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Stringtable Localization Catalog
Source-verified 2026-06-23 against master f8a76de3. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
This page maps the taxonomy of stringtable.xml (9608 lines) — its XML envelope, the language column set, the key-family prefixes, the section-banner / shared U/shared W comment convention, and how keys are referenced from code. It is a structural reference, not a key dump: it does not enumerate the 1344 keys. For drift/missing-key integrity findings (e.g. STR_Supplies_2, hardcoded-English, missing param keys), see the localization sections of Mission parameters localization and generated build inputs and Assets config localization and parameters atlas — this page does not duplicate them.
The whole file is one container. The four envelope tags are opened at the top and closed at the bottom (stringtable.xml:2-4, stringtable.xml:5798-5800).
| Level | Element | Line |
|---|---|---|
| 1 | <Project name="Arma2"> |
stringtable.xml:2 |
| 2 | <Package name="CWarfare"> |
stringtable.xml:3 |
| 3 | <Container name="WF"> |
stringtable.xml:4 |
| 3 close | </Container> |
stringtable.xml:9606 |
| 2 close | </Package> |
stringtable.xml:9607 |
| 1 close | </Project> |
stringtable.xml:9608 |
Every entry is a <Key ID="..."> element holding one child per language, closed by </Key>. There are exactly 1359 opening <Key ID= and 1359 </Key> tags (balanced). The canonical key shape — five language children — is the STR_WF_DEBUG entry at stringtable.xml:9-15:
<Key ID="STR_WF_DEBUG"><!--shared W-->
<English>DEBUG</English>
<Russian>DEBUG</Russian>
</Key>The active column set is two languages: English and Russian. English is the only column present on all 1359 keys; Russian is present on 1332 keys. French, German and Italian each appear in only ~13 keys (a small IRS-smoke / recycle-truck block).
| Language tag | Keys carrying it | Source |
|---|---|---|
<English> |
1344 (every key) | stringtable.xml:10 |
<Russian> |
1319 | stringtable.xml:13 |
<French> |
1303 | stringtable.xml:11 |
<German> |
1303 | stringtable.xml:12 |
<Italian> |
1303 | stringtable.xml:14 |
<Spanish> |
10 (partial late additions) | stringtable.xml:94,102,413,9327,9336,9345,9354,9363,9388 |
Spanish is not a full column: it was added to only ~10 keys (the team-balance chat strings and the late "guided-bomb / missile-launch" block near the end of the file), e.g. STR_WF_CHAT_Teamstack carries a <Spanish> line at stringtable.xml:64.
Four further language tags (<Original>, <Czech>, <Polish>, <Portuguese>) each appear exactly once — all inside a single str_bipod key that is commented out and therefore dead. The block is wrapped in <!-- ... --> from its opening to its </Key> (stringtable.xml:62-73); treat those four tags as non-functional and do not model the table on them.
Prefixes are derived by bucketing all 1344 <Key ID= values. The dominant namespace is STR_WF_* (Warfare). A small legacy block uses bare STR_* / str_* prefixes inherited from upstream BECTI2. Counts are approximate family rollups (a key can match only one bucket below; sub-prefixes like STR_WF_INFO_* are pulled out of the generic STR_WF_* bucket first).
| Family prefix | Approx. count | What it labels | Representative key (with English) | Source |
|---|---|---|---|---|
STR_WF_* (other / uncategorized) |
~228 | Catch-all Warfare strings not in a named sub-family |
STR_WF_DEBUG → "DEBUG" |
stringtable.xml:9-15 |
STR_WF_PARAMETER_* |
~201 | Mission-parameter labels/values (lobby params) |
STR_WF_PARAMETER_FPS → "WAYPOINTS BY CLIENT(CLASSIC ONLY)" |
stringtable.xml:1385 |
STR_WF_RU_* |
~175 | EAST (RU) faction unit / vehicle / crew-slot names |
STR_WF_RU_B1 → "Driver" |
stringtable.xml:5748 |
STR_WF_US_* |
~153 | WEST (US) faction unit / vehicle / crew-slot names |
STR_WF_US_B1 → "Driver" |
stringtable.xml:5022 |
STR_WF_UK_* |
~139 | BAF (UK) faction unit / vehicle / crew-slot names |
STR_WF_UK_B1 → "Driver" |
stringtable.xml:5424 |
STR_WF_ALL_* |
~101 | Side-agnostic unit/defense content shared by all factions |
STR_WF_ALL_L1 → "Medic Container [SPAWN]" |
stringtable.xml:6171 |
STR_WF_INFO_* |
~55 | Information / status hint messages |
STR_WF_INFO_BaseArea_Reached → "Information:\n\n You've reached the bases area limit..." |
stringtable.xml:835 |
STR_WF_UPGRADE_* |
~45 | COIN upgrade names and descriptions |
STR_WF_UPGRADE_Defense_Desc → "This upgrade improves static defenses..." |
stringtable.xml:50 |
STR_WF_TOOLTIP_* |
~44 | Dialog button / control tooltips |
STR_WF_TOOLTIP_ArtilleryToggle → "This icon allows you to toggle between the different artillery display mode on the map" |
stringtable.xml:3423 |
STR_WF_CHAT_* |
~41 | System chat / sidechat messages |
STR_WF_CHAT_Teamstack → "You are not allowed to join this team to guarantee balanced teams..." |
stringtable.xml:88 |
STR_WF_COMMAND_* |
~26 | Command-menu labels |
STR_WF_COMMAND_All → "All" |
stringtable.xml:474 |
STR_WF_TACTICAL_* |
~24 | Tactical-menu / artillery-display labels |
STR_WF_TACTICAL_ArtilleryStatus → "Status:" |
stringtable.xml:3157 |
STR_UAV_* |
~22 | UAV interface labels (mission-local subset) |
STR_UAV_Title → "UAV" |
stringtable.xml:2391 |
STR_HINT_* |
~15 | Field-repair / action hint text |
STR_HINT_FieldAllready → "Vehicle is allready being repaired.." |
stringtable.xml:2195 |
STR_ACT_* |
~9 | Addaction labels |
STR_ACT_FieldRepair → "Field repairs" |
stringtable.xml:2300 |
str_coin_* |
~9 | COIN-menu UI strings (lowercase legacy) |
str_coin_back → "BACK=" |
stringtable.xml:4350 |
STR_WASP_actions_* |
~3 | WASP-mod action labels (wheel-change / repair) |
STR_WASP_actions_fastrep → "Light repair" |
stringtable.xml:167 |
Mixed remainder (bare keys, no STR_WF_ prefix) |
~50 | A mixed bucket: ~22 bare STR_* legacy strings (STR_Summary, STR_Voting, STR_Commander, STR_Team, STR_Supplies, STR_Upgrades, paired *_2 variants), plus ~26 modern Warfare/WDDM gameplay messages with no STR_ prefix at all — RB_* rebuild-building names (x12, RB_Barracks), Bank* (x4, BankAlreadyBuilt), SiteClearance* (x6, SiteClearanceDone), and singletons (WddmCompositionCapReached, CBRadarNeedsAAR, DefenseBudgetFull, DefenseThreatGate) |
STR_Summary → "Summary" |
stringtable.xml:74 |
Smaller STR_WF_* sub-families also exist (e.g. STR_WF_UNITS_*, STR_WF_TEAM_*, STR_WF_MAIN_*, STR_WF_GEAR_*, STR_WF_END_*, STR_WF_RESPAWN_*, STR_WF_SERVICE_*, STR_WF_VOTING_*, STR_WF_EASA_*, STR_WF_SCUD_*, STR_WF_Repair_*, STR_WF_SkinSelector_*); each is fewer than ~15 keys and rolls into the generic STR_WF_* bucket above.
The mission also references $STR_DN_* and localize "STR_EP1_*" keys, but these resolve from the base game (A2 / Operation Arrowhead) stringtables, not this file. This file defines zero STR_EP1_* keys and only one STR_DN_* key (STR_DN_BMP_HQ → "BMP (Terminal)", stringtable.xml:2384-2390); the others such as STR_DN_WARFARE_HQ_BASE_UNFOLDED (referenced at Client/kb/hq.bikb:34) and STR_EP1_UAV_action_exit (referenced at Client/Module/UAV/uav_interface_oa.sqf:25) are inherited from the engine. Do not add them here.
The file is organized into blocks each opened by a banner comment. Most early blocks are marked ... - ALL DONE (translation-complete); the late unit/vehicle/defense blocks carry ... BECTI2 stuff (lineage markers from the upstream BECTI2 codebase). Banners appear in document order, for example:
| Banner | Line | Banner | Line |
|---|---|---|---|
<!--COIN Upgrade Strings - ALL DONE--> |
stringtable.xml:7 |
<!--PARAMETER Strings - ALL DONE--> |
stringtable.xml:1362 |
<!--ACTION Strings - ALL DONE--> |
stringtable.xml:61 |
<!--TOOLTIP Strings - ALL DONE--> |
stringtable.xml:3422 |
<!--CHAT Strings - ALL DONE--> |
stringtable.xml:252 |
<!--Upgrade Menu - ALL DONE--> |
stringtable.xml:3843 |
<!--Command Menu - ALL DONE--> |
stringtable.xml:473 |
<!--MAP Description - ALL DONE--> |
stringtable.xml:4628 |
<!--INFO Strings - ALL DONE--> |
stringtable.xml:834 |
<!--new BECTI2 stuff --> |
stringtable.xml:4992 |
<!--Main Menu - ALL DONE--> |
stringtable.xml:1203 |
<!--US BARRACKS UNITS BECTI2 stuff --> |
stringtable.xml:5020 |
The BECTI2 stuff banners further sub-divide by faction and role (US/UK/RU/ALL/BLU × BARRACKS/LIGHT/HEAVY/AIR/TOWNCARS/TOWNFIGHTER × UNITS, plus COIN DEFENSES/FORTIFICATION/STRATEGIC/AMMO), e.g. <!--RU AIR UNITS BECTI2 stuff --> (stringtable.xml:7897), <!--ALL COIN STRATEGIC BECTI2 stuff --> (stringtable.xml:8702).
Individual keys carry trailing inline comments that mark cross-faction reuse and translation status:
| Inline comment | Count | Meaning | Example source |
|---|---|---|---|
<!--shared U--> |
71 | String reused across the U (US/UK-side) faction set |
STR_WF_US_B1 region (stringtable.xml:5020+) |
<!--shared W--> |
42 | String reused across the W (Warfare-wide) set |
STR_WF_DEBUG (stringtable.xml:9) |
<!--check--> |
10 | Translation flagged for review | n/a (scattered) |
<!--need rework -0.71--> |
4 | Marked for rework at the 0.71 revision | n/a (scattered) |
<!--shared--> |
2 | Generic shared marker | n/a (scattered) |
Two reference forms exist; both are valid Arma 2 OA syntax.
| Form | Where used | Mission count | Example |
|---|---|---|---|
localize "STR_..." |
SQF scripts | 218 callsites |
if (count _camps == 0) exitWith {hint (localize "STR_WF_Repair_Camp_None")}; (Client/Action/Action_RepairCamp.sqf:22) |
$STR_... |
Config / UI files (.hpp, .bikb) |
376 references |
tooltip = $STR_WF_TOOLTIP_BackButton; (Rsc/Dialogs.hpp:54); text = $STR_DN_WARFARE_HQ_BASE_UNFOLDED; (Client/kb/hq.bikb:34) |
localize takes a string-literal key and returns the resolved text in the active language; the $STR_... macro form is substituted at config-bind time inside .hpp control definitions (text, tooltip, etc.) and .bikb conversation entries. A key that exists in neither this stringtable nor a base-game stringtable resolves to the literal key id at runtime (the integrity pages track such drift).
Home | Agent Guide | Current live state | Release 1.2.2 (B91) | Quickstart | Progress | Lifecycle wait-chain | Join/disconnect | Parameters/build | Assets/config | SQF atlas | PV index | Modules | Support/specials | Commander/HQ | Commander vote/reassign | Construction/CoIn | Construction cleanup | WDDM compositions | Factory/purchase | Upgrades/research | Towns/camps/capture | Victory/endgame | Markers/cleanup | Server runtime | AI runtime/HC | AI commander audit | HC delegation | Town AI safety | Commander reassignment | Resistance supply | Player UI workflow | UI atlas | Respawn/death | Gear template filter | Vehicle cargo loop | Service guards | UI IDD repair | UI design inspiration | WASP overlay | Feature status | Source propagation | release readiness | Tooling readiness | Integration trust | AntiStack DB | Owner decisions | Shelved registry | Abandoned feature revival | Hardening roadmap | PVF dispatch | Server authority | ICBM authority | Attack-wave authority | Telemetry families | AICOM V2 cutover | Consumer port map | Testing workflow | Server ops | Web tools | Ecosystem repos | Arma 2 OA refs | A2 traps | OA compatibility audit | Coverage ledger | Navigation inventory | Pruning ledger | Knowledge roadmap | Agent context | Collab protocol | Worklog | Audit archive 2026-07 | Briefing reference | Utes invasion concept
- Shelved AICOM concepts - revivable someday ideas (owner-shelved 2026-07-03)
Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
- Status and coordination
- Agent context
- Agent collaboration protocol
- Agent worklog
- Agent worklog archive
- Progress dashboard
- PR cleanup and integration lab
- Shelved PR #169: gear price double-count
- Shelved PR #194: Chernarus no-trees
- Coordination board
- Codebase coverage ledger
- Bottleneck removal queue
- Current source status
- Wiki mirror reconciliation
- Navigation inventory
- Registers
- Agent orchestration
- Architecture
- Architecture overview
- Mission entrypoints and lifecycle
- Lifecycle wait chain
- Player join/disconnect and AntiStack lifecycle
- Mission parameters/localization/build inputs
- Stringtable localization key-family catalog
- Source inventory
- Content structure and maps
- Assets/config/localization/parameters
- Mission start parameters index
- Code and networking
- Gameplay systems
- Core systems index
- Gameplay systems atlas
- Commander/HQ lifecycle atlas
- Economy, towns and supply
- Economy system reference
- Balance asymmetries
- Anti-stack skill-balance mechanic
- Empty-side supply income stagnation
- Towns, camps and capture atlas
- Victory and endgame atlas
- Victory conditions reference
- Territorial victory reference
- Marker cleanup and restoration
- Marker loop engine and registries
- Map marker families content catalog
- Marker subsystem function reference
- Client marker FSM updater map
- Support specials and tactical modules
- SCUD TEL tactical munitions
- Naval HVT objectives (carriers/SCUD)
- SCUD saturation strike mechanic
- Takistan airfield FPV drone design
- Construction and CoIn systems
- Structure damage reduction & friendly-fire
- Construction logic list cleanup
- Flak tower & WDDM anchor compositions
- Resistance supply scaffold
- GUER Insurgents faction overview
- GUER Insurgents branch audit
- GUER insurgent player economy
- GUER Commissar Panel
- GUER air-defense loop (Ka-137/Mi-24)
- Upgrades and research atlas
- Supply mission architecture
- Supply mission authority cleanup
- Current supply helicopters PR1
- Respawn and death-loop lifecycle
- Vehicle theft economy pitch
- GUER tunnel network pitch
- Content, reference and catalogs
- Faction unit/vehicle roster catalog
- Auxiliary/SF/civilian unit catalog
- Gear store loadout route catalog
- Upgrade research (cross-faction)
- Gear store price and upgrade catalog
- Gear store catalog (complete, per faction)
- Defense structures catalog
- Artillery reference per faction
- AI squad team templates catalog
- Town AI lifecycle reference
- Town AI group composition catalog
- Class-skill system reference
- Player skill abilities reference
- Default gear template content catalog
- Chernarus map content reference
- Takistan map content reference
- Takistan features
- Takistan parity reference
- Takistan oilfields objective reference
- IRS IR-smoke countermeasure
- Arty module special munitions
- Zeta cargo sling-load reference
- Spawn primitive function reference
- Kill and score pipeline
- Waypoint helper function reference
- Position and proximity function reference
- Side/team state function reference
- Player AI watchdog and recovery
- AICOM stuck-recovery v2
- LoadoutManager data-model contributor guide
- Discord status bot setup and reference
- GLOBALGAMESTATS extension reference
- New player quickstart (player guide)
- Optional client mods (player guide)
- Earning funds and score (player guide)
- Vehicle service and logistics (player guide)
- Commander's handbook (player guide)
- Tactical support menu
- Paradrop player experience
- Supply missions (player guide)
- In-game briefing & Diary field manual
- Playable maps catalog
- Faction root variables reference
- Faction base structures catalog
- Counter-battery radar system
- Bank, Reserve and Artillery Radar structures
- Map ruleset model and object config
- Countermeasures module reference
- Vehicle countermeasure (flares/spoofing)
- UAV terminal and spotter system
- Artillery firing function reference
- Service Point pricing model
- Medic redeployment truck (forward spawn)
- Side-patrol runtime and convoy mechanics
- Day/night cycle and weather system
- Config lookup helper reference
- CIPHER sort utilities reference
- Modded maps status and content
- BattlEye filter setup and OA taxonomy
- Player squad/group join protocol
- AutoFlip vehicle recovery
- Engine stealth fuel toggle
- Valhalla vehicle climbing-assist
- Missile and ordnance Fired-EH reference
- Vehicle equip and rearm reference
- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
- Map boundaries and off-map enforcement
- Namespace/profile/diagnostic utilities
- Group bool getVariable A2-OA trap
- Vehicle weapon balance init
- View distance auto-throttle
- Camp & respawn-camp getters
- Performance audit writer
- Site clearance (bulldozer)
- Factory queue cancel & refund
- AI commander tunable constants
- Experimental feature-flag constants
- Flag system quick reference
- Mission tunable constants catalog
- Gear parsing & cargo capacity
- Structure dressing function
- Paradrop delivery functions
- ICBM nuke client VFX & radiation
- Server HandleSpecial router
- LocalizeMessage chat router
- Gear buy-menu render & price functions
- Server broadcast & telemetry loops
- Per-unit client init pipeline
- Vehicle marking & texture pipeline
- Defense category & budget
- Legacy AI order primitives
- Commander-team driver
- AICOM command verbs
- AICOM behavior fix taxonomy
- AI commander wildcard deck reference
- AICOM aircraft and airfield system
- Static-defense manning
- End-of-game stats screen
- AI commander execution loop
- Deployable bipod / weapon resting
- Town-economy getters
- Server-init deadspawn & airfield probe
- GUER VBIED detonate action
- Resource income-tick engine
- AI commander treasury accessors
- PVF send-helper contracts
- AICOM logging & AICOMSTAT telemetry
- AICOMSTAT v2 event census
- WASPSCALE v2 telemetry
- WASPSCALE v2-ext coverage audit
- Telemetry families reference
- Group lifecycle & entity reaping
- Batch AI spawner orchestrator
- Client funds/income HUD readout
- Server group GC & cap warning
- Town runtime tuning constants
- Client input/hotkey handler
- WASP base-repair system
- WASP DropRPG launcher/ordnance
- CoIn construction-interface client engine
- Town-capture garrison & airfield rebuild
- Map-control & minimap templates
- Client FPS & state telemetry
- Client service-proximity getters
- Airfield-exclusive roster & unit hints
- Unit-camera spectator system
- Town-garrison patrol/defense worker
- RequestTeamUpdate squad-discipline
- Arma2Warfare GPT assistant
- LoadoutManager build configs & defines
- GLOBALGAMESTATS extension logging
- Discord bot instrumented logging
- Eden/Everon & Taviana map content
- Cruise missile strike asset
- AI / HC
- AI headless and performance
- AI mods and pathfinding reference
- Headless client scaling and topology
- AI runtime/HC loop map
- Headless client init and stat loop
- HC delegation target selection
- Player AI caps and role balance
- Old WarfareBE FPS comparison
- AI commander autonomy audit
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- AI commander capture & fun plan
- AI commander B69 improvement roadmap
- AI commander B69 implementation sketches
- AICOM V2 cutover status
- Headless delegation and failover
- Commander reassignment call shape
- GUER Director living-resistance pitch
- Quality and operations
- Foundation perf findings & Tier-3 dead-ends
- Dead/stale code register
- Commander vote/reassignment
- Attack-wave authority
- Server runtime and operations
- Server ops runbook
- JIP enrollment & client data delivery (b74.2 lessons)
- Server gameplay runtime atlas
- PerformanceAuditAnalyzer
- Performance opportunity sweep
- Documentation plan
- Knowledge platform roadmap
- Wiki quality audit
- Wiki pruning and relevance ledger
- Audit findings queue (2026-06-03)
- Deep review findings
- Client UI / server-loop perf findings
- Performance gain simulation
- Self-host testing field notes
- Cleanup and work lanes
- Hardening and authority
- UI / player workflows
- Client UI, HUD and menus
- UI HUD and dialogs
- Player UI workflow map
- Client UI systems atlas
- UI IDD collision repair
- UI control class library reference
- UI theme palette and style macros
- UI design inspiration 2026-07
- Available-actions client gate FSM
- Gear/loadout/EASA atlas
- Gear template profile filter
- Vehicle cargo equip loop bounds
- Factory and purchase systems atlas
- Service menu affordability guards
- WASP overlay
- Class-skill system reference
- Skin selector and class swap
- Earplugs audio toggle
- Mission audio catalog
- HQ radio knowledge-base catalog
- QoL trio player hints
- Player vehicle/travel actions
- Tooling / release / integrations
- Tools and build workflow
- Warfare web tools
- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
- Source fix propagation queue
- Agent release readiness ledger
- Release source intake map
- Testing/debugging/release workflow
- Current RPT release gate
- RPT telemetry consumer port map
- External integrations
- Integration trust boundary audit
- AntiStack database extension audit
- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
- Upstream changelog feature leads
- Developer history and upstream lessons
- Upstream Miksuu commit intel
- Upstream mining ledger
- Archive script mining v2
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- PR8 and Drone upstream lesson match
- Development lessons learned
- External research reports
- Audit archive 2026-07
- Briefing reference
- Utes invasion concept
- Miksuu archive: Home
- Miksuu archive: Welcome
- Miksuu archive: Big announcements
- Miksuu archive: Changelog
- Miksuu archive: Development process
- Miksuu archive: Discord bot
- Miksuu archive: Gameplay videos
- Miksuu archive: LoadoutManager
- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
- BuyMenu EASA QoL branch audit
- Perf quick wins branch audit
- Commander positions branch audit
- Zargabad branch audit
- Quad AI Commander concept
- Arma 2 OA external reference guide
- Base-game config & image reference
- Arma 2 OA compatibility audit
- Arma 2 OA agent traps reference
- Arma 2 OA command versions
- Wiki source consistency
- External Arma 2 OA reference index