localize: Difference between revisions

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{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| ofp |= Game name
|game1= ofp
|version1= 1.00


|1.00|= Game version
|game2= ofpe
|version2= 1.00


|eff= local |= Effects in MP
|game3= arma1
____________________________________________________________________________________________
|version3= 1.00


| Replace string with given stringName with corresponding localized text from [[Stringtable.csv]]. |= Description
|game4= arma2
____________________________________________________________________________________________
|version4= 1.00


| '''localize ''stringName''''' |= Syntax
|game5= arma2oa
|version5= 1.50


|p1= stringName: [[String]] |= Parameter 1
|game6= tkoh
|version6= 1.00


| [[String]] |= Return value
|game7= arma3
____________________________________________________________________________________________
|version7= 0.50
 
|x1= <pre>localize "STR_DN_FROG"</pre> |= Example 1
____________________________________________________________________________________________


| [[Stringtable.csv File Format]] |= See also
|gr1= Strings


}}
|gr2= Localization
 
|descr= Used to internationalise text messages. The provided translation key is looked up in [[Stringtable.xml]] (or [[Stringtable.csv]]).
 
|s1= [[localize]] stringName
 
|p1= stringName: [[String]] - string which leads to localisation. Casing does not matter. {{GVI|arma3|2.04|size= 0.75}} A string starting with "$" is supported
 
|r1= [[String]] - text found in corresponding entry in stringtable file. If the key could not be found an empty string {{hl|""}} is returned and an entry is added to .rpt file, for example {{hl|String STR_DN_SNAKE not found}}
 
|x1= <sqf>
hint localize "STR_West"; // returns "BLUFOR"
hint localize "STR_WEST"; // returns "BLUFOR"
hint localize "STR_weSt"; // returns "BLUFOR"
hint localize "STR_NonExistentString"; // returns "" and logs "String STR_NonExistentString not found"
</sqf>
 
|x2= <sqf>hint format ["Go %1", localize "STR_Q_NORTH"]; // returns "Go North"</sqf>


<h3 style="display:none">Notes</h3>
|x3= <sqf>
<dl class="command_description">
hint format
<!-- Note Section BEGIN -->
[
localize "STR_ACTION_DROP_WEAPON", // "STR_ACTION_DROP_WEAPON" contains "Drop %1"
localize "STR_SN_RIFLE" // "STR_SN_RIFLE" contains "Rifle"
]; // returns "Drop Rifle"
</sqf>


<!-- Note Section END -->
|x4= <sqf>localize "$STR_USRACT_ADJUST"; // returns "Adjust" since Arma 3 v2.04</sqf>
</dl>


<h3 style="display:none">Bottom Section</h3>
|seealso= [[isLocalized]] [[diag_localized]] [[getTextRaw]] [[BIS_fnc_localize]] [[WFSideText]] [[parseText]] [[Stringtable.csv]] [[Stringtable.xml]]
[[Category:Scripting Commands|LOCALIZE]]
}}
[[Category:Scripting Commands OFP 1.96|LOCALIZE]]
 
[[Category:Scripting Commands OFP 1.46|LOCALIZE]]
{{Note
[[Category:Scripting Commands ArmA|LOCALIZE]]
|user= Killzone_Kid
|timestamp= 20140912115500
|text= The command [[localize]] will strip all HTML tags from your [[Stringtable.xml]] entries, however there is a way to trick it by substituting tags with HTML code instead:
<syntaxhighlight lang="xml">
<?xml version="1.0" encoding="utf-8"?>
<Key ID="STR_TEST_KK">
<Original><![CDATA[<t color='#ff0000'>This doesn't work</t>]]></Original>
</Key>
<Key ID="STR_TEST_KK2">
<Original>&lt;t color='#ff0000'&gt;This works&lt;/t&gt;</Original>
</Key>
</syntaxhighlight>
<sqf>
hint parseText localize "str_test_kk"; // no change of colour
hint parseText localize "str_test_kk2"; // hint content is in red
</sqf>
}}

Latest revision as of 14:39, 30 April 2023

Hover & click on the images for description

Description

Description:
Used to internationalise text messages. The provided translation key is looked up in Stringtable.xml (or Stringtable.csv).
Groups:
StringsLocalization

Syntax

Syntax:
localize stringName
Parameters:
stringName: String - string which leads to localisation. Casing does not matter. Arma 3 logo black.png2.04 A string starting with "$" is supported
Return Value:
String - text found in corresponding entry in stringtable file. If the key could not be found an empty string "" is returned and an entry is added to .rpt file, for example String STR_DN_SNAKE not found

Examples

Example 1:
hint localize "STR_West"; // returns "BLUFOR" hint localize "STR_WEST"; // returns "BLUFOR" hint localize "STR_weSt"; // returns "BLUFOR" hint localize "STR_NonExistentString"; // returns "" and logs "String STR_NonExistentString not found"
Example 2:
hint format ["Go %1", localize "STR_Q_NORTH"]; // returns "Go North"
Example 3:
hint format [ localize "STR_ACTION_DROP_WEAPON", // "STR_ACTION_DROP_WEAPON" contains "Drop %1" localize "STR_SN_RIFLE" // "STR_SN_RIFLE" contains "Rifle" ]; // returns "Drop Rifle"
Example 4:
localize "$STR_USRACT_ADJUST"; // returns "Adjust" since Arma 3 v2.04

Additional Information

See also:
isLocalized diag_localized getTextRaw BIS_fnc_localize WFSideText parseText Stringtable.csv Stringtable.xml

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Killzone_Kid - c
Posted on Sep 12, 2014 - 11:55 (UTC)
The command localize will strip all HTML tags from your Stringtable.xml entries, however there is a way to trick it by substituting tags with HTML code instead:
<?xml version="1.0" encoding="utf-8"?>
<Key ID="STR_TEST_KK">
	<Original><![CDATA[<t color='#ff0000'>This doesn't work</t>]]></Original>
</Key>
<Key ID="STR_TEST_KK2">
	<Original>&lt;t color='#ff0000'&gt;This works&lt;/t&gt;</Original>
</Key>

hint parseText localize "str_test_kk"; // no change of colour hint parseText localize "str_test_kk2"; // hint content is in red