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#6
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No your GetLocalizedMessage does nothing else then "translate" the hello in the language you specify.
There is a way to send a message to a player in his language. The Player object contends a method called LanguageName() so for remoteplayer you can use: Code:
foreach (Player pl in GamePlay.gpRemotePlayers()) { if (pl.LanguageName().Equals("de")) { GamePlay.gpHUDLogCenter(new Player[]{pl}, "Hallo", null); } else if (pl.LanguageName().Equals("ru")) { GamePlay.gpHUDLogCenter(new Player[] { pl }, "Привет!", null); } else GamePlay.gpHUDLogCenter(new Player[] { pl }, "Hello", null); } ![]() @all can you please test your language Version with: Code:
using System; using System.Collections; using System.Collections.Generic; using maddox.game; using maddox.game.world; public class Mission : AMission { public override void OnPlaceEnter(Player player, AiActor actor, int placeIndex) { base.OnPlaceEnter(player, actor, placeIndex); GamePlay.gpLogServer(null, "\n\nYour language: {0}\n\n", new object[] { player.LanguageName() }); } } english is "en" (not tested) russian is "ru" (not tested) so can anyone with this language version check this for me? But i think the best is to add a option to private void sendChatMessageTo(int army, string playerlanguage, string msg, object[] parms) so it will be possible to use sendChatMessageTo(1, "en", "Hello", null); so it will send it only to the red players with english language version. Tomorow ![]() Last edited by FG28_Kodiak; 10-01-2011 at 06:44 PM. |
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