Category | Farming Simulator 17 |
Created | 31.01.2017 11:56 |
Hendrik Elkmann (derelky) | 31.01.2017 12:01 |
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Hello, is it possible to overwrite an updateTick() in a specialization? i want to overwrite the Pipe:updateTick() because in this the Tiponground is done. I write an new specialization which will be load after the Pipe. i know i can overwritte it with overwrittenFunction() and do it on the points like doOverload. But how can i disable or overwritte the Pipe:updateTick() in my mod? Its for a mill which will change the output filltype to a different than the input filltype. So to tip it on ground it is necessary to overwrite the Pipe:updateTick() at the moment i replace the Pipe:updateTick() and it works but now every Vehicle with the Pipe Spec is using my new updateTick(). |
Bilbo Beutlin (BBeutlin) | 31.01.2017 20:19 |
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In the vehicle spec LUAs you'll find many examples for usage of "Utils.overwrittenFunction()", "Utils.appendedFunction()". With these you can bypass the default functions to your own code. |
Hendrik Elkmann (derelky) | 01.02.2017 08:46 |
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Hello, yes i know how to use these functions. but what i need is to overwrite some code in the Pipe.updateTick() but i dont know how to do this with the giving functions. so how can i use overwrittenFunction to bypass the Pipe:updateTick() to my code only for the Vehicle which have the Spec. it works fine with non standardFunction like doOverload e.t.c. |
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