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== | ==Stringtable.xml== | ||
Stringtables are used to make internationalization easier for the game. They are used in addons, missions, and scripts. It is saved to the root of the mission or addon folder. | |||
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's being read depending on the game settings. | |||
=====Example Format===== | |||
<code><?xml version="1.0" encoding="utf-8" ?> | |||
<Project name="Any Name"> | |||
<Package name="Mission One"> | |||
<Container name="Some Words"> | |||
<Key ID="str_myTag_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> | |||
</Key> | |||
<Key ID="str_myTag_No"> | |||
<Original>no</Original> | |||
</Key> | |||
</Container> | |||
<Container name="Another Container"> | |||
<Key ID="str_myTag_another_key"> | |||
<Original></Original> | |||
</Key> | |||
<Key ID="str_myTag_formatted"> | |||
<Original>Hello, %1.</Original> | |||
</Key> | |||
<Key ID="str_myTag_structured"> | |||
<Original>Some text &lt;t color='%1'&gt;%2&lt;/t&gt;</Original> | |||
</Key> | |||
</Container> | |||
</Package> | |||
</Project> | |||
</code> | |||
Replace ''myTag'' in str_myTag_someKey with your OFPEC tag or other means of personal identification so other addon and mission string names won't collide, potentially breaking your mission | |||
{{Important|Stringtable.xml must be saved with UTF-8 Encoding for international characters to display correctly}} | |||
==Usage== | |||
====Scripts==== | |||
A string from stringtable.xml can be retrieved and used in a script by using the [[localize]] command | |||
<code> | |||
hint (localize "str_myTag_Yes"); | |||
| |||
_twoStrings = (localize "str_myTag_String1") + (localize "str_tag_String2"); | |||
| |||
hint format [localize "str_myTag_formatted","Dave"]; // "Hello, Dave." | |||
// stringtable: <Original>Hello, %1.</Original></code> | |||
The stringtable can also hold [[Structured Text]] xml tags, if the tag characters < > are encoded as [http://www.w3schools.com/html/html_entities.asp HTML Entities] - | |||
<tt>< &lt; | |||
> &gt;</tt> | |||
<code> | |||
hint parseText format[localize "str_myTag_structured","#FF0000","with Color!"; //show 'with Color!' in Red | |||
| |||
// stringtable: <English>Some text &lt;t color='%1'&gt;%2&lt;/t&gt;</English> | |||
// after format & parseText: Some text <t color='#FF0000'>with Color!</t></code> | |||
====Description.ext==== | |||
Stringtable values can be used in the [[Description.ext]] config by typing the key as such, '''$STR_myTag_keyName''', and without quotation marks; these will be replaced by the preprocessor: | |||
<code>onLoadName=$STR_myTag_missionName; | |||
onLoadMission = $STR_myTag_loadMissionText; | |||
loadScreen = "intro.paa"; | |||
overviewText = $STR_myTag_overviewText; | |||
overviewPicture = "intro.paa"; | |||
author="me";</code> | |||
====Dialogs==== | |||
As with Description.ext, the preprocessor will replace the values as long as the key name is formatted correctly (see above) | |||
<code> | |||
class RscText_1012: RscText | |||
{ | |||
idc = 1012; | |||
text = $STR_myTag_someLabelText; | |||
tooltip = $STR_myTag_someTip; | |||
...</code> | |||
==Languages== | |||
;Arma 3 | |||
:Czech | |||
:English | |||
:French | |||
:German | |||
:Italian | |||
:Polish | |||
:Portuguese | |||
:Russian | |||
:Spanish | |||
;Arma 2 | |||
:...? | |||
==Comments== |
Revision as of 10:09, 2 April 2014
Stringtable.xml
Stringtables are used to make internationalization easier for the game. They are used in addons, missions, and scripts. It is saved to the root of the mission or addon folder.
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's being read depending on the game settings.
Example Format
<?xml version="1.0" encoding="utf-8" ?>
<Project name="Any Name">
<Package name="Mission One">
<Container name="Some Words">
<Key ID="str_myTag_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>
</Key>
<Key ID="str_myTag_No">
<Original>no</Original>
</Key>
</Container>
<Container name="Another Container">
<Key ID="str_myTag_another_key">
<Original></Original>
</Key>
<Key ID="str_myTag_formatted">
<Original>Hello, %1.</Original>
</Key>
<Key ID="str_myTag_structured">
<Original>Some text <t color='%1'>%2</t></Original>
</Key>
</Container>
</Package>
</Project>
Replace myTag in str_myTag_someKey with your OFPEC tag or other means of personal identification so other addon and mission string names won't collide, potentially breaking your mission
Usage
Scripts
A string from stringtable.xml can be retrieved and used in a script by using the localize command
hint (localize "str_myTag_Yes");
_twoStrings = (localize "str_myTag_String1") + (localize "str_tag_String2");
hint format [localize "str_myTag_formatted","Dave"]; // "Hello, Dave."
// stringtable: <Original>Hello, %1.</Original>
The stringtable can also hold Structured Text xml tags, if the tag characters < > are encoded as HTML Entities -
< <
> >
hint parseText format[localize "str_myTag_structured","#FF0000","with Color!"; //show 'with Color!' in Red
// stringtable: <English>Some text <t color='%1'>%2</t></English>
// after format & parseText: Some text <t color='#FF0000'>with Color!</t>
Description.ext
Stringtable values can be used in the Description.ext config by typing the key as such, $STR_myTag_keyName, and without quotation marks; these will be replaced by the preprocessor:
onLoadName=$STR_myTag_missionName;
onLoadMission = $STR_myTag_loadMissionText;
loadScreen = "intro.paa";
overviewText = $STR_myTag_overviewText;
overviewPicture = "intro.paa";
author="me";
Dialogs
As with Description.ext, the preprocessor will replace the values as long as the key name is formatted correctly (see above)
class RscText_1012: RscText
{
idc = 1012;
text = $STR_myTag_someLabelText;
tooltip = $STR_myTag_someTip;
...
Languages
- Arma 3
- Czech
- English
- French
- German
- Italian
- Polish
- Portuguese
- Russian
- Spanish
- Arma 2
- ...?