Allows you to define multiple languages without converting and dealing with RAGE formats
Included is an Excel file (.xlsx
)
Import that file into an editor, like Excel or Google Spreadsheets
Once you are done, save the file then import the file into http://beautifytools.com/excel-to-json-converter.php
The output can be put into a .json
file
Follow the steps above to create one or more language .json
files.
Add the following to your resource manifest:
dependencies {'multilingual'}
function language_file(fn) file(fn) language_json(fn) end
Then for each language file, add
language_file 'filename.json'
(replacing filename
with the filename of course!)
That's it! The resource automatically loads the language files!
Language name is based on the sheet name, american
is the default English game language and must be present.
Other languages can be ignored.
Language names can be found in the FiveM Native Reference: https://runtime.fivem.net/doc/natives/?_0x2BDD44CC428A7EAE
The game client loads the corresponding language automatically based on client settings.
If the language is not defined, it just uses american
.
A1
must be LABEL
B1
must be ORIGINAL
C1
must be TRANSLATION
Col A
is reserved for the label entry, like LANG_SELECT
Col B
is used for the "original" entry, code ignores it
Col C
is used for the translation, this is what is shown in-game for that label
A | B | C | |
---|---|---|---|
1 | LABEL | ORIGINAL | TRANSLATION |
2 | LANG_SELECT | Select Language | Select Language |
3 | LANG_APPLY | Apply | Apply |
A | B | C | |
---|---|---|---|
1 | LABEL | ORIGINAL | TRANSLATION |
2 | LANG_SELECT | Select Language | Seleccione el idioma |
3 | LANG_APPLY | Apply | Aplicar |