Category | Farming Simulator 17 |
Created | 11.11.2016 12:38 |
Bio Medical Extetion (Unknown) | 11.11.2016 12:43 |
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Hallo, i need to know what is the vehicle type name and specialization name of the Locomotive (the train). my script: for k, v in pairs(VehicleTypeUtil.vehicleTypes) do if v ~= nil then print(('\tadding to %q'):format(tostring(v.name))); end; end; log output: adding to "fuelTrailer" adding to "selfPropelledSprayer" adding to "cutter_animated" adding to "mower_animated" adding to "forwarderTrailer" adding to "tractor" adding to "sprayer_animated" adding to "car_dynamicMountAttacher" adding to "woodCrusherTrailer" adding to "cutter_builtInCutterTrailer" adding to "forwarderTrailer_steerable" adding to "implement" adding to "combine_animated" adding to "loaderVehicle" adding to "treePlanter" adding to "strawBlower" adding to "sowingMachine" adding to "receivingHopper" adding to "leveler" adding to "plough" adding to "cutter" adding to "hookLiftContainerTransport" adding to "weederSowingmachine" adding to "wheelLoader" adding to "conveyorTrailerDrivable" adding to "selfPropelledMixerWagon" adding to "manureBarrel" adding to "woodHarvester" adding to "baleLoader" adding to "skidSteer" adding to "manureSpreader" adding to "attachableFrontloader" adding to "baleWrapper" adding to "combine_animated_crawler" adding to "augerWagon" adding to "shovel_animated" adding to "trailer" adding to "hookLiftContainerManureBarrel" adding to "goldhoferFront" adding to "dynamicMountAttacherImplement" adding to "baler" adding to "mower" adding to "tractor_articulatedAxis" adding to "shovel" adding to "car" adding to "mixerWagon" adding to "ridingMower" adding to "woodCrusherTrailerDrivable" adding to "conveyorTrailerHireable" adding to "tractor_crawler" adding to "selfPropelledMower" adding to "hookLiftTrailer" adding to "weeder" adding to "stumpCutter" adding to "waterTrailer" adding to "treeSaw_attacherJointControl" adding to "treeSaw" adding to "livestockTrailer" adding to "combine_animated_articulatedAxis" adding to "transportTrailer" adding to "tractor_foldable" adding to "windrower" adding to "loadingTrailerDrivable" adding to "tedder" adding to "roller" adding to "baleGrab" adding to "hookLiftContainerManureSpreader" adding to "attachableCombine" adding to "combine" adding to "selfPropelledPotatoHarvester" adding to "implement_animated" adding to "cultivator" adding to "shovel_dynamicMountAttacher" adding to "telehandler_articulatedAxis" adding to "telehandler" adding to "defoliater_cutter_animated" adding to "hookLiftContainerTrailer" adding to "forageWagon" adding to "defoliator_animated" adding to "forwarder" adding to "conveyorTrailerSteerable" adding to "hookLiftContainer" adding to "sowingMachineSprayer" adding to "dynamicMountAttacherTrailer" adding to "combine_cylindered" adding to "tractor_reverseDriving" adding to "manureBarrelCultivator" but i cant find the "locomotive" .... pls help thx |
Jorn Hiel (fa285634) | 11.11.2016 16:32 |
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Program Files (x86)\Steam\steamapps\common\Farming Simulator 17\data\vehicles\train have a peek in there, its rather a simple name ;) |
Bio Medical Extetion (Unknown) | 11.11.2016 17:53 |
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thanks for the reply, yes i saw those files but i need to get the vehicle "object" where i can add the my custom specialization... into locomotive.xml i see this tag: <specializations> <specialization name="lights"/> <specialization name="motorized" /> <specialization name="steerable"/> <specialization name="drivable" /> <specialization name="animatedVehicle" /> <specialization name="honk"/> </specializations> but looking inside those specializations i never see the "locomotive" vehicle object... and most probably it has another name... but which? (or maybe the locomotive is not into "vehicleTypes" class) |
Bio Medical Extetion (Unknown) | 13.11.2016 12:52 |
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bump |
Gs Modding (kennethdarnoldjr) | 14.11.2016 17:49 |
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On my game it is in Farming simulator17\data\vehicles\train and the object is "locomotiveKI.i3d" |
Bio Medical Extetion (Unknown) | 14.11.2016 20:37 |
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yes, i know... I try to explain better my problem: My mod have 4 files: modDesc.xml register.lua mymod.lua store.dds register.lua script: function mymod_Register:loadMap(name) if self.mymod_Register == nil then self.mymod_Register = false; for k, v in pairs(VehicleTypeUtil.vehicleTypes) do if v ~= nil then for i = 1, table.maxn(v.specializations) do local vs = v.specializations[i]; if vs ~= nil and vs == SpecializationUtil.getSpecialization("drivable") then-- table.insert(v.specializations, SpecializationUtil.getSpecialization("mymod")); vs.turnAutoOn = g_i18n:getText("turnAutoOn"); vs.turnAutoOff = g_i18n:getText("turnAutoOff"); end; end; end; end; end; end; mymod.lua script: function mymod:update(dt) if InputBinding.hasEvent(InputBinding.Autopilot_OnOff) then self.myflag = not self.myflag; end; end; function mymod:draw() if not self.myflag then g_currentMission:addHelpButtonText(Drivable.turnAutoOn, InputBinding.mymod_OnOff,nil,GS_PRIO_LOW); else g_currentMission:addHelpButtonText(Drivable.turnAutoOff, InputBinding.mymod_OnOff,nil,GS_PRIO_LOW); end; end; Now THIS works with ALL "drivable" vehicles but NOT for the TRAIN or LOCOMOTIVE... WHY? pls hlp |
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