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==Stringtable.xml==
{{TOC|side}}
{{Feature | Informative | [[Stringtable.xml]] was introduced with {{arma1}}. For {{ofp}}, see [[Stringtable.csv]].}}
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.
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.
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.


=====Example Format:=====
 
<code><?xml version="1.0" encoding="utf-8" ?>
== Stringtable Editors ==
 
It is strongly recommended to use a tool to edit the XML file; a selection of Stringtable [[:Category:Community Tools|Community Tools]] can be found in the [[:Category:Community Tools#Localisation Tools|Community Tools - Localisation Tools]] page section.
 
 
== Example ==
 
<syntaxhighlight lang="xml"></syntaxhighlight><!-- so the syntaxhighlight works in the spoiler tag -->
<spoiler text="Show Stringtable.xml example">
<syntaxhighlight lang="xml">
<?xml version="1.0" encoding="utf-8" ?>
<Project name="Any Name">
<Project name="Any Name">
<Package name="Mission One">
<Package name="Mission One">
<Container name="Some Words">
<Container name="Some Words">
<Key ID="str_myTag_Yes">
<Key ID="STR_TAG_Yes">
<Original>yes</Original>
<Original>yes</Original>
<English>yes</English>
<English>yes</English>
Line 20: Line 31:
<Russian>да</Russian>
<Russian>да</Russian>
<Spanish>sí</Spanish>
<Spanish>sí</Spanish>
<Korean>네</Korean>
<Japanese>はい</Japanese>
<Chinesesimp>是</Chinesesimp>
<Chinese>是(繁體)</Chinese>
</Key>
</Key>
<Key ID="str_myTag_No">
<Key ID="STR_TAG_No">
<Original>no</Original>
<Original>no</Original>
</Key>
</Key>
</Container>
</Container>
<Container name="Another Container">
<Container name="Another Container">
<Key ID="str_myTag_another_key">
<Key ID="STR_TAG_formatted">
<Original></Original>
</Key>
<Key ID="str_myTag_formatted">
<Original>Hello, %1.</Original>
<Original>Hello, %1.</Original>
</Key>
</Key>
<Key ID="str_myTag_structured">
<Key ID="STR_TAG_structuredText">
<Original>Some text &amp;lt;t color='%1'&amp;gt;%2&amp;lt;/t&amp;gt;</Original>
<Original>Some text &lt;t color='%1'&gt;%2&lt;/t&gt;</Original>
</Key>
</Key>
</Container>
</Container>
</Package>
</Package>
</Project>
</Project>
</code>
</syntaxhighlight>
</spoiler>
 
{{Feature | Informative | {{hl|Package}} and {{hl|Container}} "groups" are only helpful for organisation and have no impact on the translations; use them for your own sanity.}}
{{Feature | important | [[Stringtable.xml]] must be saved with '''UTF-8 Encoding''' for international characters to display and save correctly.}}
 
 
== Supported languages ==
 
{|
! {{arma2}} &amp; {{arma2oa}}
! {{arma3}}
|-
| style="vertical-align: top" |
 
{| class="wikitable"
! className
! In-game name
! Note
|-
| English
| '''English'''
|
|-
| Czech
| '''Čeština'''
|
|-
| French
| '''Français'''
|
|-
| Spanish
| '''Español'''
|
|-
| Italian
| '''Italiano'''
|
|-
| Polish
| '''Polski'''
|
|-
| Russian
| '''Русский'''
|
|-
| German
| '''Deutsch'''
|
|-
| Hungarian
| '''Magyar'''
| Partially supported
|-
| Portuguese
| '''Portuguese'''
| Not available in-game
|}
 
| style="vertical-align: top" |


*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
{| class="wikitable"
*Package and container names appear to only be for organizational use; use them for your own sanity
! className
{{Important|Stringtable.xml must be saved with UTF-8 Encoding for international characters to display and save correctly}}
! In-game name
! Note
|-
| English
| '''English'''
|
|-
| Czech
| '''Čeština'''
|
|-
| French
| '''Français'''
|
|-
| Spanish
| '''Español'''
|
|-
| Italian
| '''Italiano'''
|
|-
| Polish
| '''Polski'''
|
|-
| Portuguese
| '''Português do Brasil'''
|
|-
| Russian
| '''Русский'''
|
|-
| German
| '''Deutsch'''
|
|-
| Korean
| '''한국어'''
|
|-
| Japanese
| '''日本語'''
|
|-
| Chinese
| '''繁體中文'''
| Chinese Traditional
|-
| Chinesesimp
| '''简体中文'''
| Chinese Simplified
|-
| Turkish
| '''Türkçe'''
|
|-
| Swedish
| {{n/a}}
| rowspan="9" | Cannot be set in-game.<br>Edit '''arma3.cfg''' to use that language.
|-
| Slovak
| {{n/a}}
|-
| SerboCroatian
| {{n/a}}
|-
| Norwegian
| {{n/a}}
|-
| Icelandic
| {{n/a}}
|-
| Hungarian
| '''Magyar'''
|-
| Greek
| {{n/a}}
|-
| Finnish
| {{n/a}}
|-
| Dutch
| {{n/a}}
|}


==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" );</code>
=== Unsupported language English in stringtable ===
See [[Crash_Files#Common_Errors_and_Warnings|Common Errors and Warnings]].


<code>"Marker1" [[setMarkerTextLocal]] [[localize]] "str_myTag_SiezeTheTown";</code>
== Key naming convention ==


<code>[[hint]] [[format]] [ [[localize]] "str_myTag_formatted", "Dave" ]; // "Hello, Dave."
Same as [[Identifier#Recommendations|global variables]], it is recommended to use a '''{{Color|purple|TAG}}''' to prevent translation collision between mods (e.g {{hl|STR_{{Color|purple|TAG}}_helloThere}}).
&nbsp;
// str_myTag_formatted: <Original>Hello, %1.</Original></code>




The stringtable can also hold [[Structured Text]] xml tags, if the tag characters < > are encoded as {{Inline_code| &amp;lt; < }} and {{Inline_code| &amp;gt; > }}  [http://www.w3schools.com/html/html_entities.asp see: HTML Entities]
== String Formats ==


<code>[[hint]] [[parseText]] [[format]] [ [[localize]] "str_myTag_structured", "#FF0000", "with Color!" ]; //show 'with Color!' in Red
Strings stored in the stringtable can be in the following formats:
&nbsp;
* Normal text, such as {{hl|Hello there}}
// str_myTag_structured: <English>Some text &amp;lt;t color='%1'&amp;gt;%2&amp;lt;/t&amp;gt;</English>
* [[format]] text, such as {{hl|Hello %1}}
// after format & parseText: Some text <t color='#FF0000'>with Color!</t></code>
* [[Structured Text]], such as {{hl|c= <t size='2'>Hello</t> there}}, '''but''':<br><!--
-->{{Feature | important | The HTML tag characters {{hl|&lt;}} and {{hl|&gt;}} must respectively be encoded as {{hl|&amp;lt;}} and {{hl|&amp;gt;}}.}}<!--
-->{{hl|c= <t size='2'>Hello</t> there}} would then become {{hl|c= &amp;lt;t size='2'&amp;gt;Hello&amp;lt;/t&amp;gt; there}}.




====Description.ext====
== Usage ==
Stringtable values can be used in the [[Description.ext]] config by typing the key as such, {{Inline_code| $STR_myTag_keyName }}, and without quotation marks; these will be replaced by the preprocessor:


<code>onLoadName = $STR_myTag_missionName;
=== Script ===
onLoadMission = $STR_myTag_loadMissionText;
overviewText = $STR_myTag_overviewText;
overviewPicture = $STR_myTag_overviewImage;
</code>


A translation can be retrieved and used in a script by using the [[localize]] command:
<sqf>
hint localize "STR_TAG_Yes"; // returns "Yes" in English, "Oui" in French, etc.
hint format [localize "STR_TAG_formatted", name player];
hint localize "str_TAG_structuredText"; // casing in scripting does not matter
</sqf>


====Dialogs====
=== Config ===
As with Description.ext, the preprocessor will replace the values in configs as long as the key name is formatted correctly (see above) :


<code>class RscText_1012: RscText
Whether it is in [[Description.ext]], [[Campaign Description.ext]], Dialogs etc., a translated [[Config]] entry '''must''' use the {{hl|$}} prefix (to an '''uppercase''' {{hl|STR}}) for the engine to look the translation key up:
{
idc = 1012;
text = $STR_myTag_someLabelText;
tooltip = $STR_myTag_someTip;
...</code>


<syntaxhighlight lang="cpp">
onLoadName = "$STR_TAG_missionName";
overviewText = "$str_TAG_overviewText"; // invalid, will display "$str_TAG_overviewText" (with $ sign)
onLoadMission = $STR_TAG_loadMissionText; // works without quotes but this is NOT recommended
</syntaxhighlight>


====CfgRadio====
The preprocessor will replace {{hl|$STR}} entries with their corresponding Stringtable value.
Stringtables can also be used for sounds and radio sentences in [[Description.ext#cfgRadio|CfgRadio]], also residing in Description.ext:


<code>class CfgRadio
==== Translated Sounds ====
The Stringtable can be used to use different voices depending on the user's language setting:
<syntaxhighlight lang="cpp">
class CfgRadio
{
{
sounds[] = {};
class TAG_V01
class RadioMsg1
{
{
name = "";
name = "$STR_TAG_V01_name";
sound[] = {$STR_myTag_sound_RadioMsg1, db-100, 1.0};
sound[] = { "$STR_TAG_V01_path", 1, 1 };
title = $STR_myTag_RadioMsg1;
title = "$STR_TAG_V01_subtitle";
};
};
};
};
// str_myTag_sound_RadioMsg1: <English>\sound\radiomsg1_en.ogg</English>
</syntaxhighlight>
// <Czech>\sound\radiomsg1_cz.ogg</Czech>
the Stringtable's entries looking like this:
// str_myTag_RadioMsg1: <English>I am ready for your orders.</English>
<syntaxhighlight lang="xml">
</code>
<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>
</syntaxhighlight>
Then using it in-game:
<sqf>player sideRadio "TAG_V01";</sqf>
=== Editor ===


In markers and other [[Eden Editor]] fields (e.g Mission Name), translation keys should be prefixed with {{hl|@}}, without any quotes around - e.g {{hl|@STR_myMarkerName}}. Casing does not matter here.


====Multiplayer====
<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 in considering implementation when clients and server are likely in varied localizations, and mindful of commands with global effects
|}</div>


A string name could be passed to all clients for localized display:
== Multiplayer ==
<code>str_myTag_teamKillers: <English>&amp;lt;t color='#dd1111'&amp;gt;Team Killing is NOT Tolerated&amp;lt;/t&amp;gt;&amp;lt;/ br&amp;gt; and will result in a Permanent Ban!</English>
 
[[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 [[Multiplayer Scripting#Locality|global effect]] text commands (such as [[setMarkerText]]) would set the text in the server's language to everyone.


// Server
Example of client-side translation of a server message:
if ( [[isServer]] ) then {
<sqf>
["str_myTag_teamKillers","TAG_fnc_localHint"] [[call]] [[BIS_fnc_MP]];
// Server-side
if (isServer) then
{
[nil, nil, rHINT, localize "STR_TAG_myMessage"] call RE; // Arma 2 - server language
[nil, nil, rSPAWN, { hint localize "STR_TAG_myMessage" }] call RE; // Arma 2 - client language
["STR_TAG_myMessage"] remoteExecCall ["TAG_fnc_localHint"]; // Arma 3
};
};


// Clients
// Client-side executed function
TAG_fnc_localHint = {
TAG_fnc_localHint = {
if ( ! [[isDedicated]] ) then {
if (hasInterface) then
[[hintSilent]] [[parseText]] ([[localize]] _this);
{
// hintSilent parseText (localize _this); // Arma 2
hintSilent parseText (_this call BIS_fnc_localize); // Arma 3
};
};
};
};
</code>
</sqf>
 
 
== Commands & Functions ==


<!-- Do not include CSS styling in genuine example
See also [[:Category:Command Group: Localization|Command Group: Localization]]:
Example 2:
<code style="white-space:pre-wrap;">{{Lorem|}}</code>
-->


==Languages==
* {{GVI|ofp|1.00|size= 0.75}} [[localize]]
;Arma 3
* {{GVI|arma3|0.50|size= 0.75}} [[isLocalized]]
:English, Czech, French, Spanish, Italian, Polish, Portuguese, Russian, German
* {{GVI|arma3|1.00|size= 0.75}} [[BIS_fnc_localize]]
;Arma 2 OA
* {{GVI|arma3|2.02|size= 0.75}} [[getTextRaw]]
:English, Czech, French, Spanish, Italian
* {{GVI|arma3|2.04|size= 0.75}} [[diag_localized]]


==Comments==


[[Category:BIS_File_Formats]]
[[Category:BIS File Formats]]
[[Category:Arma 3: Editing]]
{{GameCategory|arma1|Editing}}
{{GameCategory|arma2|Editing}}
{{GameCategory|arma3|Editing}}

Revision as of 15:26, 25 February 2023

Stringtable.xml was introduced with Armed Assault. For Operation Flashpoint, see Stringtable.csv.

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></Italian>
				<Polish>tak</Polish>
				<Portuguese>sim</Portuguese>
				<Russian>да</Russian>
				<Spanish></Spanish>
				<Korean></Korean>
				<Japanese>はい</Japanese>
				<Chinesesimp></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 &lt;t color='%1'&gt;%2&lt;/t&gt;</Original>
			</Key>
		</Container>
	</Package>
</Project>
↑ Back to spoiler's top

Package and Container "groups" are only helpful for organisation and have no impact on the translations; use them for your own sanity.
Stringtable.xml must be saved with UTF-8 Encoding for international characters to display and save correctly.


Supported languages

Arma 2 & Arma 2: Operation Arrowhead Arma 3
className In-game name Note
English English
Czech Čeština
French Français
Spanish Español
Italian Italiano
Polish Polski
Russian Русский
German Deutsch
Hungarian Magyar Partially supported
Portuguese Portuguese Not available in-game
className In-game name Note
English English
Czech Čeština
French Français
Spanish Español
Italian Italiano
Polish Polski
Portuguese Português do Brasil
Russian Русский
German Deutsch
Korean 한국어
Japanese 日本語
Chinese 繁體中文 Chinese Traditional
Chinesesimp 简体中文 Chinese Simplified
Turkish Türkçe
Swedish N/A Cannot be set in-game.
Edit arma3.cfg to use that language.
Slovak N/A
SerboCroatian N/A
Norwegian N/A
Icelandic N/A
Hungarian Magyar
Greek N/A
Finnish N/A
Dutch N/A

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:
    The HTML tag characters < and > must respectively be encoded as &lt; and &gt;.
    <t size='2'>Hello</t> there would then become &lt;t size='2'&gt;Hello&lt;/t&gt; there.


Usage

Script

A translation can be retrieved and used in a script by using the localize command:

hint localize "STR_TAG_Yes"; // returns "Yes" in English, "Oui" in French, etc. hint format [localize "STR_TAG_formatted", name player]; hint localize "str_TAG_structuredText"; // casing in scripting does not matter

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 $ 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:

player sideRadio "TAG_V01";

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:

// Server-side if (isServer) then { [nil, nil, rHINT, localize "STR_TAG_myMessage"] call RE; // Arma 2 - server language [nil, nil, rSPAWN, { hint localize "STR_TAG_myMessage" }] call RE; // Arma 2 - client language ["STR_TAG_myMessage"] remoteExecCall ["TAG_fnc_localHint"]; // Arma 3 }; // Client-side executed function TAG_fnc_localHint = { if (hasInterface) then { // hintSilent parseText (localize _this); // Arma 2 hintSilent parseText (_this call BIS_fnc_localize); // Arma 3 }; };


Commands & Functions

See also Command Group: Localization: