|Category||Farming Simulator 15|
|Bilbo Beutlin (BBeutlin)||21.06.2015 13:23|
|Is it possible to customize the ai traffic?
I created a "trafficSystem.xml" with different cars and settings in my mod map - but the game uses obviously the standard/default instead.
Is there a method to use custom traffic, perhaps to assign in map.lua or somewhere else?
|Emil Drefers (giants.edrefers)||22.06.2015 07:52|
please open the map01.i3d with the GIANTS Editor.
Select the parent tranformgroup of the traffic splines and have a look at the user attributes.
I guess you'll understand what the attribute "xmlFile" does ;)
|Bilbo Beutlin (BBeutlin)||22.06.2015 10:43|
|Thanks Emil, I didn't think it was so easy. ;)
Additional question: can I somehow control the global traffic density/frequency (similiar to FS13)?
And another Q.: what is the trick with the dynamic (traffic) signs to make them stable? I moved some signs, but in game or GE play mode they don't keep standing, but tumble down.
|Bilbo Beutlin (BBeutlin)||22.06.2015 11:42|
|Seems, it isn't as easy as I thought. ;)
I copied the default "trafficSystem.xml" into my map/map.i3d folder and adapted the "../vehicles/" pathes to "$data/vehicles/".
I changed in my map.i3d the user attrib. xmlFile to "map/trafficSystem.xml". No log error, the xml is loaded obviously.
However no car appears, neither driving nor parking.
Why that? Is there anything else to be adapted?
Problem solved. Too bad, once again the "$data/" replacement doesn't work. One has to copy all needed "$data/vehicles/cars/" files directly into the mod folder.
|Bilbo Beutlin (BBeutlin)||25.06.2015 17:52|
1) Can I somehow control the global traffic density/frequency (similiar to FS13)?
2) What is the trick with the dynamic (traffic) signs to make them stable? I moved some signs, tried various placements, but they don't keep standing, tumble down immediately in GE play mode or at game start.
|Emil Drefers (giants.edrefers)||26.06.2015 07:50|
1) have to check (get sure) but I don't think that there is an option to adjust the spawn frequency
2) Please have a closer look at the hierachy of a sign.
- First you have a TG (tranformgroup) which is a static object
- Second there is a child TG of the first which is a Joint
- The third object is the actual physical representation of the sign, a dynamic object
So you always have to copy the whole hierachy (just copy the first TG and its childs will be duplicated too), then place it a bit above the terrain.
I think that should work.
|Bilbo Beutlin (BBeutlin)||26.06.2015 16:10|
|Yes, I've seen that - I've moved always the complete TG. The sub-transforms have all translation/rotation zero.
Tried placing with Ctrl-B, moving with pivot, placed y-origin a little into ground .. they don't keep standing.
The mentioned signs are the two (picnic/hotel) signs in Bjornholm west near the small bridge at waterfall. I don't get it that they keep standing. Removed for test also nearby tree.
It doesn't keep me sleepless - for now changed dynamic body to kinematic. Anyway was interested in knowing the trick how to get them standing. ;)
|Bilbo Beutlin (BBeutlin)||28.06.2015 09:30|
|One sign I got finally standing - the other not, though I tried y-origins +/- 15mm to ground in mm steps. Can it be, the ground must be absolutely flat in a certain diameter?
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