Strangepete/Sandbox – User

From Bohemia Interactive Community
Jump to navigation Jump to search
(request for contributions - will eventually be page 'Stringtable.xml')
(mp note - how does that sound?)
Line 1: Line 1:
==Stringtable.xml==
==Stringtable.xml==
{{note|Work-in-Progress : please contribute here if you see anything or want to add anything...
{{note|Work-in-Progress : please contribute here if you see anything or want to add anything...
*input on implementation in arma 2 requested: eg, languages, compatibility with arma3 xml? etc.
*implementation in arma 2: eg, compatibility with arma3 xml? etc.
*use of @STR_ in mission.sqm and via Mission Editor - still valid? working example?
*use of @STR_ in mission.sqm and via Mission Editor - still valid? working example?
*proof read}}
*proof read}}
Line 110: Line 110:
</code>
</code>


<div style="text-align: left; margin: 1em">
{| style="width: 100%;text-align:left; background-color: #C3D6DD; border: 1px solid #aaa; padding: 0.1em; margin: 0"
|-
| valign="top" style="padding:0 0.2em 0 0.4em; font: bold italic 3em serif; font-weight: 1000; color:#112020; width: 0.5em;" | i
| style="padding: 0.1em; font: 1.0em sans-serif" | '''Multiplayer Scripts''' should take care to consider implementation with clients and server potentially varied localizations, and global effects of commands used
|}</div>
==Languages==
==Languages==
;Arma 3
;Arma 3
:Czech
:English, Czech, French, Spanish, Italian, Polish, Portuguese, Russian, German
:English
;Arma 2 OA
:French
:English, Czech, French, Spanish, Italian
:German
:Italian
:Polish
:Portuguese
:Russian
:Spanish
;Arma 2
:...?


==Comments==
==Comments==

Revision as of 06:01, 4 April 2014

Stringtable.xml

Template:note 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'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 &lt;t color='%1'&gt;%2&lt;/t&gt;</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 - this is just good practice
  • Package and container names appear to only be for organizational use; use them for your own sanity
Stringtable.xml must be saved with UTF-8 Encoding for international characters to display and save correctly

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."   // str_myTag_formatted: <Original>Hello, %1.</Original>


The stringtable can also hold Structured Text xml tags, if the tag characters < > are encoded as &lt; < and &gt; > see: HTML Entities

hint parseText format [ localize "str_myTag_structured", "#FF0000", "with Color!" ]; //show 'with Color!' in Red   // str_myTag_structured: <English>Some text &lt;t color='%1'&gt;%2&lt;/t&gt;</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; overviewText = $STR_myTag_overviewText; overviewPicture = "intro.paa"; loadScreen = "intro.paa"; author="me";


Dialogs

As with Description.ext, the preprocessor will replace the values in configs 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; ...


CfgRadio

Stringtables can also be used for sounds and radio sentences in CfgRadio, also residing in Description.ext:

class CfgRadio { sounds[] = {}; class RadioMsg1 { name = ""; sound[] = {$STR_myTag_sound_RadioMsg1, db-100, 1.0}; title = $STR_myTag_RadioMsg1; }; }; // str_myTag_sound_RadioMsg1: <English>\sound\radiomsg1_en.ogg</English> // <Czech>\sound\radiomsg1_cz.ogg</Czech> // str_myTag_RadioMsg1: <English>I am ready for your orders.</English>


i Multiplayer Scripts should take care to consider implementation with clients and server potentially varied localizations, and global effects of commands used

Languages

Arma 3
English, Czech, French, Spanish, Italian, Polish, Portuguese, Russian, German
Arma 2 OA
English, Czech, French, Spanish, Italian

Comments