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ATY Scripts/Docs/Zone Creator/Localization (TR / EN)

Localization (TR / EN)

One config key drives both the admin panel (NUI) and every in-game notification (Lua), so the whole resource speaks one language.

-- config.lua
Config.Language = 'en'   -- 'en' | 'tr'

Ships with English and Turkish. A missing translation falls back to English, so nothing ever shows blank.

How it works

Side Where the strings live
In-game notifications (Lua) shared/locale.lua — the L('key', ...) function.
Admin panel (NUI) web/src/i18n/locales/<code>.js — gettext-style, the English text is the key.

The server sends the active language to the panel in its open payload, so both sides always match Config.Language.

Adding a new language (e.g. German)

1. In-game notifications

In shared/locale.lua, copy the Locales.en table to Locales.de and translate the values — keep the %s / %d placeholders in the same order (Lua string.format is positional).

2. Panel

Create web/src/i18n/locales/de.js exporting a map of English phrase → German, then register it in web/src/i18n/index.js:

import de from './locales/de'
const dictionaries = { tr, de }

3. Rebuild the panel

cd web
npm install   # first time only
npm run build

Then set Config.Language = 'de' and restart the resource.

Panel UI text is translated at the leaf components, so **field labels, hints and dropdown options all localize automatically** — you only maintain one dictionary file per language. Technical values (weapon hashes, weather codes, ped models, job names) are intentionally left untranslated.

What is / isn't translated

  • Translated: panel chrome, all 15 section labels + hints, dropdown options, buttons, HUD, warnings, toasts, and in-game notifications/kick reasons.
  • Not translated: audit-log entries and game identifiers (see the note above).
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