LlGetAgentLanguage
Function: string llGetAgentLanguage( key avatar );
Returns a string that is the language code of the preferred interface language of the user avatar.
• key avatar – avatar UUID that is in the same region
| Return | Description |
|---|---|
| "de" | German |
| "en-us" | US English |
| "es" | Spanish |
| "fr" | French |
| "ja" | Japanese |
| "pt" | Portuguese |
| "ko" | Korean |
| "zh" | Chinese |
Caveats
• If the user has "Share language with objects" disabled then this function returns an empty string.
• Users may prefer to see the client interface in a language that is not their native language, and some may prefer to use objects in the native language of the creator, or dislike low-quality translations. Consider providing a manual language override when it is appropriate.
• New language/variant values may be added later. Scripts may need to be prepared for unexpected values.
Examples
| <source lang="lsl">
default { state_entry() {
}
touch_start(integer n) {
integer i;
for(i=0;i<n;i++) {
string name=llDetectedName(i);
string lang=llGetAgentLanguage(llDetectedKey(i));
if(lang=="") lang="en-us"; // Default to English.
if(lang=="en-us") {
llSay(0,"Hi there, "+name+"!");
}else if(lang=="es") {
llSay(0,"¡Hola, "+name+"!");
}else if(lang=="fr") {
llSay(0,"Salut, "+name+" !");
}else if(lang=="ja") {
llSay(0,"やあ、 "+name+"!");
}else if(lang=="de") {
llSay(0,"Hallo, "+name+"!");
}else if(lang=="pt") {
llSay(0,"Olá!, "+name+"!");
}else if(lang=="ko") {
llSay(0,"안녕하세요, "+name+"!");
}else if(lang=="zh") {
llSay(0,"你好啊, "+name+"!");
}
}
}
} </source> |
Deep Notes
History
Introduced in SVN:568 r88085 Branch:Release Wednesday, 21 May 2008