configs/locales.jsonc adds what the game cannot offer: languages it does not have,
and the language players start in.
The map ships every language the game offers: English, French, German, Italian, Spanish, Mexican
Spanish, Brazilian Portuguese, Polish, Russian, Korean, Japanese, and Simplified and Traditional
Chinese. Rewording text is described in
Languages.
Settings
How both work, and what a language file needs, is in
Languages.
Choosing a language in game
The Language row of the settings screen lists the game’s languages and, under their own heading, the server’s. The language the server starts players in is marked, and so is the one the game is in:- Picking one of the server’s languages changes the map at once and leaves the game alone. The row says which language the game’s own text stays in.
- Picking the language the game is in makes the map follow the game again.
- Picking another game language changes the game’s language, as the game’s own menu does, and the map follows it.
default from then on.
Without a pick, the language comes from the game’s own setting:
- A player who changes the language in the pause menu sees the map switch to it immediately, without a restart.
- A player who changes the language from the map’s own settings screen sees the settings close and reopen behind a loading screen, then come back in the new language.
- If a language file is removed or cannot be read, the players using that language see English. A server language whose file cannot be read is left out of the list, and the console says why.
What is translated
Every label the map draws: the legend, the tabs, the on-screen prompts for zooming, setting a destination and placing a point of interest, the name given to a point of interest, and the description beside each setting in the settings screen. A point of interest already on the map is renamed when the player switches language. The label of the toggle key in the FiveM key-mapping menu is registered once, when the resource starts on the player’s client, in the language the game had at that moment. It changes at the next start of the resource, not when the player switches language. The buttons of the settings screen (Adjust, Select, Back, Remove, Apply, and the answers to its warning screens) are drawn by the game’s own pause menu, so they always read in the player’s language, including languages the map does not ship. Marker names are not translated here. A marker created by another resource carries the name that resource gave it, in whatever language that resource uses.Example
A server whose players run the game in English, Italian and German: each of them sees the map in their own language, at the same time, with no setting on the server. A Swedish server that starts every player in Swedish, withlocales/sv.json added and listed in
fxmanifest.lua:
locales/de.json as described in
Languages.
Applying changes
An edited language file orconfigs/locales.jsonc is read when the resource starts:
Limits
If the map shows key names such as
hud.legend.title instead of labels, the language file is
incomplete rather than missing. See Text is wrong or
missing.
Related
- Languages: rewording text and adding a language
- Configuration