From Second Life Wiki
GetAgentLanguage
llGetAgentLanguage
Summary
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.
Important Issues
~
Search JIRA for related Bugs
|
| VWR-12222 [c]
|
| llGetAgentLanguage() returns "en", not "en-us" -- Bug or (new) feature?
|
Examples
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+"!");
}
}
}
}