary=Show In Glossary
EDSTR_FIELDNAME_SCardButton_SubmenuAbilState=Submenu State
EDSTR_FIELDNAME_SCardButton_SubmenuCardId=Submenu Card ID
EDSTR_FIELDNAME_SCardButton_SubmenuFullSubCmdValidation=Submenu Full Validation
EDSTR_FIELDNAME_SCardButton_SubmenuIsSticky=Submenu Is Sticky
EDSTR_FIELDNAME_SCardButton_Type=Type
EDSTR_FIELDNAME_SCardLayout_CardId=Card Id
EDSTR_FIELDNAME_SCardLayout_LayoutButtons=Buttons
EDSTR_FIELDNAME_SCardLayout_RowText=Row Text
EDSTR_FIELDNAME_SCardLayoutButton_Column=Column
EDSTR_FIELDNAME_SCardLayoutButton_Row=Row
EDSTR_FIELDNAME_SChallenge_Achievement=Achievement
EDSTR_FIELDNAME_SChallenge_Description=Description
EDSTR_FIELDNAME_SChallenge_Id=Identifier
EDSTR_FIELDNAME_SChallenge_IsAllowedInTrial=Is Allowed In Trial
EDSTR_FIELDNAME_SChallenge_MapPath=Map
EDSTR_FIELDNAME_SChallenge_Name=Name
EDSTR_FIELDNAME_SChallenge_Score=Score
EDSTR_FIELDNAME_SChallenge_ThumbnailImagePath=Image
EDSTR_FIELDNAME_SChallengeCategory_Challenge=Challenge
EDSTR_FIELDNAME_SChallengeCategory_Name=Name
EDSTR_FIELDNAME_SCharacterVariation_Actor=Actor
EDSTR_FIELDNAME_SCharacterVariation_DefaultCategories=Default Categories
EDSTR_FIELDNAME_SCharacterVariation_Model=Model
EDSTR_FIELDNAME_SCharacterVariation_Name=Name
EDSTR_FIELDNAME_SCharge_CountMax=Count (Max)
EDSTR_FIELDNAME_SCharge_CountStart=Count (Start)
EDSTR_FIELDNAME_SCharge_CountUse=Count (Use)
EDSTR_FIELDNAME_SCharge_Flags=Enable Charge Time Queuing
EDSTR_FIELDNAME_SCharge_HideCount=Hide Count
EDSTR_FIELDNAME_SCharge_Link=Link
EDSTR_FIELDNAME_SCharge_Location=Location
EDSTR_FIELDNAME_SCharge_TimeStart=Time Start
EDSTR_FIELDNAME_SCharge_TimeUse=Time Use
EDSTR_FIELDNAME_SConversationAction_FixedId=Fixed Id
EDSTR_FIELDNAME_SConversationAction_Index=Index
EDSTR_FIELDNAME_SConversationAction_Operation=Operation
EDSTR_FIELDNAME_SConversationAction_State=State
EDSTR_FIELDNAME_SConversationAction_User=User
EDSTR_FIELDNAME_SConversationAction_Value=Value
EDSTR_FIELDNAME_SConversationActionSet_Actions=Actions
EDSTR_FIELDNAME_SConversationActionSet_Text=Text
EDSTR_FIELDNAME_SConversationChoice_Actions=Actions
EDSTR_FIELDNAME_SConversationChoice_Children=Children
EDSTR_FIELDNAME_SConversationChoice_Comment=Comment
EDSTR_FIELDNAME_SConversationChoice_ConditionCheck=Condition Check
EDSTR_FIELDNAME_SConversationChoice_Conditions=Conditions
EDSTR_FIELDNAME_SConversationChoice_Id=Item Id
EDSTR_FIELDNAME_SConversationChoice_Permanent=Permanent
EDSTR_FIELDNAME_SConversationChoice_RequiresPrevious=Requires Previous
EDSTR_FIELDNAME_SConversationChoice_Text=Text
EDSTR_FIELDNAME_SConversationComment_Id=Id
EDSTR_FIELDNAME_SConversationComment_Text=Text
EDSTR_FIELDNAME_SConversationCondition_FixedId=Fixed Id
EDSTR_FIELDNAME_SConversationCondition_Index=Index
EDSTR_FIELDNAME_SConversationCondition_Operation=Operation
EDSTR_FIELDNAME_SConversationCondition_State=State
EDSTR_FIELDNAME_SConversationCondition_User=User
EDSTR_FIELDNAME_SConversationCondition_Value=Value
EDSTR_FIELDNAME_SConversationConditionSet_Conditions=Conditions
EDSTR_FIELDNAME_SConversationConditionSet_Text=Text
EDSTR_FIELDNAME_SConversationFacialAnim_AnimAtts=Animation Attributes
EDSTR_FIELDNAME_SConversationFacialAnim_AnimTag=Animation Tag
EDSTR_FIELDNAME_SConversationFacialAnim_Id=Id
EDSTR_FIELDNAME_SConversationFacialAnim_SpeechAtts=Speech Attributes
EDSTR_FIELDNAME_SConversationFacialAnim_SpeechTag=Speech Tag
EDSTR_FIELDNAME_SConversationFacialAnim_Text=Text
EDSTR_FIELDNAME_SConversationGroup_ApplyCutsceneToChildren=Apply Cutscene To Children
EDSTR_FIELDNAME_SConversationGroup_Children=Children
EDSTR_FIELDNAME_SConversationGroup_ChoiceCamera=Choice Camera
EDSTR_FIELDNAME_SConversationGroup_ChoiceSelection=Choice Selection
EDSTR_FIELDNAME_SConversationGroup_Comment=Comment
EDSTR_FIELDNAME_SConversationGroup_ConditionCheck=Condition Check
EDSTR_FIELDNAME_SConversationGroup_Conditions=Conditions
EDSTR_FIELDNAME_SConversationGroup_CutsceneFile=Cutscene File
EDSTR_FIELDNAME_SConversationGroup_CutscenePosition=Cutscene Position
EDSTR_FIELDNAME_SConversationGroup_Id=Item Id
EDSTR_FIELDNAME_SConversationGroup_LineSelection=Line Selection
EDSTR_FIELDNAME_SConversationGroup_MaxChoices=Maximum Choices
EDSTR_FIELDNAME_SConversationGroup_MaxLines=Maximum Lines
EDSTR_FIELDNAME_SConversationGroup_Name=Name
EDSTR_FIELDNAME_SConversationGroup_PlayOnceOnly=Play Once Only
EDSTR_FIELDNAME_SConversationJump_ConditionCheck=Condition Check
EDSTR_FIELDNAME_SConversationJump_Conditions=Conditions
EDSTR_FIELDNAME_SConversationJump_Id=Item Id
EDSTR_FIELDNAME_SConversationJump_Location=Location
EDSTR_FIELDNAME_SConversationLine_Actions=Actions
EDSTR_FIELDNAME_SConversationLine_AltLine=Alternate Line
EDSTR_FIELDNAME_SConversationLine_AltLineMatchText=Alternate Line Match Text
EDSTR_FIELDNAME_SConversationLine_AnimBlendIn=Animation Blend In
EDSTR_FIELDNAME_SConversationLine_AnimBlendOut=Animation Blend Out
EDSTR_FIELDNAME_SConversationLine_AnimProps=Animation Properties
EDSTR_FIELDNAME_SConversationLine_Comment=Comment
EDSTR_FIELDNAME_SConversationLine_ConditionCheck=Condition Check
EDSTR_FIELDNAME_SConversationLine_Conditions=Conditions
EDSTR_FIELDNAME_SConversationLine_CustomSpeaker=Custom Speaker
EDSTR_FIELDNAME_SConversationLine_CutsceneFile=Cutscene File
EDSTR_FIELDNAME_SConversationLine_CutscenePosition=Cutscene Position
EDSTR_FIELDNAME_SConversationLine_FacialAnim=Facial Animation
EDSTR_FIELDNAME_SConversationLine_FacialAsVoiceDir=Facial Animation Used As Voice Direction
EDSTR_FIELDNAME_SConversationLine_FacialBlend=Facial Animation Blend Percent
EDSTR_FIELDNAME_SConversationLine_FixedDuration=Fixed Duration
EDSTR_FIELDNAME_SConversationLine_Id=Item Id
EDSTR_FIELDNAME_SConversationLine_ListenerCharacter=Listener Character
EDSTR_FIELDNAME_SConversationLine_LookAtAttach=Look At Attach
EDSTR_FIELDNAME_SConversationLine_LookAtType=Look At Type
EDSTR_FIELDNAME_SConversationLine_NoWait=No Wait
EDSTR_FIELDNAME_SConversationLine_Objects=Objects
EDSTR_FIELDNAME_SConversationLine_OverlapPrevious=Overlap Previous
EDSTR_FIELDNAME_SConversationLine_Sound=Sound
EDSTR_FIELDNAME_SConversationLine_SoundIndex=Sound Index
EDSTR_FIELDNAME_SConversationLine_SpeakerCharacter=Speaker Character
EDSTR_FIELDNAME_SConversationLine_SpeakerVariation=Speaker Variation
EDSTR_FIELDNAME_SConversationLine_Text=Text
EDSTR_FIELDNAME_SConversationLine_Variations=Variations
EDSTR_FIELDNAME_SConversationProductionLevel_Flags=Flags
EDSTR_FIELDNAME_SConversationProductionLevel_SubtitlePrefix=Subtitle Prefix
EDSTR_FIELDNAME_SConversationRunActions_Actions=Actions
EDSTR_FIELDNAME_SConversationRunActions_ConditionCheck=Condition Check
EDSTR_FIELDNAME_SConversationRunActions_Conditions=Conditions
EDSTR_FIELDNAME_SConversationRunActions_Id=Identifier
EDSTR_FIELDNAME_SConversationStateIndex_Color=Color
EDSTR_FIELDNAME_SConversationStateIndex_EditorPrefix=Editor Prefix
EDSTR_FIELDNAME_SConversationStateIndex_EditorSuffix=Editor Suffix
EDSTR_FIELDNAME_SConversationStateIndex_Id=Item Id
EDSTR_FIELDNAME_SConversationStateIndex_ImageAttach=Image Attach Point
EDSTR_FIELDNAME_SConversationStateIndex_ImageEdge=Image Edge
EDSTR_FIELDNAME_SConversationStateIndex_ImagePath=Image Path
EDSTR_FIELDNAME_SConversationStateIndex_InfoAbilCmd=Info - Ability Commands
EDSTR_FIELDNAME_SConversationStateIndex_InfoModel=Info - Models
EDSTR_FIELDNAME_SConversationStateIndex_InfoText=Info - Text
EDSTR_FIELDNAME_SConversationStateIndex_InfoUpgrade=Info - Upgrades
EDSTR_FIELDNAME_SConversationStateIndex_InfoValue=Info - Values
EDSTR_FIELDNAME_SConversationStateIndex_MoviePath=Movie
EDSTR_FIELDNAME_SConversationStateIndex_Name=Name
EDSTR_FIELDNAME_SConversationStateIndex_Variations=Variations
EDSTR_FIELDNAME_SConversationStateInfoAbilCmd_Abil=Ability
EDSTR_FIELDNAME_SConversationStateInfoAbilCmd_Cmd=Command
EDSTR_FIELDNAME_SConversationStateInfoAbilCmd_Id=Info Name
EDSTR_FIELDNAME_SConversationStateInfoIds_Id=Info Name
EDSTR_FIELDNAME_SConversationStateInfoModel_Id=Info Name
EDSTR_FIELDNAME_SConversationStateInfoModel_Model=Model
EDSTR_FIELDNAME_SConversationStateInfoText_Id=Info Name
EDSTR_FIELDNAME_SConversationStateInfoText_Text=Text
EDSTR_FIELDNAME_SConversationStateInfoUpgrade_Id=Info Name
EDSTR_FIELDNAME_SConversationStateInfoUpgrade_Upgrade=Upgrade
EDSTR_FIELDNAME_SConversationStateInfoValue_Id=Info Name
EDSTR_FIELDNAME_SConversationStateInfoValue_Value=Value
EDSTR_FIELDNAME_SConversationStateVariation_DefaultCategories=Default Categories
EDSTR_FIELDNAME_SConversationStateVariation_Value=Value
EDSTR_FIELDNAME_SConversationUserValue_Field=Field
EDSTR_FIELDNAME_SConversationUserValue_Index=Index
EDSTR_FIELDNAME_SConversationUserValue_Instance=Instance
EDSTR_FIELDNAME_SConversationUserValue_Type=Type
EDSTR_FIELDNAME_SConversationWait_ConditionCheck=Condition Check
EDSTR_FIELDNAME_SConversationWait_Conditions=Conditions
EDSTR_FIELDNAME_SConversationWait_Duration=Duration
EDSTR_FIELDNAME_SConversationWait_Id=Identifier
EDSTR_FIELDNAME_SCooldown_Link=Link
EDSTR_FIELDNAME_SCooldown_Location=Location
EDSTR_FIELDNAME_SCooldown_Operation=Operation
EDSTR_FIELDNAME_SCooldown_TimeStart=Time Start
EDSTR_FIELDNAME_SCooldown_TimeUse=Time Use
EDSTR_FIELDNAME_SCost_Charge=Charge
EDSTR_FIELDNAME_SCost_Cooldown=Cooldown
EDSTR_FIELDNAME_SCost_Display=Cost Display
EDSTR_FIELDNAME_SCost_Vital=Vitals
EDSTR_FIELDNAME_SCost_VitalFraction=Vital Fraction
EDSTR_FIELDNAME_SCostFactor_Charge=Charge
EDSTR_FIELDNAME_SCostFactor_Cooldown=Cooldown
EDSTR_FIELDNAME_SCostFactor_Resource=Resource
EDSTR_FIELDNAME_SCostFactor_Vital=Vitals
EDSTR_FIELDNAME_SCostFactor_VitalFraction=Vital Fraction
EDSTR_FIELDNAME_SCreepSettings_CreepBaseNormalMapTileValue=Normal Map Tiling
EDSTR_FIELDNAME_SCreepSettings_CreepBaseTextureTileValue=Texture Tiling
EDSTR_FIELDNAME_SCreepSettings_CreepDiffuseColorTint=Creep Diffuse Color Tint
EDSTR_FIELDNAME_SCreepSettings_CreepEdgeNormalMapMinRampThreshold=Normal Map Edge Ramp Threshold
EDSTR_FIELDNAME_SCreepSettings_CreepEdgeNormalMapTileValue=Normal Map Edge Tiling
EDSTR_FIELDNAME_SCreepSettings_CreepGroundNormalBlend=Creep Ground Normal Blend
EDSTR_FIELDNAME_SCreepSettings_CreepHeightMapStrength=Height Map Strength
EDSTR_FIELDNAME_SCreepSettings_CreepNoiseSpeed=Noise Speed
EDSTR_FIELDNAME_SCreepSettings_CreepNoiseStrength=Noise Strength
EDSTR_FIELDNAME_SCreepSettings_CreepNoiseTiling=Noise Tiling
EDSTR_FIELDNAME_SCreepSettings_CreepOpaqueAlphaThreshold=Opaque Threshold
EDSTR_FIELDNAME_SCreepSettings_CreepTextureRotation=Texture Rotation
EDSTR_FIELDNAME_SCreepSettings_CreepTranslucentMaxThreshold=Translucent Threshold Maximum
EDSTR_FIELDNAME_SCreepSettings_CreepTranslucentMinThreshold=Translucent Threshold Minimum
EDSTR_FIELDNAME_SCreepSettings_CreepTranslucentPassEmissiveFactor=Translucent Emissive Factor
EDSTR_FIELDNAME_SCreepSettings_CreepTranslucentPassTint=Translucent Tint
EDSTR_FIELDNAME_SDamageKind_KindArray=Damage Kind
EDSTR_FIELDNAME_SDamageOverInterval_Interval=Interval
EDSTR_FIELDNAME_SDamageOverInterval_TestType=Test Type
EDSTR_FIELDNAME_SDamageOverInterval_Value=Value
EDSTR_FIELDNAME_SDamagePastRemainingHealth_TestType=Test Type
EDSTR_FIELDNAME_SDamagePastRemainingHealth_Value=Value
EDSTR_FIELDNAME_SDamageResponse_ClampMaximum=Maximum Clamp
EDSTR_FIELDNAME_SDamageResponse_ClampMinimum=Minimum Clamp
EDSTR_FIELDNAME_SDamageResponse_DamageValue=Damage Value
EDSTR_FIELDNAME_SDamageResponse_ExcludeEffectArray=Exclude Effect Array
EDSTR_FIELDNAME_SDamageResponse_Exhausted=Exhausted
EDSTR_FIELDNAME_SDamageResponse_Fatal=Fatal
EDSTR_FIELDNAME_SDamageResponse_Handled=Handled
EDSTR_FIELDNAME_SDamageResponse_Ignore=Ignore
EDSTR_FIELDNAME_SDamageResponse_Kind=Kind
EDSTR_FIELDNAME_SDamageResponse_Location=Location
EDSTR_FIELDNAME_SDamageResponse_Maximum=Maximum
EDSTR_FIELDNAME_SDamageResponse_Minimum=Minimum
EDSTR_FIELDNAME_SDamageResponse_ModifyAmount=Modify Amount
EDSTR_FIELDNAME_SDamageResponse_ModifyFraction=Modify Fraction
EDSTR_FIELDNAME_SDamageResponse_ModifyLimit=Modify Limit
EDSTR_FIELDNAME_SDamageResponse_ModifyMinimumDamage=Modify Minimum Damage
EDSTR_FIELDNAME_SDamageResponse_RequireEffectArray=Require Effect Array
EDSTR_FIELDNAME_SDamageResponse_TargetFilters=Target Filters
EDSTR_FIELDNAME_SDamageResponse_ValidatorArray=Validator Array
EDSTR_FIELDNAME_SDeathResponse_Effect=Effect
EDSTR_FIELDNAME_SDeathResponse_Relationship=Relationship
EDSTR_FIELDNAME_SDeathResponse_Type=Type
EDSTR_FIELDNAME_SDefaultGameVariant_AchievementTags=Achievement Tags
EDSTR_FIELDNAME_SDefaultGameVariant_AIDifficulty=AI Difficulty
EDSTR_FIELDNAME_SDefaultGameVariant_CategoryId=Category
EDSTR_FIELDNAME_SDefaultGameVariant_MaxPlayers=Maximum Players
EDSTR_FIELDNAME_SDefaultGameVariant_MinPlayers=Minimum Players
EDSTR_FIELDNAME_SDefaultGameVariant_ModeId=Mode
EDSTR_FIELDNAME_SDefaultGameVariant_Options=Options
EDSTR_FIELDNAME_SDefaultGameVariant_PlayersPerTeam=Players Per Team
EDSTR_FIELDNAME_SDefaultGameVariant_TeamCount=Team Count
EDSTR_FIELDNAME_SDifficultyLevel_ActionsPerMinute=AI Actions Per Minute
EDSTR_FIELDNAME_SDifficultyLevel_AttributeId=Attribute Id
EDSTR_FIELDNAME_SDifficultyLevel_DefaultRebuildStructure=Default Rebuild Count (Structures)
EDSTR_FIELDNAME_SDifficultyLevel_DefaultRebuildUnit=Default Rebuild Count (Units)
EDSTR_FIELDNAME_SDifficultyLevel_Enabled=Enabled
EDSTR_FIELDNAME_SDifficultyLevel_Flags=Flags
EDSTR_FIELDNAME_SDifficultyLevel_MenuTooltip=Menu Tooltip
EDSTR_FIELDNAME_SDifficultyLevel_Name=Name
EDSTR_FIELDNAME_SDifficultyLevel_NameCampaign=Name (Campaign)
EDSTR_FIELDNAME_SDifficultyLevel_NameMelee=Melee Name
EDSTR_FIELDNAME_SDirectionalLight_Color=Color
EDSTR_FIELDNAME_SDirectionalLight_ColorMultiplier=Color Multiplier
EDSTR_FIELDNAME_SDirectionalLight_Direction=Direction
EDSTR_FIELDNAME_SDirectionalLight_SpecColorMultiplier=Specular Color Multiplier
EDSTR_FIELDNAME_SDirectionalLight_SpecularColor=Specular Color
EDSTR_FIELDNAME_SDirectionalLight_UseAmbientOcclusion=Use Ambient Occlusion
EDSTR_FIELDNAME_SDSPArray_LinkArray=Effect Links
EDSTR_FIELDNAME_SEffectArea_Arc=Arc
EDSTR_FIELDNAME_SEffectArea_FacingAdjustment=Facing Adjustment
EDSTR_FIELDNAME_SEffectArea_MaxCount=Maximum Count
EDSTR_FIELDNAME_SEffectArea_Radius=Radius
EDSTR_FIELDNAME_SEffectArea_RadiusBonus=Radius Bonus
EDSTR_FIELDNAME_SEffectArea_RectangleHeight=Rectangle Height
EDSTR_FIELDNAME_SEffectArea_RectangleWidth=Rectangle Width
EDSTR_FIELDNAME_SEffectDamageArea_Bonus=Bonus
EDSTR_FIELDNAME_SEffectDamageArea_Fraction=Fraction
EDSTR_FIELDNAME_SEffectDamageArea_Validator=Validator
EDSTR_FIELDNAME_SEffectEnumArea_Effect=Effect
EDSTR_FIELDNAME_SEffectModifyPlayerCost_Abil=Ability
EDSTR_FIELDNAME_SEffectModifyPlayerCost_Unit=Unit
EDSTR_FIELDNAME_SEffectModifyTurret_Action=Action
EDSTR_FIELDNAME_SEffectModifyTurret_AimCompleteEffect=Aim Complete Effect
EDSTR_FIELDNAME_SEffectModifyTurret_Flags=Flags
EDSTR_FIELDNAME_SEffectModifyTurret_Target=Target
EDSTR_FIELDNAME_SEffectModifyTurret_Turret=Turret
EDSTR_FIELDNAME_SEffectModifyUnitCost_Abil=Ability
EDSTR_FIELDNAME_SEffectModifyUnitCost_ChargeCountUse=Charge Count Used
EDSTR_FIELDNAME_SEffectModifyUnitCost_ChargeTimeUse=Charge Time Used
EDSTR_FIELDNAME_SEffectModifyUnitCost_CooldownOperation=Cooldown Operation
EDSTR_FIELDNAME_SEffectModifyUnitCost_CooldownTimeUse=Cooldown Time Used
EDSTR_FIELDNAME_SEffectModifyUnitCost_Fraction=Fraction
EDSTR_FIELDNAME_SEffectModifyUnitCost_Player=Player
EDSTR_FIELDNAME_SEffectModifyVital_Change=Change
EDSTR_FIELDNAME_SEffectModifyVital_ChangeFraction=Change Fraction
EDSTR_FIELDNAME_SEffectMover_IfRangeLTE=Range Less Than or Equal
EDSTR_FIELDNAME_SEffectMover_Link=Link
EDSTR_FIELDNAME_SEffectSearchRevealerParams_DetectFilters=Detect Filters
EDSTR_FIELDNAME_SEffectSearchRevealerParams_Duration=Duration
EDSTR_FIELDNAME_SEffectSearchRevealerParams_HeightMap=Height Map
EDSTR_FIELDNAME_SEffectSearchRevealerParams_RadarFilters=Radar Filters
EDSTR_FIELDNAME_SEffectSearchRevealerParams_RevealFlags=Reveal Flags
EDSTR_FIELDNAME_SEffectSearchRevealerParams_ShapeExpansion=Shape Expansion
EDSTR_FIELDNAME_SEffectSwitchCase_Effect=Effect
EDSTR_FIELDNAME_SEffectSwitchCase_FallThrough=Fall Through
EDSTR_FIELDNAME_SEffectSwitchCase_Validator=Validator
EDSTR_FIELDNAME_SEffectUpgrade_Count=Count
EDSTR_FIELDNAME_SEffectUpgrade_Upgrade=Upgrade
EDSTR_FIELDNAME_SEffectWhichLocation_Effect=Effect
EDSTR_FIELDNAME_SEffectWhichLocation_History=History
EDSTR_FIELDNAME_SEffectWhichLocation_Value=Value
EDSTR_FIELDNAME_SEffectWhichPlayer_Effect=Effect
EDSTR_FIELDNAME_SEffectWhichPlayer_Value=Value
EDSTR_FIELDNAME_SEffectWhichTimeScale_Effect=Effect
EDSTR_FIELDNAME_SEffectWhichTimeScale_Value=Value
EDSTR_FIELDNAME_SEffectWhichUnit_Effect=Effect
EDSTR_FIELDNAME_SEffectWhichUnit_History=History
EDSTR_FIELDNAME_SEffectWhichUnit_Value=Value
EDSTR_FIELDNAME_SErrorOverride_Error=Error
EDSTR_FIELDNAME_SErrorOverride_GroupSound=Group Sound
EDSTR_FIELDNAME_SErrorOverride_Sound=Sound
EDSTR_FIELDNAME_SErrorOverride_Text=Text
EDSTR_FIELDNAME_SEventDataFootprint_Model=Model
EDSTR_FIELDNAME_SEventDataSound_Sound=Sound
EDSTR_FIELDNAME_SFidget_ChanceArray=Chance Array
EDSTR_FIELDNAME_SFidget_DelayMax=Delay Max
EDSTR_FIELDNAME_SFidget_DelayMin=Delay Min
EDSTR_FIELDNAME_SFidget_DistanceMax=Distance Maximum
EDSTR_FIELDNAME_SFidget_DistanceMin=Distance Minimum
EDSTR_FIELDNAME_SFidget_TurnAngle=Turn Angle
EDSTR_FIELDNAME_SFidget_TurningRate=Turning Rate
EDSTR_FIELDNAME_SFoliageSimulationConfig_AcceptWorldForces=Accept World Forces
EDSTR_FIELDNAME_SFoliageSimulationConfig_SamplingDistance=Sampling Distance
EDSTR_FIELDNAME_SFootprintBitSet_Character=Character
EDSTR_FIELDNAME_SFootprintBitSet_Negative=Excluded
EDSTR_FIELDNAME_SFootprintBitSet_Positive=Required
EDSTR_FIELDNAME_SFootprintLayer_Area=Area
EDSTR_FIELDNAME_SFootprintLayer_Rows=Rows
EDSTR_FIELDNAME_SFootprintLayer_Sets=Sets
EDSTR_FIELDNAME_SFootprintPlacement_Area=Area
EDSTR_FIELDNAME_SFootprintPlacement_Have=Have
EDSTR_FIELDNAME_SFootprintPlacement_Mask=Mask
EDSTR_FIELDNAME_SFootprintPlacement_Test=Test
EDSTR_FIELDNAME_SFootprintShape_Borders=Borders
EDSTR_FIELDNAME_SFootprintShape_Mode=Mode
EDSTR_FIELDNAME_SFootprintShape_Offsets=Offsets
EDSTR_FIELDNAME_SFootprintShape_Radius=Radius
EDSTR_FIELDNAME_SFootprintTileGrid_Grid=Grid
EDSTR_FIELDNAME_SFootprintTileGrid_Resolution=Resolution
EDSTR_FIELDNAME_SGameCategory_Info=Info
EDSTR_FIELDNAME_SGameCategory_Modes=Modes
EDSTR_FIELDNAME_SGameCategory_Usage=Usage
EDSTR_FIELDNAME_SGameModeInfo_CanOverrideText=Can Override Text
EDSTR_FIELDNAME_SGameModeInfo_Description=Description
EDSTR_FIELDNAME_SGameModeInfo_Id=Id
EDSTR_FIELDNAME_SGameModeInfo_IsTutorial=Is Tutorial
EDSTR_FIELDNAME_SGameModeInfo_Name=Name
EDSTR_FIELDNAME_SGlobalSoundData_HeadphoneModeFrequency=Headphone Mode LPF Frequency
EDSTR_FIELDNAME_SGlobalSoundData_HeadphoneModeMaxAngle=Headphone Mode Max Angle
EDSTR_FIELDNAME_SGlobalSoundData_HeadphoneModeMinAngle=Headphone Mode Min Angle
EDSTR_FIELDNAME_SGlobalSoundData_SoundDistanceFactor=Sound Distance Factor
EDSTR_FIELDNAME_SGlobalSoundData_SoundDopplerFactor=Sound Doppler Factor
EDSTR_FIELDNAME_SGlobalSoundData_SoundRolloffFactor=Sound Rolloff Factor
EDSTR_FIELDNAME_SHandicap_MenuTooltip=Menu Tooltip
EDSTR_FIELDNAME_SHandicap_Percent=Percent
EDSTR_FIELDNAME_SHelpControlCategoryInfo_Description=Description
EDSTR_FIELDNAME_SHelpControlCategoryInfo_Name=Name
EDSTR_FIELDNAME_SHelpControlInfo_Basic=Basic
EDSTR_FIELDNAME_SHelpControlInfo_Category=Category
EDSTR_FIELDNAME_SHelpControlInfo_Description=Description
EDSTR_FIELDNAME_SHelpControlInfo_Name=Name
EDSTR_FIELDNAME_SHelpGameMechanicInfo_Description=Description
EDSTR_FIELDNAME_SHelpGameMechanicInfo_Icon=Icon
EDSTR_FIELDNAME_SHelpGameMechanicInfo_IconBackground=Icon Background
EDSTR_FIELDNAME_SHelpGameMechanicInfo_Name=Name
EDSTR_FIELDNAME_SHerdLevel_Weight=Weight
EDSTR_FIELDNAME_SHerdNode_Link=Link
EDSTR_FIELDNAME_SHerdNode_Weight=Weight
EDSTR_FIELDNAME_SHeroAbilCategory_AbilArray=Abilities
EDSTR_FIELDNAME_SHeroAbilCategory_Image=Image
EDSTR_FIELDNAME_SHeroAbilCategory_Name=Name
EDSTR_FIELDNAME_SHeroAbilCategory_RequiredLevel=Required Level
EDSTR_FIELDNAME_SHeroAbilCategory_State=State
EDSTR_FIELDNAME_SHeroAbilCategory_Tooltip=Tooltip
EDSTR_FIELDNAME_SHeroAbilCategory_UserReference=User Reference
EDSTR_FIELDNAME_SHeroHeroicAbility_Abil=Ability
EDSTR_FIELDNAME_SHeroLevelModification_AffectedByAbilityPower=Affected By Ability Power
EDSTR_FIELDNAME_SHeroLevelModification_AffectedByOverdrive=Affected By Overdrive
EDSTR_FIELDNAME_SHeroLevelScaling_Ability=Ability
EDSTR_FIELDNAME_SHeroLevelScaling_Modifications=Modifications
EDSTR_FIELDNAME_SHeroMastery_MasteryAbilButton=Mastery Ability Button
EDSTR_FIELDNAME_SHeroMastery_Modifications=Modifications
EDSTR_FIELDNAME_SHeroMastery_ModifyAbil=Modify Ability
EDSTR_FIELDNAME_SHeroMastery_OriginalAbilButton=Original Ability Button
EDSTR_FIELDNAME_SHeroMastery_SelectButton=Select Button
EDSTR_FIELDNAME_SHeroMasteryModification_StringReplacement=String Replacement
EDSTR_FIELDNAME_SHeroMasteryModification_Type=Type
EDSTR_FIELDNAME_SHeroModification_Catalog=Catalog
EDSTR_FIELDNAME_SHeroModification_Entry=Entry
EDSTR_FIELDNAME_SHeroModification_Field=Field
EDSTR_FIELDNAME_SHeroModification_FieldIsInteger=Field Is Integer
EDSTR_FIELDNAME_SHeroModification_Value=Value
EDSTR_FIELDNAME_SHeroMount_HeroPoseAnimGroup=Hero Pose Anim Group
EDSTR_FIELDNAME_SHeroMount_ModelScale=Model Scale
EDSTR_FIELDNAME_SHeroMount_Mount=Mount
EDSTR_FIELDNAME_SHeroMount_WalkAnimMoveSpeed=Walk Anim Move Speed
EDSTR_FIELDNAME_SHeroSpecificIntroVO_Question=Question
EDSTR_FIELDNAME_SHeroSpecificIntroVO_Response=Response
EDSTR_FIELDNAME_SHeroSpecificIntroVO_Target=Target
EDSTR_FIELDNAME_SHeroSpecificVO_Sound=Sound
EDSTR_FIELDNAME_SHeroSpecificVO_Target=Target Unit
EDSTR_FIELDNAME_SHeroStatModifier_Stat=Statistics
EDSTR_FIELDNAME_SHeroStatModifier_State=State
EDSTR_FIELDNAME_SHeroStatModifier_Value=Value
EDSTR_FIELDNAME_SHeroTalentTree_Column=Column
EDSTR_FIELDNAME_SHeroTalentTree_PrerequisiteTalentArray=Prerequisites
EDSTR_FIELDNAME_SHeroTalentTree_Talent=Talent
EDSTR_FIELDNAME_SHeroTalentTree_Tier=Tier
EDSTR_FIELDNAME_SHotkeyInfo_Category=Category
EDSTR_FIELDNAME_SHotkeyInfo_Name=Name
EDSTR_FIELDNAME_SHotkeyInfo_Tooltip=Tooltip
EDSTR_FIELDNAME_SIconVariation_Image=Image
EDSTR_FIELDNAME_SIconVariation_Number=Number
EDSTR_FIELDNAME_SItemContainer_Classes=Classes
EDSTR_FIELDNAME_SItemContainer_EmptyFace=Empty Face
EDSTR_FIELDNAME_SItemContainer_Requirements=Requirements
EDSTR_FIELDNAME_SItemContainerSlot_Column=Column
EDSTR_FIELDNAME_SItemContainerSlot_Equip=Equip
EDSTR_FIELDNAME_SItemContainerSlot_Row=Row
EDSTR_FIELDNAME_SLayerIcon_Image=Image
EDSTR_FIELDNAME_SLayerIconShield_Image=Image
EDSTR_FIELDNAME_SLayerIconShieldVariation_Number=Number
EDSTR_FIELDNAME_SLayerIconVariation_Number=Number
EDSTR_FIELDNAME_SLightInfo_AmbientColor=Ambient Color
EDSTR_FIELDNAME_SLightInfo_AmbientEnvironmentMultiplier=Ambient Environment Multiplier
EDSTR_FIELDNAME_SLightInfo_Colorize=Colored
EDSTR_FIELDNAME_SLightInfo_CorrectGamma=Correct Gamma
EDSTR_FIELDNAME_SLightInfo_DirectionalLight=Directional Lights
EDSTR_FIELDNAME_SLightInfo_Id=ID
EDSTR_FIELDNAME_SLightInfo_LightRegions=Light Regions
EDSTR_FIELDNAME_SLightInfo_OperatorHDR=HDR Operator
EDSTR_FIELDNAME_SLightInfo_Param=Parameters
EDSTR_FIELDNAME_SLightInfo_TerrainUseBackLight=Terrain Uses Back Light
EDSTR_FIELDNAME_SLightInfo_TimeOfDay=Time of Day
EDSTR_FIELDNAME_SLightInfo_TriggerTransition=Transition
EDSTR_FIELDNAME_SLightInfo_UseSeparateDetailSSAO=Use Separate Detail (Ambient Occlusion)
EDSTR_FIELDNAME_SLightInfo_Variations=Variations
EDSTR_FIELDNAME_SLightRegionInfo_AmbientColor=Ambient Color
EDSTR_FIELDNAME_SLightRegionInfo_AmbientEnvironmentMultiplier=Ambient Environment Multiplier
EDSTR_FIELDNAME_SLightRegionInfo_DiffuseColor=Diffuse Color
EDSTR_FIELDNAME_SLightRegionInfo_DiffuseMultiplier=Diffuse Multiplier
EDSTR_FIELDNAME_SLightRegionInfo_SpecularColor=Specular Color
EDSTR_FIELDNAME_SLightRegionInfo_SpecularMultiplier=Specular Multiplier
EDSTR_FIELDNAME_SLightRegionInfo_UseDefault=Use Default
EDSTR_FIELDNAME_SListenerRolloff_CameraValue=Camera Value
EDSTR_FIELDNAME_SListenerRolloff_ListenerFactor=Listener Factor
EDSTR_FIELDNAME_SLoadingBar_FrameSuffix=Frame Suffix
EDSTR_FIELDNAME_SLoadingBar_Name=Name
EDSTR_FIELDNAME_SLoadingScreenHelp_Race=Race
EDSTR_FIELDNAME_SLoadingScreenHelp_Text=Text
EDSTR_FIELDNAME_SLookAtType_Id=Id
EDSTR_FIELDNAME_SLookAtType_Name=Name
EDSTR_FIELDNAME_SLookAtType_Start=Start
EDSTR_FIELDNAME_SLookAtType_Stop=Stop
EDSTR_FIELDNAME_SLookAtTypeInfo_Group=Group
EDSTR_FIELDNAME_SLookAtTypeInfo_Time=Time
EDSTR_FIELDNAME_SLookAtTypeInfo_Weight=Weight
EDSTR_FIELDNAME_SLootChoice_Chance=Chance
EDSTR_FIELDNAME_SLootChoice_Child=Loot
EDSTR_FIELDNAME_SMapSize_MaxCells=Maximum Cells
EDSTR_FIELDNAME_SMapSize_Name=Name
EDSTR_FIELDNAME_SMarker_Count=Count
EDSTR_FIELDNAME_SMarker_Link=Link
EDSTR_FIELDNAME_SMarker_MatchFlags=Match Flags
EDSTR_FIELDNAME_SMarker_MismatchFlags=Mismatch Flags
EDSTR_FIELDNAME_SMeleePointThreshold_Factor=Factor
EDSTR_FIELDNAME_SMeleePointThreshold_Value=Value
EDSTR_FIELDNAME_SMinimapData_BackGroundColor=Background Color
EDSTR_FIELDNAME_SMinimapData_BlipUnitColor=Color - Unit Radar Blip
EDSTR_FIELDNAME_SMinimapData_BorderSize=Border
EDSTR_FIELDNAME_SMinimapData_FrustumColor=Color - View Box
EDSTR_FIELDNAME_SMinimapData_InnerBorderColor=Color - Inner Border
EDSTR_FIELDNAME_SMinimapData_MinUnitDotSize=Minimum Unit Size
EDSTR_FIELDNAME_SMinimapData_OuterBorderColor=Color - Outer Border
EDSTR_FIELDNAME_SMinimapData_RadarAlpha=Radar Alpha
EDSTR_FIELDNAME_SMinimapData_ResourceUnitColor=Color - Resource
EDSTR_FIELDNAME_SMinimapData_ResourceUnitColorBlindColor=Color - Resource (Color blind)
EDSTR_FIELDNAME_SMinimapData_SelectedBorderSize=Color - Selected Border
EDSTR_FIELDNAME_SMinimapData_SelectedUnitBorderColor=Color - Selected Unit Border
EDSTR_FIELDNAME_SMinimapData_SelectedUnitColor=Color - Selected Unit
EDSTR_FIELDNAME_SMinimapData_SelectedUnitColorBlindColor=Color - Selected Unit (Color blind)
EDSTR_FIELDNAME_SMinimapData_UnderAttackUnitColor=Color - Under Attack
EDSTR_FIELDNAME_SMinimapData_UnitBorderColor=Color - Unit Border
EDSTR_FIELDNAME_SMissionCategory_CompletedTooltip=Completed Tooltip
EDSTR_FIELDNAME_SMissionCategory_Map=Map
EDSTR_FIELDNAME_SMissionCategory_Name=Name
EDSTR_FIELDNAME_SMissionCategory_RewardImage=Reward Image
EDSTR_FIELDNAME_SMissionCategory_RewardTooltip=Reward Tooltip
EDSTR_FIELDNAME_SMissionCategory_State=State
EDSTR_FIELDNAME_SMissionCategory_Tooltip=Tooltip
EDSTR_FIELDNAME_SModelDataEvent_Anim=Animation
EDSTR_FIELDNAME_SModelDataEvent_Attachment=Attachment
EDSTR_FIELDNAME_SModelDataEvent_ModelQuality=Model Quality
EDSTR_FIELDNAME_SModelDataEvent_Name=Name
EDSTR_FIELDNAME_SModelDataEvent_Payload=Payload
EDSTR_FIELDNAME_SModelDataEvent_Time=Time
EDSTR_FIELDNAME_SModelDataEvent_Type=Type
EDSTR_FIELDNAME_SModelDataEvent_Variation=Variation
EDSTR_FIELDNAME_SModelEventData_Actor=Actor
EDSTR_FIELDNAME_SModelEventData_Name=Name
EDSTR_FIELDNAME_SModelVariation_Number=Number
EDSTR_FIELDNAME_SModelVariation_PhysicsDeathMotionFactor=Physics Death Motion Factor
EDSTR_FIELDNAME_SModelVariation_PhysicsForceFactor=Physics Force Factor
EDSTR_FIELDNAME_SModelVariation_Probability=Probability
EDSTR_FIELDNAME_SModelVariation_Radius=Radius
EDSTR_FIELDNAME_SModelVariation_RadiusLoose=Radius (Loose)
EDSTR_FIELDNAME_SModelVariation_TextureAppliedGroups=Texture Applied Groups
EDSTR_FIELDNAME_SModelVariation_TextureExpressionsForEditor=Editor Texture Expressions
EDSTR_FIELDNAME_SModelVariation_TextureMatchesForEditor=Editor Texture Matches
EDSTR_FIELDNAME_SModification_AbilClassDisableArray=Ability Classes Disabled
EDSTR_FIELDNAME_SModification_AbilClassEnableArray=Ability Classes Enabled
EDSTR_FIELDNAME_SModification_AbilLinkDisableArray=Abilities Disabled
EDSTR_FIELDNAME_SModification_AbilLinkEnableArray=Abilities Enabled
EDSTR_FIELDNAME_SModification_AccelerationBonus=Acceleration Bonus
EDSTR_FIELDNAME_SModification_AccelerationMultiplier=Acceleration Multiplier
EDSTR_FIELDNAME_SModification_AdditiveAttackSpeedFactor=Additive Attack Speed Factor
EDSTR_FIELDNAME_SModification_AdditiveMoveSpeedFactor=Additive Move Speed Factor
EDSTR_FIELDNAME_SModification_AttackSpeedMultiplier=Attack Speed Multiplier
EDSTR_FIELDNAME_SModification_AttributeChangeArray=Attribute Changes
EDSTR_FIELDNAME_SModification_BehaviorCategoriesDisable=Behavior Categories Disabled
EDSTR_FIELDNAME_SModification_BehaviorCategoriesEnable=Behavior Categories Enabled
EDSTR_FIELDNAME_SModification_BehaviorCategoryDurationFactor=Behavior Category Duration Factor
EDSTR_FIELDNAME_SModification_BehaviorClassDisableArray=Behavior Classes Disabled
EDSTR_FIELDNAME_SModification_BehaviorClassEnableArray=Behavior Classes Enabled
EDSTR_FIELDNAME_SModification_BehaviorLinkDisableArray=Behaviors Disabled
EDSTR_FIELDNAME_SModification_BehaviorLinkEnableArray=Behaviors Enabled
EDSTR_FIELDNAME_SModification_CriticalAttackChanceMultiplier=Critical Attack Chance Multiplier
EDSTR_FIELDNAME_SModification_CriticalAttackChanceScaledBonus=Critical Attack Chance Scaled Bonus
EDSTR_FIELDNAME_SModification_CriticalAttackChanceUnscaledBonus=Critical Attack Chance Unscaled Bonus
EDSTR_FIELDNAME_SModification_DamageDealtAttributeMultiplier=Damage Dealt Attribute Multiplier
EDSTR_FIELDNAME_SModification_DamageDealtAttributeScaled=Damage Dealt Attribute Scaled
EDSTR_FIELDNAME_SModification_DamageDealtAttributeUnscaled=Damage Dealt Attribute Unscaled
EDSTR_FIELDNAME_SModification_DamageDealtFraction=Damage Dealt Fraction
EDSTR_FIELDNAME_SModification_DamageDealtMaximum=Damage Dealt Maximum
EDSTR_FIELDNAME_SModification_DamageDealtMinimum=Damage Dealt Minimum
EDSTR_FIELDNAME_SModification_DamageDealtScaled=Damage Dealt (Scaled)
EDSTR_FIELDNAME_SModification_DamageDealtUnscaled=Damage Dealt (Unscaled)
EDSTR_FIELDNAME_SModification_DamageTakenFraction=Damage Taken Fraction
EDSTR_FIELDNAME_SModification_DamageTakenMaximum=Damage Taken Maximum
EDSTR_FIELDNAME_SModification_DamageTakenMinimum=Damage Taken Minimum
EDSTR_FIELDNAME_SModification_DamageTakenScaled=Damage Taken Scaled
EDSTR_FIELDNAME_SModification_DamageTakenUnscaled=Damage Taken Unscaled
EDSTR_FIELDNAME_SModification_DamageTotalMultiplier=Total Damage Multiplier
EDSTR_FIELDNAME_SModification_DeathResponse=Death Response
EDSTR_FIELDNAME_SModification_DecelerationBonus=Deceleration Bonus
EDSTR_FIELDNAME_SModification_DecelerationMultiplier=Deceleration Multiplier
EDSTR_FIELDNAME_SModification_Detect=Detect
EDSTR_FIELDNAME_SModification_DetectArc=Detection Arc
EDSTR_FIELDNAME_SModification_DetectBonus=Detection Bonus
EDSTR_FIELDNAME_SModification_DetectFilters=Detect Filters
EDSTR_FIELDNAME_SModification_EnergyArmorBonus=Energy Armor Bonus
EDSTR_FIELDNAME_SModification_EnergyArmorMultiplier=Energy Armor Multiplier
EDSTR_FIELDNAME_SModification_EnergyDamageRatioBonus=Energy Damage Ratio Bonus
EDSTR_FIELDNAME_SModification_EnergyDamageRatioMultiplier=Energy Damage Ratio Multiplier
EDSTR_FIELDNAME_SModification_Food=Supplies
EDSTR_FIELDNAME_SModification_HealDealtAdditiveMultiplier=Heal Dealt Additive Multiplier
EDSTR_FIELDNAME_SModification_HealDealtMultiplier=Heal Dealt Multiplier
EDSTR_FIELDNAME_SModification_HealTakenAdditiveMultiplier=Heal Taken Additive Multiplier
EDSTR_FIELDNAME_SModification_HealTakenMultiplier=Heal Taken Multiplier
EDSTR_FIELDNAME_SModification_Height=Height
EDSTR_FIELDNAME_SModification_HeightTime=Height Time
EDSTR_FIELDNAME_SModification_LifeArmorBonus=Life Armor Bonus
EDSTR_FIELDNAME_SModification_LifeArmorMultiplier=Life Armor Multiplier
EDSTR_FIELDNAME_SModification_ModifyFlags=Modify Flags
EDSTR_FIELDNAME_SModification_MoveSpeedBonus=Movement Speed Bonus
EDSTR_FIELDNAME_SModification_MoveSpeedMaximum=Movement Speed Maximum
EDSTR_FIELDNAME_SModification_MoveSpeedMinimum=Movement Speed Minimum
EDSTR_FIELDNAME_SModification_MoveSpeedMultiplier=Movement Speed Multiplier
EDSTR_FIELDNAME_SModification_PlaneDelta=Plane Delta
EDSTR_FIELDNAME_SModification_QueueCount=Queue Count
EDSTR_FIELDNAME_SModification_QueueSize=Queue Size
EDSTR_FIELDNAME_SModification_Radar=Radar
EDSTR_FIELDNAME_SModification_RadarArc=Radar Arc
EDSTR_FIELDNAME_SModification_RadarFilters=Radar Filters
EDSTR_FIELDNAME_SModification_RateMultiplierArray=Rate Multiplier Array
EDSTR_FIELDNAME_SModification_ResourceHarvestAmountBonus=Resource Harvest Amount Bonus
EDSTR_FIELDNAME_SModification_ResourceHarvestAmountMultiplier=Resource Harvest Amount Multiplier
EDSTR_FIELDNAME_SModification_ResourceHarvestTimeBonus=Resource Harvest Time Bonus
EDSTR_FIELDNAME_SModification_ResourceHarvestTimeMultiplier=Resource Harvest Time Multiplier
EDSTR_FIELDNAME_SModification_ScoreKillBonus=Kill Bonus
EDSTR_FIELDNAME_SModification_ScoreLostBonus=Lost Bonus
EDSTR_FIELDNAME_SModification_ShieldArmorBonus=Shield Armor Bonus
EDSTR_FIELDNAME_SModification_ShieldArmorMultiplier=Shield Armor Multiplier
EDSTR_FIELDNAME_SModification_ShieldDamageRatioBonus=Shield Damage Ratio Bonus
EDSTR_FIELDNAME_SModification_ShieldDamageRatioMultiplier=Shield Damage Ratio Multiplier
EDSTR_FIELDNAME_SModification_SightBonus=Sight Bonus
EDSTR_FIELDNAME_SModification_SightMaximum=Sight Maximum
EDSTR_FIELDNAME_SModification_SightMinimum=Sight Minimum
EDSTR_FIELDNAME_SModification_SnareMultiplier=Snare Multiplier
EDSTR_FIELDNAME_SModification_SoundArray=Sounds
EDSTR_FIELDNAME_SModification_StateFlags=State Flags
EDSTR_FIELDNAME_SModification_SubgroupPriority=Subgroup Priority
EDSTR_FIELDNAME_SModification_TimeScale=Time Scale
EDSTR_FIELDNAME_SModification_TurretDisableArray=Turret Disable
EDSTR_FIELDNAME_SModification_TurretEnableArray=Turret Enable
EDSTR_FIELDNAME_SModification_UnifiedAttackSpeedFactor=Unified Attack Speed Factor
EDSTR_FIELDNAME_SModification_UnifiedMoveSpeedFactor=Unified Move Speed Factor
EDSTR_FIELDNAME_SModification_UnitNameOverride=Unit Name Override
EDSTR_FIELDNAME_SModification_VitalDamageGainArray=Vital Gained from Damage Taken
EDSTR_FIELDNAME_SModification_VitalDamageLeechArray=Vital Leeched from Damage Dealt
EDSTR_FIELDNAME_SModification_VitalMaxAdditiveMultiplierArray=Vital Max Additive Multiplier
EDSTR_FIELDNAME_SModification_VitalMaxArray=Vital Max Bonus
EDSTR_FIELDNAME_SModification_VitalMaxFractionArray=Vital Maximum Fraction
EDSTR_FIELDNAME_SModification_VitalRegenArray=Vital Regeneration Bonus Scaled
EDSTR_FIELDNAME_SModification_VitalRegenMultiplier=Vital Regeneration Multiplier
EDSTR_FIELDNAME_SModification_WeaponArray=Weapons
EDSTR_FIELDNAME_SModification_WeaponDisableArray=Weapons Disabled
EDSTR_FIELDNAME_SModification_WeaponEnableArray=Weapons Enabled
EDSTR_FIELDNAME_SModification_WeaponMinRange=Weapon Minimum Range
EDSTR_FIELDNAME_SModification_WeaponRange=Weapon Range
EDSTR_FIELDNAME_SModification_WeaponScanBonus=Weapon Scan Bonus
EDSTR_FIELDNAME_SModification_XPMultiplier=XP Multipllier
EDSTR_FIELDNAME_SModification_XPScaledBonus=XP Scaled Bonus
EDSTR_FIELDNAME_SModification_XPUnscaledBonus=XP Unscaled Bonus
EDSTR_FIELDNAME_SMotionOverlay_Axis=Axis
EDSTR_FIELDNAME_SMotionOverlay_Polarity=Polarity
EDSTR_FIELDNAME_SMotionOverlay_PolarityDriver=Polarity Driver
EDSTR_FIELDNAME_SMotionOverlay_RevolverAccel=Revolver Acceleration
EDSTR_FIELDNAME_SMotionOverlay_RevolverAccelRange=Revolver Acceleration Range
EDSTR_FIELDNAME_SMotionOverlay_RevolverMaxSpeed=Revolver Maximum Speed
EDSTR_FIELDNAME_SMotionOverlay_RevolverMaxSpeedRange=Revolver Maximum Speed Range
EDSTR_FIELDNAME_SMotionOverlay_RevolverSpeed=Revolver Speed
EDSTR_FIELDNAME_SMotionOverlay_RevolverSpeedRange=Revolver Speed Range
EDSTR_FIELDNAME_SMotionOverlay_Type=Type
EDSTR_FIELDNAME_SMotionOverlay_Wavelength=Wavelength
EDSTR_FIELDNAME_SMotionOverlay_WavelengthChangeProbability=Wavelength Change Probability
EDSTR_FIELDNAME_SMotionOverlayPhase_Scale=Scale
EDSTR_FIELDNAME_SMotionPhase_Acceleration=Acceleration
EDSTR_FIELDNAME_SMotionPhase_AccelerationRange=Acceleration Range
EDSTR_FIELDNAME_SMotionPhase_ActorTracking=Tracking
EDSTR_FIELDNAME_SMotionPhase_AdaptableParabolaAccels=Parabola Acceleration
EDSTR_FIELDNAME_SMotionPhase_AdaptableParabolaClearance=Parabola Clearance
EDSTR_FIELDNAME_SMotionPhase_AdaptableParabolaDistances=Parabola Distance
EDSTR_FIELDNAME_SMotionPhase_AdaptableParabolaIsUpright=Parabola Upright
EDSTR_FIELDNAME_SMotionPhase_ArrivalTestType=Arrival Test Type
EDSTR_FIELDNAME_SMotionPhase_BlendType=Blend Type
EDSTR_FIELDNAME_SMotionPhase_Clearance=Clearance
EDSTR_FIELDNAME_SMotionPhase_ClearanceAcceleration=Clearance Acceleration
EDSTR_FIELDNAME_SMotionPhase_ClearanceIgnoresTargetProximity=Clearance Ignores Target Proximity
EDSTR_FIELDNAME_SMotionPhase_ClearanceLookahead=Clearance Look Ahead
EDSTR_FIELDNAME_SMotionPhase_Driver=Driver
EDSTR_FIELDNAME_SMotionPhase_FlightTime=Flight Time
EDSTR_FIELDNAME_SMotionPhase_Gravity=Gravity
EDSTR_FIELDNAME_SMotionPhase_IgnoresTerrain=Ignore Terrain
EDSTR_FIELDNAME_SMotionPhase_MaxSpeed=Maximum Speed
EDSTR_FIELDNAME_SMotionPhase_MinSpeed=Minimum Speed
EDSTR_FIELDNAME_SMotionPhase_Outro=Outro
EDSTR_FIELDNAME_SMotionPhase_OutroAltitude=Outro Altitude
EDSTR_FIELDNAME_SMotionPhase_Overlays=Overlays
EDSTR_FIELDNAME_SMotionPhase_PowerslideAngle=Powerslide Angle
EDSTR_FIELDNAME_SMotionPhase_PowerslideDecel=Powerslide Deceleration
EDSTR_FIELDNAME_SMotionPhase_RotationActorType=Rotation Actor Type
EDSTR_FIELDNAME_SMotionPhase_RotationLaunchActorType=Rotation Launch Actor Type
EDSTR_FIELDNAME_SMotionPhase_Speed=Speed
EDSTR_FIELDNAME_SMotionPhase_SpeedRange=Speed Range
EDSTR_FIELDNAME_SMotionPhase_ThrowBandPitch=Throw Band Pitch
EDSTR_FIELDNAME_SMotionPhase_ThrowBandYaw=Throw Band Yaw
EDSTR_FIELDNAME_SMotionPhase_ThrowForward=Throw Forward
EDSTR_FIELDNAME_SMotionPhase_ThrowRotationType=Throw Rotation Type
EDSTR_FIELDNAME_SMotionPhase_ThrowVector=Throw Vector
EDSTR_FIELDNAME_SMotionPhase_Timeout=Timeout
EDSTR_FIELDNAME_SMotionPhase_TurnType=Turn Type
EDSTR_FIELDNAME_SMotionPhase_YawPitchRoll=Orientation
EDSTR_FIELDNAME_SMotionPhase_YawPitchRollAccel=Orientation Acceleration
EDSTR_FIELDNAME_SMotionPhase_YawPitchRollAccelRange=Orientation Acceleration Range
EDSTR_FIELDNAME_SMotionPhase_YawPitchRollRange=Orientation Range
EDSTR_FIELDNAME_SMovieConfig_Name=Name
EDSTR_FIELDNAME_SMovieConfig_Path=Path
EDSTR_FIELDNAME_SMovieConfig_Source=Source
EDSTR_FIELDNAME_SObjectGroupData_MinimapIcon=Minimap Icon
EDSTR_FIELDNAME_SObjectGroupData_MinLevel=Minimum Level
EDSTR_FIELDNAME_SPathingData_Bits=Pathing Flags
EDSTR_FIELDNAME_SPhysicsMaterialMapping_PhysicsMaterialInnate=Physics Material Innate
EDSTR_FIELDNAME_SPhysicsMaterialMapping_PhysicsMaterialOverride=Physics Material Override
EDSTR_FIELDNAME_SPitchShift_Pitch=Pitch
EDSTR_FIELDNAME_SPitchShift_Time=Time
EDSTR_FIELDNAME_SPlacementBits_Negative=Negative
EDSTR_FIELDNAME_SPlacementBits_Positive=Positive
EDSTR_FIELDNAME_SPointModel_HeightOffset=Height Offset
EDSTR_FIELDNAME_SPointModel_Model=Model
EDSTR_FIELDNAME_SPointModel_NameSize=Name Size
EDSTR_FIELDNAME_SPointModel_Scale=Scale
EDSTR_FIELDNAME_SPointModel_SelectionOffset=Selection Offset
EDSTR_FIELDNAME_SPointModel_SelectionRadius=Selection Radius
EDSTR_FIELDNAME_SPowerStage_LevelGainEffect=Level Gain Effect
EDSTR_FIELDNAME_SPowerStage_LevelLossEffect=Level Loss Effect
EDSTR_FIELDNAME_SPowerStage_MaxStackCount=Maximum Stack Count
EDSTR_FIELDNAME_SPowerStage_MinPowerLevel=Minimum Power Level
EDSTR_FIELDNAME_SPowerStage_Modification=Modification
EDSTR_FIELDNAME_SRequirementCount_Link=Link
EDSTR_FIELDNAME_SRequirementCount_State=State
EDSTR_FIELDNAME_SRequirementCount_Unlock=Unlock
EDSTR_FIELDNAME_SRequirementNode_Link=Node Link
EDSTR_FIELDNAME_SResourceConvert_RatioArray=Ratios
EDSTR_FIELDNAME_SResourceUI_Icon=Icon
EDSTR_FIELDNAME_SResourceUI_IconBackground=Icon Background
EDSTR_FIELDNAME_SResourceUI_Tooltip=Tooltip
EDSTR_FIELDNAME_SReverbBalance_Direct=Direct (dB)
EDSTR_FIELDNAME_SReverbBalance_Room=Room (dB)
EDSTR_FIELDNAME_SReverbRolloff_Direct=Direct
EDSTR_FIELDNAME_SReverbRolloff_Distance=Distance
EDSTR_FIELDNAME_SReverbRolloff_Room=Room
EDSTR_FIELDNAME_SRewardCategory_File=File
EDSTR_FIELDNAME_SRewardCategory_Tag=Tag
EDSTR_FIELDNAME_SSelectionData_PreselectionAlpha=Preselection Alpha
EDSTR_FIELDNAME_SSelectionData_PreselectionFallOff=Preselection Fall Off
EDSTR_FIELDNAME_SSelectionData_PreselectionRotationSpeed=Preselection Rotation Speed
EDSTR_FIELDNAME_SSelectionData_PreselectionSegmentCount=Preselection Segment Count
EDSTR_FIELDNAME_SSelectionData_PreselectionSegmentPercentSolid=Preselection Segment Percent Solid
EDSTR_FIELDNAME_SSelectionData_PreselectionTiming=Preselection Timing
EDSTR_FIELDNAME_SSelectionData_PreselectionWidth=Preselection Width
EDSTR_FIELDNAME_SSelectionData_SelectionAlpha=Selection Alpha
EDSTR_FIELDNAME_SSelectionData_SelectionFallOff=Selection Fall Off
EDSTR_FIELDNAME_SSelectionData_SelectionInnerBoundaryFallOffRatio=Inner Boundary Fall Off Ratio
EDSTR_FIELDNAME_SSelectionData_SelectionInnerBoundaryRatio=Inner Boundary Ratio
EDSTR_FIELDNAME_SSelectionData_SelectionInnerOffsetRatio=Inner Offset Ratio
EDSTR_FIELDNAME_SSelectionData_SelectionRotationSpeed=Selection Rotation Speed
EDSTR_FIELDNAME_SSelectionData_SelectionSegmentCount=Selection Segment Count
EDSTR_FIELDNAME_SSelectionData_SelectionSegmentPercentSolid=Selection Segment Percent Solid
EDSTR_FIELDNAME_SSelectionData_SelectionTiming=Selection Timing
EDSTR_FIELDNAME_SSelectionData_SelectionWidth=Selection Width
EDSTR_FIELDNAME_SSerpentAggregate_BaseElementLengthMax=Base Element Length Max
EDSTR_FIELDNAME_SSerpentAggregate_Flags=Flags
EDSTR_FIELDNAME_SSerpentAggregate_SegmentRotationRate=Segment Rotation Rate
EDSTR_FIELDNAME_SSerpentAggregate_SwimmingUndulationAmplitudePerUnit=Swimming Undulation Amplitude Per Unit
EDSTR_FIELDNAME_SSerpentAggregate_SwimmingUndulationElementLength=Swimming Undulation Element Length
EDSTR_FIELDNAME_SSerpentAggregate_SwimmingUndulationIdlePhaseVelocity=Swimming Undulation Idle Phase Velocity
EDSTR_FIELDNAME_SSerpentAggregate_SwimmingUndulationStartOffset=Swimming Undulation Start Offset
EDSTR_FIELDNAME_SSerpentAggregate_SwimmingUndulationWavelength=Swimming Undulation Wavelength
EDSTR_FIELDNAME_SSerpentAggregate_TurnSmoothingActivationAngleMax=Turn Smoothing Activation Angle Max
EDSTR_FIELDNAME_SSerpentAggregate_TurnSmoothingActivationAngleMin=Turn Smoothing Activation Angle Min
EDSTR_FIELDNAME_SSerpentAggregate_TurnSmoothingRadiusMax=Turn Smoothing Radius max
EDSTR_FIELDNAME_SSerpentAggregate_Type=Type
EDSTR_FIELDNAME_SSerpentAggregate_UncoilingWhileIdleRotationRateMax=Uncoiling While Idle Rotation Rate Max
EDSTR_FIELDNAME_SSerpentAggregate_UncoilingWhileIdleRotationRateMin=Uncoiling While Idle Rotation Rate Min
EDSTR_FIELDNAME_SSerpentSegment_Radius=Radius
EDSTR_FIELDNAME_SSharedLightInfo_LightInfo=Light Info
EDSTR_FIELDNAME_SSharedLightInfo_VariationCount=Variation Count
EDSTR_FIELDNAME_SSharedLightInfo_Variations=Variations
EDSTR_FIELDNAME_SSkinModelGroup_Models=Models
EDSTR_FIELDNAME_SSkinModelGroup_Name=Name
EDSTR_FIELDNAME_SSkinModelMacroRun_Macro=Macro
EDSTR_FIELDNAME_SSkinModelMacroRun_Models=Models
EDSTR_FIELDNAME_SSkinReplacement_Catalog=Catalog
EDSTR_FIELDNAME_SSkinReplacement_From=From
EDSTR_FIELDNAME_SSkinReplacement_To=To
EDSTR_FIELDNAME_SSoundAsset_FacialAnim=Facial Animation
EDSTR_FIELDNAME_SSoundAsset_FacialFile=Facial File
EDSTR_FIELDNAME_SSoundAsset_FacialGroup=Facial Group
EDSTR_FIELDNAME_SSoundAsset_File=File
EDSTR_FIELDNAME_SSoundAsset_LoopCount=Loop Count
EDSTR_FIELDNAME_SSoundAsset_LoopTime=Loop Time
EDSTR_FIELDNAME_SSoundAsset_Offset=Offset
EDSTR_FIELDNAME_SSoundAsset_Pitch=Pitch (semitones)
EDSTR_FIELDNAME_SSoundAsset_PortraitActor=Portrait Actor
EDSTR_FIELDNAME_SSoundAsset_PortraitAnim=Portrait Animation
EDSTR_FIELDNAME_SSoundAsset_PortraitModel=Portrait Model
EDSTR_FIELDNAME_SSoundAsset_Speaker=Speaker
EDSTR_FIELDNAME_SSoundAsset_Subtitle=Subtitle
EDSTR_FIELDNAME_SSoundAsset_SyncPoints=Synchronized Points
EDSTR_FIELDNAME_SSoundAsset_TemplateParam=Template Param
EDSTR_FIELDNAME_SSoundAsset_Volume=Volume (dBFS)
EDSTR_FIELDNAME_SSoundAsset_Weight=Weight
EDSTR_FIELDNAME_SSoundAssetTemplate_FacialAnim=Facial Anim
EDSTR_FIELDNAME_SSoundAssetTemplate_FacialFile=Facial File
EDSTR_FIELDNAME_SSoundAssetTemplate_FacialGroup=Facial Group
EDSTR_FIELDNAME_SSoundAssetTemplate_File=File
EDSTR_FIELDNAME_SSoundAssetTemplate_PortraitAnim=Portrait Anim
EDSTR_FIELDNAME_SSoundCategoryDefaults_DupeFadeBlend=Default Dupe Fade Blend
EDSTR_FIELDNAME_SSoundCategoryDefaults_DupeFadeIn=Default Dupe Fade In
EDSTR_FIELDNAME_SSoundCategoryDefaults_DupeFadeOut=Default Dupe Fade Out
EDSTR_FIELDNAME_SSoundCategoryDefaults_FogFadeBlend=Default Fog Fade Blend
EDSTR_FIELDNAME_SSoundCategoryDefaults_FogFadeIn=Default Fog Fade In
EDSTR_FIELDNAME_SSoundCategoryDefaults_FogFadeOut=Default Fog Fade Out
EDSTR_FIELDNAME_SSoundCategoryDefaults_MixerPriority=Default Mixer Priority
EDSTR_FIELDNAME_SSoundCategoryDefaults_Mute=Mute
EDSTR_FIELDNAME_SSoundCategoryDefaults_MuteFadeBlend=Default Mute Fade Blend
EDSTR_FIELDNAME_SSoundCategoryDefaults_MuteFadeIn=Default Mute Fade In
EDSTR_FIELDNAME_SSoundCategoryDefaults_MuteFadeOut=Default Mute Fade Out
EDSTR_FIELDNAME_SSoundCategoryDefaults_ReverbRolloffBlend=Default Reverb Rolloff Blend
EDSTR_FIELDNAME_SSoundCategoryDefaults_ReverbRolloffPoints=Default Reverb Rolloff Points
EDSTR_FIELDNAME_SSoundCategoryDefaults_Solo=Solo
EDSTR_FIELDNAME_SSoundCategoryDefaults_ThresholdFadeTime=Threshold Fade Time
EDSTR_FIELDNAME_SSoundCategoryDefaults_ThresholdPoints=Threshold Points
EDSTR_FIELDNAME_SSoundCategoryDefaults_Volume=Volume
EDSTR_FIELDNAME_SSoundCategoryDefaults_VolumeBaseline=Volume Basline
EDSTR_FIELDNAME_SSoundCategoryDefaults_VolumeRolloffBlend=Default Volume Rolloff Blend
EDSTR_FIELDNAME_SSoundCategoryDefaults_VolumeRolloffFadeBlend=Default Volume Rolloff Fade Blend
EDSTR_FIELDNAME_SSoundCategoryDefaults_VolumeRolloffFadeIn=Default Volume Rolloff Fade In
EDSTR_FIELDNAME_SSoundCategoryDefaults_VolumeRolloffFadeOut=Default Volume Rolloff Fade Out
EDSTR_FIELDNAME_SSoundCategoryDefaults_VolumeRolloffPoints=Default Volume Rolloff Fade Points
EDSTR_FIELDNAME_SSoundData_AlertFadeTimeIn=Alert Fade In Time
EDSTR_FIELDNAME_SSoundData_AlertFadeTimeOut=Alert Fade Out Time
EDSTR_FIELDNAME_SSoundData_AlertFadeVolume=Alert Fade Volume Min & Max
EDSTR_FIELDNAME_SSoundData_DSPArray=Digital Effects
EDSTR_FIELDNAME_SSoundData_LocalVolumeAdjustment=Local Volume Adjustment
EDSTR_FIELDNAME_SSoundData_NonLocalVolumeAdjustment=Non Local Volume Adjustment
EDSTR_FIELDNAME_SSoundData_VolumeControl=Volume Control
EDSTR_FIELDNAME_SSoundLocaleFlags_Flags=Flags
EDSTR_FIELDNAME_SSoundLocaleFlags_Locale=Locale
EDSTR_FIELDNAME_SSoundQuality_AutoDetectCPUCoreMaximum=Auto Detect CPU Cores
EDSTR_FIELDNAME_SSoundQuality_Channels=Channels
EDSTR_FIELDNAME_SSoundQuality_Flags=Flags
EDSTR_FIELDNAME_SSoundQuality_Format=Format
EDSTR_FIELDNAME_SSoundQuality_Name=Name
EDSTR_FIELDNAME_SSoundQuality_Resampler=Resampler
EDSTR_FIELDNAME_SSoundQuality_SampleRate=Sample Rate
EDSTR_FIELDNAME_SSoundQuality_SpeakerMode=Speaker Mode
EDSTR_FIELDNAME_SSoundQuality_VariationMaximum=Variation Maximum
EDSTR_FIELDNAME_SSoundtrackCue_MasterLayer=Master Layer
EDSTR_FIELDNAME_SSoundtrackCue_SlaveLayers=Slave Layer
EDSTR_FIELDNAME_SSoundtrackCue_Weight=Weight
EDSTR_FIELDNAME_SSoundtrackMasterLayer_Sound=Sound
EDSTR_FIELDNAME_SSoundtrackSection_Chance=Chance
EDSTR_FIELDNAME_SSoundtrackSection_Sound=Sound
EDSTR_FIELDNAME_SSoundtrackSection_Start=Start
EDSTR_FIELDNAME_SSoundtrackSlaveLayer_Sections=Sections
EDSTR_FIELDNAME_SSpawnInfo_Count=Count
EDSTR_FIELDNAME_SSpawnInfo_Delay=Delay
EDSTR_FIELDNAME_SSpawnInfo_Effect=Effect
EDSTR_FIELDNAME_SSpawnInfo_MaxCount=Max Count
EDSTR_FIELDNAME_SSpawnInfo_Requirements=Requirements
EDSTR_FIELDNAME_SSpawnInfo_StartCount=Start Count
EDSTR_FIELDNAME_SSpawnInfo_Unit=Unit
EDSTR_FIELDNAME_SStartingUnit_Count=Count
EDSTR_FIELDNAME_SStartingUnit_Flags=Flags
EDSTR_FIELDNAME_SStartingUnit_Offset=Offset
EDSTR_FIELDNAME_SStartingUnit_Range=Range
EDSTR_FIELDNAME_SStartingUnit_Unit=Unit
EDSTR_FIELDNAME_SStatusChargeData_AbilCmd=Ability Command
EDSTR_FIELDNAME_SStatusChargeData_Text=Text
EDSTR_FIELDNAME_SStatusColor_BackgroundColor=Background Color
EDSTR_FIELDNAME_SStatusColor_ColorArray=Colors
EDSTR_FIELDNAME_SStatusColor_EmptyColor=Empty Color
EDSTR_FIELDNAME_SStatusHarvesterData_SearchFilters=Search Filters
EDSTR_FIELDNAME_SStatusHarvesterData_SearchRadius=Search Radius
EDSTR_FIELDNAME_SStatusHarvesterData_Text=Text
EDSTR_FIELDNAME_STacAbilData_AbilLink=Ability
EDSTR_FIELDNAME_STacAbilData_Cooldown=Cooldown
EDSTR_FIELDNAME_STalentAbilityModification_Modifications=Modifications
EDSTR_FIELDNAME_STalentAbilityModification_ModifiedAbilButton=Modified Ability Button
EDSTR_FIELDNAME_STalentAbilityModification_ModifyAbil=Modify Ability
EDSTR_FIELDNAME_STalentAbilityModification_OriginalAbilButton=Original Ability Button
EDSTR_FIELDNAME_STalentAbilityModification_TooltipAddendum=Tooltip Addendum
EDSTR_FIELDNAME_STalentModification_Catalog=Catalog
EDSTR_FIELDNAME_STalentModification_Entry=Entry
EDSTR_FIELDNAME_STalentModification_Field=Field
EDSTR_FIELDNAME_STalentModification_FieldIsInteger=Field Is Integer
EDSTR_FIELDNAME_STalentModification_StringReplacement=String Replacement
EDSTR_FIELDNAME_STalentModification_Type=Type
EDSTR_FIELDNAME_STalentModification_Value=Value
EDSTR_FIELDNAME_STalentRank_AbilityPower=Ability Power
EDSTR_FIELDNAME_STalentRank_AttackDamage=Attack Damage
EDSTR_FIELDNAME_STalentRank_AttackSpeed=Attack Speed
EDSTR_FIELDNAME_STalentRank_BehaviorArray=Behaviors
EDSTR_FIELDNAME_STalentRank_CooldownReduction=Cooldown Reduction
EDSTR_FIELDNAME_STalentRank_Energy=Energy
EDSTR_FIELDNAME_STalentRank_EnergyRegenRate=Energy Regen Rate
EDSTR_FIELDNAME_STalentRank_Face=Face
EDSTR_FIELDNAME_STalentRank_Item=Item
EDSTR_FIELDNAME_STalentRank_Life=Life
EDSTR_FIELDNAME_STalentRank_LifeRegenRate=Life Regen Rate
EDSTR_FIELDNAME_STalentRank_ShieldRegenRate=Shield Regen Rate
EDSTR_FIELDNAME_STalentRank_Shields=Shields
EDSTR_FIELDNAME_STalentRank_Upgrade=Upgrade
EDSTR_FIELDNAME_STargetFilterResult_Filter=Filter
EDSTR_FIELDNAME_STargetFilterResult_Result=Result
EDSTR_FIELDNAME_STargetFindEnumArea_Arc=Arc
EDSTR_FIELDNAME_STargetFindEnumArea_MaxCount=Maximum Count
EDSTR_FIELDNAME_STargetFindEnumArea_Radius=Radius
EDSTR_FIELDNAME_STargetFindEnumArea_RadiusBonus=Radius Bonus
EDSTR_FIELDNAME_STargetFindEnumArea_Validator=Validator
EDSTR_FIELDNAME_STargetSorts_RequestCount=Request Count
EDSTR_FIELDNAME_STargetSorts_RequestPercentage=Request Percentage
EDSTR_FIELDNAME_STargetSorts_SortArray=Sorts
EDSTR_FIELDNAME_STeamColor_AttributeId=Attribute Id
EDSTR_FIELDNAME_STeamColor_HDRMultiplier=HDR Multiplier
EDSTR_FIELDNAME_STeamColor_MinPlayerCount=Minimum Player Count
EDSTR_FIELDNAME_STeamColor_Name=Name
EDSTR_FIELDNAME_STeamColor_UserChoice=User Choice
EDSTR_FIELDNAME_STeamColor_Value=Value
EDSTR_FIELDNAME_STechCost_Resource=Technology Resource Cost
EDSTR_FIELDNAME_STerrainDoodad_Model=Model
EDSTR_FIELDNAME_STerrainDoodad_PlacementRadius=Placement Radius
EDSTR_FIELDNAME_STerrainDoodad_Probability=Probability
EDSTR_FIELDNAME_STerrainDoodad_RandomRotation=Random Rotation
EDSTR_FIELDNAME_STerrainSquib_AttachQuery=Attach Query
EDSTR_FIELDNAME_STerrainSquib_GroupName=Group Name
EDSTR_FIELDNAME_STerrainSquib_IdlePeriod=Idle Period
EDSTR_FIELDNAME_STerrainSquib_MovementDistance=Movement Distance
EDSTR_FIELDNAME_STerrainSquib_RangeDown=Range Down
EDSTR_FIELDNAME_STerrainSquib_RangeDownFade=Range Down Fade
EDSTR_FIELDNAME_STerrainSquib_RangeUp=Range Up
EDSTR_FIELDNAME_STerrainSquib_RangeUpFade=Range Up Fade
EDSTR_FIELDNAME_STerrainSquib_Visuals=Visuals
EDSTR_FIELDNAME_STerrainSquibVisual_ActorModel=Actor Model
EDSTR_FIELDNAME_STerrainSquibVisual_ActorModelLow=Actor Model Low
EDSTR_FIELDNAME_STerrainSquibVisual_Flags=Flags
EDSTR_FIELDNAME_STerrainSquibVisual_ModelLink=Model Link
EDSTR_FIELDNAME_STerrainSquibVisual_TerrainPhysicsMaterial=Terrain Physics Material
EDSTR_FIELDNAME_STextTagParameters_Attachment=Attachment
EDSTR_FIELDNAME_STextTagParameters_BackgroundColor=Background Color
EDSTR_FIELDNAME_STextTagParameters_BackgroundImage=Background Image
EDSTR_FIELDNAME_STextTagParameters_BackgroundImageTiled=Background Image Tiled
EDSTR_FIELDNAME_STextTagParameters_EdgeColor=Edge Color
EDSTR_FIELDNAME_STextTagParameters_FontSize=Font Size
EDSTR_FIELDNAME_STextTagParameters_Offset=Offset
EDSTR_FIELDNAME_STextTagParameters_Text=Text
EDSTR_FIELDNAME_STextTagParameters_TextColor=Text Color
EDSTR_FIELDNAME_STextTagParameters_TextShadow=Text Shadow
EDSTR_FIELDNAME_STextureDeclare_Adaptions=Adaptions
EDSTR_FIELDNAME_STextureDeclare_Prefix=Prefix
EDSTR_FIELDNAME_STextureDeclare_Slot=Slot
EDSTR_FIELDNAME_STextureExpressionSpec_Expression=Expression
EDSTR_FIELDNAME_STextureExpressionSpec_Slot=Slot
EDSTR_FIELDNAME_STextureInfo_Expression=Expression
EDSTR_FIELDNAME_STextureInfo_Probability=Probability
EDSTR_FIELDNAME_STextureInfo_Slot=Slot
EDSTR_FIELDNAME_STextureMatchSpec_Slot=Slot
EDSTR_FIELDNAME_STextureMatchSpec_Source=Source
EDSTR_FIELDNAME_STextureNameAdaption_AppliesToFile=Applies To File
EDSTR_FIELDNAME_STextureNameAdaption_AppliesToInnate=Applies To Innate
EDSTR_FIELDNAME_STextureNameAdaption_PropsAdd=Properties Add
EDSTR_FIELDNAME_STextureNameAdaption_PropsRemove=Properties Remove
EDSTR_FIELDNAME_STextureNameAdaption_PropsSet=Properties Set
EDSTR_FIELDNAME_STextureNameAdaption_Slot=Slot
EDSTR_FIELDNAME_STextureNameAdaption_TriggerOnSubstring=Trigger On Substring
EDSTR_FIELDNAME_STimeEvent_Name=Name
EDSTR_FIELDNAME_STimeEvent_Time=Time
EDSTR_FIELDNAME_STriggerLib_Id=Identifier
EDSTR_FIELDNAME_STriggerLib_IncludePath=Include Path
EDSTR_FIELDNAME_STutorialConfig_Description=Description
EDSTR_FIELDNAME_STutorialConfig_Icon=Icon
EDSTR_FIELDNAME_STutorialConfig_Movie=Movie
EDSTR_FIELDNAME_STutorialConfig_Title=Title
EDSTR_FIELDNAME_SUnitAbilData_Link=Ability
EDSTR_FIELDNAME_SUnitAbilSound_AbilCmd=Ability Command
EDSTR_FIELDNAME_SUnitAbilSound_GroupSound=Group Sound
EDSTR_FIELDNAME_SUnitAbilSound_Sound=Sound
EDSTR_FIELDNAME_SUnitArmorFormula_NegativeArmorMultiplier=Negative Armor Multiplier
EDSTR_FIELDNAME_SUnitArmorFormula_NegativeDamageBase=Negative Damage Base
EDSTR_FIELDNAME_SUnitArmorFormula_NegativeDamageUnscaled=Negative Damage Unscaled
EDSTR_FIELDNAME_SUnitArmorFormula_PositiveArmorMultiplier=Positive Armor Multiplier
EDSTR_FIELDNAME_SUnitArmorFormula_PositiveDamageRatio=Positive Damage Ratio
EDSTR_FIELDNAME_SUnitBehaviorData_Link=Behavior
EDSTR_FIELDNAME_SUnitEquipment_Effect=Effect
EDSTR_FIELDNAME_SUnitEquipment_Icon=Icon
EDSTR_FIELDNAME_SUnitEquipment_Name=Name
EDSTR_FIELDNAME_SUnitEquipment_Tooltip=Tooltip
EDSTR_FIELDNAME_SUnitEquipment_Weapon=Weapon
EDSTR_FIELDNAME_SUnitKillRank_MinKills=Minimum Kills
EDSTR_FIELDNAME_SUnitKillRank_Text=Text
EDSTR_FIELDNAME_SUnitResourceRatio_Amount=Amount
EDSTR_FIELDNAME_SUnitReviveInfo_Time=Time
EDSTR_FIELDNAME_SUnitSpeedText_MinSpeed=Minimum Speed
EDSTR_FIELDNAME_SUnitSpeedText_Text=Text
EDSTR_FIELDNAME_SUnitWeaponData_Link=Weapon
EDSTR_FIELDNAME_SUnitWeaponData_Turret=Turret
EDSTR_FIELDNAME_SUpgradeEffect_Operation=Operation
EDSTR_FIELDNAME_SUpgradeEffect_Reference=Data Reference
EDSTR_FIELDNAME_SUpgradeEffect_Value=Value
EDSTR_FIELDNAME_SUserField_Count=Value Count
EDSTR_FIELDNAME_SUserField_EditorColumn=Editor Column
EDSTR_FIELDNAME_SUserField_EditorText=Editor Text
EDSTR_FIELDNAME_SUserField_Flags=Flags
EDSTR_FIELDNAME_SUserField_GameLinkType=Game Link Type
EDSTR_FIELDNAME_SUserField_Id=Id
EDSTR_FIELDNAME_SUserField_Type=Value Type
EDSTR_FIELDNAME_SUserField_UserType=User Type
EDSTR_FIELDNAME_SUserInstance_AbilCmd=Ability Commands
EDSTR_FIELDNAME_SUserInstance_Actor=Actors
EDSTR_FIELDNAME_SUserInstance_Color=Colors
EDSTR_FIELDNAME_SUserInstance_Compare=Compare
EDSTR_FIELDNAME_SUserInstance_Fixed=Reals
EDSTR_FIELDNAME_SUserInstance_GameLink=Game Link
EDSTR_FIELDNAME_SUserInstance_Id=Id
EDSTR_FIELDNAME_SUserInstance_Image=Images
EDSTR_FIELDNAME_SUserInstance_Int=Integers
EDSTR_FIELDNAME_SUserInstance_Model=Models
EDSTR_FIELDNAME_SUserInstance_Movie=Movies
EDSTR_FIELDNAME_SUserInstance_Sound=Sounds
EDSTR_FIELDNAME_SUserInstance_String=Strings
EDSTR_FIELDNAME_SUserInstance_Text=Text
EDSTR_FIELDNAME_SUserInstance_Unit=Units
EDSTR_FIELDNAME_SUserInstance_Upgrade=Upgrades
EDSTR_FIELDNAME_SUserInstance_User=User
EDSTR_FIELDNAME_SUserInstanceAbilCmd_Abil=Ability
EDSTR_FIELDNAME_SUserInstanceAbilCmd_Cmd=Command
EDSTR_FIELDNAME_SUserInstanceAbilCmd_Field=Field
EDSTR_FIELDNAME_SUserInstanceActor_Actor=Actor
EDSTR_FIELDNAME_SUserInstanceActor_Field=Field
EDSTR_FIELDNAME_SUserInstanceColor_Color=Color
EDSTR_FIELDNAME_SUserInstanceColor_Field=Field
EDSTR_FIELDNAME_SUserInstanceCompare_Compare=Compare
EDSTR_FIELDNAME_SUserInstanceCompare_Field=Field
EDSTR_FIELDNAME_SUserInstanceField_Id=Id
EDSTR_FIELDNAME_SUserInstanceField_Index=Index
EDSTR_FIELDNAME_SUserInstanceFixed_Field=Field
EDSTR_FIELDNAME_SUserInstanceFixed_Fixed=Real
EDSTR_FIELDNAME_SUserInstanceGameLink_Field=Field
EDSTR_FIELDNAME_SUserInstanceGameLink_GameLink=Game Link
EDSTR_FIELDNAME_SUserInstanceImage_Attach=Attachment Point
EDSTR_FIELDNAME_SUserInstanceImage_Edge=Edge
EDSTR_FIELDNAME_SUserInstanceImage_Field=Field
EDSTR_FIELDNAME_SUserInstanceImage_Image=Image
EDSTR_FIELDNAME_SUserInstanceInt_Field=Field
EDSTR_FIELDNAME_SUserInstanceInt_Int=Integer
EDSTR_FIELDNAME_SUserInstanceModel_Field=Field
EDSTR_FIELDNAME_SUserInstanceModel_Model=Model
EDSTR_FIELDNAME_SUserInstanceMovie_Field=Field
EDSTR_FIELDNAME_SUserInstanceMovie_Movie=Movie
EDSTR_FIELDNAME_SUserInstanceSound_Field=Field
EDSTR_FIELDNAME_SUserInstanceSound_Sound=Sound
EDSTR_FIELDNAME_SUserInstanceString_Field=Field
EDSTR_FIELDNAME_SUserInstanceString_String=String
EDSTR_FIELDNAME_SUserInstanceText_Field=Field
EDSTR_FIELDNAME_SUserInstanceText_Text=Text
EDSTR_FIELDNAME_SUserInstanceUnit_Field=Field
EDSTR_FIELDNAME_SUserInstanceUnit_Unit=Unit
EDSTR_FIELDNAME_SUserInstanceUpgrade_Field=Field
EDSTR_FIELDNAME_SUserInstanceUpgrade_Upgrade=Upgrade
EDSTR_FIELDNAME_SUserInstanceUser_Field=Field
EDSTR_FIELDNAME_SUserInstanceUser_Instance=Instance
EDSTR_FIELDNAME_SUserInstanceUser_Type=Type
EDSTR_FIELDNAME_SValidatorCondition_Return=Return
EDSTR_FIELDNAME_SValidatorCondition_Test=Test
EDSTR_FIELDNAME_SValidatorEnumArea_Arc=Arc
EDSTR_FIELDNAME_SValidatorEnumArea_Compare=Compare
EDSTR_FIELDNAME_SValidatorEnumArea_Count=Count
EDSTR_FIELDNAME_SValidatorEnumArea_Radius=Radius
EDSTR_FIELDNAME_SValidatorEnumArea_RadiusBonus=Radius Bonus
EDSTR_FIELDNAME_SValidatorEnumArea_Validator=Validator
EDSTR_FIELDNAME_SValidatorFunction_Break=Break
EDSTR_FIELDNAME_SValidatorFunction_Failure=Failure
EDSTR_FIELDNAME_SValidatorFunction_Ignored=Ignored
EDSTR_FIELDNAME_SValidatorFunction_Success=Success
EDSTR_FIELDNAME_SVariationActorMessage_Context=Context
EDSTR_FIELDNAME_SVariationActorMessage_Send=Send
EDSTR_FIELDNAME_SVariationConfig_Command=Command
EDSTR_FIELDNAME_SVariationConfig_Region=Region
EDSTR_FIELDNAME_SVariationConfig_Sensitivity=Sensitivity
EDSTR_FIELDNAME_SVeterancyLevel_InfoIcon=Info Icon
EDSTR_FIELDNAME_SVeterancyLevel_LevelGainEffect=Level Gain Effect
EDSTR_FIELDNAME_SVeterancyLevel_LevelLossEffect=Level Loss Effect
EDSTR_FIELDNAME_SVeterancyLevel_MinVeterancyXP=Minimum Experience
EDSTR_FIELDNAME_SVeterancyLevel_Modification=Modification
EDSTR_FIELDNAME_SVitalColor_ColorArray=Colors
EDSTR_FIELDNAME_SVitalRegenVitalRemain_AmountMissing=Amount Missing
EDSTR_FIELDNAME_SVitalRegenVitalRemain_RegenModification=Regen Modification
EDSTR_FIELDNAME_SVoiceOverGroup_Id=Id
EDSTR_FIELDNAME_SVoiceOverGroup_SoundParent=Sound Parent
EDSTR_FIELDNAME_SVoiceOverLine_Comment=Comment
EDSTR_FIELDNAME_SVoiceOverLine_FacialAnim=Facial Animation
EDSTR_FIELDNAME_SVoiceOverLine_FacialAsVoiceDir=Use As Voice Direction
EDSTR_FIELDNAME_SVoiceOverLine_FacialBlend=Facial Animation Blend
EDSTR_FIELDNAME_SVoiceOverLine_Group=Group
EDSTR_FIELDNAME_SVoiceOverLine_SoundIndex=Sound Index
EDSTR_FIELDNAME_SVolumeFade_Time=Time
EDSTR_FIELDNAME_SVolumeFade_Volume=Volume
EDSTR_FIELDNAME_SVolumeRolloff_Distance=Distance
EDSTR_FIELDNAME_SVolumeRolloff_Volume=Volume
EDSTR_FIELDNAME_SVolumeThreshold_Count=Count
EDSTR_FIELDNAME_SVolumeThreshold_Volume=Volume
EDSTR_FIELDNAME_SWaterDoodad_Density=Density
EDSTR_FIELDNAME_SWaterDoodad_Lifetime=Lifetime
EDSTR_FIELDNAME_SWaterDoodad_MaxSize=Maximum Size
EDSTR_FIELDNAME_SWaterDoodad_MinSize=Minimum Size
EDSTR_FIELDNAME_SWaterDoodad_Model=Model
EDSTR_FIELDNAME_SWaterStateDesc_CausticsFallOff=Caustics Fall Off
EDSTR_FIELDNAME_SWaterStateDesc_Color=Color
EDSTR_FIELDNAME_SWaterStateDesc_ColorFallOff=Color Fall Off
EDSTR_FIELDNAME_SWaterStateDesc_Height=Height
EDSTR_FIELDNAME_SWaterStateDesc_MeshRoughness=Mesh Roughness
EDSTR_FIELDNAME_SWaterStateDesc_MinReflection=Minimum Reflection
EDSTR_FIELDNAME_SWaterStateDesc_Name=Name
EDSTR_FIELDNAME_SWaterStateDesc_ReflectionDistortion=Reflection Distortion
EDSTR_FIELDNAME_SWaterStateDesc_ReflectivityPower=Reflectivity Power
EDSTR_FIELDNAME_SWaterStateDesc_RefractionDistortion=Refraction Distortion
EDSTR_FIELDNAME_SWaterStateDesc_ShadowDistortion=Shadow Distortion
EDSTR_FIELDNAME_SWaterStateDesc_Specularity=Specularity
EDSTR_FIELDNAME_SWaterStateDesc_SpecularScaler=Specular Scale
EDSTR_FIELDNAME_SWaterStateDesc_TextureRoughness=Texture Roughness
EDSTR_FIELDNAME_SWaterStateDesc_UvRate=UV Rate
EDSTR_FIELDNAME_SWaterStateDesc_UvRotate=UV Rotate
EDSTR_FIELDNAME_SWeaponSpeedText_MinSpeed=Minimum Speed
EDSTR_FIELDNAME_SWeaponSpeedText_Text=Text
