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=== | === CfgLanguages === | ||
Languages defined in '''CfgLanguages''' will show up in the languages combo box in the game options menu. However, only languages that are supported by the engine, see [[#Supported Languages|Supported Languages]] can be added. By default, vanilla {{arma3}} has only added the languages that are actually used by the base game. | |||
<syntaxhighlight lang="cpp"> | |||
// Languages defined in Arma 3 2.20 | |||
class CfgLanguages | |||
{ | |||
class Original | |||
{ | |||
name = "Original"; | |||
}; | |||
class English | |||
{ | |||
name = $STR_LANG_ENGLISH; | |||
}; | |||
class French | |||
{ | |||
name = $STR_LANG_FRENCH; | |||
}; | |||
class Spanish | |||
{ | |||
name = $STR_LANG_SPANISH; | |||
}; | |||
class Italian | |||
{ | |||
name = $STR_LANG_ITALIAN; | |||
}; | |||
class German | |||
{ | |||
name = $STR_LANG_GERMAN; | |||
}; | |||
class Czech | |||
{ | |||
name = $STR_LANG_CZECH; | |||
}; | |||
class Polish | |||
{ | |||
name = $STR_LANG_POLISH; | |||
}; | |||
class Russian | |||
{ | |||
name = $STR_LANG_RUSSIAN; | |||
}; | |||
class Portuguese | |||
{ | |||
name = $STR_LANG_PORTUGUESE; | |||
}; | |||
class Korean | |||
{ | |||
name = $STR_LANGUAGE_KOREAN; | |||
}; | |||
class Japanese | |||
{ | |||
name = $STR_LANGUAGE_JAPANESE; | |||
}; | |||
class Chinese | |||
{ | |||
name = $STR_LANGUAGE_CHINESETRAD; | |||
}; | |||
class Chinesesimp | |||
{ | |||
name = $STR_LANGUAGE_CHINESESIMP; | |||
}; | |||
class Turkish | |||
{ | |||
name = $STR_LANG_TURKISH; | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
==== Custom Language ==== | |||
A new language can be added by a ''hack''. One can reuse a supported but not used language to add a custom language. | |||
<syntaxhighlight lang="cpp"> | |||
class CfgLanguages | |||
{ | |||
class Dutch | |||
{ | |||
name = "Arabic"; | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
The ''Dutch'' language will now show up in the game options menu as ''Arabic''. Now one can fill that with an arabic translation via ''stringtable.xml'' | |||
<syntaxhighlight lang="cpp"> | |||
<Key ID="STR_ENH_MAIN_ZEUSADDONS_INVERT"> | |||
<Dutch>My Arabic Translation</Dutch> | |||
</Key> | |||
</syntaxhighlight> | |||
{{Feature|important|Be aware that this will break other mods if these actually implemented the language that is being overwritten!}} | |||
=== Unsupported language English in stringtable === | === Unsupported language English in stringtable === |
Latest revision as of 10:50, 31 May 2025
String tables are used to make internationalization easier for the game. They are used in addons, missions, and scripts, and are located in the root of the mission or addon folders.
Any strings that are used in the game can be kept separate from the code, and can therefore easily be edited and expanded into different languages. Instead of using strings directly in the code, you are using a variable. This variable will then contain the actual string, read from stringtable.xml, with the language that is being read depending on the game settings.
Stringtable Editors
It is strongly recommended to use a tool to edit the XML file; a selection of Stringtable Community Tools can be found in the Community Tools - Localisation Tools page section.
Example
<?xml version="1.0" encoding="utf-8" ?>
<Project name="Any Name">
<Package name="Mission One">
<Container name="Some Words">
<Key ID="STR_TAG_Yes">
<Original>yes</Original>
<English>yes</English>
<Czech>ano</Czech>
<French>oui</French>
<German>ja</German>
<Italian>sì</Italian>
<Polish>tak</Polish>
<Portuguese>sim</Portuguese>
<Russian>да</Russian>
<Spanish>sí</Spanish>
<Korean>네</Korean>
<Japanese>はい</Japanese>
<Chinesesimp>是</Chinesesimp>
<Chinese>是(繁體)</Chinese>
</Key>
<Key ID="STR_TAG_No">
<Original>no</Original>
</Key>
</Container>
<Container name="Another Container">
<Key ID="STR_TAG_formatted">
<Original>Hello, %1.</Original>
</Key>
<Key ID="STR_TAG_structuredText">
<Original>Some text <t color='%1'>%2</t></Original>
</Key>
</Container>
</Package>
</Project>
Supported Languages
Arma 2 & Arma 2: Operation Arrowhead | Arma 3 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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CfgLanguages
Languages defined in CfgLanguages will show up in the languages combo box in the game options menu. However, only languages that are supported by the engine, see Supported Languages can be added. By default, vanilla Arma 3 has only added the languages that are actually used by the base game.
// Languages defined in Arma 3 2.20
class CfgLanguages
{
class Original
{
name = "Original";
};
class English
{
name = $STR_LANG_ENGLISH;
};
class French
{
name = $STR_LANG_FRENCH;
};
class Spanish
{
name = $STR_LANG_SPANISH;
};
class Italian
{
name = $STR_LANG_ITALIAN;
};
class German
{
name = $STR_LANG_GERMAN;
};
class Czech
{
name = $STR_LANG_CZECH;
};
class Polish
{
name = $STR_LANG_POLISH;
};
class Russian
{
name = $STR_LANG_RUSSIAN;
};
class Portuguese
{
name = $STR_LANG_PORTUGUESE;
};
class Korean
{
name = $STR_LANGUAGE_KOREAN;
};
class Japanese
{
name = $STR_LANGUAGE_JAPANESE;
};
class Chinese
{
name = $STR_LANGUAGE_CHINESETRAD;
};
class Chinesesimp
{
name = $STR_LANGUAGE_CHINESESIMP;
};
class Turkish
{
name = $STR_LANG_TURKISH;
};
};
Custom Language
A new language can be added by a hack. One can reuse a supported but not used language to add a custom language.
class CfgLanguages
{
class Dutch
{
name = "Arabic";
};
};
The Dutch language will now show up in the game options menu as Arabic. Now one can fill that with an arabic translation via stringtable.xml
<Key ID="STR_ENH_MAIN_ZEUSADDONS_INVERT">
<Dutch>My Arabic Translation</Dutch>
</Key>
Unsupported language English in stringtable
See Common Errors and Warnings.
Key Naming Convention
Same as global variables, it is recommended to use a TAG to prevent translation collision between mods (e.g STR_TAG_helloThere).
String Formats
Strings stored in the stringtable can be in the following formats:
- Normal text, such as Hello there
- format text, such as Hello %1
- Structured Text, such as <t size='2'>Hello</t> there, but:
<t size='2'>Hello</t> there would then become <t size='2'>Hello</t> there.
Usage
Script
A translation can be retrieved and used in a script by using the localize command:
Config
Whether it is in Description.ext, Campaign Description.ext, Dialogs etc., a translated Config entry must use the $ prefix (to an uppercase STR) for the engine to look the translation key up:
onLoadName = "$STR_TAG_missionName";
overviewText = "$str_TAG_overviewText"; // invalid, will display "$str_TAG_overviewText" (with the $ sign)
onLoadMission = $STR_TAG_loadMissionText; // works without quotes but this is NOT recommended
The preprocessor will replace $STR entries with their corresponding Stringtable value.
Translated Sounds
The Stringtable can be used to use different voices depending on the user's language setting:
class CfgRadio
{
class TAG_V01
{
name = "$STR_TAG_V01_name";
sound[] = { "$STR_TAG_V01_path", 1, 1 };
title = "$STR_TAG_V01_subtitle";
};
};
the Stringtable's entries looking like this:
<Key ID="STR_V01_name">
<English>"Hello There" by OWK</English>
<French>"Salut à tous" par OWK</French>
</Key>
<Key ID="STR_V01_path">
<English>Sound\EN\v01.ogg</English>
<French>Sound\FR\v01.ogg</French>
</Key>
<Key ID="STR_V01_subtitle">
<English>Hello There!</English>
<French>Salut à tous !</French>
</Key>
Then using it in-game:
Editor
In markers and other Eden Editor fields (e.g Mission Name), translation keys should be prefixed with @, without any quotes around - e.g @STR_myMarkerName. Casing does not matter here.
Multiplayer
Multiplayer Scripting should consider that the translation implementation should ideally happen client-side; clients and server are likely to be configured in a different language, as a server-side call to global effect text commands (such as setMarkerText) would set the text in the server's language to everyone.
Example of client-side translation of a server message:
Commands & Functions
See also Command Group: Localization: